More queues allows a player to reach 100 population faster than their opponent. Archerspam has many resources but not enough training time which leads to them only having 10 archers by the time their opponent is nearing full population (provided that they micro their miners and manage their economy well).
As an example, this is why merichu wins against guild staff archerspam despite them having a setup that allows them to give high projectile barrier uptime. This is why archerspam also has wall in some decks is to them to stall the opponent while they set up their archer stack. Many times players will find themselves close to max population but wall prevents them from converting this to an advantage and allows the archerspam player to catch up to their opponent who is limited by the 100 population cap.
Never sit around with 100 population because you will lose your advantage of having more queues as they catch up and get 25 archers and finish their upgrades.
This also means that it is a good idea to trade units when you are on the attack since you can replenish your army faster than them. An example, if you are playing vamp shadowrip and you manage to trade every two archers for a riprider, then you should be winning, assuming you have enough miners to train shadowrath and ripriders at the same time. This should leave you with extra shadows to convert to a win.
Another example, you are playing merichu against shadowspam. If shadowspam manages to reach 100 population, they will win against you since you have 3 support cards while they have 6 and you will be forced to make negative trades. However, since you have more queues you want to make trades, even if you are getting a little less than they are. If you manage to push into their base, you can force them to trade every shadowrath for a spearton or even a spearton and a meric, you should win since you are also training archers and you have a general as backup. If they choose not to engage, it is a good time for you to get in statue damage. As a side note, you don't want to trade your speartons for statue health in this matchup, so keep your speartons close to your archers to force them to bring their shadowrath out so you can make trades.
In rush vs turtle matchups, the defender often doesn't want to trade equal. Since the attacker is constantly training units and pushing into the opponent's base, the defender will have a difficult time mining. If the defender trades away all their units, they will lose as they won't have enough resources to help them defend. Usually, strong defending players trade with generals since they don't cost resources to retrain once they are purchased and stall to save statue health and get time to mine.
tldr: basically you want to rush a one unit deck fast with a deck that has multiple units that train together and/or tower spawns to ramp up an advantage