You can change to this and any others by going to Conform to Template. 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. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. A disorganized army is unable to start moving until its morale has recovered above 0.50. 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. Hence, start phasing out cavalry between tech 16 to 22. So instead, bring your armies in one at a time. It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies. And that ladies and gentlemen is my EU4 Army Composition guide. Your units deploy more optimally if they arrive on the same day. Is it normal for the 100 years war to be this one-sided? This prevents it from being permanently stuck in a place it can't get out of, as well as preventing several exploits. EU4 - Ideal Army Composition - Is Cavalry worth it? 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. Offensive stats are represented by yellow pips, and defensive stats by green pips. 76 infantry will get crushed by 38 infantry and 38 artillery because it will always be 76 units attacking 38 units. Sometimes you can just let them reinforce slowly, sometimes you need your already weakened army to fight again immediately. -Mountains reduce combat width by 50%. Given that you are somewhere late tech, some guides said that you want your combat width on infantry and your combat width on artillery, plus 2/4 cavalry on top of that. 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. Information, Frequently Asked 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 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. A unit that has its morale drop below 0.50 is flagged as disorganized, which is indicated by a small flame next to its morale bar on the map and interface. 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. Create an account to follow your favorite communities and start taking part in conversations. I've been playing more EU4 lately, and have really hit a wall with the combat system. Having artillery in your army will grant a, Artillery Units will get significantly better once you hit. Artillery can attack in the front line or the backline. Special thanks to Jarvin for explaining a lot of the precise EU4 combat mechanics to me and helping update the guide. 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. 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. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. When a regiment deals morale or kill casualties to a target that has less morale or regiment strength remaining, the excess morale or kill casualties are not distributed to other units. The attacker may choose to assault the garrison with their infantry if the walls have been breached at least once. 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. Army besieging a fort always count as the attacker if a battle takes place and will receive the attacker penalty. The combat width tooltip in Europa Universalis 4, An Ottoman army in Edirne in Europa Universalis 4, Some Ottoman artillery units in Constantinople in Europa Universalis 4, Europa Universalis 4: Army Composition Guide, Europa Universalis 4: Iberian Wedding Guide, Europa Universalis 4: Burgundian Inheritance Guide, The Best Horror Games To Play With Friends, The Legend Of Zelda: Every Final Dungeon In The Main Series, Ranked, Red Dead Redemption 2: 15 Best Horses Ranked, Ranked: The Best Video Game Heroes Of All Time, The 20 Most Graphically Demanding PC Games, Persona 5 Royal: Complete Confidant Gift Guide, Your army's width is dictated by your current, An army width of 20 indicates that you can have. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. Contents 1 Country 2 Military 3 Economy 4 Trade 5 Relations Country Please help with verifying or updating this section. The latter is caused by the defensive pips of cannons being divided by two, then rounded down and ultimately added to the frontlines defensive pips (or, stated alternatively, contributing half of their defensive pips to the front line). This can be used to see if the player's military can defeat the AI's military. on Paradox technology, Legal 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. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. Only infantry can assault. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? 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). Espaol - Latinoamrica (Spanish - Latin America). In EU4, there are four main factors that limit the player's military capabilities: force limit, combat width, manpower, and money. The base combat width is 15. 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 Retreat cannot happen until both two fire and two shock phases have been completed. 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/. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies. The final range is always rounded down to the nearest integer. If you're attacking a large army that more than fills the combat width. If there are no available controlled provinces to retreat to within a large range, the army will shattered retreat to one province away. If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. 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. Maximum breach status is always 3. To maximize the effectiveness of an army, a proper mixture of troops is important. This costs 50 military power and creates 3 breaches in the walls. 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. The good thing with cavalry is they can attack the flanks of the enemy. 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). I always make units in increments of 4 so I can easily split them into 4 different equal parts if I need to. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. He also loves manta rays and has a master's degree in clinical psychology that he never intends to use. 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. -Forest and Woods reduce combat width by 20%. Description. Tony / 2016-05-27. Quality 1. Morale Morale [ 1] is an important factor in fighting battles. 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. 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