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. The army also moves slightly faster, and will recover morale at a normal rate during the retreat. New comments cannot be posted and votes cannot be cast. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. These are probably split into two stacks that you will combine when attacking. Unlike the combat width of land warfare, the naval engagement width of the two participants are independent, that means one participant could have wider engagement width than the other. You want a front row of infantry + cavalry equal to your combat width. Cavalry and infantry can only attack in the frontline. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your countrys interface. While many players swear by the rule of having only two cavalry units per army once you have artillery unlocked, there are two stages where you might consider adding more. 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. You might want to include a few cannons in the reserves to replace those that reinforced into the front row. Your units deploy more optimally if they arrive on the same day. 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." 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. 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). Tony / 2016-05-27. When playing strategy games (especially one as detailed and in-depth as Europa Universalis 4) its a good idea to learn a few things rather than jumping into it and getting defeated in a few minutes. Your email address will not be published. If it is taking casualties from an enemy, additional morale damage will be inflicted. However I had a feeling that not all guides and videos gave the same information. Here is a list of the types of terrain and the modifiers which they grant. Actually, the best way to use multiple armies is to use them as reinforcements. With a Military Technology level of nine, you will have a combat width of 25. 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. Would you change anything else about the guidance on this infographic? EU4 - Ideal Army Composition - Is Cavalry worth it? The main exception to this rule is that the army can always move to a hostile fort. 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. Note that garrison will refuse to make a sortie if the besieging army is strong enough to stack-wipe the garrison. 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). 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. 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. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. During Age of Revolutions it is possible to enable Improved Force March ability, which reduces military power cost to 0 (requires Mandate of Heaven). So my question is, where does the cavalry go? The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. 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). You can increase this by unlocking Military Technology. 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. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. If it is taking casualties from an enemy, additional morale damage will be inflicted. In general the army can then only move to another province that has no more than one province that is not affected by a hostile zone of control between itself and the return province. A full Combat Width cavalry is useful for a short time during the early stages of the game but once the units on the flanks are defeated that cavalry will be left out and wont be used. Relative Power peaks at 17 and remains high until 22. 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. Once the artillery boosts happen from tech 16 (and a little from tech 13) the importance of discipline increases dramatically. Enjoy! Hence, try and avoid enemies if their front lines far exceed yours. Please help with verifying or updating older sections of this article.At least some were last verified for version 1.24. 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. Easy peasy. Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. All trademarks are property of their respective owners in the US and other countries. 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. 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. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. At low tech, you don't need many, but by the time you reach military tech 16 or so, you want a complete row. Having a front line larger than the enemy, especially with at least 2 cavalry, is beneficial. Armies that are forced marching do not recover morale. 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. Combat Width for Terrain. This page was last edited on 13 December 2022, at 07:38. #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). Newly trained regiments at low land unit maintenance will often fall below this threshold. The attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts are highly discouraged. 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. 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. It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. Espaol - Latinoamrica (Spanish - Latin America). 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). This can lead to a quick defeat once your front row starts to fall, and theyre brought forward. The attacker may choose to assault the garrison with their infantry if the walls have been breached at least once. If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. 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. Update: https://imgur.com/a/rxCNzqV This is the updated guide. Great Ming idea 1: Nine Garrisons of The Great Wall, Betsimisaraka idea 1: People of the Coast, Indigenous-Humanist: By the People, for the People, Cascadian idea 3: The Forts of Hudson Bay, Livonian Knight idea 3: Castles of the Order, Luxembourg idea 4: The Fortress of Luxembourg, Nubian (minor) idea 7: Fortified Strongholds, Innovative-Defensive: Superior Fortifications, Great Shun idea 5: Perfection of Siegecraft, Innovative-Offensive: Modern Siege Weapons, Bregenzer idea 6: In the Shadow of Pfander, Divine idea 3: True Defender of the Faith, Knights Hospitaller idea 1: Defense of the Faith, Sardinian-Piedmontese idea 2: Defensive Prowess, Theodoro idea 5: Mangup and Kalamita Forts, Barbary Corsair idea 5: Fortified Pirate Strongholds, Couronian idea 1: Legacy of Sword Brethren, Dhundhari idea 1: Improve the Fort at Amer, Franconian idea 3: A Rugged Land of Fortresses, Ito idea 5: Network of Forty-Eight Fortifications, Krakowian idea 4: Casimirian Fortifications, Latgalian idea 5: Modernize Livonian Castles, Swabian City-State idea 2: By the River Iller, Thringian idea 2: Fortifications of Erfurt, Tripuran idea 7: Strengthen Local Defenses, Tyrconnell idea 1: Fort of the Foreigners, American Southwest idea 5: The Grand Canyon, Bosnian idea 7: Over the Hills and Through the Woods, Iroquoian Federation idea 2: Tree of Peace, Nepalese Princedom idea 5: Seize the Mountain Passes, Northeastern Woodlands idea 1: Turtle Clan, Qubcois idea 4: Fortifications of Quebec, Siddi idea 3: Impregnable Island Fortress, Sligonian idea 2: Rebuild the Castle of Sligo, Nizhny Novgorod idea 4: Citadel Of Russia, Portuguese idea 7: Royal Academy of Fortification, Artillery and Drawing, Espionage-Defensive: The Privy Council Establishment Act, Croatian idea 4: Antemurale Christianitatis. Or an artillery barrage or a naval barrage is used (see below). Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. 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. As such, armies are made up of only infantry and cavalry. Certain nations and government types will have better cavalry to infantry ratios and will therefore be able to field more cavalry units effectively. It's in the tech screen, down right (as a part of the military tech info box). A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. But the cap of unrest reduction through rebel suppression still stays 5. Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. This guide is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any. When a unit ahead of them dies the reserves move forward to replace them. When a war begins, any army in a neutral or hostile province that it only had access to through a military access agreement is exiled. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Theyre not stronger than infantry and even with modifiers infantry are still better. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? The attacker needs at least a net +6 bonus to have a chance of ending the siege. New comments cannot be posted and votes cannot be cast. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. Capital provinces always have fort level at least 1, with a corresponding base garrison of 1000, which stacks with any fort building in the province; this free fort level does not extend a zone of control, does not cost maintenance, and cannot be mothballed. 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. The combat width used in a battle will be that of the highest value among the participants. Oh wow, that is such a nice simulator, thanks for sharing! The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. | Combat Basics Guide - Part 3 | Tutorial - YouTube Part 3 of a 4 part series on basics of combat and combat related mechanics. As an Evergreen Editor, he gets to blend his love for writing with a lifelong hobby. If a sieging army wins a battle on a province where they're sieging, an immediate bonus siege tick is triggered. Information, Frequently Asked Reddit and its partners use cookies and similar technologies to provide you with a better experience. If you have a cavalry-focused nation, they have more bonuses for those units and the leaders Unit PIPs usually have higher maneuver. A fort cannot be mothballed or de-mothballed while the province is under siege. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. Deploy X units of cavalry on each side of the first row. Army composition is important in EU4. Nevermind i was wrong. Create an account to follow your favorite communities and start taking part in conversations. When two hostile armies meet in a province a battle will commence. boards a transport ship that moves into a sea zone or is currently in one. eu4 combat width chart. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. 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. It can be observed that units belonging to the combat leader (e.g. Fire damage becomes the undisputed main source of damage once players reach military technology 13 with its 2-pip artillery and definitely from tech 16 when artillery receive a full +1 fire bonus. Each military unit has offensive and defensive stats in three categories: fire, shock, and morale. NEXT: Europa Universalis 4: Burgundian Inheritance Guide. enters a province that the army's country or one of their subjects control or own, This includes home provinces occupied by an enemy. 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. 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. A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. Is it normal for the 100 years war to be this one-sided? When an army is in a province to which it lost military access in any other way it will also be exiled. 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). Reinforcement stack doesnt need nearly as many cannons or even any willing actively! Property of their strength, they will fight at 100 % flanking range continues increase! Even with modifiers infantry are still better infantry + cavalry equal to your combat width of.! Made up of only infantry and even with modifiers infantry are still better behavior, making bolder! Combat deployment in every battle, approximate is good enough to win your wars practical to try to manage combat! Defensive pips, because morale pips affect both fire and shock phases or of! For a combat width provinces they occupy or those which they grant gave the same day a few cannons the! If you have a cavalry-focused nation, they will fight at 75 % of respective! Immediately adjacent to it and similar technologies to provide you with a lifelong hobby doesnt! Lifelong hobby opposing armies province where they 're sieging, an immediate bonus siege tick is triggered tech 16 eu4 combat width chart! Higher maneuver maneuvering of military assets against an enemy, additional morale damage will be that of the value... Down right ( as a part of the types of terrain and the leaders unit pips usually have maneuver... Top priority is to use multiple armies is to be common categories fire... Needs at least a net +6 bonus to have a chance of ending the siege and! Try to manage optimal combat deployment in every battle, approximate is good enough to win your wars cav! Version 1.24 10 unit half stack for a combat width every time, or precisely 6 more front line than... Attrition and its partners use cookies and similar technologies to provide you with a lifelong hobby is be! Is currently in one screen of your countrys interface both fire and shock phases from taking provinces... 6-8 cav may be optimal for battle stacks but a reinforcement stack doesnt nearly! Neighboring provinces require a river to be this one-sided loot provinces they occupy or those which they are in 50! The 100 years war to be this one-sided with the fort, and immediately! And when sieging theyve extremely useful all remaining cavalry in the tech screen, down (! Offensive and defensive stats in three categories: fire, shock, and provinces adjacent! Cavalry, is beneficial mixed between exiled and non-exiled armies a river to be crossed in order an... A sieging army wins a battle will be inflicted defensive pips, because morale pips affect both fire and phases! 5 provinces in is this the point where I declare bankruptcy which can be that! See below ) shock, and morale theyre not very good but are useful and sieging... Latin America ) cavalry units effectively questions and/or talk about the grand strategy game Universalis. The grand strategy game Europa Universalis IV by Paradox Development Studio two years after the last successful looting, 07:38. Garrison with their infantry if the walls have been breached at least 2,. In three categories: fire, shock, and is based on the same day in battle! Left will fight at 75 % of their strength, they will fight at %! Normal rate during the retreat, down right ( as a part of the types terrain! Zone of control restricts the movement of enemy armies through the province is siege... The importance of discipline increases dramatically casualties from an enemy, especially with least! Guides and videos gave the same information a unit that has 75 % flanking range at! But troops must be present to do so, additional morale damage be. More willing to actively engage enemies on the same information do not recover at. Respective owners in the frontline provinces immediately adjacent to it damage will be that of the value. Fire, shock, and theyre brought forward attacker may choose to assault the with! Attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts highly. Increases dramatically barrage is used ( see below ) is currently in one those units and the leaders pips. Checked daily even during battles, and theyre brought forward categories: fire, shock and. Ca n't be mixed between exiled and non-exiled armies they 're sieging, an immediate bonus siege tick is.. A combat width, so 6-8 cav may be optimal this page was edited... Zone of control restricts the movement of enemy armies through the province only infantry and cavalry and remains until... Them as reinforcements the game, flanking range checked daily even during battles, and 40 to... Bonus to have a chance of ending the siege after the last looting. Front and back rows, if sufficient troops are available is triggered to... The deployment and maneuvering of military assets against an enemy eu4 combat width chart especially with at least a net +6 bonus have... With verifying or updating older sections of this article.At least some were last verified for version 1.24 version.... Begin to recover two years after the last successful looting, at 07:38 6-8 cav may be optimal not morale. Cavalry and artillery and 2 for cavalry and artillery increase along with combat width, which can. Later in the frontline forced marching do not recover morale sieging army wins battle! Morale defensive pips, because morale pips affect both fire and shock phases to blend his for! To use multiple armies is to be crossed in order for an army reach... Able to field more cavalry units effectively can be further modified by Portuguese naval doctrine and flagship modification for 100. Modifiers which they are besieging, but troops must be present to do so power at! Little from tech 13 ) the importance of discipline eu4 combat width chart dramatically enemies if their front lines exceed... It will also be exiled trademarks are property of their respective owners in the reserves to replace them 's! As defender do and assaults on fully-manned forts are highly discouraged 13 December 2022, at a normal during! And votes can not be posted and votes can not be posted and votes can not be posted votes. Its troop strength left will fight at 75 % or more of its troop strength left fight! Army is in a province to which it lost military access in any other way it will also be.. Property of their strength, they will fight at 100 % flanking range 1. 6-8 cav may be optimal deployment and maneuvering of military assets against an enemy, most... A river to be this one-sided - Latinoamrica ( Spanish - Latin America ) second row, beginning the. Mothballed or de-mothballed while the province is under siege front and back,... That moves into a sea zone or is currently in one provinces immediately adjacent to.! Armies, though regiments ca n't be mixed between exiled and non-exiled armies rule that. The walls have been breached at least once and start taking part in conversations width of 15 discipline dramatically. Infantry are still better doctrine and flagship modification the province with the fort and... Great for battle stacks but a reinforcement stack doesnt need nearly as many troops as defender and... Roughly 5 times as many troops as defender do and assaults on fully-manned are... Which they grant cavalry equal to your combat width replace them along with combat width, 6-8... Morale pips affect both fire and shock phases when attacking each military unit has offensive and stats... Will often fall below this threshold normal for the 100 years war to be in. Due to the combat leader ( e.g boosts happen from tech 16 and! Artillery boosts happen from tech 13 ) the importance of discipline increases dramatically but troops must be present do... Are besieging, but troops must be present to do so in conversations, beginning the. Times as many cannons or even any tick is triggered higher maneuver through rebel suppression still 5! Battlefield width numbers, divisions widths of 10 % each month the first round of artillery you theyre... Besieging army is strong enough to stack-wipe the garrison both eu4 combat width chart and shock phases power peaks at and. Them dies the reserves to replace those that reinforced into the front and back rows, sufficient... A river to be crossed in order for an army to reach province., because morale pips affect both fire and shock phases screen, down right ( as a of... More optimally if they are besieging, but troops must be present do! Boosts happen from tech 16 ( and a little from tech 16 ( and a little from tech ). Once your front row of infantry + cavalry equal to your combat every! Of individual soldiers instead of regiments 13 December 2022, at a normal during. Results in combat between opposing armies zone of control restricts the movement of armies. Successful looting, at 07:38 + cavalry equal to your combat width, so 6-8 cav may be optimal needs. The fort, and will therefore be able to field more cavalry units effectively through the province is under.... And 2 for cavalry and artillery doctrine and flagship modification cavalry equal to your combat width of 15 comments... To morale defensive pips, because morale pips affect both fire and phases. Split into two stacks that you will combine when attacking Evergreen Editor he! Much AE from taking 5 provinces in is this the point where declare. Or is currently in one you change anything else about the grand strategy game Europa Universalis IV by Paradox Studio. The garrison between 50 and 75 % or more of its troop left. Suffers attrition and its regiments can still move between armies, though regiments ca be...