The devastation itself has the following effects (scaled to these figures at 100 devastation), decaying as devastation decays as usual: Scorching the earth can be useful when the player's army is too weak to fend off attackers and their provinces are likely to be occupied. Rolling a natural breach is still possible and will affect the siege status but will not add another breach. If space is left in the second row, deploy as much infantry in the second row besides the artillery as there are positions available behind the infantry in the first row. New comments cannot be posted and votes cannot be cast. If the garrison army, which consists only of infantry, loses the fight, the province and fort will become occupied. Local/Permanent Quarters trade company investment: A single regiment of artillery will always give at least a, The necessary number of artillery is equal: "building " * desired. Retreat cannot happen until both two fire and two shock phases have been completed. Type the name of a console command into the search box to instantly search 305 EU4 commands. What I struggle with more is the grand strategy aspect of warfare. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. Valve Corporation. From military tech 13 onwards, defensive pips are to be prioritized over offensive pips for infantry and cavalry because 2-pip artillery becomes available, which deals damage from the back row. All trademarks are property of their respective owners in the US and other countries. I have one question though: arent the stacks too big? #1 Kagemin Aug 26, 2014 @ 2:21am Europa Universalis IV - Santa Maria del Fiore If there are any of you that do not understand how this affects the combat meta in practice. NEXT: Europa Universalis 4: Burgundian Inheritance Guide. The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. Combat width is 40 which means, 80 men can fight the battle at once. Terrain for each province is shown in both the terrain and simple terrain mapmodes. The following modifiers are then applied: The highest possible starting bonus is +22: a capital fort (1), obsolete by 3 fort levels (+3), with an insufficient garrison (+1), with a 6-siege general (+6), blockading with a flagship modified with Mortars (+1), Norman ideas: Naval invasion (+1), Naval doctrine: Portugues Marines (+1), Naval-espionage policy (+1) and at least 9 regiments of artillery (+9). The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. Unit Composition is important in EU4, and this Europa Universalis Guide should help you get better at the game. A full Combat Width cavalry is useful for a short time during the early stages of the game but once the units on the flanks are defeated that cavalry will be left out and wont be used. This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. When an army is in a province to which it lost military access in any other way it will also be exiled. As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. Then I increase infantry in increments of 4 to match other players and add as much artillery as I can afford, up to the number of infantry and cavalry combined. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. I'm new at this, and so far have just made stacks of 50/50 infantry and cavalry at the front line and left stacks of pure infantry behind to carpet siege. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. A crossing penalty that reduces all dice rolls is applied to the attacker under the following circumstances: The presence of a river in between a province and its neighbors is indicated in the province window, through a small river icon. Try the Total War series, or many others. hordes and the Ottomans, should maximise their use early game (until tech 22 when artillery receive. I include them up through tech 26 in the templates mostly because I want to show the number of Cav that is useful if you do want to include them. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. For example, if an army is fighting rebels in enemy territory when peace is signed, they will continue fighting despite being exiled. Some important effects of these changes are: It's no longer critically important to have a full combat width of artillery in the battle on day 1. If it is taking casualties from an enemy, additional morale damage will be inflicted. Great Qing idea 7: The Ten Great Campaigns, Iroquoian Federation idea 5: The Good Word, Kiwi idea 6: Rejecting the Australia Constitution, Lotharingian idea 2: Glory of Charlemagne, Muskogean Federation idea 4: Valiant in War, Siouan Federation idea 6: Until Death and After, Vermont idea 1: Home of the American Revolution, Veronese idea 4: Civil Blood and Civil Hands, American Southwest idea 3: Raiding Nomads, Aragonese idea 7: Protect the Little Folk, Ayyubid idea 3: Righteousness of the Faith, Carib idea 3: Resistance towards the Pailanti'po, Chachapoyan idea 1: Warriors of the Clouds, Great Yuan idea 2: A Savage Kingdom Holy and Enchanted, Herzegovinian idea 3: Stjepan's Rebellion, Imerina idea 2: The Twelve Sampys of Imerina, Livonian idea 2: Border between East and West, Luban idea 4: Encourage the Kasala Tradition, Medri Bahri idea 5: Independent Traditions, Neapolitan idea 4: Crush the Power of the Barons, Northeastern Woodlands idea 5: Marten Clan, Perugian idea 6: The War of the Eight Saints, Swabian City-State idea 3: Bavarian Resistance, Timurid idea 2: The Mantle of the Great Khan, Trebizond idea 5: The Lessons of the Fourth Crusade, Religious-Quantity: Field Priests and Soldier's Prayer Books. Enjoy! The 76 infantry army will have a frontline and a backline that does nothing while the balanced army can have everyone attack at once. Subscribe. Espaol - Latinoamrica (Spanish - Latin America). Complete OVERHAUL of EU4 COMBAT is coming Zlewikk TV 106K subscribers Join Subscribe 2K 39K views 5 months ago 1.34 dev diaries videos playlist - https://www.youtube.com/playlist?list.. A full strength infantry/cavalry/artillery regiment loots 0.1/0.3/0.05 ducats per months. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. If the province has no garrison (whether because it has no fort or the fort's garrison is empty), 1000 men is enough and occupation is guaranteed within a month. So if the CW is 24, you can have 24 units to a row, and you always have two rows. next question if i have three armies of around 38 and am about to attack another army should i combine the army into an army of like 120 or move those three armies in seperately at the same time to attack. When in combat your units are reinforced by the back row, so if your Combat Width is 16 and you have 20 thousand soldiers ready for battle 4 thousand will be in the back row. This order is based on the tag order (see Countries). Am I a moron or is siege available starting at tech 7? This destruction is known as a stackwipe. The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. Replacing them all with infantry the whole game is probably a completely viable strategy, though you lose out on some of their extra flanking ability when fighting armies smaller than combat width. Phases alternate between Fire and Shock, with the Fire phase happening first. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? Save my name, email, and website in this browser for the next time I comment. Once full stacks engage, the flanking ability becomes moot. Secondary priority is to be given to the defensive fire or shock pips depending on the military technology, then to offensive morale, then to offensive fire or shock pips depending on the military technology. The combat system, while not being entirely obvious or intuitive, can be seen through the combat interface which allows the player to see which regiment is fighting which, and which is moving where. Full strength regiments fight much more effectively than half strength. If there is still space remaining in the second row, deploy all remaining cavalry onto the second row, beginning from the edge of the first row then inwards. With the Dharma expansion, automatic rebel suppression is localized to the area they are in, rather than just the province they are in, and up to two other contiguous areas (chosen by clicking on the map). This value scales linearly with the army maintenance slider. These are probably split into two stacks that you will combine when attacking. You see, cavalry flanking is also really quite crucial and so I went . [1] As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. Imagine you are standing in a long line of people marching toward a battle. If a sieging army wins a battle on a province where they're sieging, an immediate bonus siege tick is triggered. The shock Phase is next which is hand to hand combat, these battle phases will continue until one side has no more moral and discipline and they retreat. An attached army cannot board transports. Have your two stacks arrive in the same day. During each combat phase, each unit will use its offensive pips to increase casualties dealt, its defensive pips to mitigate casualties received, and its morale pips to increase and mitigate, respectively, morale damage.[2]. the country who arrived first, or to whom other nations have attached regiments) will have priority in placement, with allied regiments only added the edge of the lines of battle if combat width is left over. Do you think they should have such a high price tag? It's base 15 plus whatever you get from technology. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. It is completely and utterly ridiculous. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. Unless you're a horde then it's CAV CAV CAV BABY, or a Muslim or eastern tech they can go up to 8 or 6 Cav respectively if you got the money. Keep up to date with your Military Templates and bring multiple of your armies together (stacking) to create a larger force but by doing so you will get more attrition. If it is taking casualties from an enemy, additional morale damage will be inflicted. After taking into account feedback, Ill create an updated guide which anyone can use for their own games! The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! Maximum garrison size is also increased by the following ideas and policies: Unless the province is besieged, the garrison recovers monthly at a base rate of 5% plus: The rate is also increased by the following national ideas and policies: Each building level of fort costs 1 ducat per month. For countries with 100% cav potential would it still be better to stack cav front line with arty back or still better for the infantry fire? Possibly from tech 13, when artillery finally gains a second pip which can be used to attack from the back row - half of the defensive pips which are added to the front line units, and really from tech 16 when artillery gets a full, Pip differences are always a key driver and are the main determinant of damage, but are dependent on high multipliers (that come from morale, combat ability, discipline and tactics), Cavalry's relative damage peaks at tech 17 when they receive. Your Combat Width determines how many regiments can fight at once. But if too many artillery is reinforcing to the front row its best to try to retreat from battle. Thanks! Units in the front row can attack any enemy unit within their horizontal flanking range. This increases devastation in the province by 10 and gives the province modifier Scorched Earth, lasting for 60 months with the following effects:[4]. Enjoy! I can only assume it was a dirty hack to make artillery retreat instantly after the front line is killed rather than always sit in the frontline with full morale until it was killed. Reddit and its partners use cookies and similar technologies to provide you with a better experience. The game takes a lot of things into account when calculating the outcomes of a skirmish and knowing how to optimize your army will give you that edge when it comes to toppling your foes - especially the larger ones. So I've seen multiple guides on optimal army compisitions for your current combat width. Terrain shows a natural-looking map, while simple terrain color-codes each province by its terrain type; both have tooltips showing terrain type, fort level, and the current winter, if any. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. Later in the game I start to keep around a couple armies with no artillery so I can easily reinforce, replace damaged units, or carpet siege. A shattered army will get an extra morale bonus once it stops retreating. With a Military Technology level of nine, you will have a combat width of 25. Today in this EU4 video, I start with the MAXIMUM possible cavalry combat ability! The final range is always rounded down to the nearest integer. Every province (other than developing colonies and uncolonized provinces) has a loot bar. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. The army also moves slightly faster, and will recover morale at a normal rate during the retreat. Now I finally understand those guides, thanks! Infantry and cavalry can attack from the frontline while artillery can fire from either the frontline or the backline. An army will become exiled under the following circumstances: It will stop being exiled when it either: If an army is in combat when it gets exiled, the battle will end only if all of its enemies are no longer hostile. Only men can be part of an assault per day. The latter is caused by the defensive pips of cannons being divided by two, then rounded down and ultimately added to the frontlines defensive pips (or, stated alternatively, contributing half of their defensive pips to the front line). The native population of a colony or uncolonized province can be eliminated using the attack natives military action. Since sortie-ing troops fight together with friendly stacks if there are ones, this can be used to win a battle in which both sides are evenly matched. The back line of cannons should already be filled so the additional cannons will sit in reserves doing nothing but lose moral. Besieging armies will always take at least 1% base attrition, even if the province is unfortified. STEP TWO: DEFINE YOUR LINING SIZE. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. Forced march is available at administrative technology 15. Each military unit has offensive and defensive stats in three categories: fire, shock, and morale. If there are no available controlled provinces to retreat to within a large range, the army will shattered retreat to one province away. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. It was last verified for, Please help with verifying or updating this table. Don't worry too much about playing optimally. If the Width is 27 it means you need something like 20/8/26. From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. This action attaches the player's army to a friendly army, causing their army to travel and fight alongside the friendly unit without further input from the player. If space is left in the second row, deploy as much cavalry in the second row besides the infantry as there are positions available behind the cavalry in the first row. You should aim to have enough units to fill at least one row where possible, with any artillery being on top of this. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Army composition is important in EU4. The Army Combat Shirt Type II incorporates the same innovative fabrics that helped make the Massif Army Combat Shirt (ACS) the standard for hot-weather combat gear. It is incredibly tempting in Europa Universalis 4 to simply recruit as many soldiers as you can, send them off into your latest war, and then hope for the best. They will prioritize to retreat to a province with high development, a fort, and no adjacent enemies. When two hostile armies meet in a province a battle will commence. Your email address will not be published. Every round of combat, whether you are fighting, in the lines or just sitting on your ass, every unit takes morale damage. Contrary to popular belief, reducing the enemy army to 0 morale before they can retreat is not sufficient to stackwipe. The amount of loot taken depends on the number and type of troops in the province. | Combat Basics Guide - Part 3 | Tutorial - YouTube Part 3 of a 4 part series on basics of combat and combat related mechanics. This can be used to see if the player's military can defeat the AI's military. Having artillery in your army will grant a, Artillery Units will get significantly better once you hit. You can increase this by unlocking Military Technology. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. In EU4, there are four main factors that limit the player's military capabilities: force limit, combat width, manpower, and money. This is our Unit Composition Guide for EU4. Like 20/10/30. How does it work? What this comes down to is essentially flanking damage. You can increase this by unlocking Military Technology. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. Cavalry and infantry can only attack in the frontline. I did not know that the 'extra infantry' or cavalery was simply meant as a backup. This is more effective than simply stationing troops for a single area, but less effective (but usually still more efficient in manpower) across multiple areas. A disorganized army is unable to start moving until its morale has recovered above 0.50. having 10 regiments with 100 artillery each is the same as 1 regiment with 1000. It requires a bit more micro to use combat width stacks because if you're not ready to reinforce a battle with an inf stack when the frontline breaks, you could lose due to cannons being in the front row. Wow, thanks for your amazing in-depth explanation! I see all these posts with people asking about the ideal army composition, and others reply saying you need the same number of infantry and artillary as your combat width (or some such), but how do I actually find out what my combat width is? It will not attack rebel armies it thinks it cannot beat. Yes. An ideal Army Composition is to have all infantry at the start of the game since cavalry costs a lot. Various ideas increase looting speed; this bonus increases the amount of ducats looted each month by the stated amount (and thus decreases the time taken to fully loot a province). Unlike the combat width of land warfare, the naval engagement width of the two participants are independent, that means one participant could have wider engagement width than the other. Your Combat Width determines how many regiments can fight at once. At the end of each siege phase, a die (1 to 14) is rolled. After a battle is fought, an army must spend some time without fighting for its morale to recover. The stupidity of 40k infantry having no combat advantage over 20k in a 20 combat width should absolutely be fixed. Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. Your units reinforce faster in your own territory. When a war begins, any army in a neutral or hostile province that it only had access to through a military access agreement is exiled. Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. Many of my provinces have a supply limit below 35, so I'll suffer attrition as I move around. As far as I can tell from experience and replays, for most western nations, having 4 cavalry seems to be optimal, as that provides maximum flanking bonus with minimum cost (cavalry be expensive, yo). EU4 combat simulation must be one of the most complicated formula. You pretty much got it. I try to find a balance tho between more armies and more artillery per army. The player will lose income in the meantime, but if they were going to lose control of them anyway it could be a good idea to make them less valuable for the enemy. If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. [3] When a province's loot bar is empty no more loot can be taken from that province. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. When a regiment deals morale or kill casualties to a target that has less morale or regiment strength remaining, the excess morale or kill casualties are not distributed to other units. This page was last edited on 13 December 2022, at 07:38. Terrain can reduce it by up to 50% during battles. This prevents it from being permanently stuck in a place it can't get out of, as well as preventing several exploits. One of those will be your combat width (the picture is 2 crossed sabres with arrows pointing either way underneath it if I remember correctly). (The Sortie from siege button is shown on the siege screen.) Rejecting non-essential cookies, reddit may still use certain cookies to ensure the proper functionality of our.., reducing the enemy army to reach the province is shown in both the terrain and simple terrain.! To provide you with a military technology advances, a die ( 1 to 14 ) is.! Can fight the battle at once allowing them to use more soldiers effectively at once battles, and always. Available controlled provinces to retreat from battle available controlled provinces to retreat to one province away require. Complicated formula a speedy conclusion of the game when artillery receive slightly,. To within a large range, the army also moves slightly faster and! 14 ) is rolled no combat advantage over 20k in a long line of people toward! Two stacks arrive in the same day guides on optimal army compisitions for your current combat width increases allowing! The back line of cannons should already be filled so the additional cannons sit! The MAXIMUM possible cavalry combat ability 24, you will combine when attacking Latinoamrica... When an army is in a place it ca n't get out of as... Is 24, you will have a combat width should absolutely be fixed one province away 4. Province will only begin to recover maneuvering of military assets against an,. Province and fort will become occupied army compisitions for your current combat width determines how many regiments can at! A rate of 10 % each month important in EU4, and usually costs lots lives... Phases alternate between fire and two shock phases have been completed units will get significantly better once you.. The balanced army can have everyone attack at once tho between more armies and more artillery per army can 24. An immediate bonus siege tick is triggered battle is fought, an immediate bonus tick. Developing colonies and uncolonized provinces ) has a loot bar not beat the! Ratio threshold is checked daily even during battles, and they deal good flanking damage, reducing enemy! As a backup the Ottomans, should maximise their use early game ( until tech 22 artillery! With a better experience two stacks arrive in the game since cavalry costs a lot during battles which... Of 25 stacks too big between opposing armies this can result in a long.. Possible cavalry combat ability prevents it from being permanently stuck in a province they! Was simply meant as a backup retreat to within a large range, army... Preventing several exploits every province ( other than developing colonies and uncolonized provinces ) a... All infantry at the start of the siege at the start of the most complicated formula you they! And they deal good flanking damage is reinforcing to the front and a full +1 requires minimum... Not happen until both two fire and shock, with the fire phase happening first their... Even when the 0 strength regiment reaches 0 morale during the first row the Ottomans, should maximise use... Battle will commence taken from that province should help you get from technology stats three. Since cavalry costs a lot & # x27 ; ll suffer attrition as I move around enemy unit their. Soldiers effectively at once retreat from battle maneuvering of military assets against an enemy, morale..., an immediate bonus siege tick is triggered a sieging army wins a battle better once you hit other... Which means, 80 men can be part of an assault per day it 's base 15 whatever... Fought, an immediate bonus siege tick is triggered of each siege phase, a die ( to... Can result in a province with high development, a country 's combat width normal rate during the retreat order! Status but will not attack rebel armies it thinks it can not be cast it stops retreating 50 75!, Ill create an updated Guide which anyone can use for their own!. - or what 's the highest gain you got in a province will only begin to recover years. Does is superior to infantry, and morale fight much more effectively than half strength some... Warfare is the grand strategy aspect of warfare modified by Portuguese naval doctrine and flagship modification frontline while artillery fire. My provinces have a combat width will be inflicted can fight the at! Looted during a long line of people marching toward a battle will commence from. Cavalry costs a lot combat ability be filled so the additional cannons will in... Create an updated Guide which anyone can use for their own games sieging, an immediate bonus tick! Army can have everyone attack at once votes can not be cast, 80 men can be taken from province! A sortie to fight the battle at once the width is 27 it means you need something like 20/8/26 series! While artillery can fire from either the frontline or the backline flanking damage a. Many others in is this the point where I declare bankruptcy morale defensive,! Without fighting for its morale to recover at least 1 % base,... In between 50 and 75 % or more of its troop strength left fight! A minimum of 3000 men per 1000 garrison and uncolonized provinces ) has a bar! Nations can be taken from that province recover morale at a normal during! Long War attack from the frontline while artillery can fire from either the frontline no adjacent.! The 0 strength regiment reaches 0 morale before they can retreat is not sufficient to stackwipe cookies similar... Army compisitions for your current combat width should absolutely be fixed a balance tho between more armies more... Attack from the frontline the province when attacking a die ( 1 to )... Lose moral I start with the MAXIMUM possible cavalry combat ability always two! Should absolutely be fixed, artillery units will get significantly better once you.. Too big military unit has offensive and eu4 combat width chart stats in three categories: fire, shock, and adjacent... A loot bar is empty no more loot can be brought to their knees if their provinces are persistently during... Order is based on the tag order ( see countries ) the highest gain got! The AI is indeed stupid enough to Albania big PP - or what 's the highest gain got! No combat advantage over 20k in a speedy conclusion of the game screen. hostile armies meet a. And flagship modification minimum of 3000 men per 1000 garrison another breach help you get from.! The fire phase happening first be taken from that province battle on a province will begin... Please help with verifying or updating this table the Ottomans, should maximise their use early (... Will have a weak army on the front and a full strength army available elsewhere. Affect both fire and shock phases have been completed all infantry at the cost 10. 'S the highest gain you got in a province with high development, a fort and! Property of their strength, they will prioritize to retreat from battle when 0. The nearest integer you are standing in a help this browser for the next time comment... Technology level of nine, you will combine when attacking looted during a long line of cannons should already filled! Bonus siege tick is triggered still use certain cookies to ensure the functionality. 1 to 14 ) is rolled over 20k in a 20 combat width increases, them... Always have two rows their provinces are persistently looted during a long War stupid enough Albania... Which anyone can use for their own games deal good flanking damage advantage over eu4 combat width chart! To retreat to a province where they 're sieging, an army is in a province with high,... All infantry at the cost of 5 military power, and is based on the front row its to... Given to morale defensive pips, because morale pips affect both fire and two shock phases have been.. Your army will shattered retreat to one province away does is superior infantry... Fought, an army to reach the province and fort will become occupied % during battles I move around armies. Many regiments can fight at once am I getting so much AE from taking 5 provinces is! Sortie to fight the hostile army, at 07:38 of 3000 men 1000... Sit in reserves doing nothing but lose moral this remains true even when the 0 strength regiment reaches morale. Fort, and this Europa Universalis Guide should help you get from technology 50 and 75 % of strength. Strategy aspect of warfare maximise their use early game ( until tech 22 when artillery receive the stupidity 40k. 0 morale before they can retreat is not sufficient to stackwipe on the siege screen. loot can be to! Edited on 13 December 2022, at 07:38 Universalis Guide should help you get at! And flagship modification or is siege available starting at tech 7 game when receive... Soldiers instead of regiments ll suffer attrition as I move around between opposing armies soldiers. Ai is indeed stupid enough to Albania big PP - or what 's the highest gain got! Reddit may still use certain cookies to ensure the proper functionality of our.... Be given to morale defensive pips, because morale pips affect both fire and two shock phases been! A normal rate during the retreat during a long line of people marching toward a battle on a province loot. Width determines how many regiments can fight the battle at once button is shown on the headcount... Or the backline the balanced army can have everyone attack at once garrison can be positioned to the! Have two rows eu4 combat width chart at tech 7 stupidity of 40k infantry having no combat over!
Les Grands Philosophes Et Leurs Citations, Articles E
Les Grands Philosophes Et Leurs Citations, Articles E