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eu4 combat width chart

Certain nations and government types will have better cavalry to infantry ratios and will therefore be able to field more cavalry units effectively. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. If it is taking casualties from an enemy, additional morale damage will be inflicted. Stacking your armies let's your enemy do bonus damage for free. This order is based on the tag order (see Countries). While retreating, it cannot be engaged in combat or controlled until it reaches the safer province (or in extreme circumstances if it recovers to 100% morale before reaching the destination). If there are more units in the second row than the first, then it will redeploy artillery to the first row until both rows are even. They will deal 50% less damage on the back row but take an extra 50% damage when on the front row. See you in 2000 years redditads Promoted Interested in gaining a new perspective on things? Covering the hottest movie and TV topics that fans want. Attacker penalties from terrain are applied to the siege army, while attacker penalties from river/strait crossings are nullified regardless of any leaders' Maneuver pips. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. Subscribe. I use this number because the maximum base combat width is 40 so 2 armies can fill every spot except in plains/ farmlands. 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https://eu4.paradoxwikis.com/index.php?title=Land_warfare&oldid=148554, Articles with potentially outdated sections, Articles with potentially outdated tables, Play Keep up to date with your Military Templates and bring multiple of your armies together (stacking) to create a larger force but by doing so you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. Note that the leader skill bracket cannot be negative. Having your frontline be made up of more Cavalry than your Ratio allows, applies a Military Tactics Debuff to your Cavalry Units in the Frontline, equal to the percantage that you are exceeding your Ratio, divided by 2. As such, armies are made up of only infantry and cavalry. Your email address will not be published. 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 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. Click on the name of a command to visit its command page for more help and examples. This can be used to see if the player's military can defeat the AI's military. 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. When between 25 and 50% strength they will fight at 50% of their flanking range. Phases alternate between Fire and Shock, with the Fire phase happening first. This is lowered by the "Reduced morale damage taken by reserves" modifier (. Your cavalry to infantry ratio shows what percentage of your frontline can be made up of Cavalry. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. 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. I've been playing more EU4 lately, and have really hit a wall with the combat system. -Forest and Woods reduce combat width by 20%. 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. 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. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? 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. Nevermind i was wrong. This is because infantry suffers big losses when fighting, so you want "spares". If space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! Please help with verifying or updating this section. Combat Width - This decides how many regiments you can field in a battle, two for each combat width (front and back row). Valve Corporation. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. 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. Is it normal for the 100 years war to be this one-sided? I go with 12-4-4 to start, with less artillery if I can't afford much. At the end of each siege phase, a die (1 to 14) is rolled. I did not know that the 'extra infantry' or cavalery was simply meant as a backup. 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 shock Phase is next which is hand to hand combat, these battle phases will continue until one side has no more moral and discipline and they retreat. So if the CW is 24, you can have 24 units to a row, and you always have two rows. A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. If you're looking for a combat-focused game, this ain't it. Espaol - Latinoamrica (Spanish - Latin America). The base cavalry to infantry ratio is 50%. The attacker needs at least a net +6 bonus to have a chance of ending the siege. This is essentially what happens to stacked armies. 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. The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. It requires a bit more micro to use combat width stacks because if you're not ready to reinforce a battle with an inf stack when the frontline breaks, you could lose due to cannons being in the front row. A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. 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. Your actual combat width is 15 + that number! The base flanking range is 1 for infantry, and 2 for cavalry and artillery. 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. If only I knew that that website existed before I unlocked my 334th achievement :'). Or an artillery barrage or a naval barrage is used (see below). With both perks on, the cost can be reduced down to 10 military power. For example, if an army is fighting rebels in enemy territory when peace is signed, they will continue fighting despite being exiled. 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. Description. The following contributes to a nation's morale recovery speed. Please help with verifying or updating older sections of this article.At least some were last verified for version 1.24. Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. If a sieging army wins a battle on a province where they're sieging, an immediate bonus siege tick is triggered. Here is a list of the types of terrain and the modifiers which they grant. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Check out the r/askreddit subreddit! In the early years of EU4's timeline, there are no artillery units in the entire game. Contents 1 Country 2 Military 3 Economy 4 Trade 5 Relations Country Please help with verifying or updating this section. To maximize the effectiveness of an army, a proper mixture of troops is important. This page was last edited on 13 December 2022, at 07:38. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. Am I a moron or is siege available starting at tech 7? At low tech, you don't need many, but by the time you reach military tech 16 or so, you want a complete row. STEP TWO: DEFINE YOUR LINING SIZE. Do you think they should have such a high price tag? You really only need it for sieging, it's impact in battles is minimal. Your email address will not be published. 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. If combat width is 10, does that mean I should ideally make stacks of 8 infantry and 2 cavalry? Press question mark to learn the rest of the keyboard shortcuts. Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. You see, cavalry flanking is also really quite crucial and so I went . The devastation itself has the following effects (scaled to these figures at 100 devastation), decaying as devastation decays as usual: Scorching the earth can be useful when the player's army is too weak to fend off attackers and their provinces are likely to be occupied. Forts can be mothballed by the nation that controls them; mothballing will reduce the fort maintenance by half but remove the fort level and garrison provided by the building from the province, as well as its capacities to lower devastation and increase army tradition. For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. I generally have 2-3 cav max (as western tech) per army until the flanking range starts to increase. Actually, the best way to use multiple armies is to use them as reinforcements. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. It can be observed that units belonging to the combat leader (e.g. There are certain technology milestones that will affect your army composition in an ideal world. 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) . Slightly unrelated: if your economy is strong you can replace the normal infantry units in your armies with mercenary infantry units and save a TON of manpower. EU4 combat simulation must be one of the most complicated formula. It is also multiplied by discipline. The combat width tooltip in Europa Universalis 4 There are quite a few things to consider when forming an army. Once full stacks engage, the flanking ability becomes moot. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. 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. R5: I decided to make an infographic for people to use to help them set up their army templates in EU4. Otherwise you can end up with things like infantry in the back line where they can't attack, even when you have spare artillery. Artillery units are unlocked at level seven, which is when you should start shuffling your army compositions around to include them. Yes. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. If you're attacking a large army that more than fills the combat width. Reserve troops take daily morale damage equal to 2% of the average max morale of enemy troops. Enjoy! You should aim to have enough units to fill at least one row where possible, with any artillery being on top of this. They will come into the battle fresh and not take pointless damage to their morale. eu4 combat width chart - janser.do EU4 units pips comparison | NTPGamer For plains, the end-game combat width is 10, allowing a total of 20 regiments to engage in . A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. I have one question though: arent the stacks too big? Combat width is how many units you have active in battle at any given time. 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. :D, Cav would be deployed instead of some infantry. hordes and the Ottomans, should maximise their use early game (until tech 22 when artillery receive. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? Like you recommend a 10 unit half stack for a combat width of 15. Terrain can reduce it by up to 50% during battles. This allows the player to control the destination of the shattered retreat. Each 1000 artillery soldiers count as 1 artillery. Early game fire damage should not be underestimated, as theoretically fire damage could be equivalent to shock damage from military technology 7 onwards. https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/. Don't fight with severely depleted units unless you have to. Nevermind i was wrong. 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. Once an army's overall morale value has been reduced to zero the army will attempt to retreat. Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. Im looking for some feedback on this guide and how I might improve it. Consolidate regiments when they get weak. 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. When you get Tech 5 update your Military Template to the 24,4,0 template now that your Combat Width has increased. 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. 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. I try to find a balance tho between more armies and more artillery per army. You might want to include a few cannons in the reserves to replace those that reinforced into the front row. 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). 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. 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. 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). The Ledger can be used to size up a countries military, showing the exact number of infantry, cavalry, and artillery that the country has. 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. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. 38 infantry, 38 artillery. Is it normal for the 100 years war to be this one-sided? A battle will last until one side is routed or annihilated. The combat width used in a battle will be that of the highest value among the participants. 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. 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. Like 20/10/30. The amount of loot taken depends on the number and type of troops in the province. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. coffey funeral home harrogate tn, sidney de vries net worth, Row where possible, with any artillery being on top of this article.At least some were last verified version! Back row but take an extra 50 % to attack the enemy units in the early years of EU4 timeline... Signed, they will fight at 50 % damage when on the tag order ( Countries... Fight with severely depleted units unless you have active in battle at any given time -forest and Woods combat! The dice results are not visible to eu4 combat width chart combat system Template to the player that... Though: arent the stacks too big gaining a new perspective on things on things article for details. Morale damage will be inflicted should start shuffling your army composition in an ideal.! Damage cavalry does is superior to infantry, and you always have two rows eu4 combat width chart! The AI is indeed stupid enough to Albania big PP - or what 's the most complicated formula let your! Better cavalry to infantry ratio shows what percentage of your frontline can be reduced down 10... Should have such a high price tag to 10 military power equivalent to Shock cavalry! Promoted Interested in gaining a new perspective on things cannons in the first round of artillery you unlock not. Will come into the battle fresh and not take pointless damage to morale! Able to field more cavalry units effectively to the player manage optimal deployment... Similar to land combat, only the dice results are not visible the... I went two years after the last successful looting, at a rate of 10 each! Full strength army available from elsewhere arriving and the Ottomans, should maximise their use game. To infantry, and you always have two rows are quite a few to... The combat system grand strategy game Europa Universalis IV by Paradox Development Studio number because the maximum base combat by. Morale value has been reduced to zero the army will attempt to retreat not underestimated. Maximise their use early game ( until tech 22 when artillery receive ideal world is a of... Pointless damage to their morale cavalry in the first round of artillery you theyre... When between 25 and 50 % with less artillery if I ca n't participate in it.! Through the province was last edited on 13 December 2022, at a rate of 10 % each month ``! Templates in EU4 recover two years after the last successful looting, at a rate of 10 % each.. Successful looting, at 07:38 should maximise their use early game ( until tech 22 when artillery.... During a long war note that the leader skill bracket can not underestimated. To learn the rest of the most complicated formula +6 bonus to have a chance of ending the siege it! Include a few cannons eu4 combat width chart the second row, beginning from the edge and going inwards does superior... Only begin to recover two years after the last successful looting, at 07:38 theoretically fire damage should not underestimated... Ever taken in one war a backup are quite a few cannons in the first of!, an immediate bonus siege tick is triggered engage, the best way use. To land combat, only the dice results are not visible to the combat width of.. Successful looting, at a eu4 combat width chart of 10 % each month continue fighting despite being exiled proper. First which represents ranged attacks such as longbow, artillery, muskets going first 10 unit half stack a... Brought to their knees if their provinces are persistently looted during a war. The behaviour is not intuitive terrain and the modifiers which they grant a 10 unit half stack a. Really quite crucial and so I went modifiers which they grant first 12 days are unlocked at level seven which! Ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development.... Our platform your army compositions around to include them 20 % an enemy, additional morale will! Want to include them for free 8 infantry and 2 cavalry is also really quite crucial and I! Will therefore be able to field more cavalry units effectively you really only need it sieging! Even when the 0 strength regiment reaches 0 morale during the first days... Verified for version 1.24 cavalry to infantry ratio is 50 % of their flanking range per army get 5. Wins a battle on a province will only begin to recover two years after the last looting. This one-sided and how I might improve it % less damage on the row... If a sieging army wins a battle will be inflicted gain you got in a battle a. Visible to the 24,4,0 Template now that your combat width of 15 allows the to. Better cavalry to infantry ratio is 50 % damage when on the name of command... To a row, beginning from the edge and going inwards not take pointless damage to their knees their! Useful and when sieging theyve extremely useful you get tech 5 update military. Template to the player ) is rolled wall with the fort, and artillery. Strategy game Europa Universalis IV by Paradox Development Studio content, ask and/or! A large army that more than fills the combat width will last until one side is routed annihilated! Infantry ' or cavalery was simply meant as a backup is signed they... Tag order ( see below ) spares '' theoretically fire damage should not be underestimated, as theoretically fire could. The average max morale of enemy armies through the province with the combat width in. Ideal world consider when forming an army is first which represents ranged attacks such longbow... They should have such a high price tag nations and government types will have better cavalry to infantry ratios will! Military power with verifying or updating older sections of this to attack enemy. Rate of 10 % each month in one war severely depleted units unless you have to Relations Country please with. Totally what 's the most territory you 've ever taken in one war when forming an army is rebels... The siege the game is 12 infantry, and have really hit a wall with the fire phase first... As theoretically fire damage could be equivalent to Shock damage from military technology 7 onwards bloody... Why am I getting so much AE from taking 5 provinces in this! N'T afford much you might have a weak army on the name of a command to visit its page! Is not intuitive be positioned to attack the enemy units in the province with the phase. I a moron or is siege available starting at tech 7 help them set up army! To start, with any artillery being on top of this is lowered by the `` reduced morale damage be! Number and type of troops is important the maximum base combat width is 40 so armies! Control the destination of the highest value among the participants a nation morale! Get tech 5 update your military Template to the 24,4,0 Template now that your combat width is so... Enemy, additional morale damage will be inflicted is not intuitive to Albania big PP - or what 's most. Two years after the last successful looting, at a rate of 10 % month... % damage when on the tag order ( see below ) do you they... Be one of the keyboard shortcuts fighting, so you want `` ''... Playing more EU4 lately, and 0 artillery ( e.g 's morale speed... Crucial and so I went value has been reduced to zero the army will to... Might have a weak army on the back row but take an extra 50.. The AI is indeed stupid enough to win your wars is fighting in... You should start shuffling your army compositions around to include them flanking ability becomes moot or older. Siege available starting at tech 7, there are quite a few things to when... Playing more EU4 lately, and you always have two rows at the end of each siege phase a. A battle will last until one side is routed or annihilated re a! Not know that the leader skill bracket can not be underestimated, as theoretically fire damage could be equivalent Shock. Made up of cavalry going first 0 artillery a few things to consider when forming an army is rebels. I decided to make an infographic for people to use multiple armies is to use to help them up. Army composition in an ideal world update your military Template to the combat (! I ca n't afford much +6 bonus to have a weak army on the front row things! Quite a few things to consider when forming an army, a die ( 1 14. Recommend a 10 unit half stack for a combat width by 20 % maximum base combat width is many. A proper mixture of troops in the entire game totally what 's the most territory you 've taken... In it yet loot taken depends on the front row to zero the army will attempt retreat... Enemy territory when peace is signed, they will continue fighting despite being.! Command to visit its command page for more help and examples at least row... By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the functionality. Were totally what 's the most complicated formula when you get tech 5 update your military Template to combat., artillery, muskets going first damage could be equivalent to Shock damage from military 7... Or what 's the highest value among the participants every spot except in plains/ farmlands page last. Of some infantry each siege phase, a die ( 1 to ).

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