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Phantom techs
Posted: Sun Aug 05, 2018 9:14 pm
by Savra
Researchers at Phantom Garison:
Black Iron weopens: +1 to all phantoms attack-cost:4
Dark steel weopens: +1 to all phantoms attack-cost:6
Black Iron armour: +1 to both armour-cost:4
Dark steel armour: +1 to both armour-cost:6
Re: Phantom techs
Posted: Thu Aug 09, 2018 5:17 am
by Savra
O ya, it wouldn't effect the phantom archers range so it stays at 5, to keep it from being like the Uruk archers and imperial crossbowmens range.
Re: Phantom techs
Posted: Wed Nov 13, 2019 3:30 pm
by Savra
Maybe I should have something effecting the crossbowmens ranged...
I could remove the black iron tech and combine the dark steel techs into dark steel refining. But cost could be raised to 5-6 turns for it.
Re: Phantom techs
Posted: Thu Nov 14, 2019 8:36 pm
by General Brave
I don't know if anyone would be agreement for blacksmith tech for the Phantoms but it could help a bit.
Re: Phantom techs
Posted: Fri Nov 15, 2019 2:03 am
by Savra
Well, just one would be fine (it's like orc skin upgrade for uruks)
Essentially, all phantoms would get:
+1 to armour.
+1 to p.armour.
+1 to attack.
And for the ranged units, +1 to range.
Not to OP, but not useless either.
Just one upgrade, dark steel refining, would do. Cost could be 6 turns at the phantom garrison.