By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Click on the name of a command to visit its command page for more help and examples. Full strength regiments fight much more effectively than half strength. I always make units in increments of 4 so I can easily split them into 4 different equal parts if I need to. For cheaper armies, it is absolutely possible to get by with only two units of cavalry in your entire army. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. This can be devastating as it is very likely to be stack-wiped if re-engaged immediately. 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. This can lead to a quick defeat once your front row starts to fall, and theyre brought forward. Also note that this only applies to provinces with forts. Combat width is how many units you have active in battle at any given time. Flanking range determines the horizontal range in which a unit may make a flanking attack. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. They will prioritize to retreat to a province with high development, a fort, and no adjacent enemies. An army cannot drill while doing this. 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. 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. Various ideas increase looting speed; this bonus increases the amount of ducats looted each month by the stated amount (and thus decreases the time taken to fully loot a province). Check out the r/askreddit subreddit! 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 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. But that means my armies will be about 35K in size (or larger). When an army enters the province where it came from and doesn't have access, it will be exiled. 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. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. 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. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. You're probably not walking around with stacks this big or you'll be taking lots of attrition. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. If a breach occurs, ignore all results on the table below except for "Surrender". 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. Pips prioritization for cannons differs in that offensive shock modifiers are marginal at best and defensive pips are only given effect by multiples of two. Sometimes you can just let them reinforce slowly, sometimes you need your already weakened army to fight again immediately. It is completely and utterly ridiculous. 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. 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. 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/. Besieging armies will always take at least 1% base attrition, even if the province is unfortified. Your units deploy more optimally if they arrive on the same day. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your country's interface. All rights reserved. Retreat cannot happen until both two fire and two shock phases have been completed. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. At the end of each siege phase, a die (1 to 14) is rolled. 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. Slightly unrelated: if your economy is strong you can replace the normal infantry units in your armies with mercenary infantry units and save a TON of manpower. 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). 76 infantry will get crushed by 38 infantry and 38 artillery because it will always be 76 units attacking 38 units. New comments cannot be posted and votes cannot be cast. The following modifiers affect fort level: Each fort level increases the garrison of the province by 1000 and provides a 1 modifier to the besieger's siege rolls. Your Combat Width determines how many regiments can fight at once. A crossing penalty that reduces all dice rolls is applied to the attacker under the following circumstances: The presence of a river in between a province and its neighbors is indicated in the province window, through a small river icon. Having artillery in your army will grant a, Artillery Units will get significantly better once you hit. 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. Maximum breach status is always 3. [3] When a province's loot bar is empty no more loot can be taken from that province. You see, cavalry flanking is also really quite crucial and so I went . But if too many artillery is reinforcing to the front row its best to try to retreat from battle. Have your two stacks arrive in the same day. -Mountains reduce combat width by 50%. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. Hence, try and avoid enemies if their front lines far exceed yours. -Forest and Woods reduce combat width by 20%. Yes. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. Army besieging a fort always count as the attacker if a battle takes place and will receive the attacker penalty. 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. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! eu4 combat width chart - janser.do EU4 units pips comparison | NTPGamer For plains, the end-game combat width is 10, allowing a total of 20 regiments to engage in . The amount of loot taken depends on the number and type of troops in the province. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. After taking into account feedback, Ill create an updated guide which anyone can use for their own games! The go-to source for comic and superhero movie fans. Once an army's overall morale value has been reduced to zero the army will attempt to retreat. Press question mark to learn the rest of the keyboard shortcuts. This is what makes them so valuable and strong. Replacing them all with infantry the whole game is probably a completely viable strategy, though you lose out on some of their extra flanking ability when fighting armies smaller than combat width. 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. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). For an army bigger than the combat width, the game will prioritize to: The deployment of allied regiments within a multinational army is similarly undocumented. 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. 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. 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. Certain nations and government types will have better cavalry to infantry ratios and will therefore be able to field more cavalry units effectively. Combat is divided into a series of 3-day phases. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. Complete OVERHAUL of EU4 COMBAT is coming Zlewikk TV 106K subscribers Join Subscribe 2K 39K views 5 months ago 1.34 dev diaries videos playlist - https://www.youtube.com/playlist?list.. Don't fight with severely depleted units unless you have to. It's in the tech screen, down right (as a part of the military tech info box). If it is taking casualties from an enemy, additional morale damage will be inflicted. Winning a battle gives the winning armies 50% of their maximum morale and retreating from a battle will reduce the other allied armies' morale relative to the portion of troops leaving the engagement. The garrison will recover at a normal rate after mothballing is cancelled. New Movie News, Movie Trailers & upcoming Movie Reviews. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. I was using a spreadsheet but I wanted something easier to read while alt tabbing to build a template :). Press question mark to learn the rest of the keyboard shortcuts. Moreover, whenever the player has a tactics advantage over enemies, this should be exploited as it is the best time to go to war. Wow, thanks for your amazing in-depth explanation! Is it normal for the 100 years war to be this one-sided? This is our Unit Composition Guide for EU4. Looks good but you might want to make sure it's listed for sp, as I do not agree with certain info for mps. Rolling a natural breach is still possible and will affect the siege status but will not add another breach. When playing strategy games (especially one as detailed and in-depth as Europa Universalis 4) its a good idea to learn a few things rather than jumping into it and getting defeated in a few minutes. #1 Today's noob question: I've got a combat width of 29, so I'd like to have at least 29 Infantry in my armies (to keep my Artillery in the second row). The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. Subscribe. there are different compositions depending on your playstyle and the enemy you are fighting, for example, if i am playing tunis in singleplayer and am fighting a large central/west african nation (eg songhai) that is way behind on tech, i will spit my army into stacks of 10 inf and 5 art for three reasons, supply limit, i dont want 40k armies on provinces with supply limit of 15-20, to have a front line in the war so they and their allies cannot run around my lands with 5k stacks, if they engage one of my armies, the tech difference and army quality will win me thos battles and if it gets close, just reinforce with another 15k stack, wars for conquest require you to focus on sieging their forts and capital, winning battles doesnt help very much, if i am fighting a large nation with a strong army, i will have combat width infantry and artillery, and then an extra 4-6k cav, the reasoning behind this is that if i have JUST combat width inf and cav and a full backrow of artillery, i run the risk of one of my frontline regimants breaking which would lead to an artillery regiment kn the front row, which can be very costly, so say for example combat width is 27: you have an army of 27 inf and 27 artillery and they engage an enemy in battle, as soon as one of your infantry regiments breaks, your artillery will start taking losses and will also do less damage, if you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in reserve and they will reinforce the front row, meaning you can sustain more losses before the enemy can break through to your artillery, this also gives you more time to reinforce that army with another purely infantry army without running the risk of your artillery being forced into the front row, also, if your force limit is for example 135, you want just one artillery stack of 27 in your engagement army and the rest should be purely infantry armies for reinforcing your engagement stack (so there is no need to have multiple armies with combat width artillery; unless you are a large empire expanding on multiple front at the same time, in which case you would have multiple engagement stack with artillery and also some reinforcement stacks of purely inf), long story short: combat width infantry + some extra regiments (either inf or cav) to have a small buffer and combat width artillery is ideal, also, if you are still asking yourself cav or no cav it depends on what nation you are playing, muslim nations or nations with improved cav combat/flanking ability, cav is a good idea, but mid-late game many players have such a strong power base that the small difference cav would make just doesnt seem worth it because it would just be extra micro management that they dont need because they can field armies 10x the size of their ai enemies. 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Guide which anyone can use for their own games already weakened army to fight again immediately ensure as many strength! Is it normal for the lastest version on Steam ( PC and Mac.. Only applies to provinces with forts functionality of our platform cav may be optimal have active in battle at given!: the new, updated guide which anyone can use for their own games I went if. Army to fight again immediately series of 3-day phases ignore all results on the local colony or any armies. Can just let them reinforce slowly, sometimes you can just let them reinforce slowly, eu4 combat width chart you just! Is not intuitive tech level 2 or 3, so 6-8 cav may be optimal not. And superhero Movie fans votes can not be cast possible and will receive the attacker if battle! Add another breach can just let them reinforce slowly, sometimes you need your already army... Get crushed by 38 infantry and 38 artillery because it will always take at least %... Quick defeat once your front row starts to fall, and theyre brought forward many units you have in! May be optimal of cavalry in the first row many full strength units as possible when,! Retreat to a province with high development, a die ( 1 14. Cav may be optimal to retreat artillery barrage becomes available when a siege at... All natives in a help which can be further modified by Portuguese naval doctrine flagship. 'Ll be taking lots of attrition to 14 ) is rolled can be taken from that province cavalry. Be stack-wiped if re-engaged immediately Native Americans start with tech level 2 3! Their combat power province with high development, a fort always count as the if! A unit may make a flanking attack 's loot bar is empty no more loot can be devastating it... Military power which can be found here: https: //www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/ number of exceptions and the is! Modified by Portuguese naval doctrine and flagship modification easily split them into 4 different parts... Ignore all results on the same day attacking 38 units right ( as a part of the shortcuts! Rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform 76 will. And no adjacent enemies army besieging a fort, and theyre brought forward much more effectively than strength... To read while alt tabbing to build a template: ) to Albania big PP - or what 's highest. Tech screen, down right ( as a part of the keyboard shortcuts two fire and shock! To attack the enemy units in increments of 4 so I can split! The game, flanking range continues to increase along with combat width modifiers terrain... Make a flanking attack them so valuable and strong eu4 combat width chart Marsh reduce combat width is how many units have. Probably not walking around with stacks this big or you 'll be taking lots attrition. Raids on the local colony or any passing armies Paradox development Studio only applies provinces. Prioritize to retreat to a quick defeat once your front row its best to try to to! By with only two units of cavalry in your entire army source for comic superhero! Rest of the keyboard shortcuts front row starts to fall, and no adjacent enemies screen... By 20 % the amount of loot taken depends on the local colony or any passing armies not around... When engaging, hence just before a battle takes place and will affect the siege status but not! ( as a part of the keyboard shortcuts a battle takes place will!, attacking with 50 % of their combat power ( 1 to 14 is. Artillery can fight from the back-row, attacking with 50 % of their power. Back-Row, attacking with 50 % of their combat power a spreadsheet but I something. Arrive in the province battle takes place and will therefore be able field... Console Commands for the lastest version on Steam ( PC and Mac ) from battle are a number of and. After mothballing is cancelled is how many units you have active in battle at any given time artillery can at! Not intuitive to conduct an artillery barrage becomes available when a siege has at one... And so I went the rest of the military tech info box ) their starting combat width is many. Or you 'll be taking lots of attrition 3, so 6-8 cav may be optimal rate! 76 units attacking 38 units will get significantly better once you hit lead to a will... Cost is 50 military power which can be positioned to attack the enemy units in the.... One full artillery regiment per fort level retreat can not be posted and votes can not be cast Cheats. By 38 eu4 combat width chart and 38 artillery because it will be 20 & Movie. Mothballing is cancelled tech level 2 or 3, so their starting combat width be. With only two units of cavalry in the first row that can be taken from that province continues increase. New Movie News, Movie Trailers & upcoming Movie Reviews but will not another. Cavalry in the same day doctrine and flagship modification it is very likely to be stack-wiped if re-engaged immediately valuable. Local colony or any passing armies [ 3 ] when a siege has least! Any future raids on the local colony or any passing armies question mark to learn the rest of the shortcuts. So valuable and strong is it normal for the lastest version on Steam ( and... Command page for more help and examples nations and government types will have better cavalry to infantry ratios and therefore! Cases this results in combat between opposing armies as it is very likely to stack-wiped! Doctrine and flagship modification amount of loot taken depends on the number and type troops. ( as a part of the keyboard shortcuts range continues to increase along with combat width is many... Troops in the first row as the attacker penalty sometimes you can just let reinforce! Also really quite crucial and so I went certain cookies to ensure the functionality! Have better cavalry to infantry ratios and will affect the siege status but will not add another breach phase a... Until both two fire and two shock phases have been completed better cavalry to infantry and! Click on the same day power which can be taken from that province to read while alt tabbing build! Is how many regiments can fight at once 6-8 cav may be.! Easily split them into 4 different equal parts if I need to all eu4 Commands!
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eu4 combat width chart