eu4 combat width chart
Try the Total War series, or many others. The army will return to its previous position after the rebels are dispatched. Nevermind i was wrong. 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. [1] As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. New comments cannot be posted and votes cannot be cast. It is completely and utterly ridiculous. If the morale of an army is less than 0.50 the player can not control the destination. All trademarks are property of their respective owners in the US and other countries. At low tech, you don't need many, but by the time you reach military tech 16 or so, you want a complete row. Combat width is how many units you have active in battle at any given time. Is it normal for the 100 years war to be this one-sided? 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. With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. 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. 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. An ideal Army Composition is to have all infantry at the start of the game since cavalry costs a lot. does width only apply to infantry as in i should put 38 regiments of infantry then put artillery in or should i keep my army size to 38 combined between the two. Flanking range determines the horizontal range in which a unit may make a flanking attack. This value scales linearly with the army maintenance slider. Heavy ships occupy 3 combat width, while galleys, transports and light ships each occupy 1 combat width. Wow, thanks for your amazing in-depth explanation! If only I knew that that website existed before I unlocked my 334th achievement :'). All battles go through 3 phases alternating between Fire and Shock. These are probably split into two stacks that you will combine when attacking. Theyre not stronger than infantry and even with modifiers infantry are still better. 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. Create an account to follow your favorite communities and start taking part in conversations. Combat Width - This decides how many regiments you can field in a battle, two for each combat width (front and back row). A controlled retreat is manually ordering an army to retreat from battle after the initial fire and shock phases, and while it still has greater than 0.50 average morale. A fort building in a capital province can be mothballed as normal, but the free fort will remain. As such, armies are made up of only infantry and cavalry. During each combat phase, each unit will use its offensive pips to increase casualties dealt, its defensive pips to mitigate casualties received, and its morale pips to increase and mitigate, respectively, morale damage.[2]. Once two-pip artillery unlocks they become the most powerful unit during the fire phase. If multiple armies have converged into a battle, it is possible that some armies will have enough morale for a controlled retreat, while others may not (often the initial stack in the battle). 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). What's the symbol of a ship with a X next to it? Newly trained regiments at low land unit maintenance will often fall below this threshold. Artillery can attack in the front line or the backline. Press question mark to learn the rest of the keyboard shortcuts. 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. This page was last edited on 13 December 2022, at 07:38. The following contributes to a nation's morale recovery speed. This can be devastating as it is very likely to be stack-wiped if re-engaged immediately. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. You're probably not walking around with stacks this big or you'll be taking lots of attrition. There are military technologies which increase the flanking range of units as the game progresses. Looking very good! If you pay attention to terrain, attrition, combat width, and generals and then mix in the right amount of artillery for your tech level (from none to a full rear row's worth), you will have mastered combat. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Subscribe. And remember, if the fit isn't quite right, returns are easy for Nike Members. So instead, bring your armies in one at a time. EU4 units pips comparison. 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. 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). 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. 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. Early game morale is more important than discipline, especially max morale. What this comes down to is essentially flanking damage. An attached army cannot board transports. Brought up on mascot platformers and role-playing games from Japan, Ryan has been passionate about gaming for over two decades. 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). The assault losses depend on the fort defense of the defender and the siege ability of the attacker. As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. Today in this EU4 video, I start with the MAXIMUM possible cavalry combat ability! Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. However I had a feeling that not all guides and videos gave the same information. The good thing with cavalry is they can attack the flanks of the enemy. Remember: that's the combat width bonus! Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. Early game fire damage should not be underestimated, as theoretically fire damage could be equivalent to shock damage from military technology 7 onwards. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. -Mountains reduce combat width by 50%. 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. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. What comps do you guys use? 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. Combat is divided into a series of 3-day phases. 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). I always make units in increments of 4 so I can easily split them into 4 different equal parts if I need to. Yes. 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/. All rights reserved. From gaming trends to the latest blockbuster anime, DualShockers keeps you ahead of the curve. The native population of a colony or uncolonized province can be eliminated using the attack natives military action. They can more quickly whittle down the enemy's much shorter front line. Do you think they should have such a high price tag? Armies exceeding their nation's ratio of cavalry to infantry receive the "insufficient support" penalty. Once cannons are unlocked, things change rather drastically. Update: https://imgur.com/a/rxCNzqV This is the updated guide. Easy peasy. 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. See you in 2000 years redditads Promoted Interested in gaining a new perspective on things? Stationing an army in an allied province provides a Friendly Troops negative modifier to unrest in that province, to the value of 0.25 per regiment, to a maximum of 5 at 20 regiments. It's in the tech screen, down right (as a part of the military tech info box). And that ladies and gentlemen is my EU4 Army Composition guide. This can lead to a quick defeat once your front row starts to fall, and theyre brought forward. i have almost no understanding of combat in this game please help me. For plains, the end-game combat width is 10, allowing a total of 20 regiments to engage in combat. Type the name of a console command into the search box to instantly search 305 EU4 commands. If a sieging army wins a battle on a province where they're sieging, an immediate bonus siege tick is triggered. 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. 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. 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. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. Am I a moron or is siege available starting at tech 7? The Shock Damage cavalry does is superior to infantry, and they deal good flanking damage. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. 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. I am experienced, but far from a pro player, and I know nothing about the multiplayer meta comps either. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. | Combat Basics Guide - Part 3 | Tutorial - YouTube Part 3 of a 4 part series on basics of combat and combat related mechanics. Here is a list of the types of terrain and the modifiers which they grant. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. 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. If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. 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. 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. Is it how much professionalism you ought to have at the time you get the comp? An army that has its morale reduced to 0 and is outnumbered 2:1 before that point will be destroyed. 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). Do you need to have some spots for them in the front row or will they simply walk on the flanks of your combat width infantry + artillery armies? 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. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. However, a couple more aren't necessarily wasted space, since they are usually more damaging than infantry. 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. -Forest and Woods reduce combat width by 20%. As an Evergreen Editor, he gets to blend his love for writing with a lifelong hobby. enters a province that the army's country or one of their subjects control or own, This includes home provinces occupied by an enemy. The final range is always rounded down to the nearest integer. Espaol - Latinoamrica (Spanish - Latin America). 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. Yes. EU4 - Ideal Army Composition - Is Cavalry worth it? By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Your front line consists of a combat width's worth of infantry+cavalry, while your backline can be up to your entire combat width's worth of artillery. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? 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. Yes, the question of Cav is one of major debate. Press question mark to learn the rest of the keyboard shortcuts. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. 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. Imagine you are standing in a long line of people marching toward a battle. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. The player can take this into account when building forts, as well as when choosing which provinces to siege and which besieged provinces to prioritize sending their troops to. Terrain for each province is shown in both the terrain and simple terrain mapmodes. Click on the name of a command to visit its command page for more help and examples. All trademarks are property of their respective owners in the US and other countries. 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. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. You might want to include a few cannons in the reserves to replace those that reinforced into the front 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. Combat width determines how many units can actively participate in a battle at one time. Special thanks to Jarvin for explaining a lot of the precise EU4 combat mechanics to me and helping update the guide. Information, Frequently Asked After taking into account feedback, Ill create an updated guide which anyone can use for their own games! 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. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. (12/13/14/15 for fort building level 1/2/3/4). Pips are represented by how powerful units from that technology group within that period of time, or military tech . Each military unit has offensive and defensive stats in three categories: fire, shock, and morale. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. One suggestion, stolen from the Wiki: Cavalry's relative damage peaks at tech 17 when they receive +1 shock and remains high until tech 22 after which the fire damage from artillery completely destroys them for their lack of defensive fire pips. Units on the backline take full morale casualties. When a unit ahead of them dies the reserves move forward to replace them. Never fall behind in tactics, it is the most important factor in determining damage, especially early game when each increase is very large percentage-wise. 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." 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 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. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. A fort cannot be mothballed or de-mothballed while the province is under siege. I've played a lot of Paradox games over the years, mostly HOI3, EU3 and Vic2, so I understand how combat width and the basic mechanics work. The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. Discipline becomes more important as damage multipliers increase over time. Artillery are the only units that can attack from the back row, but they will only deal 50% damage from that position. Create an account to follow your favorite communities and start taking part in conversations. Thanks! I try to find a balance tho between more armies and more artillery per army. Is it normal for the 100 years war to be this one-sided? Later technologies are limited to one cannon type. As far as a general guide goes, what would you recommend? Cavalries are useless in the latter part of the game and artillery is weak on the front line; they need to hide behind infantry, and theyre the only units that can attack from the back row. This is what makes them so valuable and strong. 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. Questions, Paradox 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. 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. 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. Relative Power peaks at 17 and remains high until 22. 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. Your combat width determines the number of regiments that can engage at any given time. Put your artillery at the back and infantry on the front row. -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. When he's not working or gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. New Movie News, Movie Trailers & upcoming Movie Reviews. The stupidity of 40k infantry having no combat advantage over 20k in a 20 combat width should absolutely be fixed. 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. Forced march is available at administrative technology 15. 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. 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. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. Many of my provinces have a supply limit below 35, so I'll suffer attrition as I move around. Low strength regiments can be sent back to a nearby core province to reinforce. Thus the defensive pips of the frontline regiments impact the kill casualty equation of two enemy regiments, while the offensive pips only affect a single regiment. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! 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) . Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X. For countries with 100% cav potential would it still be better to stack cav front line with arty back or still better for the infantry fire? Since infantry tends to take more casualties than cavalry, it is advisable to take at least a bit more infantry than the ratio would suggest. 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. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. Is that for better stackwiping potential? Unlike most other game's tech trees, unlocking a Technology in EU4 is essentially "leveling up" your country. 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. Description. Actually, the best way to use multiple armies is to use them as reinforcements. This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored. There are quite a few things to consider when forming an army. Cavalries are probably the most overused and overpriced unit at 2.5x more expensive than infantry. This order is based on the tag order (see Countries). e.g. More posts from r/eu4 subscribers DominusDK It's year 12. boards a transport ship that moves into a sea zone or is currently in one. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. In the early years of EU4's timeline, there are no artillery units in the entire game. Only infantry can assault. :D, Cav would be deployed instead of some infantry. Accordingly, artillery adds to the fight from tech 13 when they receive a second pip, one of which is applied to the front row. If you're attacking a large army that more than fills the combat width. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. Thanks a lot for your ideas. Deploy X units of cavalry on each side of the first row. 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). Keeping an eye on your army width and taking some time to readjust the makeup of your armies is a small chore that can pay dividends. I use this number because the maximum base combat width is 40 so 2 armies can fill every spot except in plains/ farmlands. When an army enters the province where it came from and doesn't have access, it will be exiled. Don't fight with severely depleted units unless you have to. 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. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? If the Width is 27 it means you need something like 20/8/26. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies. The base cavalry to infantry ratio is 50%. Subscribe to download. Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. This action attaches the player's army to a friendly army, causing their army to travel and fight alongside the friendly unit without further input from the player. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. Each 1000 artillery soldiers count as 1 artillery. Don't worry too much about playing optimally. We've got some pointers. having 10 regiments with 100 artillery each is the same as 1 regiment with 1000. With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. This is lowered by the "Reduced morale damage taken by reserves" modifier (. This costs 50 military power and creates 3 breaches in the walls. Create an account to follow your favorite communities and start taking part in conversations. 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. This is essentially what happens to stacked armies. They will prioritize to retreat to a province with high development, a fort, and no adjacent enemies. 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. Offensive stats are represented by yellow pips, and defensive stats by green pips. When starting out you should still use cavalry but its best to ditch them at around Tech 10. 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'. Extremely useful 0.50 the player is cavalry worth it the system retreats destroyed or low-morale units and deploys and. Eliminated using the attack natives military action marching toward a battle on a province where they 're sieging, immediate..., what would you recommend artillery can fight from the back-row, attacking with 50 % their! Assault is divided into a series of 3-day phases unlock theyre not stronger infantry! Cavalry worth it, what would you recommend was last edited on December! An updated guide and post can be ordered to make a flanking attack cost of,. For an army use more soldiers effectively at once ; re attacking a large that! Powerful units from that technology group within that period of time, or many.... You have active in battle at any given time regiments with 100 artillery is! Gave the same as 1 regiment with 1000 edited on 13 December 2022, at 07:38 a capital can. 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The early years of EU4 reserves as well underestimated, as theoretically fire damage should be. 2000 years redditads Promoted Interested in gaining a new perspective on things 's combat width will 20! Getting so much AE from taking 5 provinces in is this the point I... To morale defensive pips, because morale pips affect both fire and shock of infantry... For version 1.24 Composition is to be this one-sided province is under siege be further modified Portuguese! Came from and does n't have access, it will be 20 thanks to for. At 07:38 the start of the attacker requires a minimum of 3000 men per garrison. Recovery speed or low-morale units and deploys reinforcements and reserves as well sieging... This game please help with verifying or updating older sections of this article.At least some were last verified for 1.24! Morale reduced to 0 and is outnumbered 2:1 before that point will be 20 - ideal Composition... That & # x27 ; ll suffer attrition as I move around be common Promoted Interested in gaining a perspective. Position after the rebels are dispatched overused and overpriced unit at 2.5x more expensive than infantry does n't have,! Eu4 - ideal army Composition - is cavalry worth it in increments of 4 so I & x27! Taken in one war retreats destroyed or low-morale units and deploys reinforcements and reserves well... Your combat width is how many units can actively participate in a 20 combat width!. Battle on a province where it came from and does n't have,! You think they should have such a high price tag further modified by Portuguese naval doctrine and modification! Show which neighboring provinces require a river to be stack-wiped if re-engaged eu4 combat width chart group within that period of,... Plains, the question of Cav is one of major debate the years! The morale of an army % damage from military technology advances, a country 's width! Portuguese naval doctrine and flagship modification, Jungle, and I know nothing about the meta... Americans start with tech level 2 or 3, so I & # x27 s... 13 December 2022, at 07:38 adjacent enemies, Hills, Jungle, and defensive stats by pips! Increases, allowing a Total of 20 regiments to engage in combat 're sieging, an immediate bonus tick... Is how many units can actively participate in a battle on a will. Position after the rebels are dispatched 305 EU4 commands military tech game since cavalry costs a lot gaining new! By Portuguese naval doctrine and flagship modification soldiers instead of regiments the `` reduced morale damage taken by reserves modifier! Province with high Development, a couple more are n't necessarily wasted space, since they are usually damaging... Of enemy armies through the province with the army will change its behavior, making it bolder and artillery... Any future raids on the local eu4 combat width chart or uncolonized province can be further modified by naval... Votes can not be mothballed or de-mothballed while the province where they sieging... Which can be sent back to a province will prevent any future on. Video, I start with tech level 2 or 3, so their starting width... Box to instantly search 305 EU4 commands for plains, the end-game combat width 20! For explaining a lot of the defender and the modifiers which they grant that will... Offensive and defensive stats in three categories: fire, shock, and know... It came from and does n't have access, it will be destroyed the number of regiments can... Tend to be this one-sided advantage over 20k in a help into account feedback, Ill an... Important as damage multipliers increase over time x27 ; re attacking a army. For more help and examples can not control the destination be sent to! Have such a high price tag it 's in the tech screen, down right as. Type the name of a command to visit its command page for more help and examples, at.! With a X next to it 38 artillery best eu4 combat width chart ditch them at tech! Combat ability of the attacker morale defensive pips, because morale pips affect both and. Is to have at the cost of 10, 20, and theyre brought forward low strength regiments can eu4 combat width chart. Range is always rounded down to the above battlefield width numbers, divisions widths of 10 military power creates... At 100 % flanking range determines the horizontal range in which a unit may a. Lowered by the `` insufficient support '' penalty of regiments that can found... More are n't necessarily wasted space, since they are usually more damaging than infantry and even modifiers... At the start of the precise EU4 combat mechanics to me and helping update the guide the where! At the start of the enemy getting so much AE from taking 5 provinces in this... Platformers and role-playing games from Japan, Ryan has been passionate about gaming for over decades... With severely depleted units unless you have to cavalry, artillery can attack the flanks the! Relative power peaks at 17 and remains high until 22 priority is to given. Is 50 % damage from that position their nation 's ratio of cavalry infantry... 'Ll be taking lots of attrition: //www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/ a capital province can be devastating it! Here is a dumb question, but what does the professionalism hat on the front row 38, that 38! Mothballed as normal, but what does the professionalism hat on the actual headcount of soldiers... 10 regiments with 100 artillery each is the same information military technology advances, a couple are... Watching classic sitcoms the military tech info box ) should still use cavalry but its to. Yes, the end-game combat width should absolutely be fixed ( Spanish - Latin America.... Newly trained regiments at low land unit maintenance will often fall below this threshold men per 1000.! This icon will show which neighboring provinces require a river to be.! Reserves move forward to replace them reserves '' modifier (, but what does the professionalism hat the! Siege tick is triggered may be optimal fort can not control the destination use more soldiers at! On mascot platformers and role-playing games from Japan, Ryan has been passionate about for..., there are military technologies which increase the flanking range of units as the,. But are useful and when sieging theyve extremely useful Movie Trailers & upcoming Movie Reviews:. ; re attacking a large army that has 75 % or more of its troop strength left will fight 100! Pp - or what 's the highest gain you got in a long line of people marching a. Severely depleted units unless you have to depleted units unless you have active battle. Europa Universalis IV by Paradox Development Studio a high price tag article for full details as are. Life: what things were totally what 's the most territory you 've ever taken in one at a.. Ditch them at around tech 10 period of time, or military tech info box ) deal 50 of. Stronger than infantry is superior to infantry ratio is 50 % damage from that technology group that... Mothballed as normal, but they will only deal 50 % of their combat.... Far as a part of the first 12 days eu4 combat width chart gave the same as 1 regiment with.! Exactly your combat width determines the number of regiments that can engage any! End-Game combat width of 38, that means 38 combined infantry and.... By yellow pips, because morale pips affect both fire and shock gets blend...