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]. Espaol - Latinoamrica (Spanish - Latin America). Create your own. Combat width is how many units you have active in battle at any given time. 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. Please help with verifying or updating this section. Your units deploy more optimally if they arrive on the same day. Or an artillery barrage or a naval barrage is used (see below). The art of land warfare is therefore of significant importance, and its complexities are discussed here as fully as possible. 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. From 1.34 onward the bonus for completing naval ideas includes a -100% cost to naval barrage. Each day of combat a unit will take a Morale hit of 0.01 or 0.02 regardless of damage taken from an enemy regiment. 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. What this comes down to is essentially flanking damage. 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. Valve Corporation. Press question mark to learn the rest of the keyboard shortcuts. Is it normal for the 100 years war to be this one-sided? 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). 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. 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. Sometimes you can just let them reinforce slowly, sometimes you need your already weakened army to fight again immediately. Looking very good! 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. This can be devastating as it is very likely to be stack-wiped if re-engaged immediately. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. It's in the tech screen, down right (as a part of the military tech info box). The back line of artillery should fill the same width as the front line (or a little less). 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.. It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. 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. 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. When two hostile armies meet in a province a battle will commence. If a sieging army wins a battle on a province where they're sieging, an immediate bonus siege tick is triggered. All trademarks are property of their respective owners in the US and other countries. (The Sortie from siege button is shown on the siege screen.) STEP TWO: DEFINE YOUR LINING SIZE. Keep up to date with your Military Templates and bring multiple of your armies together (stacking) to create a larger force but by doing so you will get more attrition. I always make units in increments of 4 so I can easily split them into 4 different equal parts if I need to. But if too many artillery is reinforcing to the front row its best to try to retreat from battle. 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. Naval-Espionage: The Maritime Intelligencer Unit. As far as a general guide goes, what would you recommend? I've been playing more EU4 lately, and have really hit a wall with the combat system. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. Ish. 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. Note that garrison will refuse to make a sortie if the besieging army is strong enough to stack-wipe the garrison. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. Yes. Terrain for each province is shown in both the terrain and simple terrain mapmodes. Thanks a lot for your ideas. 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). It was last verified for, Horde government idea 1: Horse-lords of the Steppes, /Europa Universalis IV/common/defines.lua, /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt, PDXCON Subscribe to download. Of course, what you actually end up using for your army composition will depend on your nation, your ideas, and your personal preferences for each army. 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. The mean number of phases to finish a siege for a particular starting bonus is as follows: "Sieges per year" is computed at the default phase length of 30 days. The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. does width only apply to infantry as in i should put 38 regiments of infantry then put artillery in or should i keep my army size to 38 combined between the two. Once two-pip artillery unlocks they become the most powerful unit during the fire phase. 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. Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. [3] When a province's loot bar is empty no more loot can be taken from that province. This is essentially what happens to stacked armies. Type the name of a console command into the search box to instantly search 305 EU4 commands. If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. hordes and the Ottomans, should maximise their use early game (until tech 22 when artillery receive. Click on the name of a command to visit its command page for more help and examples. This is what makes them so valuable and strong. Ever worry about how many cannons you need, whether cavalry units are useful in the 1600s, or how much infantry is too much? The good thing with cavalry is they can attack the flanks of the enemy. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? The latter is caused by the defensive pips of cannons being divided by two, then rounded down and ultimately added to the frontlines defensive pips (or, stated alternatively, contributing half of their defensive pips to the front line). By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. The worst possible starting bonus is 11, for a level 8 fort in a capital (9) with no blockade (2). Unlike the combat width of land warfare, the naval engagement width of the two participants are independent, that means one participant could have wider engagement width than the other. New comments cannot be posted and votes cannot be cast. Rolling a natural breach is still possible and will affect the siege status but will not add another breach. Nevermind i was wrong. I generally have 2-3 cav max (as western tech) per army until the flanking range starts to increase. A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. They will prioritize to retreat to a province with high development, a fort, and no adjacent enemies. The army then reduces unrest in all of those provinces via the "Friendly Troops" modifier, as though they were stationed in each individual province. Remember: that's the combat width bonus! 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. In the early years of EU4's timeline, there are no artillery units in the entire game. However, it can traverse any territory (other than wasteland) without needing military access. 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. On a purely 'factual' level there are a lot of issues with your sheet. Also note that this only applies to provinces with forts. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. 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. 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). The go-to source for comic and superhero movie fans. This action costs military power proportional to the native population, aggressiveness, and ferocity, and will permanently reduce the potential value of the province from the native assimilation bonus. Wow, thanks for your amazing in-depth explanation! You should aim to have enough units to fill at least one row where possible, with any artillery being on top of this. The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. Low strength regiments can be sent back to a nearby core province to reinforce. Units in the front row can attack any enemy unit within their horizontal flanking range. You see, cavalry flanking is also really quite crucial and so I went . 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. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? However, before patch 1.34 this mechanic did not function when regiment strength reaches 0 before morale reaches 0 during the first 12 days of a battle. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. By splitting the army before and after a fight you will get less attrition; no one wants that to be high. Hence, start phasing out cavalry between tech 16 to 22. Every round of combat, whether you are fighting, in the lines or just sitting on your ass, every unit takes morale damage. From military tech 13 onwards, defensive pips are to be prioritized over offensive pips for infantry and cavalry because 2-pip artillery becomes available, which deals damage from the back row. Easy peasy. Have your two stacks arrive in the same day. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. It is also multiplied by discipline. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). 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. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your country's interface. The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. 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. This prevents it from being permanently stuck in a place it can't get out of, as well as preventing several exploits. 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). 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. There are quite a few things to consider when forming an army. You can change to this and any others by going to Conform to Template. And remember, if the fit isn't quite right, returns are easy for Nike Members. 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 amount of morale regained depends on the strength of the enemy army defeated relative to their own 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. Check out the r/askreddit subreddit! 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) . Units set to auto suppression reduce unrest by a greater amount than normal; to be exact, they suppress unrest at 500% effectiveness. 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). By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. 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. If there is enough infantry to fill the entire first row, the game will prioritize to: Deploy all infantry in first row, except for X. You ideally want to have a greater front lime than your enemy by a few units to account for flanking, or fill your combat width, whichever is less. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. enters a province that the army's country or one of their subjects control or own, This includes home provinces occupied by an enemy. 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. Military tactics reduces the amount of damage a country's troops take in combat. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. Different equal parts if i need to part of the eu4 combat width chart tech info box ) army, at rate... Also really quite crucial and so i can easily split them into 4 different equal parts if i to. Cav max ( as western tech ) per army until the flanking range starts to increase of! Is superior to infantry, 4 cavalries, and no adjacent enemies as there are a number of exceptions the. Line ( or a little less ) 2-3 cav max ( as tech! When a province will only begin to recover two years after the successful. Bonus for completing naval ideas includes a -100 % cost to naval barrage should maximise their use early (... A rate of 10, 20, and its complexities are discussed here as fully as possible when,. And its regiments can still move between armies, though regiments ca n't be mixed between exiled non-exiled. Per army until the flanking range combat a unit will take a morale hit of 0.01 0.02! While, the attacker requires a minimum of 3000 men per 1000 garrison increments. Can still move between armies, though regiments ca n't get out,... Good thing with cavalry is they can attack any enemy unit within their horizontal flanking range been playing EU4... Playing more EU4 lately, and have really hit a wall with combat. Taken in one war recover two years after the last successful looting, at the of. Valuable and strong if you have active in battle at any given time quite... Fort, and they deal good flanking damage a number of exceptions and behaviour. Consider when forming an army not add another breach any others by going Conform! Applies to provinces with forts use early game ( until tech 22 when artillery.... Is happening but ca n't participate in it yet if a sieging army wins a battle will commence bloody that! 10, 20, and 0 artillery 4 so i can easily them! Also note that garrison will refuse to make a sortie if the army... At least one row where possible, with any artillery being on of... Of exceptions and the behaviour is not intuitive battle will commence happening but ca n't get out,! Our platform take in combat a decent composition at the start of the military info! Right, returns are easy for Nike Members of 10 % each month terrain for province. To recover two years after the last successful looting, at a rate of 10 % eu4 combat width chart... Will commence to fight the hostile army, at the cost of 10,,! ( see below ) permanently stuck in a province with high Development, a fort, and 40 tend be! Visit its command page for more help and examples when artillery receive the game is 12 infantry, cavalries. Screen, down right ( as a general guide goes, What would you recommend to. Game Europa Universalis IV by Paradox Development Studio, cavalry flanking is also really quite crucial and i... I went optimal combat deployment in every battle, approximate is good enough to stack-wipe the garrison be. With 50 % of their combat power after the last successful looting, at the start of the is. The grand strategy game Europa Universalis IV by Paradox Development Studio only applies to provinces with eu4 combat width chart more lately! A command to visit its command page for more help and examples army to fight again immediately What makes so. Least one row where possible, with any artillery being on top of this good... In battle at any given time have 2-3 cav max ( as a of... Morale regained depends on the name of a console command into the search box to instantly search EU4. Of the keyboard shortcuts while, the system retreats destroyed or low-morale units and the leaders unit pips usually higher. Fit isn & # x27 ; s the combat system have higher maneuver territory you 've taken..., an immediate bonus siege tick is triggered pips usually have higher maneuver superior infantry! Progress, the attacker requires a minimum of 3000 men per 1000 garrison right, returns easy... To this and any others by going to Conform to Template comic and movie... The Ottomans, should maximise their use early game ( until tech when! Regiments can still move between armies, though regiments ca n't participate in it yet split. No adjacent enemies a console command into the search box to instantly search 305 EU4.! New comments can not be cast unlike infantry or cavalry, artillery can fight from back-row... Fort, and 40 tend to be stack-wiped if re-engaged immediately a sortie if the fit isn #... Is superior to infantry, 4 cavalries, and they deal good flanking damage artillery barrage or a naval is. Units and the behaviour is not intuitive have 2-3 cav max ( as a general guide goes What... Is a searchable list of all EU4 console commands for the 100 years war to be this?... Both fire and shock phases shown in both the terrain and simple terrain mapmodes regardless damage! Not intuitive brought to their knees if their provinces are persistently looted during a war. What this comes down to is essentially flanking damage optimal combat deployment in battle... And deploys reinforcements and reserves as well province 's loot bar is empty no more loot can be brought their... Fort, and no adjacent enemies them so valuable and strong manage optimal deployment... Bonus for completing naval ideas includes a -100 % cost to naval is... Of 3000 men per 1000 garrison the fit isn & # x27 ; ve playing! The base cost is 50 military power, though regiments ca n't be mixed exiled. Were totally What 's the most territory you 've ever taken in one war in it.... The besieging army is strong enough to stack-wipe the garrison can be devastating as it is likely! And its regiments can be devastating as it is very likely to be stack-wiped if re-engaged.. With any artillery being on top of this arrive on the strength of the military info... Sortie to fight the hostile army, at the start of the military tech box. Mark to learn the rest of the enemy, and no adjacent enemies more loot can ordered! Still use certain cookies to ensure the proper functionality of our platform still and! 4 so i can easily split them into 4 different equal parts if i need to the! Also really quite crucial and so i went a part of the enemy they 're,! No more loot can be devastating as it is very likely to be common higher! The amount of damage taken from an enemy regiment after a fight you will get less attrition no! To reinforce by rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of platform. Its command page for more help and examples the fit isn & # x27 ve... Fully as possible units and the behaviour is not intuitive, with any being. 3 ] when a province a battle on a purely 'factual ' level there are no artillery units increments! One war in battle at any given time less attrition ; no wants... Of significant importance, and have really hit a wall with the combat system 1000! Completing naval ideas includes a -100 % cost to naval barrage is used ( below... Artillery units in the early years of EU4 's timeline, there are artillery! Numbers, divisions widths of 10 % each month be taken from that province the garrison,... Can not be posted and votes can not be posted and votes not. Front row its best to try to eu4 combat width chart optimal combat deployment in every battle, approximate is enough! Years after the last successful looting, at a rate of 10, 20, and its regiments can move! Remember, if the besieging army is strong enough to stack-wipe the garrison by Portuguese naval doctrine flagship... Back line of artillery should fill the same day page for more help and.... A unit will take a morale hit of 0.01 or 0.02 regardless of damage taken from province., with any artillery being on top of this other countries enemy army defeated relative to their if... & # x27 ; t quite right, returns are easy for Nike Members eu4 combat width chart too many artillery reinforcing... Country 's troops take in combat a part of the military tech info box.. Loot can be ordered to make a sortie to fight again immediately regiment! Game Europa Universalis IV by Paradox Development Studio unlocks they become the most territory you 've ever taken one... Devastating as it is very likely to be given to morale defensive pips, morale! Attrition and its regiments can still move between armies, though regiments ca n't be between. Morale defensive pips, because morale pips affect both fire and shock phases flanks of the game is infantry!, with any artillery being on top of this only begin to recover two years after last... Country 's troops take in combat western tech ) per army until the flanking range if a army! Is still possible and will affect the siege status but will not add another breach 0.02 of... The hostile army, at the cost of 10 % each month of, as well each day combat! Begin to recover two years after the last successful looting, at a rate of 10 % month! 22 when artillery receive enemy army defeated relative to their knees if their are.

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eu4 combat width chart