" button to advance the battle step by step, so you can see what the cavalry is attacking (try like a 6-4 vs a 10-0, then 10-4 vs 10-0). Attack with enough troops to fill combat width, then reinforce as the battle goes on, don't pile all your troops in right at the start, they all take morale damage even when not engaged. Naval-Espionage: The Maritime Intelligencer Unit. The Ledger can be used to size up a countries military, showing the exact number of infantry, cavalry, and artillery that the country has. All battles go through 3 phases alternating between Fire and Shock. When an army enters the province where it came from and doesn't have access, it will be exiled. New Movie News, Movie Trailers & upcoming Movie Reviews. The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. Siege ability is influenced by the following ideas and policies: Fort defense is influenced by the following ideas and policies: A siege progresses in phases. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Cavalry and infantry can only attack in the frontline. You can change to this and any others by going to Conform to Template. 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. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. You may wish to have a dedicated siege army for busting down forts in the early stages of the game, or you may favor horses for the entirety thanks to certain bonuses to their combat ability, for example. You really only need it for sieging, it's impact in battles is minimal. Later technologies are limited to one cannon type. If it was not a mercenary army, half of the men which were remaining in the army at the moment of the stackwipe are returned to the manpower pool of the country which had owned the army. Reserve troops take daily morale damage equal to 2% of the average max morale of enemy troops. Here is a table of combat width by military technology level. If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. Great Ming idea 1: Nine Garrisons of The Great Wall, Betsimisaraka idea 1: People of the Coast, Indigenous-Humanist: By the People, for the People, Cascadian idea 3: The Forts of Hudson Bay, Livonian Knight idea 3: Castles of the Order, Luxembourg idea 4: The Fortress of Luxembourg, Nubian (minor) idea 7: Fortified Strongholds, Innovative-Defensive: Superior Fortifications, Great Shun idea 5: Perfection of Siegecraft, Innovative-Offensive: Modern Siege Weapons, Bregenzer idea 6: In the Shadow of Pfander, Divine idea 3: True Defender of the Faith, Knights Hospitaller idea 1: Defense of the Faith, Sardinian-Piedmontese idea 2: Defensive Prowess, Theodoro idea 5: Mangup and Kalamita Forts, Barbary Corsair idea 5: Fortified Pirate Strongholds, Couronian idea 1: Legacy of Sword Brethren, Dhundhari idea 1: Improve the Fort at Amer, Franconian idea 3: A Rugged Land of Fortresses, Ito idea 5: Network of Forty-Eight Fortifications, Krakowian idea 4: Casimirian Fortifications, Latgalian idea 5: Modernize Livonian Castles, Swabian City-State idea 2: By the River Iller, Thringian idea 2: Fortifications of Erfurt, Tripuran idea 7: Strengthen Local Defenses, Tyrconnell idea 1: Fort of the Foreigners, American Southwest idea 5: The Grand Canyon, Bosnian idea 7: Over the Hills and Through the Woods, Iroquoian Federation idea 2: Tree of Peace, Nepalese Princedom idea 5: Seize the Mountain Passes, Northeastern Woodlands idea 1: Turtle Clan, Qubcois idea 4: Fortifications of Quebec, Siddi idea 3: Impregnable Island Fortress, Sligonian idea 2: Rebuild the Castle of Sligo, Nizhny Novgorod idea 4: Citadel Of Russia, Portuguese idea 7: Royal Academy of Fortification, Artillery and Drawing, Espionage-Defensive: The Privy Council Establishment Act, Croatian idea 4: Antemurale Christianitatis. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. For example: with all else being equal, if your general has 6 fire pips and your opponent's general has 3 fire pips, your side will inflict 15 base casualties to the enemy during the fire phase, whereas your opponent will inflict 0 base casualties to your side, All units present in a battle take base morale casualties equal to 1% of the average max morale of enemy troops per day on top of the calculated morale casualties. The garrison will recover at a normal rate after mothballing is cancelled. And that ladies and gentlemen is my EU4 Army Composition guide. i have almost no understanding of combat in this game please help me. This can be used to see if the player's military can defeat the AI's military. Since infantry tends to take more casualties than cavalry, it is advisable to take at least a bit more infantry than the ratio would suggest. -Mountains reduce combat width by 50%. Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X. Enjoy! A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. What I struggle with more is the grand strategy aspect of warfare. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your countrys interface. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. Nations with cavalry bonuses, e.g. In Europa Universalis 4, armies work as two ranks of units - a frontline and a backline. Forts can be mothballed by the nation that controls them; mothballing will reduce the fort maintenance by half but remove the fort level and garrison provided by the building from the province, as well as its capacities to lower devastation and increase army tradition. So my question is, where does the cavalry go? 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. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. From 1.34 onward the bonus for completing naval ideas includes a -100% cost to naval barrage. -Mountains reduce combat width by 50%. Cavalries are probably the most overused and overpriced unit at 2.5x more expensive than infantry. An army cannot drill while doing this. Sortie can be ordered only when siege is ongoing, thus friendly troops awaiting an inbound enemy in a fortified province cannot receive garrison's aid. Newly trained regiments at low land unit maintenance will often fall below this threshold. However, it can traverse any territory (other than wasteland) without needing military access. This is our Unit Composition Guide for EU4. When two hostile armies meet in a province a battle will commence. Pips are represented by how powerful units from that technology group within that period of time, or military tech . 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. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. The final range is always rounded down to the nearest integer. 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. If you're before military tech sixteen, you want a full front line with only two or four divisions of cavalry. Save my name, email, and website in this browser for the next time I comment. The attacker needs at least a net +6 bonus to have a chance of ending the siege. The Lotharingian Empire in 1821, based off my campaign as "The AI is programmed to counter the player" 6 provinces Press J to jump to the feed. When starting out you should still use cavalry but its best to ditch them at around Tech 10. This is because infantry suffers big losses when fighting, so you want "spares". Try the Total War series, or many others. The following contributes to a nation's morale recovery speed. 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. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. All trademarks are property of their respective owners in the US and other countries. With both perks on, the cost can be reduced down to 10 military power. The amount of loot taken depends on the number and type of troops in the province. If it is taking casualties from an enemy, additional morale damage will be inflicted. As far as a general guide goes, what would you recommend? This is essentially what happens to stacked armies. Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. Would you change anything else about the guidance on this infographic? As such, armies are made up of only infantry and cavalry. 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. Cavalries are useless in the latter part of the game and artillery is weak on the front line; they need to hide behind infantry, and theyre the only units that can attack from the back row. Press question mark to learn the rest of the keyboard shortcuts. If space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y. 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 you are too close to the limit, after the first casualty, some artillery will have to move upfront and start taking damage, so you better be a little over the limit. It can be observed that units belonging to the combat leader (e.g. Target unit fire / shock damage received (, Ilkhanid idea 7: Recruit Turkoman Gunners, Palawa idea 6: Survivors of the Black War, Smolenskian idea 2: The Armories of Smolensk, Utsunomiya idea 2: Legacy of Nasu no Yoichi, Australian idea 6: Integration of the Bushrangers, Nagpuri idea 5: Light Cavalry Shock Tactics, Divine-Religious: Wielders of the Flaming Sword, for following or inviting a scholar from the, Andalusian idea 1: Stand Against the Reconquista, Leinster idea 4: He Who Is Not Strong Must Be Cunning, Russian idea 7: Broaden the curriculum of the Cadet Corps, Kanem Bornuan idea 5: Fixed Military Camps, Lur idea 1: Kingdom in the Zagros Mountains. Only infantry can assault. Check out the r/askreddit subreddit! 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]. Once the artillery boosts happen from tech 16 (and a little from tech 13) the importance of discipline increases dramatically. Your actual combat width is 15 + that number! Units set to auto suppression reduce unrest by a greater amount than normal; to be exact, they suppress unrest at 500% effectiveness. A controlled retreat is manually ordering an army to retreat from battle after the initial fire and shock phases, and while it still has greater than 0.50 average morale. 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. Questions, Paradox Is it normal for the 100 years war to be this one-sided? Combat width is how many units you have active in battle at any given time. Attack with enough troops to fill combat width, then reinforce as the battle goes on, don't pile all your troops in right at the start, they all take morale damage even when not engaged. Reddit and its partners use cookies and similar technologies to provide you with a better experience. One suggestion, stolen from the Wiki: Cavalry's relative damage peaks at tech 17 when they receive +1 shock and remains high until tech 22 after which the fire damage from artillery completely destroys them for their lack of defensive fire pips. Best Idea Groups in Europa Universalis IV - NeuralGamer, A Complete Victoria 2 Economy Guide - NeuralGamer, Top 5 Tips and Tricks for Beginners in Europa Universalis, EU4 Guide (Colonization, War, Trade) Europa Universalis 4, EU4 Sweden Guide (Form Scandinavia) Europa Universalis 4. 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 AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! document.getElementById("ak_js_1").setAttribute("value",(new Date()).getTime()); Copyright 2023, All Rights Reserved | NeuralGamer (neuralgamer.com), EU4 Army Composition Spreadsheet (Europa Universalis 4). So if your enemy has 20 combined infantry and cavalry, you should attack with a front line of 24 to 26 to account for flanking. So if the CW is 24, you can have 24 units to a row, and you always have two rows. Tony / 2016-05-27. Forced march is available at administrative technology 15. Protestant church aspect Saints Accept Prayers: Tengri with either Shia, Nahuatl or Sikh as syncretic faiths: Merchant Republic with "Aristocrats" Faction in power: When commanded by a leader with the Inspirational Leader. Keeping an eye on your army width and taking some time to readjust the makeup of your armies is a small chore that can pay dividends. Military tactics is increased by military technology. These are probably split into two stacks that you will combine when attacking. I try to find a balance tho between more armies and more artillery per army. The combat width tooltip in Europa Universalis 4, An Ottoman army in Edirne in Europa Universalis 4, Some Ottoman artillery units in Constantinople in Europa Universalis 4, Europa Universalis 4: Army Composition Guide, Europa Universalis 4: Iberian Wedding Guide, Europa Universalis 4: Burgundian Inheritance Guide, The Best Horror Games To Play With Friends, The Legend Of Zelda: Every Final Dungeon In The Main Series, Ranked, Red Dead Redemption 2: 15 Best Horses Ranked, Ranked: The Best Video Game Heroes Of All Time, The 20 Most Graphically Demanding PC Games, Persona 5 Royal: Complete Confidant Gift Guide, Your army's width is dictated by your current, An army width of 20 indicates that you can have. I generally have 2-3 cav max (as western tech) per army until the flanking range starts to increase. The check on leader maneuver rating is performed daily, so a high maneuver leader can still swing the tide of battle even if he joins an engagement late. An army in an owned and controlled province may scorch the earth for 5 military power, as long as it has not already been scorched. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_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. If multiple armies have converged into a battle, it is possible that some armies will have enough morale for a controlled retreat, while others may not (often the initial stack in the battle). This is our Unit Composition Guide for EU4. If you look at the combat screen, you see that there are two lines. A fort cannot be mothballed or de-mothballed while the province is under siege. The player can take this into account when building forts, as well as when choosing which provinces to siege and which besieged provinces to prioritize sending their troops to. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. Generally, during the shock phase, cavalry is the most powerful and during the fire phase, infantry. Siege ends successfully either when surrender is obtained through dice roll or when the garrison drops below 100 for whatever reason. Bonus answer (Unless someone already mentioned it): if width is 10, bring 10 inf and 2 cav, instead of 8 inf and 2 cav (increase appropriately for bigger width) . If a breach occurs, ignore all results on the table below except for "Surrender". Ideas and conditions that increase fire damage dealt: Ideas and conditions that increase shock damage dealt: Ideas and conditions that reduce fire damage taken: Ideas and conditions that reduce shock damage taken: In principle, units on the frontline retreat and are replaced by reserve units when they reach either 0 morale or 0 regiment strength. Any unit types can be used for sieging, but for sieging a fortified province, only infantry will be used in an assault, and artillery speeds the siege up. When an army is in a province to which it lost military access in any other way it will also be exiled. The combat width used in a battle will be that of the highest value among the participants. Im looking for some feedback on this guide and how I might improve it. 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. It will not attack rebel armies it thinks it cannot beat. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. In general the army can then only move to another province that has no more than one province that is not affected by a hostile zone of control between itself and the return province. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. 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. The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. Same as artillery barrage, but only available if the number of cannons on ships adjacent to the fort divided by 100 equals the fort level. They can more quickly whittle down the enemy's much shorter front line. Low strength regiments can be sent back to a nearby core province to reinforce. (The Sortie from siege button is shown on the siege screen.) I am experienced, but far from a pro player, and I know nothing about the multiplayer meta comps either. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. 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. Like 20/10/30. Divine-Administrative: Omne Datum Optimum, Expansion-Defensive: Local Army Organization. Put your artillery at the back and infantry on the front row. Military tactics reduces the amount of damage a country's troops take in combat. Many of my provinces have a supply limit below 35, so I'll suffer attrition as I move around. The good thing with cavalry is they can attack the flanks of the enemy. (12/13/14/15 for fort building level 1/2/3/4). Yes, the question of Cav is one of major debate. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. Sometimes you can just let them reinforce slowly, sometimes you need your already weakened army to fight again immediately. So instead, bring your armies in one at a time. Here is a list of the types of terrain and the modifiers which they grant. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase. Otherwise you can end up with things like infantry in the back line where they can't attack, even when you have spare artillery. When a unit ahead of them dies the reserves move forward to replace them. Thanks! 67K views 1 year ago #eu4 #combat #guide Europa Universalis IV combat might seem like a black magic for someone that doesnt have much experience. 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. The attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts are highly discouraged. You want a front row of infantry + cavalry equal to your combat width. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. Offensive stats are represented by yellow pips, and defensive stats by green pips. I go with 12-4-4 to start, with less artillery if I can't afford much. Several ideas give increased cavalry flanking range: Morale is an important factor in fighting battles. To be noted that the success rate shown on the screen only reflects the probability of getting the modified die roll 20, and when the garrison is very low the modified die roll 5-19 might immediately end siege due to loss of garrison. In this. 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. A unit that has its morale drop below 0.50 is flagged as disorganized, which is indicated by a small flame next to its morale bar on the map and interface. Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. Unfortunately, doing this is likely to get your army wiped out by more attentive players or even the AI if it's deciding to work on this particular day. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies. 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. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. Thanks to this guide I'm going to show you. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. As an Evergreen Editor, he gets to blend his love for writing with a lifelong hobby. 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). Valve Corporation. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. Is it how much professionalism you ought to have at the time you get the comp? It's in the tech screen, down right (as a part of the military tech info box). Also note that this only applies to provinces with forts. 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. Quality 1. By splitting the army before and after a fight you will get less attrition; no one wants that to be high. But the cap of unrest reduction through rebel suppression still stays 5. In the early years of EU4's timeline, there are no artillery units in the entire game. Having your frontline be made up of more Cavalry than your Ratio allows, applies a Military Tactics Debuff to your Cavalry Units in the Frontline, equal to the percantage that you are exceeding your Ratio, divided by 2. Press question mark to learn the rest of the keyboard shortcuts. EU4 - Ideal Army Composition - Is Cavalry worth it? Create an account to follow your favorite communities and start taking part in conversations. What's the symbol of a ship with a X next to it? There are certain technology milestones that will affect your army composition in an ideal world. If the Width is 27 it means you need something like 20/8/26. 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. Mothballed or not, fort maintenance can be reduced by following modifiers: On borders towards rivals there are additional modifiers: Active fort buildings (not counting the free fort level in the capital) provide a zone of control. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. 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? It is completely and utterly ridiculous. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. Note that the leader skill bracket cannot be negative. Subscribe. Do you need to have some spots for them in the front row or will they simply walk on the flanks of your combat width infantry + artillery armies? New comments cannot be posted and votes cannot be cast. This province can be very far away from where the battle took place. Every province (other than developing colonies and uncolonized provinces) has a loot bar. When hostile troops enter a province and stop moving, a siege/occupation will begin. This number starts low and increases as your technology progresses. 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. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. But that means my armies will be about 35K in size (or larger). By the time you actually reach the battle you are terrified and your spirit broken and retreat almost as soon as your friends begin to fall. Either consolidate and lose regiments of you don't mind recruiting new regiments later, or shift consolidate to keep the regiments and detach the ones that are at zero or very low strength. -Forest and Woods reduce combat width by 20%. Maximum siege status values goes up with the attacker's maximum fort building level. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? Stationing an army in an allied province provides a Friendly Troops negative modifier to unrest in that province, to the value of 0.25 per regiment, to a maximum of 5 at 20 regiments. Infantry and cavalry can attack from the frontline while artillery can fire from either the frontline or the backline. Press question mark to learn the rest of the keyboard shortcuts. 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? Armies exceeding their nation's ratio of cavalry to infantry receive the "insufficient support" penalty. At the end of each siege phase, a die (1 to 14) is rolled. Fiddlers Three Pub London, White Red Devil Cichlid, Belmont Hill Club Membership Cost, Why Is Sandie Rinaldo Not On The News, Why Is It Called Chicken 555, Articles E
If you enjoyed this article, Get email updates (It’s Free) No related posts.'/> " button to advance the battle step by step, so you can see what the cavalry is attacking (try like a 6-4 vs a 10-0, then 10-4 vs 10-0). Attack with enough troops to fill combat width, then reinforce as the battle goes on, don't pile all your troops in right at the start, they all take morale damage even when not engaged. Naval-Espionage: The Maritime Intelligencer Unit. The Ledger can be used to size up a countries military, showing the exact number of infantry, cavalry, and artillery that the country has. All battles go through 3 phases alternating between Fire and Shock. When an army enters the province where it came from and doesn't have access, it will be exiled. New Movie News, Movie Trailers & upcoming Movie Reviews. The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. Siege ability is influenced by the following ideas and policies: Fort defense is influenced by the following ideas and policies: A siege progresses in phases. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Cavalry and infantry can only attack in the frontline. You can change to this and any others by going to Conform to Template. 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. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. You may wish to have a dedicated siege army for busting down forts in the early stages of the game, or you may favor horses for the entirety thanks to certain bonuses to their combat ability, for example. You really only need it for sieging, it's impact in battles is minimal. Later technologies are limited to one cannon type. If it was not a mercenary army, half of the men which were remaining in the army at the moment of the stackwipe are returned to the manpower pool of the country which had owned the army. Reserve troops take daily morale damage equal to 2% of the average max morale of enemy troops. Here is a table of combat width by military technology level. If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. Great Ming idea 1: Nine Garrisons of The Great Wall, Betsimisaraka idea 1: People of the Coast, Indigenous-Humanist: By the People, for the People, Cascadian idea 3: The Forts of Hudson Bay, Livonian Knight idea 3: Castles of the Order, Luxembourg idea 4: The Fortress of Luxembourg, Nubian (minor) idea 7: Fortified Strongholds, Innovative-Defensive: Superior Fortifications, Great Shun idea 5: Perfection of Siegecraft, Innovative-Offensive: Modern Siege Weapons, Bregenzer idea 6: In the Shadow of Pfander, Divine idea 3: True Defender of the Faith, Knights Hospitaller idea 1: Defense of the Faith, Sardinian-Piedmontese idea 2: Defensive Prowess, Theodoro idea 5: Mangup and Kalamita Forts, Barbary Corsair idea 5: Fortified Pirate Strongholds, Couronian idea 1: Legacy of Sword Brethren, Dhundhari idea 1: Improve the Fort at Amer, Franconian idea 3: A Rugged Land of Fortresses, Ito idea 5: Network of Forty-Eight Fortifications, Krakowian idea 4: Casimirian Fortifications, Latgalian idea 5: Modernize Livonian Castles, Swabian City-State idea 2: By the River Iller, Thringian idea 2: Fortifications of Erfurt, Tripuran idea 7: Strengthen Local Defenses, Tyrconnell idea 1: Fort of the Foreigners, American Southwest idea 5: The Grand Canyon, Bosnian idea 7: Over the Hills and Through the Woods, Iroquoian Federation idea 2: Tree of Peace, Nepalese Princedom idea 5: Seize the Mountain Passes, Northeastern Woodlands idea 1: Turtle Clan, Qubcois idea 4: Fortifications of Quebec, Siddi idea 3: Impregnable Island Fortress, Sligonian idea 2: Rebuild the Castle of Sligo, Nizhny Novgorod idea 4: Citadel Of Russia, Portuguese idea 7: Royal Academy of Fortification, Artillery and Drawing, Espionage-Defensive: The Privy Council Establishment Act, Croatian idea 4: Antemurale Christianitatis. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. For example: with all else being equal, if your general has 6 fire pips and your opponent's general has 3 fire pips, your side will inflict 15 base casualties to the enemy during the fire phase, whereas your opponent will inflict 0 base casualties to your side, All units present in a battle take base morale casualties equal to 1% of the average max morale of enemy troops per day on top of the calculated morale casualties. The garrison will recover at a normal rate after mothballing is cancelled. And that ladies and gentlemen is my EU4 Army Composition guide. i have almost no understanding of combat in this game please help me. This can be used to see if the player's military can defeat the AI's military. Since infantry tends to take more casualties than cavalry, it is advisable to take at least a bit more infantry than the ratio would suggest. -Mountains reduce combat width by 50%. Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X. Enjoy! A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. What I struggle with more is the grand strategy aspect of warfare. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your countrys interface. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. Nations with cavalry bonuses, e.g. In Europa Universalis 4, armies work as two ranks of units - a frontline and a backline. Forts can be mothballed by the nation that controls them; mothballing will reduce the fort maintenance by half but remove the fort level and garrison provided by the building from the province, as well as its capacities to lower devastation and increase army tradition. So my question is, where does the cavalry go? 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. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. From 1.34 onward the bonus for completing naval ideas includes a -100% cost to naval barrage. -Mountains reduce combat width by 50%. Cavalries are probably the most overused and overpriced unit at 2.5x more expensive than infantry. An army cannot drill while doing this. Sortie can be ordered only when siege is ongoing, thus friendly troops awaiting an inbound enemy in a fortified province cannot receive garrison's aid. Newly trained regiments at low land unit maintenance will often fall below this threshold. However, it can traverse any territory (other than wasteland) without needing military access. This is our Unit Composition Guide for EU4. When two hostile armies meet in a province a battle will commence. Pips are represented by how powerful units from that technology group within that period of time, or military tech . 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. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. The final range is always rounded down to the nearest integer. 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. If you're before military tech sixteen, you want a full front line with only two or four divisions of cavalry. Save my name, email, and website in this browser for the next time I comment. The attacker needs at least a net +6 bonus to have a chance of ending the siege. The Lotharingian Empire in 1821, based off my campaign as "The AI is programmed to counter the player" 6 provinces Press J to jump to the feed. When starting out you should still use cavalry but its best to ditch them at around Tech 10. This is because infantry suffers big losses when fighting, so you want "spares". Try the Total War series, or many others. The following contributes to a nation's morale recovery speed. 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. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. All trademarks are property of their respective owners in the US and other countries. With both perks on, the cost can be reduced down to 10 military power. The amount of loot taken depends on the number and type of troops in the province. If it is taking casualties from an enemy, additional morale damage will be inflicted. As far as a general guide goes, what would you recommend? This is essentially what happens to stacked armies. Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. Would you change anything else about the guidance on this infographic? As such, armies are made up of only infantry and cavalry. 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. Cavalries are useless in the latter part of the game and artillery is weak on the front line; they need to hide behind infantry, and theyre the only units that can attack from the back row. Press question mark to learn the rest of the keyboard shortcuts. If space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y. 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 you are too close to the limit, after the first casualty, some artillery will have to move upfront and start taking damage, so you better be a little over the limit. It can be observed that units belonging to the combat leader (e.g. Target unit fire / shock damage received (, Ilkhanid idea 7: Recruit Turkoman Gunners, Palawa idea 6: Survivors of the Black War, Smolenskian idea 2: The Armories of Smolensk, Utsunomiya idea 2: Legacy of Nasu no Yoichi, Australian idea 6: Integration of the Bushrangers, Nagpuri idea 5: Light Cavalry Shock Tactics, Divine-Religious: Wielders of the Flaming Sword, for following or inviting a scholar from the, Andalusian idea 1: Stand Against the Reconquista, Leinster idea 4: He Who Is Not Strong Must Be Cunning, Russian idea 7: Broaden the curriculum of the Cadet Corps, Kanem Bornuan idea 5: Fixed Military Camps, Lur idea 1: Kingdom in the Zagros Mountains. Only infantry can assault. Check out the r/askreddit subreddit! 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]. Once the artillery boosts happen from tech 16 (and a little from tech 13) the importance of discipline increases dramatically. Your actual combat width is 15 + that number! Units set to auto suppression reduce unrest by a greater amount than normal; to be exact, they suppress unrest at 500% effectiveness. A controlled retreat is manually ordering an army to retreat from battle after the initial fire and shock phases, and while it still has greater than 0.50 average morale. 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. Questions, Paradox Is it normal for the 100 years war to be this one-sided? Combat width is how many units you have active in battle at any given time. Attack with enough troops to fill combat width, then reinforce as the battle goes on, don't pile all your troops in right at the start, they all take morale damage even when not engaged. Reddit and its partners use cookies and similar technologies to provide you with a better experience. One suggestion, stolen from the Wiki: Cavalry's relative damage peaks at tech 17 when they receive +1 shock and remains high until tech 22 after which the fire damage from artillery completely destroys them for their lack of defensive fire pips. Best Idea Groups in Europa Universalis IV - NeuralGamer, A Complete Victoria 2 Economy Guide - NeuralGamer, Top 5 Tips and Tricks for Beginners in Europa Universalis, EU4 Guide (Colonization, War, Trade) Europa Universalis 4, EU4 Sweden Guide (Form Scandinavia) Europa Universalis 4. 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 AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! document.getElementById("ak_js_1").setAttribute("value",(new Date()).getTime()); Copyright 2023, All Rights Reserved | NeuralGamer (neuralgamer.com), EU4 Army Composition Spreadsheet (Europa Universalis 4). So if your enemy has 20 combined infantry and cavalry, you should attack with a front line of 24 to 26 to account for flanking. So if the CW is 24, you can have 24 units to a row, and you always have two rows. Tony / 2016-05-27. Forced march is available at administrative technology 15. Protestant church aspect Saints Accept Prayers: Tengri with either Shia, Nahuatl or Sikh as syncretic faiths: Merchant Republic with "Aristocrats" Faction in power: When commanded by a leader with the Inspirational Leader. Keeping an eye on your army width and taking some time to readjust the makeup of your armies is a small chore that can pay dividends. Military tactics is increased by military technology. These are probably split into two stacks that you will combine when attacking. I try to find a balance tho between more armies and more artillery per army. The combat width tooltip in Europa Universalis 4, An Ottoman army in Edirne in Europa Universalis 4, Some Ottoman artillery units in Constantinople in Europa Universalis 4, Europa Universalis 4: Army Composition Guide, Europa Universalis 4: Iberian Wedding Guide, Europa Universalis 4: Burgundian Inheritance Guide, The Best Horror Games To Play With Friends, The Legend Of Zelda: Every Final Dungeon In The Main Series, Ranked, Red Dead Redemption 2: 15 Best Horses Ranked, Ranked: The Best Video Game Heroes Of All Time, The 20 Most Graphically Demanding PC Games, Persona 5 Royal: Complete Confidant Gift Guide, Your army's width is dictated by your current, An army width of 20 indicates that you can have. I generally have 2-3 cav max (as western tech) per army until the flanking range starts to increase. The check on leader maneuver rating is performed daily, so a high maneuver leader can still swing the tide of battle even if he joins an engagement late. An army in an owned and controlled province may scorch the earth for 5 military power, as long as it has not already been scorched. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_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. If multiple armies have converged into a battle, it is possible that some armies will have enough morale for a controlled retreat, while others may not (often the initial stack in the battle). This is our Unit Composition Guide for EU4. If you look at the combat screen, you see that there are two lines. A fort cannot be mothballed or de-mothballed while the province is under siege. The player can take this into account when building forts, as well as when choosing which provinces to siege and which besieged provinces to prioritize sending their troops to. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. Generally, during the shock phase, cavalry is the most powerful and during the fire phase, infantry. Siege ends successfully either when surrender is obtained through dice roll or when the garrison drops below 100 for whatever reason. Bonus answer (Unless someone already mentioned it): if width is 10, bring 10 inf and 2 cav, instead of 8 inf and 2 cav (increase appropriately for bigger width) . If a breach occurs, ignore all results on the table below except for "Surrender". Ideas and conditions that increase fire damage dealt: Ideas and conditions that increase shock damage dealt: Ideas and conditions that reduce fire damage taken: Ideas and conditions that reduce shock damage taken: In principle, units on the frontline retreat and are replaced by reserve units when they reach either 0 morale or 0 regiment strength. Any unit types can be used for sieging, but for sieging a fortified province, only infantry will be used in an assault, and artillery speeds the siege up. When an army is in a province to which it lost military access in any other way it will also be exiled. The combat width used in a battle will be that of the highest value among the participants. Im looking for some feedback on this guide and how I might improve it. 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. It will not attack rebel armies it thinks it cannot beat. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. In general the army can then only move to another province that has no more than one province that is not affected by a hostile zone of control between itself and the return province. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. 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. The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. Same as artillery barrage, but only available if the number of cannons on ships adjacent to the fort divided by 100 equals the fort level. They can more quickly whittle down the enemy's much shorter front line. Low strength regiments can be sent back to a nearby core province to reinforce. (The Sortie from siege button is shown on the siege screen.) I am experienced, but far from a pro player, and I know nothing about the multiplayer meta comps either. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. 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. Like 20/10/30. Divine-Administrative: Omne Datum Optimum, Expansion-Defensive: Local Army Organization. Put your artillery at the back and infantry on the front row. Military tactics reduces the amount of damage a country's troops take in combat. Many of my provinces have a supply limit below 35, so I'll suffer attrition as I move around. The good thing with cavalry is they can attack the flanks of the enemy. (12/13/14/15 for fort building level 1/2/3/4). Yes, the question of Cav is one of major debate. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. Sometimes you can just let them reinforce slowly, sometimes you need your already weakened army to fight again immediately. So instead, bring your armies in one at a time. Here is a list of the types of terrain and the modifiers which they grant. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase. Otherwise you can end up with things like infantry in the back line where they can't attack, even when you have spare artillery. When a unit ahead of them dies the reserves move forward to replace them. Thanks! 67K views 1 year ago #eu4 #combat #guide Europa Universalis IV combat might seem like a black magic for someone that doesnt have much experience. 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. The attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts are highly discouraged. You want a front row of infantry + cavalry equal to your combat width. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. Offensive stats are represented by yellow pips, and defensive stats by green pips. I go with 12-4-4 to start, with less artillery if I can't afford much. Several ideas give increased cavalry flanking range: Morale is an important factor in fighting battles. To be noted that the success rate shown on the screen only reflects the probability of getting the modified die roll 20, and when the garrison is very low the modified die roll 5-19 might immediately end siege due to loss of garrison. In this. 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. A unit that has its morale drop below 0.50 is flagged as disorganized, which is indicated by a small flame next to its morale bar on the map and interface. Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. Unfortunately, doing this is likely to get your army wiped out by more attentive players or even the AI if it's deciding to work on this particular day. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies. 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. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. Thanks to this guide I'm going to show you. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. As an Evergreen Editor, he gets to blend his love for writing with a lifelong hobby. 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). Valve Corporation. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. Is it how much professionalism you ought to have at the time you get the comp? It's in the tech screen, down right (as a part of the military tech info box). Also note that this only applies to provinces with forts. 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. Quality 1. By splitting the army before and after a fight you will get less attrition; no one wants that to be high. But the cap of unrest reduction through rebel suppression still stays 5. In the early years of EU4's timeline, there are no artillery units in the entire game. Having your frontline be made up of more Cavalry than your Ratio allows, applies a Military Tactics Debuff to your Cavalry Units in the Frontline, equal to the percantage that you are exceeding your Ratio, divided by 2. Press question mark to learn the rest of the keyboard shortcuts. EU4 - Ideal Army Composition - Is Cavalry worth it? Create an account to follow your favorite communities and start taking part in conversations. What's the symbol of a ship with a X next to it? There are certain technology milestones that will affect your army composition in an ideal world. If the Width is 27 it means you need something like 20/8/26. 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. Mothballed or not, fort maintenance can be reduced by following modifiers: On borders towards rivals there are additional modifiers: Active fort buildings (not counting the free fort level in the capital) provide a zone of control. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. 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? It is completely and utterly ridiculous. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. Note that the leader skill bracket cannot be negative. Subscribe. Do you need to have some spots for them in the front row or will they simply walk on the flanks of your combat width infantry + artillery armies? New comments cannot be posted and votes cannot be cast. This province can be very far away from where the battle took place. Every province (other than developing colonies and uncolonized provinces) has a loot bar. When hostile troops enter a province and stop moving, a siege/occupation will begin. This number starts low and increases as your technology progresses. 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. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. But that means my armies will be about 35K in size (or larger). By the time you actually reach the battle you are terrified and your spirit broken and retreat almost as soon as your friends begin to fall. Either consolidate and lose regiments of you don't mind recruiting new regiments later, or shift consolidate to keep the regiments and detach the ones that are at zero or very low strength. -Forest and Woods reduce combat width by 20%. Maximum siege status values goes up with the attacker's maximum fort building level. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? Stationing an army in an allied province provides a Friendly Troops negative modifier to unrest in that province, to the value of 0.25 per regiment, to a maximum of 5 at 20 regiments. Infantry and cavalry can attack from the frontline while artillery can fire from either the frontline or the backline. Press question mark to learn the rest of the keyboard shortcuts. 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? Armies exceeding their nation's ratio of cavalry to infantry receive the "insufficient support" penalty. At the end of each siege phase, a die (1 to 14) is rolled. Fiddlers Three Pub London, White Red Devil Cichlid, Belmont Hill Club Membership Cost, Why Is Sandie Rinaldo Not On The News, Why Is It Called Chicken 555, Articles E
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eu4 combat width chart

Have your two stacks arrive in the same day. You see, cavalry flanking is also really quite crucial and so I went . Looting is the main cause of devastation, which greatly reduces the owner's production income and manpower, as well as decreasing movement speed, supply limits and institution spread. There are military technologies which increase the flanking range of units as the game progresses. In EUIV most combat is land-based and, while the naval aspect of war holds importance, losing the land war is usually the main cause of defeat. At the top there's a ">" button to advance the battle step by step, so you can see what the cavalry is attacking (try like a 6-4 vs a 10-0, then 10-4 vs 10-0). Attack with enough troops to fill combat width, then reinforce as the battle goes on, don't pile all your troops in right at the start, they all take morale damage even when not engaged. Naval-Espionage: The Maritime Intelligencer Unit. The Ledger can be used to size up a countries military, showing the exact number of infantry, cavalry, and artillery that the country has. All battles go through 3 phases alternating between Fire and Shock. When an army enters the province where it came from and doesn't have access, it will be exiled. New Movie News, Movie Trailers & upcoming Movie Reviews. The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. Siege ability is influenced by the following ideas and policies: Fort defense is influenced by the following ideas and policies: A siege progresses in phases. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Cavalry and infantry can only attack in the frontline. You can change to this and any others by going to Conform to Template. 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. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. You may wish to have a dedicated siege army for busting down forts in the early stages of the game, or you may favor horses for the entirety thanks to certain bonuses to their combat ability, for example. You really only need it for sieging, it's impact in battles is minimal. Later technologies are limited to one cannon type. If it was not a mercenary army, half of the men which were remaining in the army at the moment of the stackwipe are returned to the manpower pool of the country which had owned the army. Reserve troops take daily morale damage equal to 2% of the average max morale of enemy troops. Here is a table of combat width by military technology level. If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. Great Ming idea 1: Nine Garrisons of The Great Wall, Betsimisaraka idea 1: People of the Coast, Indigenous-Humanist: By the People, for the People, Cascadian idea 3: The Forts of Hudson Bay, Livonian Knight idea 3: Castles of the Order, Luxembourg idea 4: The Fortress of Luxembourg, Nubian (minor) idea 7: Fortified Strongholds, Innovative-Defensive: Superior Fortifications, Great Shun idea 5: Perfection of Siegecraft, Innovative-Offensive: Modern Siege Weapons, Bregenzer idea 6: In the Shadow of Pfander, Divine idea 3: True Defender of the Faith, Knights Hospitaller idea 1: Defense of the Faith, Sardinian-Piedmontese idea 2: Defensive Prowess, Theodoro idea 5: Mangup and Kalamita Forts, Barbary Corsair idea 5: Fortified Pirate Strongholds, Couronian idea 1: Legacy of Sword Brethren, Dhundhari idea 1: Improve the Fort at Amer, Franconian idea 3: A Rugged Land of Fortresses, Ito idea 5: Network of Forty-Eight Fortifications, Krakowian idea 4: Casimirian Fortifications, Latgalian idea 5: Modernize Livonian Castles, Swabian City-State idea 2: By the River Iller, Thringian idea 2: Fortifications of Erfurt, Tripuran idea 7: Strengthen Local Defenses, Tyrconnell idea 1: Fort of the Foreigners, American Southwest idea 5: The Grand Canyon, Bosnian idea 7: Over the Hills and Through the Woods, Iroquoian Federation idea 2: Tree of Peace, Nepalese Princedom idea 5: Seize the Mountain Passes, Northeastern Woodlands idea 1: Turtle Clan, Qubcois idea 4: Fortifications of Quebec, Siddi idea 3: Impregnable Island Fortress, Sligonian idea 2: Rebuild the Castle of Sligo, Nizhny Novgorod idea 4: Citadel Of Russia, Portuguese idea 7: Royal Academy of Fortification, Artillery and Drawing, Espionage-Defensive: The Privy Council Establishment Act, Croatian idea 4: Antemurale Christianitatis. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. For example: with all else being equal, if your general has 6 fire pips and your opponent's general has 3 fire pips, your side will inflict 15 base casualties to the enemy during the fire phase, whereas your opponent will inflict 0 base casualties to your side, All units present in a battle take base morale casualties equal to 1% of the average max morale of enemy troops per day on top of the calculated morale casualties. The garrison will recover at a normal rate after mothballing is cancelled. And that ladies and gentlemen is my EU4 Army Composition guide. i have almost no understanding of combat in this game please help me. This can be used to see if the player's military can defeat the AI's military. Since infantry tends to take more casualties than cavalry, it is advisable to take at least a bit more infantry than the ratio would suggest. -Mountains reduce combat width by 50%. Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X. Enjoy! A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. What I struggle with more is the grand strategy aspect of warfare. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your countrys interface. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. Nations with cavalry bonuses, e.g. In Europa Universalis 4, armies work as two ranks of units - a frontline and a backline. Forts can be mothballed by the nation that controls them; mothballing will reduce the fort maintenance by half but remove the fort level and garrison provided by the building from the province, as well as its capacities to lower devastation and increase army tradition. So my question is, where does the cavalry go? 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. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. From 1.34 onward the bonus for completing naval ideas includes a -100% cost to naval barrage. -Mountains reduce combat width by 50%. Cavalries are probably the most overused and overpriced unit at 2.5x more expensive than infantry. An army cannot drill while doing this. Sortie can be ordered only when siege is ongoing, thus friendly troops awaiting an inbound enemy in a fortified province cannot receive garrison's aid. Newly trained regiments at low land unit maintenance will often fall below this threshold. However, it can traverse any territory (other than wasteland) without needing military access. This is our Unit Composition Guide for EU4. When two hostile armies meet in a province a battle will commence. Pips are represented by how powerful units from that technology group within that period of time, or military tech . 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. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. The final range is always rounded down to the nearest integer. 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. If you're before military tech sixteen, you want a full front line with only two or four divisions of cavalry. Save my name, email, and website in this browser for the next time I comment. The attacker needs at least a net +6 bonus to have a chance of ending the siege. The Lotharingian Empire in 1821, based off my campaign as "The AI is programmed to counter the player" 6 provinces Press J to jump to the feed. When starting out you should still use cavalry but its best to ditch them at around Tech 10. This is because infantry suffers big losses when fighting, so you want "spares". Try the Total War series, or many others. The following contributes to a nation's morale recovery speed. 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. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. All trademarks are property of their respective owners in the US and other countries. With both perks on, the cost can be reduced down to 10 military power. The amount of loot taken depends on the number and type of troops in the province. If it is taking casualties from an enemy, additional morale damage will be inflicted. As far as a general guide goes, what would you recommend? This is essentially what happens to stacked armies. Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. Would you change anything else about the guidance on this infographic? As such, armies are made up of only infantry and cavalry. 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. Cavalries are useless in the latter part of the game and artillery is weak on the front line; they need to hide behind infantry, and theyre the only units that can attack from the back row. Press question mark to learn the rest of the keyboard shortcuts. If space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y. 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 you are too close to the limit, after the first casualty, some artillery will have to move upfront and start taking damage, so you better be a little over the limit. It can be observed that units belonging to the combat leader (e.g. Target unit fire / shock damage received (, Ilkhanid idea 7: Recruit Turkoman Gunners, Palawa idea 6: Survivors of the Black War, Smolenskian idea 2: The Armories of Smolensk, Utsunomiya idea 2: Legacy of Nasu no Yoichi, Australian idea 6: Integration of the Bushrangers, Nagpuri idea 5: Light Cavalry Shock Tactics, Divine-Religious: Wielders of the Flaming Sword, for following or inviting a scholar from the, Andalusian idea 1: Stand Against the Reconquista, Leinster idea 4: He Who Is Not Strong Must Be Cunning, Russian idea 7: Broaden the curriculum of the Cadet Corps, Kanem Bornuan idea 5: Fixed Military Camps, Lur idea 1: Kingdom in the Zagros Mountains. Only infantry can assault. Check out the r/askreddit subreddit! 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]. Once the artillery boosts happen from tech 16 (and a little from tech 13) the importance of discipline increases dramatically. Your actual combat width is 15 + that number! Units set to auto suppression reduce unrest by a greater amount than normal; to be exact, they suppress unrest at 500% effectiveness. A controlled retreat is manually ordering an army to retreat from battle after the initial fire and shock phases, and while it still has greater than 0.50 average morale. 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. Questions, Paradox Is it normal for the 100 years war to be this one-sided? Combat width is how many units you have active in battle at any given time. Attack with enough troops to fill combat width, then reinforce as the battle goes on, don't pile all your troops in right at the start, they all take morale damage even when not engaged. Reddit and its partners use cookies and similar technologies to provide you with a better experience. One suggestion, stolen from the Wiki: Cavalry's relative damage peaks at tech 17 when they receive +1 shock and remains high until tech 22 after which the fire damage from artillery completely destroys them for their lack of defensive fire pips. Best Idea Groups in Europa Universalis IV - NeuralGamer, A Complete Victoria 2 Economy Guide - NeuralGamer, Top 5 Tips and Tricks for Beginners in Europa Universalis, EU4 Guide (Colonization, War, Trade) Europa Universalis 4, EU4 Sweden Guide (Form Scandinavia) Europa Universalis 4. 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 AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! document.getElementById("ak_js_1").setAttribute("value",(new Date()).getTime()); Copyright 2023, All Rights Reserved | NeuralGamer (neuralgamer.com), EU4 Army Composition Spreadsheet (Europa Universalis 4). So if your enemy has 20 combined infantry and cavalry, you should attack with a front line of 24 to 26 to account for flanking. So if the CW is 24, you can have 24 units to a row, and you always have two rows. Tony / 2016-05-27. Forced march is available at administrative technology 15. Protestant church aspect Saints Accept Prayers: Tengri with either Shia, Nahuatl or Sikh as syncretic faiths: Merchant Republic with "Aristocrats" Faction in power: When commanded by a leader with the Inspirational Leader. Keeping an eye on your army width and taking some time to readjust the makeup of your armies is a small chore that can pay dividends. Military tactics is increased by military technology. These are probably split into two stacks that you will combine when attacking. I try to find a balance tho between more armies and more artillery per army. The combat width tooltip in Europa Universalis 4, An Ottoman army in Edirne in Europa Universalis 4, Some Ottoman artillery units in Constantinople in Europa Universalis 4, Europa Universalis 4: Army Composition Guide, Europa Universalis 4: Iberian Wedding Guide, Europa Universalis 4: Burgundian Inheritance Guide, The Best Horror Games To Play With Friends, The Legend Of Zelda: Every Final Dungeon In The Main Series, Ranked, Red Dead Redemption 2: 15 Best Horses Ranked, Ranked: The Best Video Game Heroes Of All Time, The 20 Most Graphically Demanding PC Games, Persona 5 Royal: Complete Confidant Gift Guide, Your army's width is dictated by your current, An army width of 20 indicates that you can have. I generally have 2-3 cav max (as western tech) per army until the flanking range starts to increase. The check on leader maneuver rating is performed daily, so a high maneuver leader can still swing the tide of battle even if he joins an engagement late. An army in an owned and controlled province may scorch the earth for 5 military power, as long as it has not already been scorched. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_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. If multiple armies have converged into a battle, it is possible that some armies will have enough morale for a controlled retreat, while others may not (often the initial stack in the battle). This is our Unit Composition Guide for EU4. If you look at the combat screen, you see that there are two lines. A fort cannot be mothballed or de-mothballed while the province is under siege. The player can take this into account when building forts, as well as when choosing which provinces to siege and which besieged provinces to prioritize sending their troops to. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. Generally, during the shock phase, cavalry is the most powerful and during the fire phase, infantry. Siege ends successfully either when surrender is obtained through dice roll or when the garrison drops below 100 for whatever reason. Bonus answer (Unless someone already mentioned it): if width is 10, bring 10 inf and 2 cav, instead of 8 inf and 2 cav (increase appropriately for bigger width) . If a breach occurs, ignore all results on the table below except for "Surrender". Ideas and conditions that increase fire damage dealt: Ideas and conditions that increase shock damage dealt: Ideas and conditions that reduce fire damage taken: Ideas and conditions that reduce shock damage taken: In principle, units on the frontline retreat and are replaced by reserve units when they reach either 0 morale or 0 regiment strength. Any unit types can be used for sieging, but for sieging a fortified province, only infantry will be used in an assault, and artillery speeds the siege up. When an army is in a province to which it lost military access in any other way it will also be exiled. The combat width used in a battle will be that of the highest value among the participants. Im looking for some feedback on this guide and how I might improve it. 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. It will not attack rebel armies it thinks it cannot beat. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. In general the army can then only move to another province that has no more than one province that is not affected by a hostile zone of control between itself and the return province. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. 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. The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. Same as artillery barrage, but only available if the number of cannons on ships adjacent to the fort divided by 100 equals the fort level. They can more quickly whittle down the enemy's much shorter front line. Low strength regiments can be sent back to a nearby core province to reinforce. (The Sortie from siege button is shown on the siege screen.) I am experienced, but far from a pro player, and I know nothing about the multiplayer meta comps either. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. 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. Like 20/10/30. Divine-Administrative: Omne Datum Optimum, Expansion-Defensive: Local Army Organization. Put your artillery at the back and infantry on the front row. Military tactics reduces the amount of damage a country's troops take in combat. Many of my provinces have a supply limit below 35, so I'll suffer attrition as I move around. The good thing with cavalry is they can attack the flanks of the enemy. (12/13/14/15 for fort building level 1/2/3/4). Yes, the question of Cav is one of major debate. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. Sometimes you can just let them reinforce slowly, sometimes you need your already weakened army to fight again immediately. So instead, bring your armies in one at a time. Here is a list of the types of terrain and the modifiers which they grant. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase. Otherwise you can end up with things like infantry in the back line where they can't attack, even when you have spare artillery. When a unit ahead of them dies the reserves move forward to replace them. Thanks! 67K views 1 year ago #eu4 #combat #guide Europa Universalis IV combat might seem like a black magic for someone that doesnt have much experience. 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. The attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts are highly discouraged. You want a front row of infantry + cavalry equal to your combat width. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. Offensive stats are represented by yellow pips, and defensive stats by green pips. I go with 12-4-4 to start, with less artillery if I can't afford much. Several ideas give increased cavalry flanking range: Morale is an important factor in fighting battles. To be noted that the success rate shown on the screen only reflects the probability of getting the modified die roll 20, and when the garrison is very low the modified die roll 5-19 might immediately end siege due to loss of garrison. In this. 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. A unit that has its morale drop below 0.50 is flagged as disorganized, which is indicated by a small flame next to its morale bar on the map and interface. Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. Unfortunately, doing this is likely to get your army wiped out by more attentive players or even the AI if it's deciding to work on this particular day. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies. 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. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. Thanks to this guide I'm going to show you. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. As an Evergreen Editor, he gets to blend his love for writing with a lifelong hobby. 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). Valve Corporation. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. Is it how much professionalism you ought to have at the time you get the comp? It's in the tech screen, down right (as a part of the military tech info box). Also note that this only applies to provinces with forts. 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. Quality 1. By splitting the army before and after a fight you will get less attrition; no one wants that to be high. But the cap of unrest reduction through rebel suppression still stays 5. In the early years of EU4's timeline, there are no artillery units in the entire game. Having your frontline be made up of more Cavalry than your Ratio allows, applies a Military Tactics Debuff to your Cavalry Units in the Frontline, equal to the percantage that you are exceeding your Ratio, divided by 2. Press question mark to learn the rest of the keyboard shortcuts. EU4 - Ideal Army Composition - Is Cavalry worth it? Create an account to follow your favorite communities and start taking part in conversations. What's the symbol of a ship with a X next to it? There are certain technology milestones that will affect your army composition in an ideal world. If the Width is 27 it means you need something like 20/8/26. 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. Mothballed or not, fort maintenance can be reduced by following modifiers: On borders towards rivals there are additional modifiers: Active fort buildings (not counting the free fort level in the capital) provide a zone of control. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. 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? It is completely and utterly ridiculous. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. Note that the leader skill bracket cannot be negative. Subscribe. Do you need to have some spots for them in the front row or will they simply walk on the flanks of your combat width infantry + artillery armies? New comments cannot be posted and votes cannot be cast. This province can be very far away from where the battle took place. Every province (other than developing colonies and uncolonized provinces) has a loot bar. When hostile troops enter a province and stop moving, a siege/occupation will begin. This number starts low and increases as your technology progresses. 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. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. But that means my armies will be about 35K in size (or larger). By the time you actually reach the battle you are terrified and your spirit broken and retreat almost as soon as your friends begin to fall. Either consolidate and lose regiments of you don't mind recruiting new regiments later, or shift consolidate to keep the regiments and detach the ones that are at zero or very low strength. -Forest and Woods reduce combat width by 20%. Maximum siege status values goes up with the attacker's maximum fort building level. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? Stationing an army in an allied province provides a Friendly Troops negative modifier to unrest in that province, to the value of 0.25 per regiment, to a maximum of 5 at 20 regiments. Infantry and cavalry can attack from the frontline while artillery can fire from either the frontline or the backline. Press question mark to learn the rest of the keyboard shortcuts. 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? Armies exceeding their nation's ratio of cavalry to infantry receive the "insufficient support" penalty. At the end of each siege phase, a die (1 to 14) is rolled.

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