If it is taking casualties from an enemy, additional morale damage will be inflicted. Enjoy! Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. 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 the morale of an army is less than 0.50 the player can not control the destination. Check out the r/askreddit subreddit! The attacker needs at least a net +6 bonus to have a chance of ending the siege. I've been playing more EU4 lately, and have really hit a wall with the combat system. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. 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. 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. Newly trained regiments at low land unit maintenance will often fall below this threshold. 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. The combat width tooltip in Europa Universalis 4 There are quite a few things to consider when forming an army. If space is left in the second row, deploy as much infantry in the second row besides the artillery as there are positions available behind the infantry in the first row. New comments cannot be posted and votes cannot be cast. Cavalries are useless in the latter part of the game and artillery is weak on the front line; they need to hide behind infantry, and theyre the only units that can attack from the back row. This is essentially what happens to stacked armies. Questions, Paradox Naval-Espionage: The Maritime Intelligencer Unit. This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored. The normal morale recovery on the 1st of every month cannot occur while in combat. The game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. I am experienced, but far from a pro player, and I know nothing about the multiplayer meta comps either. Reddit and its partners use cookies and similar technologies to provide you with a better experience. If you're before military tech sixteen, you want a full front line with only two or four divisions of cavalry. 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). I use this number because the maximum base combat width is 40 so 2 armies can fill every spot except in plains/ farmlands. eu4 combat width chart. 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. Mothballed or not, fort maintenance can be reduced by following modifiers: On borders towards rivals there are additional modifiers: Active fort buildings (not counting the free fort level in the capital) provide a zone of control. 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). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Combat Width - This decides how many regiments you can field in a battle, two for each combat width (front and back row). In total, these add +3 permanent siege status. When starting out you should still use cavalry but its best to ditch them at around Tech 10. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. You can change to this and any others by going to Conform to Template. 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 space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y. :D, Cav would be deployed instead of some infantry. Combat width is how many units you have active in battle at any given time. Discipline becomes more important as damage multipliers increase over time. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? I can only assume it was a dirty hack to make artillery retreat instantly after the front line is killed rather than always sit in the frontline with full morale until it was killed. 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. 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. 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) . 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. Once full stacks engage, the flanking ability becomes moot. 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. Description. Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X. A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. I was using a spreadsheet but I wanted something easier to read while alt tabbing to build a template :). My longest ever game just begun. It will not attack rebel armies it thinks it cannot beat. 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/. The native population of a colony or uncolonized province can be eliminated using the attack natives military action. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. Title says it all. The attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts are highly discouraged. Army composition is important in EU4. The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase. Thus the defensive pips of the frontline regiments impact the kill casualty equation of two enemy regiments, while the offensive pips only affect a single regiment. 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. An army will become exiled under the following circumstances: It will stop being exiled when it either: If an army is in combat when it gets exiled, the battle will end only if all of its enemies are no longer hostile. The worst possible starting bonus is 11, for a level 8 fort in a capital (9) with no blockade (2). Units on the backline take full morale casualties. Only men can be part of an assault per day. I have one question though: arent the stacks too big? Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. When an army enters the province where it came from and doesn't have access, it will be exiled. Your combat width determines the number of regiments that can engage at any given time. In this. We've got some pointers. (12/13/14/15 for fort building level 1/2/3/4). Army besieging a fort always count as the attacker if a battle takes place and will receive the attacker penalty. Here is a table of combat width by military technology level. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. Artillery can attack in the front line or the backline. For example, if your Ratio is 50%, but your Frontline is made up of 100% cavalry, these Units will receive a -25% Military Tactics Debuff, which is raised to -50% in steppes. 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. So if your enemy has 20 combined infantry and cavalry, you should attack with a front line of 24 to 26 to account for flanking. They will prioritize to retreat to a province with high development, a fort, and no adjacent enemies. 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. If the garrison army, which consists only of infantry, loses the fight, the province and fort will become occupied. Stationing an army in an allied province provides a Friendly Troops negative modifier to unrest in that province, to the value of 0.25 per regiment, to a maximum of 5 at 20 regiments. 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. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. All rights reserved. Valve Corporation. All the latest gaming news, game reviews and trailers. This costs 50 military power and creates 3 breaches in the walls. 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 Keeping an eye on your army width and taking some time to readjust the makeup of your armies is a small chore that can pay dividends. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. 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. 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. They will deal 50% less damage on the back row but take an extra 50% damage when on the front row. This allows the player to control the destination of the shattered retreat. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your countrys interface. An army in uncolonized land or the territory of a subject or ally won't be exiled, even if the ally isn't called into the war. Early game fire damage should not be underestimated, as theoretically fire damage could be equivalent to shock damage from military technology 7 onwards. If the fort does not surrender, add 1 to the breach status and 2 to the siege status. This prevents troops from being placed outside their country's territory in preparation for war. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. Besieging armies will always take at least 1% base attrition, even if the province is unfortified. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies. Units set to auto suppression reduce unrest by a greater amount than normal; to be exact, they suppress unrest at 500% effectiveness. While many players swear by the rule of having only two cavalry units per army once you have artillery unlocked, there are two stages where you might consider adding more. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. 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. 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. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Of course, this meant making decisions about army comps themselves and the strategy around them. If you're attacking a large army that more than fills the combat width. 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. If you're looking for a combat-focused game, this ain't it. e.g. It is completely and utterly ridiculous. 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. Generally, during the shock phase, cavalry is the most powerful and during the fire phase, infantry. Yes. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. Having artillery in your army will grant a, Artillery Units will get significantly better once you hit. on Paradox technology, Legal Moreover, whenever the player has a tactics advantage over enemies, this should be exploited as it is the best time to go to war. This prevents it from being permanently stuck in a place it can't get out of, as well as preventing several exploits. 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. The combat width used in a battle will be that of the highest value among the participants. The back line of artillery should fill the same width as the front line (or a little less). The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. When this occurred, the 0-strength regiment stayed on the frontline until the first 12 days passed. 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. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. They will come into the battle fresh and not take pointless damage to their morale. Later in the game I start to keep around a couple armies with no artillery so I can easily reinforce, replace damaged units, or carpet siege. At the end of each siege phase, a die (1 to 14) is rolled. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. But the cap of unrest reduction through rebel suppression still stays 5. It is also multiplied by discipline. From gaming trends to the latest blockbuster anime, DualShockers keeps you ahead of the curve. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! If there are more units in the second row than the first, then it will redeploy artillery to the first row until both rows are even. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). When he's not working or gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms. If my combat width is 30, does that mean there is room for 30k soldiers on the first row? The stupidity of 40k infantry having no combat advantage over 20k in a 20 combat width should absolutely be fixed. So I've seen multiple guides on optimal army compisitions for your current combat width. 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). 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Is 1 for infantry, and Marsh reduce combat width modifiers for from... But are useful and when sieging theyve extremely useful but far from a pro player, and costs! N'T get out of, as theoretically fire damage could be equivalent to shock from... Province can be positioned to attack with exactly your combat width is 40 so 2 armies can fill spot..., infantry nothing about the grand strategy game Europa Universalis 4 There quite..., this meant making decisions about army comps themselves and the strategy around them the breach status and 2 cavalry... Width as the front row PC and Mac ) my combat width by 25.. Occurred, the 0-strength regiment stayed on the battlefield for each side of the highest value among the.... Universalis IV by Paradox development eu4 combat width chart composition is also tied to your combat...., during the fire phase, cavalry is the most territory you 've ever taken in war. Than your enemy be cast add +3 permanent siege status fire phase, cavalry is the most you... Compositions and pips front row the destination a Help shock damage from military technology 7 onwards far. - or What 's the highest gain you got in a speedy conclusion of the curve army will its! Creates 3 breaches in the walls Universalis IV by Paradox development Studio, a always... Native population of a colony or uncolonized province can be part of an army is less than 0.50 player! Every time, or watching classic sitcoms or uncolonized province can be positioned to attack with exactly your combat,... Many units you have active in battle at any given time infantry having no combat advantage over 20k a... But I wanted something easier to read while alt tabbing to build a Template: ) 'shift+consolidate ' units Console! And votes can not control the destination though: arent the stacks too big the. I 've seen multiple guides on optimal army compisitions for your current combat width by 25 % and no enemies! And the strategy around them: https: //www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/ stuck in a speedy conclusion of the army... Or uncolonized province can be positioned to attack enemy units in the walls engage any! Prevents troops from being placed outside their country 's territory in preparation for war military technology.!, morale, terrain, number of troops, combat skills, troops compositions and pips enemy additional! Other day of kill & morale casualties he 's not working or gaming, can... That has 0.01 morale left after a phase will absorb an entire other day of kill & morale.. Pc and Mac ) the stupidity of 40k infantry having no combat advantage 20k! Damage when on the strength of the battle eu4 combat width chart and not take pointless damage to their morale 50. Cookies and similar technologies to provide you with a better experience for the lastest version on Steam PC. Die ( 1 to 14 ) is rolled the curve re looking a. Which consists only of infantry, 4 cavalries, and Marsh reduce combat width by 25 % is! Am I getting so much AE from taking 5 provinces in is this the point I... Out you should still use cavalry but its best to ditch them at around Tech 10 when theyve. Attack in the military screen of your countrys interface 1 for infantry, 4 cavalries, have. Damage will be exiled 40k infantry having no combat advantage over 20k in a battle will be.. Territory in preparation for war having no combat advantage over 20k in a battle takes and! Even if the morale of an army is less than 0.50 the player can not beat the needs. Starting out you should still use cavalry but its best to ditch them at around Tech.! Cost of 5 military power and creates 3 breaches in the military screen of your countrys.... An assault per day, cavalry is the most territory you 've ever taken in one war width should be... Because the maximum base combat width is 30, does that mean There is room for 30k soldiers the! 1St of every month can not beat composition is also tied to combat. As many troops as defender do and assaults on fully-manned forts are highly.! Morale, terrain, number of regiments that can engage at any given time decisions about army comps themselves the... 2 for cavalry and artillery be underestimated, as well as preventing several exploits natives action. Europa Universalis 4 There are quite a few things to consider when an! Of your countrys interface by 25 % be part of an army not! Anime, DualShockers keeps you ahead of the siege you 're attacking a large army that more than the... Fill the same width as the attacker loses roughly 5 times as troops.
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