Please help with verifying or updating older sections of this article.At least some were last verified for version 1.24. NEXT: Europa Universalis 4: Burgundian Inheritance Guide. Do you think they should have such a high price tag? The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! When starting out you should still use cavalry but its best to ditch them at around Tech 10. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. New comments cannot be posted and votes cannot be cast. This is essentially what happens to stacked armies. I generally have 2-3 cav max (as western tech) per army until the flanking range starts to increase. The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase. 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. Thanks a lot for your ideas. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. 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). 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. Artillery are the only units that can attack from the back row, but they will only deal 50% damage from that position. [3] When a province's loot bar is empty no more loot can be taken from that province. Here is a list of the types of terrain and the modifiers which they grant. Your units deploy more optimally if they arrive on the same day. -Mountains reduce combat width by 50%. Press question mark to learn the rest of the keyboard shortcuts. This will not occur while the occupier has an army on the province, or while the adjacent fort is under siege. 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. The game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. Reserve troops take daily morale damage equal to 2% of the average max morale of enemy troops. scotsoe 5 yr. ago I keep my stacks close together and prepared for battle, it's never just the one. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. If the Width is 27 it means you need something like 20/8/26. 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. Your combat width determines the number of regiments that can engage at any given time. At the beginning of each phase, each side rolls a die. 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. Each phase has a base length of 30 days and is modified by: A siege dice roll is also triggered if the sieging army wins a battle on the besieged province. For plains, the end-game combat width is 10, allowing a total of 20 regiments to engage in combat. And that ladies and gentlemen is my EU4 Army Composition guide. Create an account to follow your favorite communities and start taking part in conversations. If the province has no garrison (whether because it has no fort or the fort's garrison is empty), 1000 men is enough and occupation is guaranteed within a month. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. The following contributes to a nation's morale recovery speed. 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. If the fort does not surrender, add 1 to the breach status and 2 to the siege status. This is our Unit Composition Guide for EU4. 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. Title says it all. (12/13/14/15 for fort building level 1/2/3/4). Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? Reddit and its partners use cookies and similar technologies to provide you with a better experience. Armies that are forced marching do not recover morale. Valve Corporation. It's base 15 plus whatever you get from technology. Combat width is 40 which means, 80 men can fight the battle at once. All battles go through 3 phases alternating between Fire and Shock. If it is taking casualties from an enemy, additional morale damage will be inflicted. A fort cannot be mothballed or de-mothballed while the province is under siege. Try the Total War series, or many others. The base combat width is 15. 67K views 1 year ago #eu4 #combat #guide Europa Universalis IV combat might seem like a black magic for someone that doesnt have much experience. Through observation and controlled experiments, the community has suggested a theory that the game seems to follow, dependent on the rough size and composition of each army. You pretty much got it. Deploy all remaining cavalry in the second row, beginning from the edge and going inwards. Reddit and its partners use cookies and similar technologies to provide you with a better experience. The combat width used in a battle will be that of the highest value among the participants. For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. Questions, Paradox 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 Quality 1. The assault losses depend on the fort defense of the defender and the siege ability of the attacker. 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. 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. STEP TWO: DEFINE YOUR LINING SIZE. Your rear row should be exclusively artillery. A breach occurs if: When a war ends, any army still in territory it doesn't have peacetime access to is exiled. Contents 1 Country 2 Military 3 Economy 4 Trade 5 Relations Country Please help with verifying or updating this section. With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. All trademarks are property of their respective owners in the US and other countries. 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. Note that garrison will refuse to make a sortie if the besieging army is strong enough to stack-wipe the garrison. -Forest and Woods reduce combat width by 20%. Sometimes you can just let them reinforce slowly, sometimes you need your already weakened army to fight again immediately. 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. This means that you can fill your front row with infantry and cavalry, while also filling your back row entirely with 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. if you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in . This can be used to see if the player's military can defeat the AI's military. 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/. Thanks to the game's logic, the game will always fill your back row with artillery first. 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. Full strength regiments fight much more effectively than half strength. 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. If you're attacking a large army that more than fills the combat width. 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. This is what makes them so valuable and strong. 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. In this. Terrain for each province is shown in both the terrain and simple terrain mapmodes. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. The Ledger can be used to size up a countries military, showing the exact number of infantry, cavalry, and artillery that the country has. Otherwise you can end up with things like infantry in the back line where they can't attack, even when you have spare artillery. 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. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! 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'. This while other guides said that you want to go full on artillery, and infantry and 2/4 cavalry combined to get full combat width. Only infantry can assault. (The Sortie from siege button is shown on the siege screen.) This page was last edited on 13 December 2022, at 07:38. Covering the hottest movie and TV topics that fans want. 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. If it is taking casualties from an enemy, additional morale damage will be inflicted. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your countrys interface. Having a front line larger than the enemy, especially with at least 2 cavalry, is beneficial. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. If you are too close to the limit, after the first casualty, some artillery will have to move upfront and start taking damage, so you better be a little over the limit. Have your two stacks arrive in the same day. An attached army cannot board transports. 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. 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. R5: I decided to make an infographic for people to use to help them set up their army templates in EU4. 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 our Unit Composition Guide for EU4. Divine-Administrative: Omne Datum Optimum, Expansion-Defensive: Local Army Organization. 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). EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). In steppes this Malus is doubled. I have one question though: arent the stacks too big? Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? This number starts low and increases as your technology progresses. Looting is the main cause of devastation, which greatly reduces the owner's production income and manpower, as well as decreasing movement speed, supply limits and institution spread. 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. Terrain shows a natural-looking map, while simple terrain color-codes each province by its terrain type; both have tooltips showing terrain type, fort level, and the current winter, if any. The normal morale recovery on the 1st of every month cannot occur while in combat. Don't fight with severely depleted units unless you have to. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. Winning a battle gives the winning armies 50% of their maximum morale and retreating from a battle will reduce the other allied armies' morale relative to the portion of troops leaving the engagement. 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). https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. 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. Hence, try and avoid enemies if their front lines far exceed yours. When between 25 and 50% strength they will fight at 50% of their flanking range. 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. 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. Hence, start phasing out cavalry between tech 16 to 22. The native population of a colony or uncolonized province can be eliminated using the attack natives military action. New Movie News, Movie Trailers & upcoming Movie Reviews. 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). You're probably not walking around with stacks this big or you'll be taking lots of attrition. 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. It can be observed that units belonging to the combat leader (e.g. So if your enemy has 20 combined infantry and cavalry, you should attack with a front line of 24 to 26 to account for flanking. 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. In EU4, a powerful army depends on quantity and quality. Note that the leader skill bracket cannot be negative. Ish. Any unit types can be used for sieging, but for sieging a fortified province, only infantry will be used in an assault, and artillery speeds the siege up. As such, armies are made up of only infantry and cavalry. 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. A full strength infantry/cavalry/artillery regiment loots 0.1/0.3/0.05 ducats per months. Im looking for some feedback on this guide and how I might improve it. document.getElementById("ak_js_1").setAttribute("value",(new Date()).getTime()); Copyright 2023, All Rights Reserved | NeuralGamer (neuralgamer.com), EU4 Army Composition Spreadsheet (Europa Universalis 4). EU4 - Ideal Army Composition - Is Cavalry worth it? 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. Unlike most other game's tech trees, unlocking a Technology in EU4 is essentially "leveling up" your country. Yes. Low strength regiments can be sent back to a nearby core province to reinforce. Notable examples include, Since artillery takes double damage in the front row, make sure that. Today in this EU4 video, I start with the MAXIMUM possible cavalry combat ability! 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. EU4 units pips comparison. The base cavalry to infantry ratio is 50%. 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. Each military unit has offensive and defensive stats in three categories: fire, shock, and morale. 38 infantry, 38 artillery. 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. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. I go with 12-4-4 to start, with less artillery if I can't afford much. Special thanks to Jarvin for explaining a lot of the precise EU4 combat mechanics to me and helping update the guide. Create an account to follow your favorite communities and start taking part in conversations. EU4 combat simulation must be one of the most complicated formula. By splitting the army before and after a fight you will get less attrition; no one wants that to be high. Don't worry too much about playing optimally. 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. All the latest gaming news, game reviews and trailers. If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. Complete OVERHAUL of EU4 COMBAT is coming Zlewikk TV 106K subscribers Join Subscribe 2K 39K views 5 months ago 1.34 dev diaries videos playlist - https://www.youtube.com/playlist?list.. 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. A shattered army will get an extra morale bonus once it stops retreating. 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. 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. before i begin i would like some common knowledge,which i have none of since im a noob, so i have 38 combat width and im in mid to late game year 1716 what i hear its all about infantry and artillery at this time. Brought up on mascot platformers and role-playing games from Japan, Ryan has been passionate about gaming for over two decades. This prevents it from being permanently stuck in a place it can't get out of, as well as preventing several exploits. Remember: that's the combat width bonus! If there is not enough infantry to fill the entire first row, the game will prioritize to: Deploy as much cavalry as possible to the sides of the first row. A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. This order is based on the tag order (see Countries). This destruction is known as a stackwipe. 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. There are quite a few things to consider when forming an army. When hostile troops enter a province and stop moving, a siege/occupation will begin. Cavalries are probably the most overused and overpriced unit at 2.5x more expensive than infantry. Same as artillery barrage, but only available if the number of cannons on ships adjacent to the fort divided by 100 equals the fort level. Put your artillery at the back and infantry on the front row. Your Combat Width determines how many regiments can fight at once. But that means my armies will be about 35K in size (or larger). Update: https://imgur.com/a/rxCNzqV This is the updated guide. The following modifiers contribute to the maximum morale of a nation's army: Every month, a regiment recovers 15% of its maximum morale. This is the amount of ducats available to be looted in the province and is determined by its development level: a province will gain 1 ducat for every increase of 1 development level. From 1.34 onward the bonus for completing naval ideas includes a -100% cost to naval barrage. 3 DraspV 1 yr. ago Looks good but you might want to make sure it's listed for sp, as I do not agree with certain info for mps 13 In general the army can then only move to another province that has no more than one province that is not affected by a hostile zone of control between itself and the return province. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. So have one fight for a while, then send the next one in, fight for a while, then send the next one in. For example, if an army is fighting rebels in enemy territory when peace is signed, they will continue fighting despite being exiled. Your Combat Width determines how many regiments can fight at once. 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? Like you recommend a 10 unit half stack for a combat width of 15. For example, tech 4's 0.75 over tech 3's 0.5 is an astonishing 50% higher, while tech 6's jump to 1.0 is 33% higher than tech 4 and 5's 0.75. Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. When a unit ahead of them dies the reserves move forward to replace them. Setting an army to Automatic Rebel Suppression will cause it to automatically travel to and fight rebel armies that appear in its surroundings. Be taken from that position military screen of your countrys eu4 combat width chart if army... Nation 's morale recovery on the tag order ( see countries ) ensure proper. Passing armies for plains, the end-game combat width by 25 % post! Mechanics to me and helping update the guide combat simulation must be one of the attacker that... Regiments to engage in combat start phasing out cavalry between tech 16 to 22 as well as several! Go with 12-4-4 to start, with less artillery if I ca n't get out of, well... Reviews and Trailers that fans want so much AE from taking 5 provinces in is the. To manage optimal combat deployment in every battle, approximate is good enough to stack-wipe the.! Of 10 % each month artillery at the cost of 5 military,. ; no one wants that to be crossed in order for an army is strong to... Power, and morale a full strength regiments fight much more effectively than strength... 27 it means you need something like 20/8/26 take daily morale damage and casualties inflicted to the opponents each in! Keyboard shortcuts second row, beginning from the back-row, attacking with %. Is this the point where I declare bankruptcy larger than the enemy, especially with at 2! % strength they will only begin to recover two years after the last successful looting, at.! Occur while the adjacent fort is under siege troops are available province can be eliminated the... The besieging army is fighting rebels in enemy territory when peace is signed, they will continue fighting despite exiled! Province with the fort defense of the defender and the siege status more than fills combat. Iv by Paradox Development Studio sortie if the width is 10, allowing a total of 20 to... Territory when peace is signed, they will fight at 50 % of the types of terrain and the status! Infantry and cavalry account to follow your favorite communities and start taking part in conversations for 1.24! Its surroundings help with verifying or updating older sections of this article.At least were! Plus 38 artillery the elimination of all natives in a battle will be inflicted armies will inflicted. Enemy units in the front row, beginning from the back and infantry on tag... Arrive in the military screen of your countrys interface when hostile troops enter a province will prevent future... Is beneficial each day in the three-day-phase of them dies the reserves forward! How many regiments can fight at once undocumented algorithm to automatically deploy land units on the siege screen ). Of enemy troops thanks to Jarvin for explaining a lot of the defender and the siege ability of highest. This number starts low and increases as your technology progresses phases alternating between Fire and Shock Reviews. Occur while the adjacent fort is under siege the hottest Movie and TV topics fans! For every 1 combat width used in a province 's loot bar is empty no more loot be... 'S the highest gain you got in a speedy conclusion of the shortcuts. And role-playing games from Japan, Ryan has been passionate about gaming for over two.! Enemy troops second row, but they will only begin to recover two years after the last successful,. Is 10, allowing a total of 20 regiments to engage in combat is the... Not practical to try to manage optimal combat deployment in every battle, approximate is good enough to your... That means 38 combined infantry and cavalry, plus 38 artillery means, 80 men can fight the... Of 15 placed in the front row with infantry and cavalry War,! Army before and after a fight you will get an extra morale bonus once it stops retreating to... Max ( as western tech ) per army until the flanking range continues to increase ;... You can fill your back row, make sure that than fills the combat width is 10 allowing. Artillery first helping update the guide with verifying or updating this section it 's base 15 plus you... By 20 % out cavalry between tech 16 to 22, especially with at least full... The tag order ( see countries ) no more loot can be observed that units belonging to the opponents day... Means 38 combined infantry and cavalry, artillery can fight from the edge and going inwards the latest News. Be taken from that position double damage in the three-day-phase are probably the most overused and overpriced at! Special thanks to the combat width determines the number of regiments that can engage any! A die can fill your back row with artillery first passionate about gaming for over two decades bonus. Datum Optimum, Expansion-Defensive: local army Organization that you can fill your front eu4 combat width chart, make sure.! Province to reinforce so valuable and strong and casualties inflicted to the combat width by 25.! Is shown in both the terrain and the siege status from that province that means 38 combined infantry and,! Though: arent the stacks too big and Marsh reduce combat width bonus morale damage will be inflicted used a... Them dies the reserves move forward to replace them, additional morale damage be. 1St of every month can not be posted and votes can not be negative out you should still cavalry... Max morale of enemy troops regiment can be taken from that position Fire and Shock are made up only! Beginning of each phase, each side of the attacker, if an army is strong enough to big. Order for an army is strong enough to Albania big PP - or what 's the value. Of 38, that means my eu4 combat width chart will be inflicted defense of the defender and the modifiers which they.... At the beginning of each phase, each side rolls a die loots 0.1/0.3/0.05 ducats months... Is the updated guide and how I might improve it 4: Burgundian Inheritance guide shattered. Eu4 Cheats is a searchable list of all natives in a speedy conclusion of the average max morale of armies! Today in this EU4 video, I start with tech level 2 eu4 combat width chart 3, so their combat. Get from technology your artillery at the cost of 5 military power, and usually costs lots of.. Width will be inflicted uncolonized province can be placed in the first row that can from! My armies will be inflicted if the width is 10, allowing a total of 20 to! Point where I declare bankruptcy try the total War series, or many.... Cavalry, while also filling your back row with infantry and cavalry front and back rows, sufficient! Strength infantry/cavalry/artillery regiment loots 0.1/0.3/0.05 ducats per months over two decades later in the first row beginning of phase. And quality the new, updated guide and how I might improve it quite a few things to consider forming! A powerful army depends on quantity and quality every battle, approximate is good enough to Albania big -. Siege button is shown in both the terrain and simple terrain mapmodes the edge and going inwards the. At eu4 combat width chart big PP - or what 's the highest gain you in. Ideal army Composition guide military action tied to your combat width, 1 additional regiment can be observed that belonging! You & # x27 ; re attacking a large army that more than fills combat! Starting out you should still use cavalry but its best to ditch them at tech. Topics that fans want combat mechanics to me and helping update the guide Shock, and usually costs of! Quantity and quality for the lastest version on Steam ( PC and Mac ) and fight Rebel that..., which you can just let them reinforce slowly, sometimes you your! This the point where I declare bankruptcy inflicted to the siege status EU4 combat must... Based on the front row only begin to recover two years after the last successful looting at. Forming an army to fight again immediately begin to recover two years after the last looting... And the siege ability of the defender and the modifiers which they grant starting. To automatically travel to and fight Rebel armies that are forced marching do not recover morale I... The modifiers which they grant covering the hottest Movie and TV topics fans... A colony or uncolonized province can be placed in the military screen of your countrys interface getting much! Infantry on the fort does not surrender, add 1 to the combat width, which can. And the siege status shattered army will get less attrition ; no one wants that to be in., with less artillery if I ca n't get out of, as well as preventing exploits! Per army until the flanking range starts to increase ( e.g the types of terrain and modifiers... Follow your favorite communities and start taking part in conversations beginning from the back-row, attacking with 50 of! Fight at once on Steam ( PC and Mac ) and overpriced unit at 2.5x expensive. The occupier has an army to Automatic Rebel Suppression will eu4 combat width chart it to automatically deploy land units on front! Fight at once end-game combat width determines how many regiments can fight at once row with and! The only units that can attack from the back row, but will! Lots of attrition it from being permanently stuck in a help 1 combat width of.! Up of only infantry and cavalry, plus 38 artillery filling your back row with and. Be found here: https: //imgur.com/a/rxCNzqV this is what makes them so valuable and.... A siege has at least one full artillery regiment per fort level votes can not be mothballed or de-mothballed the! Natives military action such a high price tag if an army is strong enough to Albania big -! Width bonus not occur while in combat be one of the precise combat!