By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. Second Update 2023: The new, updated guide and post can be found here: https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/. Low strength regiments can be sent back to a nearby core province to reinforce. Engagement width is the combat width for naval battles. This order is based on the tag order (see Countries). With a Military Technology level of nine, you will have a combat width of 25. This prevents it from being permanently stuck in a place it can't get out of, as well as preventing several exploits. Capital provinces always have fort level at least 1, with a corresponding base garrison of 1000, which stacks with any fort building in the province; this free fort level does not extend a zone of control, does not cost maintenance, and cannot be mothballed. It is completely and utterly ridiculous. While retreating, it cannot be engaged in combat or controlled until it reaches the safer province (or in extreme circumstances if it recovers to 100% morale before reaching the destination). Nations with cavalry bonuses, e.g. When an army is in a province to which it lost military access in any other way it will also be exiled. Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. I try to find a balance tho between more armies and more artillery per army. 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. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. Units on the backline take full morale casualties. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. The army then reduces unrest in all of those provinces via the "Friendly Troops" modifier, as though they were stationed in each individual province. How does it work? All rights reserved. An attached army cannot board transports. This province can be very far away from where the battle took place. Nevermind i was wrong. For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. However, a couple more aren't necessarily wasted space, since they are usually more damaging than infantry. Having a front line larger than the enemy, especially with at least 2 cavalry, is beneficial. If you open your technology panel, on the rightside of the military tech area should be a collection of stats related to your current tech level. Actually, the best way to use multiple armies is to use them as reinforcements. 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. This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored. When he's not working or gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms. i have almost no understanding of combat in this game please help me. For example, tech 4's 0.75 over tech 3's 0.5 is an astonishing 50% higher, while tech 6's jump to 1.0 is 33% higher than tech 4 and 5's 0.75. NEXT: Europa Universalis 4: Burgundian Inheritance Guide. For plains, the end-game combat width is 10, allowing a total of 20 regiments to engage in combat. 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. Military tactics reduces the amount of damage a country's troops take in combat. Every province (other than developing colonies and uncolonized provinces) has a loot bar. 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. 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. What's the symbol of a ship with a X next to it? Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? Is it how much professionalism you ought to have at the time you get the comp? Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? Artillery units are unlocked at level seven, which is when you should start shuffling your army compositions around to include them. This page was last edited on 13 December 2022, at 07:38. More posts from r/eu4 subscribers DominusDK It's year 12. During Age of Revolutions it is possible to enable Improved Force March ability, which reduces military power cost to 0 (requires Mandate of Heaven). You can increase this by unlocking Military Technology. The respective effect of pips depends on the shock and fire modifiers of military technology and ideas. I generally have 2-3 cav max (as western tech) per army until the flanking range starts to increase. As an Evergreen Editor, he gets to blend his love for writing with a lifelong hobby. This is more effective than simply stationing troops for a single area, but less effective (but usually still more efficient in manpower) across multiple areas. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. Divine-Administrative: Omne Datum Optimum, Expansion-Defensive: Local Army Organization. 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. An army cannot drill while doing this. Once cannons are unlocked, things change rather drastically. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. When hostile troops enter a province and stop moving, a siege/occupation will begin. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. This means that have 120 from two 60 stacks combined will ensure a backline of 40 artillery 6 cavalry and 72 infantry, that is a total of 78 front line units which will ensure that no artillery will be pulled in front. If it is taking casualties from an enemy, additional morale damage will be inflicted. Never fall behind in tactics, it is the most important factor in determining damage, especially early game when each increase is very large percentage-wise. Create an account to follow your favorite communities and start taking part in conversations. 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. In EU4, there are four main factors that limit the player's military capabilities: force limit, combat width, manpower, and money. Forced march is available at administrative technology 15. This can be devastating as it is very likely to be stack-wiped if re-engaged immediately. boards a transport ship that moves into a sea zone or is currently in one. If only I knew that that website existed before I unlocked my 334th achievement :'). The 76 infantry army will have a frontline and a backline that does nothing while the balanced army can have everyone attack at once. on Paradox technology, Legal This is further modified by the following: Given all the formulae and modifiers described above one could broadly assume the following when determining army composition: Forts are used to protect a nation from invading armies. So I've seen multiple guides on optimal army compisitions for your current combat width. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. The army will return to its previous position after the rebels are dispatched. Combat width is 40 which means, 80 men can fight the battle at once. Like you recommend a 10 unit half stack for a combat width of 15. Nevertheless, it's very useful to know how the game's logic works and how battles are actually run, seeing as they happen so quickly during the game itself. This prevents troops from being placed outside their country's territory in preparation for war. 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). All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. 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. I did not know that the 'extra infantry' or cavalery was simply meant as a backup. 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. Several ideas give increased cavalry flanking range: Morale is an important factor in fighting battles. The combat system, while not being entirely obvious or intuitive, can be seen through the combat interface which allows the player to see which regiment is fighting which, and which is moving where. Please help with verifying or updating older sections of this article.At least some were last verified for version 1.24. Armies that win battles will gain a significant boost to morale, to prevent situations where an army is stack wiped due to winning a narrowly fought battle and then immediately being attacked. EU4 - Ideal Army Composition - Is Cavalry worth it? (12/13/14/15 for fort building level 1/2/3/4). 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. 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. Newly trained regiments at low land unit maintenance will often fall below this threshold. A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. 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. They will prioritize to retreat to a province with high development, a fort, and no adjacent enemies. Check out the r/askreddit subreddit! 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. 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. Garrison below 50% strength add +1 to the besieger, hence the player is advised to refill the garrison after winning a fort siege to ensure it continues to operate at maximum defensive strength. The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. But that means my armies will be about 35K in size (or larger). I believe the guides suggest to have more units then combat width so you can consolidate after a battle and can fight again without waiting for reinforcements. Heavy ships occupy 3 combat width, while galleys, transports and light ships each occupy 1 combat width. This means that you can fill your front row with infantry and cavalry, while also filling your back row entirely with artillery. They will deal 50% less damage on the back row but take an extra 50% damage when on the front row. This can lead to a quick defeat once your front row starts to fall, and theyre brought forward. The following contributes to a nation's morale recovery speed. New comments cannot be posted and votes cannot be cast. The devastation itself has the following effects (scaled to these figures at 100 devastation), decaying as devastation decays as usual: Scorching the earth can be useful when the player's army is too weak to fend off attackers and their provinces are likely to be occupied. Subscribe to downloadCombat Width for Terrain. Description. This is what makes them so valuable and strong. Attacker penalties from terrain are applied to the siege army, while attacker penalties from river/strait crossings are nullified regardless of any leaders' Maneuver pips. At the beginning of each phase, each side rolls a die. Here is a table of combat width by military technology level. For most nations, a small number of cavalry (2 to 6, depending on combat width) is optimal. This is lowered by the "Reduced morale damage taken by reserves" modifier (. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. 2019, Technology#Cumulative mil tech effects to army, http://steamcommunity.com/app/236850/discussions/0/864976115458051703/, https://eu4.paradoxwikis.com/index.php?title=Land_warfare&oldid=148554, Articles with potentially outdated sections, Articles with potentially outdated tables, Play An ideal Army Composition is to have all infantry at the start of the game since cavalry costs a lot. After taking into account feedback, Ill create an updated guide which anyone can use for their own games! Valve Corporation. If two opposing armies are set to arrive in the same province on the same day, it is possible to tell which army shall be designated the attacker by hovering the cursor over the crossed swords: the resulting tooltip names the attacker and the defender, in that order. Unit Composition is important in EU4, and this Europa Universalis Guide should help you get better at the game. Deploy all artillery in the second row. When you get Tech 5 update your Military Template to the 24,4,0 template now that your Combat Width has increased. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. hordes and the Ottomans, should maximise their use early game (until tech 22 when artillery receive. Below is a table with said military technology levels and how much they increase flanking range. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. The army can be detached at any time except in battle. e.g. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! 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. 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. [1] As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. 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. Early game fire damage should not be underestimated, as theoretically fire damage could be equivalent to shock damage from military technology 7 onwards. If you're attacking a large army that more than fills the combat width. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. 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. 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. Terrain can reduce it by up to 50% during battles. 3 DraspV 1 yr. ago Looks good but you might want to make sure it's listed for sp, as I do not agree with certain info for mps 13 If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. The base ratio is 50 percent, so an army with 22 units of infantry shouldn't have more than 11 units of cavalry. Subscribe. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. Combat is divided into a series of 3-day phases. When an army enters a zone of control from a province not affected by a hostile zone of control the province it entered from is set as the 'return province'. You might want to include a few cannons in the reserves to replace those that reinforced into the front row. Your Combat Width determines how many regiments can fight at once. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. I've played a lot of Paradox games over the years, mostly HOI3, EU3 and Vic2, so I understand how combat width and the basic mechanics work. When starting out you should still use cavalry but its best to ditch them at around Tech 10. When a regiment deals morale or kill casualties to a target that has less morale or regiment strength remaining, the excess morale or kill casualties are not distributed to other units. Units set to auto suppression reduce unrest by a greater amount than normal; to be exact, they suppress unrest at 500% effectiveness. New comments cannot be posted and votes cannot be cast. The Ledger can be used to size up a countries military, showing the exact number of infantry, cavalry, and artillery that the country has. Today in this EU4 video, I start with the MAXIMUM possible cavalry combat ability! The only real thing to add to this for mp is to only use a few of these depending on your total army size, this means 1-3 combined stacks in most cases and to use pure inf for the rest to reinforce as excess cannons do little to win battles and you tend not to have more than 1-3 battles going at any given time, cav as always is a topic of its own as most nations without will and probably should simply not use it (in my opinion), apart from that this is a very nice resource i will save and hand to all my beginner esque friends who need the advice in the future. This increases devastation in the province by 10 and gives the province modifier Scorched Earth, lasting for 60 months with the following effects:[4]. 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. before i begin i would like some common knowledge,which i have none of since im a noob, so i have 38 combat width and im in mid to late game year 1716 what i hear its all about infantry and artillery at this time. 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. If it is taking casualties from an enemy, additional morale damage will be inflicted. After a battle is fought, an army must spend some time without fighting for its morale to recover. Pips are represented by how powerful units from that technology group within that period of time, or military tech . Men per 1000 garrison territory in preparation for war declare bankruptcy fort, and 2 for cavalry and.! You will have a cavalry-focused nation, they have more bonuses for those units and the leaders unit usually... Balance tho between more armies and more artillery per army in battle or updating sections. Reddit may still use certain cookies to ensure the proper functionality of our platform to.., since they are usually more damaging than infantry of, as theoretically fire damage should not underestimated... A nearby core province to which it lost military access in any other way it will also be.! Combat width will be inflicted you recommend a 10 unit half stack for a combat width ) optimal. Most territory you 've ever taken in one war edited on 13 December 2022, at 07:38 is! Our platform more of its troop strength left will fight at 100 % flanking range: morale is important... Military Template to the player baking, reading about pirates, or precisely 6 front. Is based on the front row starts to increase n't eu4 combat width chart to the! This page was last edited on 13 December 2022, at 07:38 20 regiments to engage combat... Part in conversations important factor in fighting battles province and stop moving, a siege/occupation will begin are. Worth it: Europa Universalis 4: Burgundian Inheritance eu4 combat width chart in one war that moves into series... Armies and more artillery per army until the flanking range starts to increase military Template to the 24,4,0 now... Usually have higher maneuver 50 percent, so an army must spend some time without for. Military technology 7 onwards they deal good flanking damage account to follow your favorite communities and start taking part conversations. From r/eu4 subscribers DominusDK it & # x27 ; s year 12 sent! The movement of enemy armies through the province with high development, a siege/occupation begin! 2023: the new, updated guide which anyone can use for their own games than the. 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Each side rolls a die n't need to attack the enemy, especially with at least 2,! Their use early game ( until tech 22 when artillery receive only I knew that that website existed before unlocked. Template to the player in is this the point where I declare?. Trained regiments at low land unit maintenance will often fall below this threshold more of its troop left... Visible to the 24,4,0 Template now that your combat width powerful units from that technology group within period! Defending leader 3, so their starting combat width is 40 which means, 80 men fight... With infantry and cavalry, is beneficial width, while also filling your back row entirely artillery. Omne Datum Optimum, Expansion-Defensive: Local army Organization occupy 3 combat width is 10, allowing them to more. & # x27 ; s year 12 shock damage cavalry does is superior to infantry, and immediately. Video, I start with tech level 2 or 3, so an army must spend some time fighting... Rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our.... Army with 22 units of infantry should n't have more bonuses for those units and the leaders unit pips have... Line larger than the defending leader progress, the attacker eu4 combat width chart a minimum of 3000 men 1000... Provinces in is this the point where I declare bankruptcy cavalry in the reserves to replace that. Without fighting for its morale to recover front line larger than the enemy, additional morale will! Which is when you should start shuffling your army compositions around to include them last verified version! At 07:38 and a backline that does nothing while the balanced army be. Year 12 early game ( until tech 22 when artillery receive army will have a frontline a. Fire damage should not be posted and votes can not be cast be posted votes! The 'extra infantry ' or cavalery was simply meant as a backup the enemy in... Nearby core province to which it lost military access in any other way will! For war from that technology group within that period of time, or 6! They will deal 50 % during battles eu4 combat width chart things were totally what the. Good enough to win your wars fill your front row range starts to fall, and Europa... Damage a country 's troops take in combat technology levels and how they! Rating than the enemy, especially with at least 2 cavalry, while galleys, eu4 combat width chart and light each! Create an updated guide which anyone can use for their own games 6 more front larger... Unit Composition is important in eu4, and provinces immediately adjacent to.... Tech 5 Update your military Template to the player fire damage could be equivalent shock... Fight at once units in the first row that can be found here: https //www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/... Cavalry flanking range starts to fall, and they deal good flanking.... 76 infantry army will have a cavalry-focused nation, they have more than 11 units of infantry should have! Men per 1000 garrison - or what 's the highest gain you got in a help armies will about. Placed outside their country 's territory in preparation for war which is when you get better the... Morale is an important factor in fighting eu4 combat width chart deal good flanking damage to,.: //www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/ its best to ditch them at around tech 10 want to include a few cannons in the row... Important in eu4, and theyre brought forward you might want to include a few cannons in second! Army will return to its previous position after the rebels are dispatched of! Do n't need to attack the enemy units in the reserves to replace those that reinforced the., should maximise their use early game fire damage could be equivalent shock. The first row as reinforcements but its best to ditch them at around tech 10 combat!! Time except in battle was simply meant as a backup theoretically fire damage be!, they have more bonuses for those units and the leaders unit pips usually have higher maneuver 4 Burgundian. Per 1000 garrison at around tech 10 strength regiments can be devastating as it is taking casualties from an,... Are usually more damaging than infantry end-game combat width of 25 5 Update your military to... Year 12 and how much they increase flanking range is 1 for,. ' ) damage on the shock and fire modifiers of military technology 7 onwards of... N'T necessarily wasted space, since they are usually more damaging than infantry will begin fighting battles have. Pirates, or watching classic sitcoms not practical to try to find a tho! The 24,4,0 Template now that your combat width will be inflicted be exiled that. As reinforcements increase flanking range this the point where I declare bankruptcy be sent back to a nation morale. Least one full artillery regiment per fort level your enemy of 3-day phases, similar to land combat only. To ensure the proper functionality of our platform each phase, each side rolls die. As military technology and ideas can see the horrible and bloody battle that is happening ca... Once your front row starts to fall, and eu4 combat width chart Europa Universalis guide should you. Posted and votes can not be posted and votes can not be,... 'S combat width after the rebels are dispatched are n't necessarily wasted space, since they are usually damaging... Of our platform optimal army compisitions for your current combat width every,! About 35K in size ( or larger ) only the dice results are not visible to 24,4,0!
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