Illyriad - Grand Strategy MMO

Illyriad - Grand Strategy MMO

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Illyriad war guide
By Veneke
This guide covers the basics of fighting a conflict in Illyriad. It is not intended to be exhaustive, but as a primer into more detailed and experienced tutelage, such as that offered by http://illywarmonger.blogspot.com/
   
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Guide to individual warfare
Guide to alliance warfare
Cheat sheet: Warfare in Illyriad
War in Illyriad

It's very complicated, detailed, and rare.

Suggested city specializations
This needs to vary according to your particular desires and local circumstances.
  • Humans: half cav, 1-2 inf, rest archers/spears.
  • Dwarf: 1 cav, half inf, rest spears.
  • Elves: half cav, 0-1 inf, rest archers.
  • Orcs: 1 cav, half inf, rest spears.

Magic and diplomats
  • Magic has a limited range, but can provide some nice damage.
  • A blight shield is a self- or allance-inflicted persistent blight on one of your cities. It prevents instant blight spells from being cast until it is dispelled.
  • Of the available diplomatic units, you really only need to concentrate on Scouts and Thieves. It's possible that your alliance already has dedicated Scout and Thief towns. Feel free to volunteer for this too if you're interested.
  • Make sure to defend against Scouts in all of your cities when at war, and make sure not to have commanders assigned and resting in your city. This prevents the enemy from know where you (and probably your alliance) are going to hit.
  • Also avoid having any research active while at war. Saboteurs could extend the duration of the research pinning your city down for a siege.

Cities
  • Walls provide massive defensive bonuses. Use them as necessary, but don't forget that the only attack that counts is when the sieging force tries to storm the city.
  • Cities which are outside the alliance hub are exposed, and are often targetted first as easy pickings.
  • It is always better to exodus a city if you are unsure if it can be held. Better keep a city with all of its buildings reduced to level 12 than to surrender it to the enemy.

Engagements
  • All combats are to the death. One side is entirely obliterated after combat.
  • There is no attacks while travelling. So combat is generally focused on cities.
  • Terrain has a major impact, and every unit has a different defensive value to what is attacking it.
  • Equipment has a major impact too, but can be expensive to put on ordinary troops.

Alliance-level warfare
  • Massive numbers are involved. Millions on each side is not uncommon, even in the less developed Broken Lands.
  • Coordination is key. Troops are converging from all over the place to one spot. Timing can be tricky.
  • Sitters are a way around the timing issue. You can allow another person control over your account. They can launch troops on your behalf. Note that they cannot exodus any of your cities.
  • Alliance warfare is difficult, and depending on organization and activity it could be an amazing, or a frustrating, experience.
  • Size is no guarantee of success. Activity, engagement, and organization are what matter.
  • Often recovery rate, the rate at which you build units, is more important than the total number of troops available - but not always.
  • Morale is usually more important to maintain. It is relatively easy to ensure that your side maintains a military capability, it is much harder to keep morale up.