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? -Forest and Woods reduce combat width by 20%. A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. Here is a list of the types of terrain and the modifiers which they grant. The army will return to its previous position after the rebels are dispatched. Keep up to date with your Military Templates and bring multiple of your armies together (stacking) to create a larger force but by doing so you will get more attrition. If space is left in the second row, deploy as much infantry in the second row besides the artillery as there are positions available behind the infantry in the first row. Of course, what you actually end up using for your army composition will depend on your nation, your ideas, and your personal preferences for each army. 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. Units in the front row can attack any enemy unit within their horizontal flanking range. An attached army cannot board transports. The worst possible starting bonus is 11, for a level 8 fort in a capital (9) with no blockade (2). This is more effective than simply stationing troops for a single area, but less effective (but usually still more efficient in manpower) across multiple areas. 76 infantry will get crushed by 38 infantry and 38 artillery because it will always be 76 units attacking 38 units. Reddit and its partners use cookies and similar technologies to provide you with a better experience. NEXT: Europa Universalis 4: Burgundian Inheritance Guide. 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). 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. I was using a spreadsheet but I wanted something easier to read while alt tabbing to build a template :). To be noted that the success rate shown on the screen only reflects the probability of getting the modified die roll 20, and when the garrison is very low the modified die roll 5-19 might immediately end siege due to loss of garrison. Valve Corporation. Create an account to follow your favorite communities and start taking part in conversations. They will prioritize to retreat to a province with high development, a fort, and no adjacent enemies. Only men can be part of an assault per day. 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. It is incredibly tempting in Europa Universalis 4 to simply recruit as many soldiers as you can, send them off into your latest war, and then hope for the best. Wow, thanks for your amazing in-depth explanation! 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. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. They will come into the battle fresh and not take pointless damage to their morale. Engagement width is the combat width for naval battles. Besieging armies will always take at least 1% base attrition, even if the province is unfortified. This means that you can fill your front row with infantry and cavalry, while also filling your back row entirely with artillery. Is it normal for the 100 years war to be this one-sided? Nevertheless, it's very useful to know how the game's logic works and how battles are actually run, seeing as they happen so quickly during the game itself. Create an account to follow your favorite communities and start taking part in conversations. Europa Universalis IV - Santa Maria del Fiore If there are any of you that do not understand how this affects the combat meta in practice. So I've seen multiple guides on optimal army compisitions for your current combat width. But the cap of unrest reduction through rebel suppression still stays 5. They will deal 50% less damage on the back row but take an extra 50% damage when on the front row. If there is still space remaining in the second row, deploy all remaining cavalry onto the second row, beginning from the edge of the first row then inwards. There are quite a few things to consider when forming an army. 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. At the beginning of each phase, each side rolls a die. Units on the backline take full morale casualties. Description. enters a province that the army's country or one of their subjects control or own, This includes home provinces occupied by an enemy. Flanking range determines the horizontal range in which a unit may make a flanking attack. In Europa Universalis 4, armies work as two ranks of units - a frontline and a backline. How does it work? 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. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. The player will lose income in the meantime, but if they were going to lose control of them anyway it could be a good idea to make them less valuable for the enemy. The attacker needs at least a net +6 bonus to have a chance of ending the siege. He also loves manta rays and has a master's degree in clinical psychology that he never intends to use. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. 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. 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. A breach occurs if: When a war ends, any army still in territory it doesn't have peacetime access to is exiled. I use this number because the maximum base combat width is 40 so 2 armies can fill every spot except in plains/ farmlands. Yes. The player can loot provinces they occupy or those which they are besieging, but troops must be present to do so. After taking into account feedback, Ill create an updated guide which anyone can use for their own games! Morale Morale [ 1] is an important factor in fighting battles. So, for example, if you decide to build 25 infantries instead of 10 cavalries, you may be paying the same amount of money, but you're costing yourself 2.5 times more of the other three resources. Remember: that's the combat width bonus! Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. 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. Title says it all. 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. Administrative, Diplomatic, and Military Technologies can all reach a maximum level of 32, and it will take the entire game to get that far if you make it at all. Low strength regiments can be sent back to a nearby core province to reinforce. An ideal Army Composition is to have all infantry at the start of the game since cavalry costs a lot. 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). This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. Military tactics reduces the amount of damage a country's troops take in combat. #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). If the Width is 27 it means you need something like 20/8/26. Subscribe. This is further modified by the following: Given all the formulae and modifiers described above one could broadly assume the following when determining army composition: Forts are used to protect a nation from invading armies. 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. The back line of cannons should already be filled so the additional cannons will sit in reserves doing nothing but lose moral. Put your artillery at the back and infantry on the front row. Later technologies are limited to one cannon type. As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. 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 unit that has 75% or more of its troop strength left will fight at 100% flanking range. 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. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? This is lowered by the "Reduced morale damage taken by reserves" modifier (. 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. Now I finally understand those guides, thanks! Espaol - Latinoamrica (Spanish - Latin America). If there are no available controlled provinces to retreat to within a large range, the army will shattered retreat to one province away. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! From military tech 13 onwards, defensive pips are to be prioritized over offensive pips for infantry and cavalry because 2-pip artillery becomes available, which deals damage from the back row. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. Your units reinforce faster in your own territory. Create an account to follow your favorite communities and start taking part in conversations. Accordingly, artillery adds to the fight from tech 13 when they receive a second pip, one of which is applied to the front row. When starting out you should still use cavalry but its best to ditch them at around Tech 10. 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). Once full stacks engage, the flanking ability becomes moot. Press question mark to learn the rest of the keyboard shortcuts. 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. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. 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. 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'. And remember, if the fit isn't quite right, returns are easy for Nike Members. They can more quickly whittle down the enemy's much shorter front line. The combat width used in a battle will be that of the highest value among the participants. Stacking your armies let's your enemy do bonus damage for free. Armies exceeding their nation's ratio of cavalry to infantry receive the "insufficient support" penalty. Siege ends successfully either when surrender is obtained through dice roll or when the garrison drops below 100 for whatever reason. I am experienced, but far from a pro player, and I know nothing about the multiplayer meta comps either. 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. Have your two stacks arrive in the same day. The die roll may result in an increase of the siege status, which improves the results of future siege stages. My longest ever game just begun. We've got some pointers. Generally, during the shock phase, cavalry is the most powerful and during the fire phase, infantry. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. 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