Phantom techs

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Savra
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Phantom techs

Post by Savra » Sun Aug 05, 2018 9:14 pm

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
Attachments
Dark steel weopens.png
Dark steel weopens.png (362 Bytes) Viewed 463 times
Black Iron Weopens.png
Black Iron Weopens.png (346 Bytes) Viewed 463 times
Dark steel armour.png
Dark steel armour.png (964 Bytes) Viewed 463 times
black iron armour.png
black iron armour.png (820 Bytes) Viewed 463 times
Last edited by Savra on Thu Aug 09, 2018 3:13 am, edited 3 times in total.

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Savra
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Re: Phantom techs

Post by Savra » Thu Aug 09, 2018 5:17 am

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.

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Savra
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Re: Phantom techs

Post by Savra » Wed Nov 13, 2019 3:30 pm

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.

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General Brave
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Re: Phantom techs

Post by General Brave » Thu Nov 14, 2019 8:36 pm

I don't know if anyone would be agreement for blacksmith tech for the Phantoms but it could help a bit.
Wise, Might, Loyalty. Forever stands Warfell.

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Savra
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Re: Phantom techs

Post by Savra » Fri Nov 15, 2019 2:03 am

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.

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