The central
stratagem in Illyriad PvP is siege. Nothing sends your enemy a
message like a well-appointed set of catapults at his doorstep. In
this post we will discus the principles of sieging in Illy.
The Basics
You have built up your barracks up to level 20, completed siege encampment and war machines research, borrowed a handful of siege blocks from your neighbor and built siege engines out of them. You are now ready for mayhem and destruction.
You pick a city on
the map, click on it, choose “send army”, and choose “siege”.
You will be offered to select a tile near the city on which the siege
camp will land, and set the time for occupation. That's right,
instead of attacking the city directly you will be occupying a spot
next to it, like an occupying army does.
Here is what a siege
camp looks like on the map. It is different from an occupying camp
and a blockade.
Siege |
Blockade |
You can check out
who is sieging whom in Illyriad Herald.
Why Sieging is Difficult
After days of waiting, your army finally has arrived to the gates of your enemy's city, only to be completely wiped out by an army 1/6th its size about an hour later... True story!
There
are several aspects of Illy mechanics that favor the player under
siege, not the sieger:
1. Attack units
(cavalry and infantry) have higher attack points than defense points
of any unit in the game that a player can build, making defenders
inherently weaker than attackers. Somewhat counterintuitively, in a
siege camp you are playing defense, not offense. Furthermore, terrain
modifiers can further increase the differences between defense and
offense.
2. Siege engines
have a very slow speed. Your enemy may have several days' or even
weeks' worth of notice.
3. Launching a
siege is not unlike launching a rocket into outer space. There is no way
to adjust it, move to a different square, or increase its size (other
than send additional armies). Thus, when sending out the siege you have to
plan ahead of time for defense against attacks from multiple cities of your
opponent, his alliance mates, and sometimes other players who decide
to jump in.
4. Your opponent
will be able to rebuild his city under siege in order to increase its population and buy more time for clearing armies to arrive from longer distances.
This is why sieging
is not a one-player show. It involves coordination between multiple
armies and players, planning everything ahead of time, and exploiting
any weaknesses that your opponent may have.
Anatomy of a Siege
Here is what you
need to have a shot at a successful raze or capture:
1. A siege army that
has a large amount of offensive troops (infantry or cavalry) and both
wall and city siege engines (rams and catapults). Wall engines are
often forgotten, but they are essential for reducing the city's
defenses. A level 20 wall adds a 115% bonus to defense of the troops inside the city. When you reach the raze population level the
army will need to storm the city. If your army remaining after 24-30 hours of attacks is not sufficient to defeat the troops
in the city the siege will be aborted.
2. A defensive camp
is set up on the same tile as the siege, to protect the siege army. This
consists of multiple armies with mostly defensive troops (spear and
bow units and sometimes infantry), sent to occupy the square on which
the siege will land on.
3. A blockade is set up
on a different tile, also with defensive troops, for intercepting
vans with basic resources that the player may attempt to use for
rebuilding the city.
4. Ideally, both the siege camp and the blockade should be set up on tiles with terrain that favors defenders and penalizes attackers, such as a mountain, buildings, forest or hills. Anything is better than plains!
4. Ideally, both the siege camp and the blockade should be set up on tiles with terrain that favors defenders and penalizes attackers, such as a mountain, buildings, forest or hills. Anything is better than plains!
5. Attacking armies
are sent to both the siege and the blockade tiles. If your opponent knows
where the siege and blockade are landing (by scouting or because
there are obvious bad tiles) he may attempt to set up defensive
armies there, to force your defensive troops into attack mode and incur big losses.
6. Clearing armies are sent to attack the city with two purposes: 1) to clear the city of any
troops; 2) to diminish the amount of basic resources available to the
player for rebuilding.
7. Magic attacks are used to
reduce the city's food supply (blights and a basic resource spell to
replace the food spell such as gift of wood). This works well for
high-population cities that rely on the food spell.
8. Various
diplomatic unit attacks are used to help with taking out basic resources (t1
thieves), kill reinforcing commanders (assassins), and frustrate the
player's rebuilding attempts (saboteurs). Diplo attacks are an icing
on the cake, and depending on your opponent's sophistication they may
utterly fail.
Timing is Everything
It is paramount that
all the armies arrive to the camp in sync and land in the correct
order. Pre-clearing armies to the tiles should be slightly ahead of
defensive troops, followed by defensive armies, then followed by the
siege army (with intervals no larger than 1-2 minutes).
Your reinforcements have arrived. |
Clearing of the city
should start after the wall is reduced. In an ideal scenario this
happens several hours after the start of bombardment. Thus, the earliest
clearing armies need to be timed to 16 hours after landing of the
siege. It is effective to land a clearing army each hour right after catapults
hit, to remove basic resources that get salvaged from
demolished buildings. Heaviest clearing hits should land by the expected raze time, potentially boosted with assassins. Magic is used after bombardment starts.
The Bottom Line
Take advantage of favorable terrain and plan for overkill. Your siege must survive for at least 24 hours. To ensure that it does, it needs to be supported by occupying defensive armies, a blockade, and well-timed clearing forces. When the city's population reaches the raze target your remaining siege army must be big enough to deal with troops remaining inside the city.