Is it how much professionalism you ought to have at the time you get the comp? Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? I always make units in increments of 4 so I can easily split them into 4 different equal parts if I need to. The besieger requires 3x the fort level adjusted for garrison modifiers to siege a fort (be sure to add an extra unit or two to offset attrition losses). While many players swear by the rule of having only two cavalry units per army once you have artillery unlocked, there are two stages where you might consider adding more. Accordingly, artillery adds to the fight from tech 13 when they receive a second pip, one of which is applied to the front row. If you're looking for a combat-focused game, this ain't it. 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. Combat is divided into a series of 3-day phases. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? Imagine you are standing in a long line of people marching toward a battle. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. New Movie News, Movie Trailers & upcoming Movie Reviews. Keeping at least four cavalry units in every army will ensure that your flanks are filled with useful units and your army will really shine in the shock phase of a fight. 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. 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. If you're before military tech sixteen, you want a full front line with only two or four divisions of cavalry. Nevermind i was wrong. It can't fight, siege provinces or explore, and it won't lift fog of war even in the province it's in. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? The attacker needs at least a net +6 bonus to have a chance of ending the siege. EU4 combat simulation must be one of the most complicated formula. Otherwise you can end up with things like infantry in the back line where they can't attack, even when you have spare artillery. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. If you're attacking a large army that more than fills the combat width. Once an army's overall morale value has been reduced to zero the army will attempt to retreat. Retreat cannot happen until both two fire and two shock phases have been completed. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Given that you are somewhere late tech, some guides said that you want your combat width on infantry and your combat width on artillery, plus 2/4 cavalry on top of that. New comments cannot be posted and votes cannot be cast. 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). Your actual combat width is 15 + that number! However, from tech 16, if one's back line comprises much artillery and the enemy does not have much then the front line difference matter little (be sure to have slightly more infantry than artillery in all cases to avoid 'naked' or unprotected artillery). 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. When a unit ahead of them dies the reserves move forward to replace them. Through observation and controlled experiments, the community has suggested a theory that the game seems to follow, dependent on the rough size and composition of each army. hordes and the Ottomans, should maximise their use early game (until tech 22 when artillery receive. having 10 regiments with 100 artillery each is the same as 1 regiment with 1000. This number starts low and increases as your technology progresses. Combat is not only determined by mere numbers such as modifiers and dice-rolls, but through a complex simulation in which units deployed into two rows of positions for each side, allowing units to fight the enemy units in front of them, the enemies at their flanks if possible (with high enough flanking range), and move between different positions if needed. Espaol - Latinoamrica (Spanish - Latin America). hey_how_you_doing A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. To maximize the effectiveness of an army, a proper mixture of troops is important. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. 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. It can be observed that units belonging to the combat leader (e.g. The art of land warfare is therefore of significant importance, and its complexities are discussed here as fully as possible. If space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y. The good thing with cavalry is they can attack the flanks of the enemy. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. Combat width determines how many units can actively participate in a battle at one time. Early game morale is more important than discipline, especially max morale. scotsoe 5 yr. ago I keep my stacks close together and prepared for battle, it's never just the one. Subscribe to downloadCombat Width for Terrain. 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. 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). 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. Your rear row should be exclusively artillery. The respective effect of pips depends on the shock and fire modifiers of military technology and ideas. Having artillery in your army will grant a, Artillery Units will get significantly better once you hit. There are military technologies which increase the flanking range of units as the game progresses. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? I go with 12-4-4 to start, with less artillery if I can't afford much. 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). They will deal 50% less damage on the back row but take an extra 50% damage when on the front row. You're probably not walking around with stacks this big or you'll be taking lots of attrition. Normally, the "attacker" is defined as whichever side moves into a given province last, while the "defender" is whichever one was already occupying the area. Espaol - Latinoamrica (Spanish - Latin America). The garrison will recover at a normal rate after mothballing is cancelled. 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. After taking into account feedback, Ill create an updated guide which anyone can use for their own games! Thanks a lot for your ideas. Once cannons are unlocked, things change rather drastically. 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. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. So have one fight for a while, then send the next one in, fight for a while, then send the next one in. We've got some pointers. 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. Yes, the question of Cav is one of major debate. Artillery units are unlocked at level seven, which is when you should start shuffling your army compositions around to include them. You see, cavalry flanking is also really quite crucial and so I went . If only I knew that that website existed before I unlocked my 334th achievement :'). The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. If there is not enough infantry to fill the entire first row, the game will prioritize to: Deploy as much cavalry as possible to the sides of the first row. If there are no available controlled provinces to retreat to within a large range, the army will shattered retreat to one province away. You can change to this and any others by going to Conform to Template. How does it work? A unit that has 75% or more of its troop strength left will fight at 100% flanking range. Your front line consists of a combat width's worth of infantry+cavalry, while your backline can be up to your entire combat width's worth of artillery. I generally just make 'standard' armies of say 16 inf, 4 cav, and 20 cannons, and have multiple armies participate in battles when I need to make use of a larger combat width. But if too many artillery is reinforcing to the front row its best to try to retreat from battle. So if the CW is 24, you can have 24 units to a row, and you always have two rows. 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. In EU4, a powerful army depends on quantity and quality. 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? 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. Army besieging a fort always count as the attacker if a battle takes place and will receive the attacker penalty. Armies that are forced marching do not recover morale. If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. It's base 15 plus whatever you get from technology. Thanks! However, if a given army is besieging a province that contains a fort and is attacked by troops owned by or allied with whoever currently controls the fort, the roles are switched: the siege army is treated as the "attackers," and those attempting to break the siege are the "defenders." It is also multiplied by discipline. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Only men can be part of an assault per day. But that means my armies will be about 35K in size (or larger). This allows the player to control the destination of the shattered retreat. Create an account to follow your favorite communities and start taking part in conversations. 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. Maximum siege status values goes up with the attacker's maximum fort building level. Title says it all. 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. 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. This is our Unit Composition Guide for EU4. 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. For example, if your Ratio is 50%, but your Frontline is made up of 100% cavalry, these Units will receive a -25% Military Tactics Debuff, which is raised to -50% in steppes. Try the Total War series, or many others. 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). If there are more units in the second row than the first, then it will redeploy artillery to the first row until both rows are even. This is an example of a wider tendency to place the first units present in the battle at the front and center, with reinforcements placed to the fringes. You can send the weak army back to a core province to reinforce while the fresh army takes over the fighting. This is our Unit Composition Guide for EU4. For the first few years of the game, cavalry units will be very useful thanks to their ability to flank within such small armies. This can be used to see if the player's military can defeat the AI's military. This guide is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any. Stacking your armies let's your enemy do bonus damage for free. Subscribe. I try to find a balance tho between more armies and more artillery per army. New comments cannot be posted and votes cannot be cast. The back line of cannons should already be filled so the additional cannons will sit in reserves doing nothing but lose moral. I've been playing more EU4 lately, and have really hit a wall with the combat system. From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. Artillery are the only units that can attack from the back row, but they will only deal 50% damage from that position. Phases alternate between Fire and Shock, with the Fire phase happening first. 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). 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. Some terrain imposes a movement speed penalty to armies traveling in the province in addition to a negative rough terrain modifier to the attacking army, with different types of terrain having different modifiers. What's the symbol of a ship with a X next to it? Yes. 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. The combat width used in a battle will be that of the highest value among the participants. 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. Please help with verifying or updating older sections of this article.At least some were last verified for version 1.24. Nevermind i was wrong. An army cannot drill while doing this. Reddit and its partners use cookies and similar technologies to provide you with a better experience. A full strength infantry/cavalry/artillery regiment loots 0.1/0.3/0.05 ducats per months. He also loves manta rays and has a master's degree in clinical psychology that he never intends to use. Certain nations and government types will have better cavalry to infantry ratios and will therefore be able to field more cavalry units effectively. Now I finally understand those guides, thanks! Ever worry about how many cannons you need, whether cavalry units are useful in the 1600s, or how much infantry is too much? 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. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. I used to go for full combat width on infantary and (from a certain technology level, only when my economy was sufficient enough) for full combat width on artilery. 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. 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