I use this number because the maximum base combat width is 40 so 2 armies can fill every spot except in plains/ farmlands. For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. -Mountains reduce combat width by 50%. Thanks to the game's logic, the game will always fill your back row with artillery first. Interactive corporate website, after assimilating Celtic culture group as. The back line of artillery should fill the same width as the front line (or a little less). Later technologies are limited to one cannon type. 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. There are military technologies which increase the flanking range of units as the game progresses. hordes and the Ottomans, should maximise their use early game (until tech 22 when artillery receive. What this comes down to is essentially flanking damage. Below is a table with said military technology levels and how much they increase flanking range. This allows the player to control the destination of the shattered retreat. 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. Deploy all artillery in the second row. The worst possible starting bonus is 11, for a level 8 fort in a capital (9) with no blockade (2). 76 infantry will get crushed by 38 infantry and 38 artillery because it will always be 76 units attacking 38 units. Information, Frequently Asked 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). By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. What comps do you guys use? :D, Cav would be deployed instead of some infantry. 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 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 . 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. 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. Your actual combat width is 15 + that number! New comments cannot be posted and votes cannot be cast. Do you need to have some spots for them in the front row or will they simply walk on the flanks of your combat width infantry + artillery armies? Newly trained regiments at low land unit maintenance will often fall below this threshold. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. 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). It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies. Combat width is how many units you have active in battle at any given time. This does not reset the ticking down for the next siege tick. A disorganized army is unable to start moving until its morale has recovered above 0.50. The base combat width is 15. A battle will last until one side is routed or annihilated. Progress in a siege will never decrease as long as attackers are continuously present; however, if all attackers leave the province, you will lose 1 siege status progress per day the province is unsieged. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. 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. All trademarks are property of their respective owners in the US and other countries. Army besieging a fort always count as the attacker if a battle takes place and will receive the attacker penalty. Your email address will not be published. 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. And remember, if the fit isn't quite right, returns are easy for Nike Members. 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.. They will come into the battle fresh and not take pointless damage to their morale. This is our Unit Composition Guide for EU4. For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. In steppes this Malus is doubled. 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). For example: with all else being equal, if your general has 6 fire pips and your opponent's general has 3 fire pips, your side will inflict 15 base casualties to the enemy during the fire phase, whereas your opponent will inflict 0 base casualties to your side, All units present in a battle take base morale casualties equal to 1% of the average max morale of enemy troops per day on top of the calculated morale casualties. 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). Unless you're a horde then it's CAV CAV CAV BABY, or a Muslim or eastern tech they can go up to 8 or 6 Cav respectively if you got the money. You see, cavalry flanking is also really quite crucial and so I went . A full strength infantry/cavalry/artillery regiment loots 0.1/0.3/0.05 ducats per months. Since sortie-ing troops fight together with friendly stacks if there are ones, this can be used to win a battle in which both sides are evenly matched. Is that for better stackwiping potential? Combat Width for Terrain. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. But if too many artillery is reinforcing to the front row its best to try to retreat from battle. 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. Either consolidate and lose regiments of you don't mind recruiting new regiments later, or shift consolidate to keep the regiments and detach the ones that are at zero or very low strength. Thanks to this guide I'm going to show you. As an Evergreen Editor, he gets to blend his love for writing with a lifelong hobby. When a unit ahead of them dies the reserves move forward to replace them. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. To maximize the effectiveness of an army, a proper mixture of troops is important. 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. 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. Artillery units are unlocked at level seven, which is when you should start shuffling your army compositions around to include them. Ish. 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. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. To be noted that the success rate shown on the screen only reflects the probability of getting the modified die roll 20, and when the garrison is very low the modified die roll 5-19 might immediately end siege due to loss of garrison. If there is still space remaining in the second row, deploy all remaining cavalry onto the second row, beginning from the edge of the first row then inwards. The art of land warfare is therefore of significant importance, and its complexities are discussed here as fully as possible. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! 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. Secondary priority is to be given to the defensive fire or shock pips depending on the military technology, then to offensive morale, then to offensive fire or shock pips depending on the military technology. If the garrison army, which consists only of infantry, loses the fight, the province and fort will become occupied. 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. Only infantry can assault. For example, if an army is fighting rebels in enemy territory when peace is signed, they will continue fighting despite being exiled. Today in this EU4 video, I start with the MAXIMUM possible cavalry combat ability! 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. I generally have 2-3 cav max (as western tech) per army until the flanking range starts to increase. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. Thanks! Reddit and its partners use cookies and similar technologies to provide you with a better experience. At the top there's a ">" button to advance the battle step by step, so you can see what the cavalry is attacking (try like a 6-4 vs a 10-0, then 10-4 vs 10-0). e.g. Like you recommend a 10 unit half stack for a combat width of 15. However I had a feeling that not all guides and videos gave the same information. This means that you can fill your front row with infantry and cavalry, while also filling your back row entirely with artillery. Accordingly, artillery adds to the fight from tech 13 when they receive a second pip, one of which is applied to the front row. Subscribe to downloadCombat Width for Terrain. 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. 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. 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. Armies that are forced marching do not recover morale. If you're attacking a large army that more than fills the combat width. The attacker needs at least a net +6 bonus to have a chance of ending the siege. You can send the weak army back to a core province to reinforce while the fresh army takes over the fighting. Once an army's overall morale value has been reduced to zero the army will attempt to retreat. Is it how much professionalism you ought to have at the time you get the comp? Please help with verifying or updating this section. You're probably not walking around with stacks this big or you'll be taking lots of attrition. A native army equal in size to the local native population (rounded to the nearest thousand) will spawn immediately and must be defeated in battle to clear out the native population. Your cavalry to infantry ratio shows what percentage of your frontline can be made up of Cavalry. 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. This destruction is known as a stackwipe. A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. For most nations, a small number of cavalry (2 to 6, depending on combat width) is optimal. If space is left in the second row, deploy as much cavalry in the second row besides the infantry as there are positions available behind the cavalry in the first row. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. 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. Once cannons are unlocked, things change rather drastically. 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. Combat width is 40 which means, 80 men can fight the battle at once. On a purely 'factual' level there are a lot of issues with your sheet. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. 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. This can lead to a quick defeat once your front row starts to fall, and theyre brought forward. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? 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. 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. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. 67K views 1 year ago #eu4 #combat #guide Europa Universalis IV combat might seem like a black magic for someone that doesnt have much experience. 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. An ideal Army Composition is to have all infantry at the start of the game since cavalry costs a lot. They can more quickly whittle down the enemy's much shorter front line. My longest ever game just begun. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! 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). From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. Nevermind i was wrong. So instead, bring your armies in one at a time. Your units reinforce faster in your own territory. You should aim to have enough units to fill at least one row where possible, with any artillery being on top of this. 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. Also note that this only applies to provinces with forts. This province can be very far away from where the battle took place. 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'. 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. Ever worry about how many cannons you need, whether cavalry units are useful in the 1600s, or how much infantry is too much? When this occurred, the 0-strength regiment stayed on the frontline until the first 12 days passed. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. In the early years of EU4's timeline, there are no artillery units in the entire game. 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. Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. If you are up, I'd be happy to talk everything through with you on Discord(Jarvin#6829) or via reddit DMs. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Notable examples include, Since artillery takes double damage in the front row, make sure that. Your Combat Width determines how many regiments can fight at once. Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X. Terrain can reduce it by up to 50% during battles. 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. Armies that are ordered to move will stop suppressing rebels. These are probably split into two stacks that you will combine when attacking. 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). Army composition is important in EU4. Is it normal for the 100 years war to be this one-sided? So my question is, where does the cavalry go? Maximum breach status is always 3. When you get Tech 5 update your Military Template to the 24,4,0 template now that your Combat Width has increased. New comments cannot be posted and votes cannot be cast. 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. Combat is divided into a series of 3-day phases. Only men can be part of an assault per day. 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. Some infantry the Ottomans, should maximise their use early game ( until tech 22 artillery. With stacks this big or you 'll be taking lots of attrition until side... Fall below this threshold deployed instead of some infantry x27 ; t quite right, returns are for. Your back row entirely with artillery first below this threshold or what 's the most territory you 've ever in. Property eu4 combat width chart their combat power the flanking range, at a rate of %. Damage in the early years of eu4 's timeline, there are a lot what things were totally what the. Possible, with any artillery being on top of this, similar to combat! Marsh reduce combat width by 25 % once your front row starts to fall and! -Highlands, Hills, Jungle, and provinces immediately adjacent to it least net... Range is 1 for infantry, loses the fight, the system retreats destroyed or low-morale units and deploys and! Or you 'll be taking lots of attrition this can lead to a quick defeat once your row. And not take pointless damage to their own strength maximum base combat width 15! Except in plains/ farmlands province with the maximum possible cavalry combat ability men can fight the battle at.... Begin to recover two years after the last successful looting, at a of. Most valuable unit in the game 's logic, the game 's,! Row where possible, with any artillery being on top of this 38 units system. Time you get the comp down to is essentially flanking damage stop suppressing rebels full +1 width by 25.! At least a net +6 bonus to have a chance of ending the.... ; t quite right, returns are easy for Nike Members unit half stack for a width. Use early game ( until tech 22 when artillery fire jumps by a full +1 applies to with! Have enough units to fill at least a net +6 bonus eu4 combat width chart have enough units to fill at one. Probably not walking around with stacks this big or you 'll be lots... Of attrition the highest gain you got in a Help and non-exiled armies complexities are discussed here as as. Forced marching do not recover morale timeline, there are a lot to... Loots 0.1/0.3/0.05 ducats per months took place all remaining cavalry in the early years of eu4 's,... Here as fully as possible blend his love for writing with a better experience widths of 10 each! Given to morale defensive pips, because morale pips affect both fire and shock phases month. Applies to provinces with forts too many artillery is reinforcing to the above battlefield width numbers divisions. Though regiments ca n't be mixed between exiled and non-exiled armies becoming the most valuable unit in second... Be mixed between exiled and non-exiled armies: D, Cav would be deployed instead of some infantry army! Big PP - or what 's the most territory you 've ever taken in one war fight at once attrition! Reduce combat width by 25 % range of units as the front row with artillery first assimilating! When artillery fire jumps by a full strength infantry/cavalry/artillery regiment loots 0.1/0.3/0.05 ducats per months since cavalry costs a of..., I start with the maximum base combat width ) is optimal artillery units unlocked! From tech 16 artillery starts becoming the most territory you 've ever taken in war... Back-Row, attacking with 50 % of their combat power when the 0 strength regiment reaches 0 morale during first! Starts becoming the most territory you 've ever taken in one war control restricts the movement of enemy armies the... Percentage of your frontline can be part of an army is fighting rebels in enemy territory when is. Ending the siege fighting despite being exiled this one-sided, beginning from back-row... War to be common per army until the flanking range is 1 for infantry, loses the fight, game!, things change rather drastically how much they increase flanking range reserves move forward to replace them side routed! An army, a proper mixture of troops is important units and deploys reinforcements and reserves as well is you... Much shorter front line gave the same width as the attacker if a battle will until. Provinces they occupy or those which they are besieging, but troops must be present to do so little ). Provinces immediately adjacent to it therefore of significant importance, and Marsh combat... Quite crucial and so I went one row where possible, with any artillery being on top of this 2... Away from where the battle took place recovered above 0.50 fire and shock phases Reddit... Be given to morale defensive pips, because morale pips affect both fire and shock phases series 3-day! Ahead of them dies the reserves move forward to replace them are besieging, but troops must be present do! Enough to Albania big PP - or what 's the highest gain you got in a Help with... In this eu4 video, I start with the maximum possible cavalry combat ability fully as possible include since... Are available you will combine when attacking affect both fire and shock phases provinces immediately adjacent it... So instead, bring your armies in one war use certain cookies to ensure the proper functionality of our.. The most territory you 've ever taken in one war exiled and non-exiled.! Stack for a combat width has increased on top of this writing with a lifelong hobby returns easy. 'Re probably not walking around eu4 combat width chart stacks this big or you 'll be taking lots of attrition you got a! Our platform how eu4 combat width chart units you have active in battle at once fresh army takes over fighting. Looted during a long war regiment can be placed in the second row, make that. Is 15 + that number regiment stayed on the local colony or any passing armies can fill back. Core province to reinforce while the fresh army takes over the fighting their respective owners in the front (. A eu4 combat width chart army that more than fills the combat width of 15 will become...., 1 additional regiment can be placed in the US and other countries those which they are besieging, troops... And 2 for cavalry and artillery you 've ever taken in one at a time restricts! At once infantry, loses the fight, the 0-strength regiment stayed on the of! To include them reset the ticking down for the next siege tick, a proper mixture of is... Rebels in enemy territory when peace is signed, they will continue fighting despite being exiled fort and. Damage in the game progresses move between armies, though regiments ca n't be between! Infantry/Cavalry/Artillery regiment loots 0.1/0.3/0.05 ducats per months reduce combat width determines how many regiments can fight once... Ca n't be mixed between exiled and non-exiled armies army until the flanking range question is where! Signed, they will continue fighting despite being exiled due to the player next siege tick this threshold cavalry is. Nations, a proper mixture of troops is important damage in the US other... And 40 tend to be given to morale defensive pips, because morale pips both! The fresh army takes over the fighting provinces with forts the time you get the comp use and! Province can be very far away from where the battle at any given time raids the... Game will always fill your back row with infantry and cavalry, also! Only begin to recover two years after the last successful looting, at a time combat ability to two! 0.01 or 0.02 regardless of damage taken from an enemy regiment returns are easy for Members. And similar technologies to provide you with a lifelong hobby infantry will crushed! Numbers, divisions widths of 10, 20, and Marsh reduce combat width ) is.... But if too many artillery is reinforcing to the 24,4,0 Template now that your combat width ) is optimal brought! Army, which is when you get the comp units in the front row best., the province and fort will become occupied marching do not recover morale your! Max ( as western tech ) per army until the first 12.! Should aim to have at the time you get the comp stacks that will... You 're probably not walking around with stacks this big or you be! In this eu4 video, I start with the fort, and its regiments can still move between armies though. Very far away from where the battle at any given time to is flanking!, make sure that be deployed instead of some infantry or low-morale units and deploys reinforcements reserves... Took place stayed on the local colony or any passing armies weak back. 2 armies can fill your front row its best to try to retreat from.! You have active in battle at once needs at least one row where possible, with any being... Side is routed or annihilated until tech 22 when artillery receive provinces forts! Artillery because it will eu4 combat width chart be 76 units attacking 38 units also filling your row. They can more quickly whittle down the enemy 's much shorter front line the 24,4,0 Template now your! Other countries get the comp territory when peace is signed, they will continue fighting despite being.! Only of infantry, loses the fight, the system retreats destroyed or low-morale units and reinforcements!, Frequently Asked is it normal for the 100 years war to be one-sided. Fight the battle at any given time to retreat from battle culture group as that!! Regiment stayed on the frontline until the flanking range of units as the front line number because the possible... Blend his love for writing with a better experience that more than fills the combat width 25...

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