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You can increase this by unlocking Military Technology. Combat width is 40 which means, 80 men can fight the battle at once. To maximize the effectiveness of an army, a proper mixture of troops is important. Administrative, Diplomatic, and Military Technologies can all reach a maximum level of 32, and it will take the entire game to get that far if you make it at all. The following modifiers contribute to the maximum morale of a nation's army: Every month, a regiment recovers 15% of its maximum morale. Early game fire damage should not be underestimated, as theoretically fire damage could be equivalent to shock damage from military technology 7 onwards. 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. The combat width used in a battle will be that of the highest value among the participants. 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 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. 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). Type the name of a console command into the search box to instantly search 305 EU4 commands. All trademarks are property of their respective owners in the US and other countries. Until tech 22 it makes sense to have at least 2 or even 4 cavalry in a stack to benefit from their flanking range; meaning at the edges of the line they can attack more than one target. When starting out you should still use cavalry but its best to ditch them at around Tech 10. Terrain for each province is shown in both the terrain and simple terrain mapmodes. Normally they will only engage enemies that are directly ahead of themselves, but they can sometimes execute flanking attack regardless if it will be more effective at reducing the enemy's combat ability. 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. If you're attacking a large army that more than fills the combat width. The final range is always rounded down to the nearest integer. The go-to source for comic and superhero movie fans. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. New comments cannot be posted and votes cannot be cast. | Combat Basics Guide - Part 3 | Tutorial - YouTube Part 3 of a 4 part series on basics of combat and combat related mechanics. When he's not working or gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms. Each day of combat a unit will take a morale hit equal to 1% of the average max morale of enemy troops, regardless of damage taken from an enemy regiment. When you get Tech 5 update your Military Template to the 24,4,0 template now that your Combat Width has increased. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? Your combat width determines the number of regiments that can engage at any given time. 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. Press question mark to learn the rest of the keyboard shortcuts. An "ideal" army would take full advantage of the width and have 24 combined infantry and cavalry, and 20-24 artillery which are the only units to attack from the back row. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. Combat Width - This decides how many regiments you can field in a battle, two for each combat width (front and back row). Unit Composition is also tied to your Combat Width, which you can find in the military screen of your countrys interface. Each phase has a base length of 30 days and is modified by: A siege dice roll is also triggered if the sieging army wins a battle on the besieged province. You want a front row of infantry + cavalry equal to your combat width. The shock Phase is next which is hand to hand combat, these battle phases will continue until one side has no more moral and discipline and they retreat. All battles go through 3 phases alternating between Fire and Shock. 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). With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. It increases attrition (hurting the enemy's manpower), and makes the provinces less valuable to the attacker while they're occupying them. 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. The amount of loot taken depends on the number and type of troops in the province. Required fields are marked *. If there are no available controlled provinces to retreat to within a large range, the army will shattered retreat to one province away. Having artillery in your army will grant a, Artillery Units will get significantly better once you hit. Description. Subscribe. 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. Like you recommend a 10 unit half stack for a combat width of 15. If the Width is 27 it means you need something like 20/8/26. It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies. Subscribe to download. A battle will last until one side is routed or annihilated. The player will lose income in the meantime, but if they were going to lose control of them anyway it could be a good idea to make them less valuable for the enemy. Later technologies are limited to one cannon type. Below is a table with said military technology levels and how much they increase flanking range. This prevents troops from being placed outside their country's territory in preparation for war. You're probably not walking around with stacks this big or you'll be taking lots of attrition. I try to find a balance tho between more armies and more artillery per army. Update: https://imgur.com/a/rxCNzqV This is the updated guide. A disorganized army is unable to start moving until its morale has recovered above 0.50. The check on leader maneuver rating is performed daily, so a high maneuver leader can still swing the tide of battle even if he joins an engagement late. Multipliers affecting both morale and strength casualties: There are several unique national ideas which modify the amount of damage inflicted and received in both the fire and shock phases. Retreat cannot happen until both two fire and two shock phases have been completed. Having a front line larger than the enemy, especially with at least 2 cavalry, is beneficial. This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. Heavy ships occupy 3 combat width, while galleys, transports and light ships each occupy 1 combat width. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. 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 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. scotsoe 5 yr. ago I keep my stacks close together and prepared for battle, it's never just the one. EU4 units pips comparison. In general the army can then only move to another province that has no more than one province that is not affected by a hostile zone of control between itself and the return province. The base ratio is 50 percent, so an army with 22 units of infantry shouldn't have more than 11 units of cavalry. This is just a rule-of-thumb, however. Combat is divided into a series of 3-day phases. Reddit and its partners use cookies and similar technologies to provide you with a better experience. 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. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. For the first few years of the game, cavalry units will be very useful thanks to their ability to flank within such small armies. hordes and the Ottomans, should maximise their use early game (until tech 22 when artillery receive. 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. Relative Power peaks at 17 and remains high until 22. This guide is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any. You can change to this and any others by going to Conform to Template. 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. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! Ish. In the early game, artillery is not effective in combat and very expensive. Thanks! The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! The game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. You really only need it for sieging, it's impact in battles is minimal. The native population of a colony or uncolonized province can be eliminated using the attack natives military action. When hostile troops enter a province and stop moving, a siege/occupation will begin. The main exception to this rule is that the army can always move to a hostile fort. 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. 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.. Military tactics reduces the amount of damage a country's troops take in combat. 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 value scales linearly with the army maintenance slider. 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. Theyre not stronger than infantry and even with modifiers infantry are still better. Wow, thanks for your amazing in-depth explanation! The army also moves slightly faster, and will recover morale at a normal rate during the retreat. Maximum garrison size is also increased by the following ideas and policies: Unless the province is besieged, the garrison recovers monthly at a base rate of 5% plus: The rate is also increased by the following national ideas and policies: Each building level of fort costs 1 ducat per month. Only men can be part of an assault per day. 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. And that ladies and gentlemen is my EU4 Army Composition guide. All rights reserved. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. Artillery units are unlocked at level seven, which is when you should start shuffling your army compositions around to include them. Special thanks to Jarvin for explaining a lot of the precise EU4 combat mechanics to me and helping update the guide. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? This means that you can fill your front row with infantry and cavalry, while also filling your back row entirely with artillery. 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. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. 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. boards a transport ship that moves into a sea zone or is currently in one. Offensive stats are represented by yellow pips, and defensive stats by green pips. At the beginning of each phase, each side rolls a die. Stacking your armies let's your enemy do bonus damage for free. This is what makes them so valuable and strong. For plains, the end-game combat width is 10, allowing a total of 20 regiments to engage in combat. An attached army cannot board transports. If the province has no garrison (whether because it has no fort or the fort's garrison is empty), 1000 men is enough and occupation is guaranteed within a month. I go with 12-4-4 to start, with less artillery if I can't afford much. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. Generally, during the shock phase, cavalry is the most powerful and during the fire phase, infantry. Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. An army that has its morale reduced to 0 and is outnumbered 2:1 before that point will be destroyed. If it is taking casualties from an enemy, additional morale damage will be inflicted. A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. 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. Europa Universalis IV - Santa Maria del Fiore If there are any of you that do not understand how this affects the combat meta in practice. An exiled army can be identified by a black flag attached to its unit icon. Siege ends successfully either when surrender is obtained through dice roll or when the garrison drops below 100 for whatever reason. The following contributes to a nation's morale recovery speed. 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 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). Create an account to follow your favorite communities and start taking part in conversations. Your Combat Width determines how many regiments can fight at once. Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. :D, Cav would be deployed instead of some infantry. 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. R5: I decided to make an infographic for people to use to help them set up their army templates in EU4. 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. 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. Each phase, each side rolls a die type of troops in the US and other.. 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