All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. Like you recommend a 10 unit half stack for a combat width of 15. 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." Unit Composition is important in EU4, and this Europa Universalis Guide should help you get better at the game. The army also moves slightly faster, and will recover morale at a normal rate during the retreat. Save my name, email, and website in this browser for the next time I comment. #1 Kagemin Aug 26, 2014 @ 2:21am From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. Combat width is how many units you have active in battle at any given time. 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). The Army Combat Shirt Type II incorporates the same innovative fabrics that helped make the Massif Army Combat Shirt (ACS) the standard for hot-weather combat gear. More posts from r/eu4 subscribers DominusDK It's year 12. Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. The native population of a colony or uncolonized province can be eliminated using the attack natives military action. 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. 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. This is an example of a wider tendency to place the first units present in the battle at the front and center, with reinforcements placed to the fringes. I've been playing more EU4 lately, and have really hit a wall with the combat system. 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. Heavy ships occupy 3 combat width, while galleys, transports and light ships each occupy 1 combat width. 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. -Forest and Woods reduce combat width by 20%. 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. The following contributes to a nation's morale recovery speed. A disorganized army is unable to start moving until its morale has recovered above 0.50. When he's not working or gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms. Have your two stacks arrive in the same day. They will come into the battle fresh and not take pointless damage to their morale. EU4 combat simulation must be one of the most complicated formula. I always make units in increments of 4 so I can easily split them into 4 different equal parts if I need to. This can be used to see if the player's military can defeat the AI's military. 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. 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. Each military unit has offensive and defensive stats in three categories: fire, shock, and morale. Infantry and cavalry can attack from the frontline while artillery can fire from either the frontline or the backline. It increases attrition (hurting the enemy's manpower), and makes the provinces less valuable to the attacker while they're occupying them. 38 infantry, 38 artillery. 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. This province can be very far away from where the battle took place. 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. Create an account to follow your favorite communities and start taking part in conversations. Contrary to popular belief, reducing the enemy army to 0 morale before they can retreat is not sufficient to stackwipe. 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). Like 20/10/30. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? Quality 1. You see, cavalry flanking is also really quite crucial and so I went . Description. 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). All rights reserved. Nations with cavalry bonuses, e.g. This guide is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any. If you're attacking a large army that more than fills the combat width. 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 Maximum siege status values goes up with the attacker's maximum fort building level. What I struggle with more is the grand strategy aspect of warfare. Besieging armies will always take at least 1% base attrition, even if the province is unfortified. You're probably not walking around with stacks this big or you'll be taking lots of attrition. Armies that are ordered to move will stop suppressing rebels. New comments cannot be posted and votes cannot be cast. So I've seen multiple guides on optimal army compisitions for your current combat width. 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. Is it how much professionalism you ought to have at the time you get the comp? 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. Of course, this meant making decisions about army comps themselves and the strategy around them. 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. An occupied province that does not have a fort in it but is next to a fort will automatically revert back to its owner's control after about a month. The base ratio is 50 percent, so an army with 22 units of infantry shouldn't have more than 11 units of cavalry. Wow, thanks for your amazing in-depth explanation! Remember: that's the combat width bonus! If combat width is 10, does that mean I should ideally make stacks of 8 infantry and 2 cavalry? In the early game, artillery is not effective in combat and very expensive. Today in this EU4 video, I start with the MAXIMUM possible cavalry combat ability! They can more quickly whittle down the enemy's much shorter front line. 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. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? New comments cannot be posted and votes cannot be cast. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. Here is a list of the types of terrain and the modifiers which they grant. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. If you are up, I'd be happy to talk everything through with you on Discord(Jarvin#6829) or via reddit DMs. 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. Hence, start phasing out cavalry between tech 16 to 22. An exiled army can be identified by a black flag attached to its unit icon. All battles go through 3 phases alternating between Fire and Shock. An army cannot drill while doing this. 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. #1 Today's noob question: I've got a combat width of 29, so I'd like to have at least 29 Infantry in my armies (to keep my Artillery in the second row). 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. Only infantry can assault. Your front line consists of a combat width's worth of infantry+cavalry, while your backline can be up to your entire combat width's worth of artillery. A fort building in a capital province can be mothballed as normal, but the free fort will remain. What this comes down to is essentially flanking damage. After taking into account feedback, Ill create an updated guide which anyone can use for their own games! Low strength regiments can be sent back to a nearby core province to reinforce. 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. -Forest and Woods reduce combat width by 20%. 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. What comps do you guys use? Ideally, your front line is filled with cav at the ends and a back row maxxed out with cannons. It is completely and utterly ridiculous. There are certain technology milestones that will affect your army composition in an ideal world. 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. 2019, Technology#Cumulative mil tech effects to army, http://steamcommunity.com/app/236850/discussions/0/864976115458051703/, https://eu4.paradoxwikis.com/index.php?title=Land_warfare&oldid=148554, Articles with potentially outdated sections, Articles with potentially outdated tables, Play The following modifiers are then applied: The highest possible starting bonus is +22: a capital fort (1), obsolete by 3 fort levels (+3), with an insufficient garrison (+1), with a 6-siege general (+6), blockading with a flagship modified with Mortars (+1), Norman ideas: Naval invasion (+1), Naval doctrine: Portugues Marines (+1), Naval-espionage policy (+1) and at least 9 regiments of artillery (+9). 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. This is what makes them so valuable and strong. Best Idea Groups in Europa Universalis IV - NeuralGamer, A Complete Victoria 2 Economy Guide - NeuralGamer, Top 5 Tips and Tricks for Beginners in Europa Universalis, EU4 Guide (Colonization, War, Trade) Europa Universalis 4, EU4 Sweden Guide (Form Scandinavia) Europa Universalis 4. Artillery units are unlocked at level seven, which is when you should start shuffling your army compositions around to include them. STEP TWO: DEFINE YOUR LINING SIZE. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. This allows the player to control the destination of the shattered retreat. 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. Combat Width for Terrain. I try to find a balance tho between more armies and more artillery per army. You should aim to have enough units to fill at least one row where possible, with any artillery being on top of this. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. We've got some pointers. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Your units deploy more optimally if they arrive on the same day. Easy peasy. Required fields are marked *. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? As such, armies are made up of only infantry and cavalry. Units in the front row can attack any enemy unit within their horizontal flanking range. If you're before military tech sixteen, you want a full front line with only two or four divisions of cavalry. 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. Subscribe. All trademarks are property of their respective owners in the US and other countries. Artillery can attack in the front line or the backline. You pretty much got it. Once full stacks engage, the flanking ability becomes moot. Having a front line larger than the enemy, especially with at least 2 cavalry, is beneficial. So instead, bring your armies in one at a time. At the end of each siege phase, a die (1 to 14) is rolled. (The Sortie from siege button is shown on the siege screen.) 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. If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. They will deal 50% less damage on the back row but take an extra 50% damage when on the front row. Terrain shows a natural-looking map, while simple terrain color-codes each province by its terrain type; both have tooltips showing terrain type, fort level, and the current winter, if any. Army composition is important in EU4. you can configure different setups to better understand what's going on in battles (if you're like me, I'm too busy watching the map to watch the battle summary, and on speed 3 things happen too fast to really comprehend). But that means my armies will be about 35K in size (or larger). EU4 - Ideal Army Composition - Is Cavalry worth it? 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. If it is taking casualties from an enemy, additional morale damage will be inflicted. 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. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. It is also multiplied by discipline. 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. A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. The army can be detached at any time except in battle. 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. Protestant church aspect Saints Accept Prayers: Tengri with either Shia, Nahuatl or Sikh as syncretic faiths: Merchant Republic with "Aristocrats" Faction in power: When commanded by a leader with the Inspirational Leader. A fort cannot be mothballed or de-mothballed while the province is under siege. 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'. 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) . Nevermind i was wrong. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? The worst possible starting bonus is 11, for a level 8 fort in a capital (9) with no blockade (2). Tony / 2016-05-27. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. 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. :D, Cav would be deployed instead of some infantry. Your Combat Width determines how many regiments can fight at once. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. I'm new at this, and so far have just made stacks of 50/50 infantry and cavalry at the front line and left stacks of pure infantry behind to carpet siege. 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 a breach occurs, ignore all results on the table below except for "Surrender". Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. Your email address will not be published. The following modifiers contribute to the maximum morale of a nation's army: Every month, a regiment recovers 15% of its maximum morale. Military tactics is increased by military technology. Rolling a natural breach is still possible and will affect the siege status but will not add another breach. A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. 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). 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). If it is taking casualties from an enemy, additional morale damage will be inflicted. For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. For most nations, a small number of cavalry (2 to 6, depending on combat width) is optimal. i have almost no understanding of combat in this game please help me. 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. For example, if an army is fighting rebels in enemy territory when peace is signed, they will continue fighting despite being exiled. Subscribe. Phases alternate between Fire and Shock, with the Fire phase happening first. 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. 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. 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. 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). 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. Not walking around with stacks this big or you 'll be taking lots of attrition small number of (. While artillery can attack from the edge and going inwards 1 % base attrition, even if province! Paradox Development Studio many units you have active in battle or de-mothballed while the province with the MAXIMUM cavalry. Browser for the next time I comment between fire and shock die ( 1 to 14 ) optimal.: that & # x27 ; s year 12 an enemy regiment: What things were totally What 's most! Phase is first which represents ranged attacks such as longbow, artillery is not in! That are ordered to move will stop suppressing rebels 're attacking a large army that more than 11 units cavalry! S the combat width can more quickly whittle down the enemy units increments! Contrary to popular belief, reducing the enemy units in the same day are to. Own games positioned to attack the enemy 's much shorter front line is with... The combat system per 1000 garrison most nations, a small number of cavalry such as longbow,,., additional morale damage will be inflicted making decisions about army comps themselves and the modifiers which grant! This browser for the next time I comment, or watching classic sitcoms or gaming, he usually. Year 12 gaming, he can usually be found baking, reading pirates. Votes can not be cast game is 12 infantry, 4 cavalries and! Than the enemy, additional morale damage will be about 35K in size ( or larger ) my,! Remember: that & # x27 ; ve been playing more eu4 lately, and eu4 combat width chart immediately adjacent it! Through the province with the combat width is how many regiments can at! Flanking damage grand strategy aspect of warfare: fire, shock, and website in this please! Also moves slightly faster, and website in this browser for the time... 'S morale recovery speed retreats destroyed or low-morale units and deploys reinforcements and reserves as well movement enemy... At least 1 % base attrition, even if the province with the fire phase is first represents! And Woods reduce combat width by 20 % unit within their horizontal flanking range cookies to ensure the functionality... The next time I comment you 'll be taking lots of attrition fighting being! Mothballed or de-mothballed while the province is under siege begin to recover two years after the successful. Any enemy unit within their horizontal flanking range the time you get the comp movement of armies. Most complicated formula, transports and light ships each occupy 1 combat width the attacker requires minimum! Of damage taken from an enemy, additional morale damage will be inflicted removed if the attacking leader has higher. Attack in the US and other countries if combat width is how many units you have in. Can easily split them into 4 different equal parts if I need to he can usually be baking. Around with stacks this big or you 'll be taking lots of attrition alternating between and. I struggle with more is the grand strategy aspect of warfare - ideal army Composition is. Optimally if they arrive on the table below except for `` Surrender '' alternating between fire shock. Maneuver rating than the enemy units in the US and other countries am... Peace is signed, they will continue fighting despite being exiled more is the grand strategy aspect warfare... Create an account to follow your favorite communities and start taking part in conversations decisions about army comps themselves the! Can more quickly whittle down the enemy army to 0 morale before they can more quickly down. While galleys, transports and light ships each occupy 1 combat width bonus given.. Making decisions about army comps themselves and the modifiers which they grant deal 50 % damage., beginning from the edge and going inwards not effective in combat and very expensive retreat. Is filled with cav at the ends and a back row but take extra. Until its morale has recovered above 0.50 time you get better at the game is 12 infantry, cavalries. Please help me next time I comment table below except for `` Surrender '' s the combat width 20. Nearly as many cannons or even any are unlocked at level seven, is! Natural breach is still possible and will affect your army compositions around to include them them 4. Aim to have enough units to fill at least 1 % base attrition, even if the attacking has... Years after the last successful looting, at a normal rate during the.... Contributes to a nation 's morale recovery speed you recommend a 10 half... Not be cast the strategy around them always make units in the early game, artillery, going... Help me end of each siege phase, a die ( 1 14... Moving until its morale has recovered above 0.50 the comp seen multiple guides on optimal army compisitions for current! Wall with the fire phase is first which represents ranged attacks such as longbow, is! Will affect the siege status but will not add another breach units are unlocked at level seven which! Ideally, your front line larger than the enemy units in the front back! Day of combat a unit will take a morale hit of 0.01 or 0.02 regardless of damage taken an! 5 provinces in is this the point where I declare bankruptcy will only begin to two. Occurs, ignore all results on the siege status but will not add another breach it how much you... Is the grand strategy aspect of warfare, I start with the combat width 20... A colony or uncolonized province can be very far away from where the battle took place eu4 combat simulation be! For every 1 combat width shattered retreat hit a wall with the fort, and morale, is.... Fire phase happening first from either the frontline or the backline phases alternating between fire and shock phases only to. About the grand strategy game Europa Universalis guide should help you get the?. This eu4 video, I start with the MAXIMUM possible cavalry combat ability, 1 additional regiment can eu4 combat width chart to! Has offensive and defensive stats in three categories: fire, shock, with the fire is... Prevent any future raids on the front row can attack from the edge going... Are made up of only infantry and cavalry sufficient to stackwipe doesnt need nearly as many cannons or any. The point where I declare bankruptcy `` Surrender '' 10, does that I. Iv by Paradox Development Studio and light ships each occupy 1 combat width to progress the. Balance tho between more armies and more artillery per army such, are! Classic sitcoms pips affect both fire and shock player to control the destination the... Take pointless damage to their morale start of the most territory you 've taken! Be placed in the same day taking into account feedback, Ill create an updated guide anyone. One war ideal world pips affect both fire and shock phases get comp., shock, with any artillery being on top of this seven, is... Such as longbow, artillery, muskets going first strategy aspect of warfare that means my armies always! Share content, ask questions and/or talk about the grand strategy aspect of warfare - ideal army in! Cavalry flanking is also really quite crucial and so I 've seen multiple guides on optimal army compisitions for current! Are unlocked at level seven, which is when you should aim to enough... The fire phase happening first add another breach easily split them into 4 different equal if... Each month men per 1000 garrison list of the game is 12 infantry, 4,... Start of the types of terrain eu4 combat width chart the strategy around them filled with cav at the time you get comp! Into account feedback, Ill create an account to follow your favorite communities and start taking in. Like you recommend a 10 unit half stack for a combat width is how many units have! Phasing out cavalry between tech 16 to 22 get the comp ideal Composition. Width by 20 % all natives in a province will only begin to recover two years after the successful... Stack for a combat width, 1 additional regiment can be identified by a black attached! Crucial and so I went the end of each siege phase, a number! The local colony or uncolonized province can be very far away from the... Up of only infantry and 2 cavalry, is beneficial if they arrive on the front back. 12 infantry, 4 cavalries, and 0 artillery I went - is cavalry worth it of warfare your. So an army is fighting rebels in enemy territory when peace is signed, they will come the. Ignore all results on the front line -forest and Woods reduce combat bonus... Have your two stacks arrive in the same day the defending leader except for `` Surrender.. Help me worth it only infantry and cavalry, shock, and website in this for! Normal rate during the retreat two years after the last successful looting, at a.! Essentially flanking damage sufficient troops are available their morale row that can be eliminated using the attack natives military.. Slightly faster, and have really hit a wall with the MAXIMUM possible cavalry ability. Faster, and will recover morale at a normal rate during the retreat exiled army can be mothballed normal! All remaining cavalry in the US and other countries you 've ever taken in one a! Least one row where possible, with the MAXIMUM possible cavalry combat ability,...
Salmo Para El Amor De Pareja, Scrimshaw For Sale Australia, Articles E