If the morale of an army is less than 0.50 the player can not control the destination. This does not reset the ticking down for the next siege tick. This means that you can fill your front row with infantry and cavalry, while also filling your back row entirely with artillery. If you look at the combat screen, you see that there are two lines. I used to go for full combat width on infantary and (from a certain technology level, only when my economy was sufficient enough) for full combat width on artilery. Flanking range determines the horizontal range in which a unit may make a flanking attack. 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. Below is a table with said military technology levels and how much they increase flanking range. An army that has its morale reduced to 0 and is outnumbered 2:1 before that point will be destroyed. When an army enters the province where it came from and doesn't have access, it will be exiled. 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 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. 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. Your units reinforce faster in your own territory. Rolling a natural breach is still possible and will affect the siege status but will not add another breach. An exiled army can be identified by a black flag attached to its unit icon. The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. Having artillery in your army will grant a, Artillery Units will get significantly better once you hit. Quality 1. Yes. 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 combat width tooltip in Europa Universalis 4 There are quite a few things to consider when forming an army. If you are up, I'd be happy to talk everything through with you on Discord(Jarvin#6829) or via reddit DMs. Thanks to this guide I'm going to show you. Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. When between 25 and 50% strength they will fight at 50% of their flanking range. 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. Enjoy! Local/Permanent Quarters trade company investment: A single regiment of artillery will always give at least a, The necessary number of artillery is equal: "building " * desired. 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. You can change to this and any others by going to Conform to Template. 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 disorganized army is unable to start moving until its morale has recovered above 0.50. But if too many artillery is reinforcing to the front row its best to try to retreat from battle. However, if a given army is besieging a province that contains a fort and is attacked by troops owned by or allied with whoever currently controls the fort, the roles are switched: the siege army is treated as the "attackers," and those attempting to break the siege are the "defenders." scotsoe 5 yr. ago I keep my stacks close together and prepared for battle, it's never just the one. This order is based on the tag order (see Countries). The base combat width is 15. Artillery can attack in the front line or the backline. What I struggle with more is the grand strategy aspect of warfare. This can lead to a quick defeat once your front row starts to fall, and theyre brought forward. This province can be very far away from where the battle took place. e.g. 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. Save my name, email, and website in this browser for the next time I comment. The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. Espaol - Latinoamrica (Spanish - Latin America). Each military unit has offensive and defensive stats in three categories: fire, shock, and morale. Armies that are ordered to move will stop suppressing rebels. By splitting the army before and after a fight you will get less attrition; no one wants that to be high. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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? Possibly from tech 13, when artillery finally gains a second pip which can be used to attack from the back row - half of the defensive pips which are added to the front line units, and really from tech 16 when artillery gets a full, Pip differences are always a key driver and are the main determinant of damage, but are dependent on high multipliers (that come from morale, combat ability, discipline and tactics), Cavalry's relative damage peaks at tech 17 when they receive. before i begin i would like some common knowledge,which i have none of since im a noob, so i have 38 combat width and im in mid to late game year 1716 what i hear its all about infantry and artillery at this time. This typically occurs if the unit is facing an enemy artillery regiment or a particularly outdated unit; in this case the unit may choose to attack the flanks of a stronger enemy unit nearby. They will come into the battle fresh and not take pointless damage to their morale. The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. 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. With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. A fort cannot be mothballed or de-mothballed while the province is under siege. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. 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. The army will return to its previous position after the rebels are dispatched. The worst possible starting bonus is 11, for a level 8 fort in a capital (9) with no blockade (2). The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. There are military technologies which increase the flanking range of units as the game progresses. Yes, the question of Cav is one of major debate. 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. 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. These are probably split into two stacks that you will combine when attacking. The go-to source for comic and superhero movie fans. Retreat cannot happen until both two fire and two shock phases have been completed. Nations with cavalry bonuses, e.g. All trademarks are property of their respective owners in the US and other countries. Armies exceeding their nation's ratio of cavalry to infantry receive the "insufficient support" penalty. Description. Deploy X units of cavalry on each side of the first row. And that ladies and gentlemen is my EU4 Army Composition guide. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. The army then reduces unrest in all of those provinces via the "Friendly Troops" modifier, as though they were stationed in each individual province. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. Various ideas increase looting speed; this bonus increases the amount of ducats looted each month by the stated amount (and thus decreases the time taken to fully loot a province). Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. :D, Cav would be deployed instead of some infantry. Phases alternate between Fire and Shock, with the Fire phase happening first. Ideas and conditions that increase fire damage dealt: Ideas and conditions that increase shock damage dealt: Ideas and conditions that reduce fire damage taken: Ideas and conditions that reduce shock damage taken: In principle, units on the frontline retreat and are replaced by reserve units when they reach either 0 morale or 0 regiment strength. Each 1000 artillery soldiers count as 1 artillery. 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. Put your artillery at the back and infantry on the front row. eu4 combat width chart. I include them up through tech 26 in the templates mostly because I want to show the number of Cav that is useful if you do want to include them. It was last verified for, Please help with verifying or updating this table. 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). Even large nations can be brought to their knees if their provinces are persistently looted during a long war. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? 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. This means that have 120 from two 60 stacks combined will ensure a backline of 40 artillery 6 cavalry and 72 infantry, that is a total of 78 front line units which will ensure that no artillery will be pulled in front. I try to find a balance tho between more armies and more artillery per army. Units in the front row can attack any enemy unit within their horizontal flanking range. Relative Power peaks at 17 and remains high until 22. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. When in combat your units are reinforced by the back row, so if your Combat Width is 16 and you have 20 thousand soldiers ready for battle 4 thousand will be in the back row. The only real thing to add to this for mp is to only use a few of these depending on your total army size, this means 1-3 combined stacks in most cases and to use pure inf for the rest to reinforce as excess cannons do little to win battles and you tend not to have more than 1-3 battles going at any given time, cav as always is a topic of its own as most nations without will and probably should simply not use it (in my opinion), apart from that this is a very nice resource i will save and hand to all my beginner esque friends who need the advice in the future. I was using a spreadsheet but I wanted something easier to read while alt tabbing to build a template :). Besieging armies will always take at least 1% base attrition, even if the province is unfortified. Brought up on mascot platformers and role-playing games from Japan, Ryan has been passionate about gaming for over two decades. If the fort does not surrender, add 1 to the breach status and 2 to the siege status. 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Will take a morale hit of 0.01 or 0.02 regardless of damage taken from an enemy, in most this! Horizontal range in which a unit may make a sortie to fight the hostile army, a... After a fight you will combine when attacking and infantry on the strength of the enemy army relative! Continues to increase along with combat width, so 6-8 Cav may optimal! Starts to fall, and is outnumbered 2:1 before that point will be exiled Composition.! With the fire phase happening first are useful and when sieging theyve useful! Combat screen, you see that there are quite a few things to consider forming. A fight you will get significantly better once you hit down for the next time I comment or those they! Those which they are besieging, but troops must be present to do so be high on... The destination was using a spreadsheet but I wanted something easier to read while alt tabbing to build a:... Receive the `` insufficient support '' penalty their flanking range of units as the game progresses destroyed!
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