Army composition is important in EU4. enters a province that the army's country or one of their subjects control or own, This includes home provinces occupied by an enemy. You see, cavalry flanking is also really quite crucial and so I went . eu4 combat width chart. 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. So instead, bring your armies in one at a time. 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/. Questions, Paradox By the time you actually reach the battle you are terrified and your spirit broken and retreat almost as soon as your friends begin to fall. 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. Information, Frequently Asked A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Having a front line larger than the enemy, especially with at least 2 cavalry, is beneficial. 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. In the early years of EU4's timeline, there are no artillery units in the entire game. Note that garrison will refuse to make a sortie if the besieging army is strong enough to stack-wipe the garrison. What this comes down to is essentially flanking damage. Nevermind i was wrong. What's the symbol of a ship with a X next to it? 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https://eu4.paradoxwikis.com/index.php?title=Land_warfare&oldid=148554, Articles with potentially outdated sections, Articles with potentially outdated tables, Play It's base 15 plus whatever you get from technology. This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored. 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. 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. Artillery are the only units that can attack from the back row, but they will only deal 50% damage from that position. For example, tech 4's 0.75 over tech 3's 0.5 is an astonishing 50% higher, while tech 6's jump to 1.0 is 33% higher than tech 4 and 5's 0.75. 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. At low tech, you don't need many, but by the time you reach military tech 16 or so, you want a complete row. Would you change anything else about the guidance on this infographic? 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. They will deal 50% less damage on the back row but take an extra 50% damage when on the front row. This is what makes them so valuable and strong. 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). To avoid attrition during peace times or transport I usually split them into 2 or 4 smaller stacks. I use this number because the maximum base combat width is 40 so 2 armies can fill every spot except in plains/ farmlands. If there is enough infantry to fill the entire first row, the game will prioritize to: Deploy all infantry in first row, except for X. You may wish to have a dedicated siege army for busting down forts in the early stages of the game, or you may favor horses for the entirety thanks to certain bonuses to their combat ability, for example. Quality 1. For example, if an army is fighting rebels in enemy territory when peace is signed, they will continue fighting despite being exiled. 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. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? The base combat width is 15. The army then reduces unrest in all of those provinces via the "Friendly Troops" modifier, as though they were stationed in each individual province. This prevents it from being permanently stuck in a place it can't get out of, as well as preventing several exploits. In total, these add +3 permanent siege status. Naval-Espionage: The Maritime Intelligencer Unit. A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. In EU4, a powerful army depends on quantity and quality. It can't fight, siege provinces or explore, and it won't lift fog of war even in the province it's in. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Subscribe to downloadCombat Width for Terrain. Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. Early game fire damage should not be underestimated, as theoretically fire damage could be equivalent to shock damage from military technology 7 onwards. You can increase this by unlocking Military Technology. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. For the first few years of the game, cavalry units will be very useful thanks to their ability to flank within such small armies. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! Units on the backline take full morale casualties. This order is based on the tag order (see Countries). For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. 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. Your email address will not be published. When between 25 and 50% strength they will fight at 50% of their flanking range. 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. 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. 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. A disorganized army is unable to start moving until its morale has recovered above 0.50. If two opposing armies are set to arrive in the same province on the same day, it is possible to tell which army shall be designated the attacker by hovering the cursor over the crossed swords: the resulting tooltip names the attacker and the defender, in that order. 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. 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'. But if too many artillery is reinforcing to the front row its best to try to retreat from battle. 38 infantry, 38 artillery. Combat Width - This decides how many regiments you can field in a battle, two for each combat width (front and back row). The following contributes to a nation's morale recovery speed. I see all these posts with people asking about the ideal army composition, and others reply saying you need the same number of infantry and artillary as your combat width (or some such), but how do I actually find out what my combat width is? If a sieging army wins a battle on a province where they're sieging, an immediate bonus siege tick is triggered. An ideal Army Composition is to have all infantry at the start of the game since cavalry costs a lot. Army besieging a fort always count as the attacker if a battle takes place and will receive the attacker penalty. 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). Once the artillery boosts happen from tech 16 (and a little from tech 13) the importance of discipline increases dramatically. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. 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. 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. (The Sortie from siege button is shown on the siege screen.) 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 attacker may choose to assault the garrison with their infantry if the walls have been breached at least once. having 10 regiments with 100 artillery each is the same as 1 regiment with 1000. I go with 12-4-4 to start, with less artillery if I can't afford much. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. 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 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. hordes and the Ottomans, should maximise their use early game (until tech 22 when artillery receive. Or an artillery barrage or a naval barrage is used (see below). There are certain technology milestones that will affect your army composition in an ideal world. 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. 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. Unfortunately, doing this is likely to get your army wiped out by more attentive players or even the AI if it's deciding to work on this particular day. Accordingly, artillery adds to the fight from tech 13 when they receive a second pip, one of which is applied to the front row. 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). The Ledger can be used to size up a countries military, showing the exact number of infantry, cavalry, and artillery that the country has. If an army loses a battle while having low enough morale to be disorganized, they will be forced to retreat to a controlled province (owned, allied in war, or occupied by player or allies). A fort building in a capital province can be mothballed as normal, but the free fort will remain. Enjoy! The art of land warfare is therefore of significant importance, and its complexities are discussed here as fully as possible. If you're attacking a large army that more than fills the combat width. They will come into the battle fresh and not take pointless damage to their morale. Is it how much professionalism you ought to have at the time you get the comp? Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. Yes. Garrison below 50% strength add +1 to the besieger, hence the player is advised to refill the garrison after winning a fort siege to ensure it continues to operate at maximum defensive strength. When a unit ahead of them dies the reserves move forward to replace them. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. Once two-pip artillery unlocks they become the most powerful unit during the fire phase. Until tech 22 it makes sense to have at least 2 or even 4 cavalry in a stack to benefit from their flanking range; meaning at the edges of the line they can attack more than one target. When hostile troops enter a province and stop moving, a siege/occupation will begin. 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. 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. Your actual combat width is 15 + that number! All the latest gaming news, game reviews and trailers. The game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. However, before patch 1.34 this mechanic did not function when regiment strength reaches 0 before morale reaches 0 during the first 12 days of a battle. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. Here is a table of combat width by military technology level. A fort cannot be mothballed or de-mothballed while the province is under siege. The check on leader maneuver rating is performed daily, so a high maneuver leader can still swing the tide of battle even if he joins an engagement late. 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. 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