Illyrian Mercenaries

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L4cus
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Location: Perú

Illyrian Mercenaries

Post by L4cus » Thu Mar 19, 2020 10:53 pm

Marines who worked for a lot of kingdoms around Mediterrain sea (rome, chartage, greek cities, etc)

Liburna (ship, raider)
Cost 2
Leaving 4 turns
Hp 34
Attack 19
Range 1
Armor 4/3
Speed 6
Sight 7
+50% v ship

Ability: Land Marines
Deployes a Illyrian Marine
Coldown 2 turns

Ability: Boading
C P 40% only works on ships


Illyrian Marine (marine, raider)
Coat 2
Leaving 2 turns
Hp 24
Attack 12
Range 1
Armor 1/2
Speed 3
Sight 4
C R 100%
+50% v foot melee, archer
+100% v ship, structures, siege machine
+150% v anti-ship ship

Ability: Boarding
C P 40% only works on ships


Able at Roman Garrison and Hellenic Barracks when next to water.

https://en.m.wikipedia.org/wiki/Illyrian_warfare
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makazuwr32
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Re: Illyrian Mercenaries

Post by makazuwr32 » Fri Mar 20, 2020 5:53 am

For 2 turns cost ship itself has too high stats.
Especially attack and melee armor.

I'd say lower attack down to 10 if you want to keep bonus or down to 16 if you will remove it.
As for armor - change it to 2/6 (from current 4/3).

As for marines - just remove bonuses at all - they are too high. Maybe keep 100% bonus to buildings only (not to fortifications or megas though).

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L4cus
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Re: Illyrian Mercenaries

Post by L4cus » Fri Mar 20, 2020 6:35 am

Then, Liburna should has
Hp 32
Attack 10
Range 1
Armor 2/6
+50% v ship

And Illyrian Marine bonuses
+100% v structures
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Endru1241
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Re: Illyrian Mercenaries

Post by Endru1241 » Fri Mar 27, 2020 9:29 pm

Actually - I would just decrease marine overall stats.
They could be good for regular mercenary, but if he's supposed to be summonable and serve the pupose of conversion - it's too high.
I'd say - 15hp, 8-10 power, no armor, no conversion resistance, lower bonuses vs ships by half, remove vs melee and archers.
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L4cus
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Location: Perú

Re: Illyrian Mercenaries

Post by L4cus » Fri Mar 27, 2020 10:27 pm

Endru1241 wrote:
Fri Mar 27, 2020 9:29 pm
Actually - I would just decrease marine overall stats.
They could be good for regular mercenary, but if he's supposed to be summonable and serve the pupose of conversion - it's too high.
I'd say - 15hp, 8-10 power, no armor, no conversion resistance, lower bonuses vs ships by half, remove vs melee and archers.
Actually they used tureos shield, such a big one, and armor too
Maybe too high
They were known to fight as well in land
Maybe stats should be ajusted to 3 turn swordman?
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