One of the best ways to learn the tricks of Illyriad, is to watch the more intelligent established players. And particularly, in matters of war, those who play the game as a wargame, and who play it well, are worth watching.
Consider, for example, this tiny snippet of a battle report.
- Why would a huge player fill an army with the weakest troops available to him?
- Why would a spear army have a cavalry commander?
- Why would an army be called 6:58? (As a hint, consider that this was a siege army, and many of the armies in that siege camp had similar names – 11:14, 8:45, etc.)
Answers? Well, maybe…
- The power of each Kobold is low relative to another troop, but very high relative to the cost of creation: Beer and Spears are relatively cheap to manufacture, and very cheap on the market. Moreover, these troops can be built fast. So they pack a big punch relative to cost, and are cheap and fast to replace. They are also well suited to the sort of terrain that a siege camp would want to occupy – a forest or mountain square.
- If you level up your commanders’ individual stats (e.g. individual defense), you’ll find that T2 cavalry have the biggest bonuses. So, their level-ups are simply more effective than other commanders’.
- Players who have played war-focused strategy games (like Travian) have learned the value of timing multiple troop arrivals to occur within seconds of each other. Setting up a siege camp in Illyriad may not need split-second timing, but having the whole camp mass within 60 seconds is a scary trick. How do you remember when to start each army off? You note all the travel times, then change the armies’ names to the times you need to set them off so they all arrive at once. That way you eliminate the chance of sending them off at in the wrong order, or forgetting to issue an order.
Keep an eye on the clever, big players, and consider why they are doing what they are doing.