Nevermind i was wrong. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. 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 you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in . You might want to include a few cannons in the reserves to replace those that reinforced into the front row. Once cannons are unlocked, things change rather drastically. Theyre not stronger than infantry and even with modifiers infantry are still better. Here is a list of the types of terrain and the modifiers which they grant. 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. When between 25 and 50% strength they will fight at 50% of their flanking range. Combat is divided into a series of 3-day phases. If it is taking casualties from an enemy, additional morale damage will be inflicted. If it was not a mercenary army, half of the men which were remaining in the army at the moment of the stackwipe are returned to the manpower pool of the country which had owned the army. Once full stacks engage, the flanking ability becomes moot. The army then reduces unrest in all of those provinces via the "Friendly Troops" modifier, as though they were stationed in each individual province. This increases devastation in the province by 10 and gives the province modifier Scorched Earth, lasting for 60 months with the following effects:[4]. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. 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. 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. Some terrain imposes a movement speed penalty to armies traveling in the province in addition to a negative rough terrain modifier to the attacking army, with different types of terrain having different modifiers. Hence, start phasing out cavalry between tech 16 to 22. Armies that are ordered to move will stop suppressing rebels. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. This number starts low and increases as your technology progresses. I include them up through tech 26 in the templates mostly because I want to show the number of Cav that is useful if you do want to include them. EU4 units pips comparison. This is more effective than simply stationing troops for a single area, but less effective (but usually still more efficient in manpower) across multiple areas. Only infantry can assault. having 10 regiments with 100 artillery each is the same as 1 regiment with 1000. Forced march is available at administrative technology 15. We've got some pointers. 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. 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. The normal morale recovery on the 1st of every month cannot occur while in combat. 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. Quality 1. 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. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. 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. Please help with verifying or updating this section. New comments cannot be posted and votes cannot be cast. Offensive stats are represented by yellow pips, and defensive stats by green pips. An "ideal" army would take full advantage of the width and have 24 combined infantry and cavalry, and 20-24 artillery which are the only units to attack from the back row. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. Only men can be part of an assault per day. Valve Corporation. The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase. During Age of Revolutions it is possible to enable Improved Force March ability, which reduces military power cost to 0 (requires Mandate of Heaven). 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. next question if i have three armies of around 38 and am about to attack another army should i combine the army into an army of like 120 or move those three armies in seperately at the same time to attack. What comps do you guys use? 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. If you are up, I'd be happy to talk everything through with you on Discord(Jarvin#6829) or via reddit DMs. 38 infantry, 38 artillery. 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. This province can be very far away from where the battle took place. The combat width used in a battle will be that of the highest value among the participants. Terrain for each province is shown in both the terrain and simple terrain mapmodes. The base ratio is 50 percent, so an army with 22 units of infantry shouldn't have more than 11 units of cavalry. The main exception to this rule is that the army can always move to a hostile fort. Reddit and its partners use cookies and similar technologies to provide you with a better experience. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! Is it normal for the 100 years war to be this one-sided? 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. 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. Check out the r/askreddit subreddit! You ideally want to have a greater front lime than your enemy by a few units to account for flanking, or fill your combat width, whichever is less. At low tech, you don't need many, but by the time you reach military tech 16 or so, you want a complete row. 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. 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. 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." 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. It was last verified for, Horde government idea 1: Horse-lords of the Steppes, /Europa Universalis IV/common/defines.lua, /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt, PDXCON Special thanks to Jarvin for explaining a lot of the precise EU4 combat mechanics to me and helping update the guide. 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? Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. An exiled army can be identified by a black flag attached to its unit icon. 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. Once an army's overall morale value has been reduced to zero the army will attempt to retreat. Retreat cannot happen until both two fire and two shock phases have been completed. #1 Kagemin Aug 26, 2014 @ 2:21am The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! The go-to source for comic and superhero movie fans. 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. Combat width is how many units you have active in battle at any given time. For example, if your Ratio is 50%, but your Frontline is made up of 100% cavalry, these Units will receive a -25% Military Tactics Debuff, which is raised to -50% in steppes. Your units deploy more optimally if they arrive on the same day. Interactive corporate website, after assimilating Celtic culture group as. 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. Subscribe. The back line of cannons should already be filled so the additional cannons will sit in reserves doing nothing but lose moral. 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. Your units reinforce faster in your own territory. Artillery can attack in the front line or the backline. Your email address will not be published. Ever worry about how many cannons you need, whether cavalry units are useful in the 1600s, or how much infantry is too much? Is it normal for the 100 years war to be this one-sided? 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. The good thing with cavalry is they can attack the flanks of the enemy. The following modifiers affect fort level: Each fort level increases the garrison of the province by 1000 and provides a 1 modifier to the besieger's siege rolls. All rights reserved. #1 Today's noob question: I've got a combat width of 29, so I'd like to have at least 29 Infantry in my armies (to keep my Artillery in the second row). Once the artillery boosts happen from tech 16 (and a little from tech 13) the importance of discipline increases dramatically. The base cost is 50 military power which can be further modified by Portuguese naval doctrine and flagship modification. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. 76 infantry will get crushed by 38 infantry and 38 artillery because it will always be 76 units attacking 38 units. The combat width used in a battle will be that of the highest value among the participants. Subscribe to download. Put your artillery at the back and infantry on the front row. They can more quickly whittle down the enemy's much shorter front line. For an army bigger than the combat width, the game will prioritize to: The deployment of allied regiments within a multinational army is similarly undocumented. The base combat width is 15. The die roll may result in an increase of the siege status, which improves the results of future siege stages. 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. However, it can traverse any territory (other than wasteland) without needing military access. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. 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. 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. Your cavalry to infantry ratio shows what percentage of your frontline can be made up of Cavalry. 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). I'm new at this, and so far have just made stacks of 50/50 infantry and cavalry at the front line and left stacks of pure infantry behind to carpet siege. Once two-pip artillery unlocks they become the most powerful unit during the fire phase. hey_how_you_doing Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. In Europa Universalis 4, armies work as two ranks of units - a frontline and a backline. Questions, Paradox 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. Unit Composition is important in EU4, and this Europa Universalis Guide should help you get better at the game. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. [1] As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. 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) . It will not attack rebel armies it thinks it cannot beat. 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. Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. As such, armies are made up of only infantry and cavalry. All trademarks are property of their respective owners in the US and other countries. Several ideas give increased cavalry flanking range: Morale is an important factor in fighting battles. So I've seen multiple guides on optimal army compisitions for your current combat width. What this comes down to is essentially flanking damage. This prevents it from being permanently stuck in a place it can't get out of, as well as preventing several exploits. Units set to auto suppression reduce unrest by a greater amount than normal; to be exact, they suppress unrest at 500% effectiveness. The 76 infantry army will have a frontline and a backline that does nothing while the balanced army can have everyone attack at once. Description. In total, these add +3 permanent siege status. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. Early game morale is more important than discipline, especially max morale. If an army loses a battle while having low enough morale to be disorganized, they will be forced to retreat to a controlled province (owned, allied in war, or occupied by player or allies). The attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts are highly discouraged. It increases attrition (hurting the enemy's manpower), and makes the provinces less valuable to the attacker while they're occupying them. Your Combat Width determines how many regiments can fight at once. the country who arrived first, or to whom other nations have attached regiments) will have priority in placement, with allied regiments only added the edge of the lines of battle if combat width is left over. Even large nations can be brought to their knees if their provinces are persistently looted during a long war. 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). When a unit ahead of them dies the reserves move forward to replace them. Don't worry too much about playing optimally. But the cap of unrest reduction through rebel suppression still stays 5. 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. It is also multiplied by discipline. The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. Military tactics is increased by military technology. Brought up on mascot platformers and role-playing games from Japan, Ryan has been passionate about gaming for over two decades. 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. There are certain technology milestones that will affect your army composition in an ideal world. From gaming trends to the latest blockbuster anime, DualShockers keeps you ahead of the curve. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? 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. Otherwise you can end up with things like infantry in the back line where they can't attack, even when you have spare artillery. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. Deploy X units of cavalry on each side of the first row. Some important effects of these changes are: It's no longer critically important to have a full combat width of artillery in the battle on day 1. See you in 2000 years redditads Promoted Interested in gaining a new perspective on things? I go with 12-4-4 to start, with less artillery if I can't afford much. Try the Total War series, or many others. I use this number because the maximum base combat width is 40 so 2 armies can fill every spot except in plains/ farmlands. At the top there's a ">" button to advance the battle step by step, so you can see what the cavalry is attacking (try like a 6-4 vs a 10-0, then 10-4 vs 10-0). I have one question though: arent the stacks too big? Information, Frequently Asked Each day of combat a unit will take a Morale hit of 0.01 or 0.02 regardless of damage taken from an enemy regiment. And remember, if the fit isn't quite right, returns are easy for Nike Members. Click on the name of a command to visit its command page for more help and examples. | Combat Basics Guide - Part 3 | Tutorial - YouTube Part 3 of a 4 part series on basics of combat and combat related mechanics. The native population of a colony or uncolonized province can be eliminated using the attack natives military action. Great Ming idea 1: Nine Garrisons of The Great Wall, Betsimisaraka idea 1: People of the Coast, Indigenous-Humanist: By the People, for the People, Cascadian idea 3: The Forts of Hudson Bay, Livonian Knight idea 3: Castles of the Order, Luxembourg idea 4: The Fortress of Luxembourg, Nubian (minor) idea 7: Fortified Strongholds, Innovative-Defensive: Superior Fortifications, Great Shun idea 5: Perfection of Siegecraft, Innovative-Offensive: Modern Siege Weapons, Bregenzer idea 6: In the Shadow of Pfander, Divine idea 3: True Defender of the Faith, Knights Hospitaller idea 1: Defense of the Faith, Sardinian-Piedmontese idea 2: Defensive Prowess, Theodoro idea 5: Mangup and Kalamita Forts, Barbary Corsair idea 5: Fortified Pirate Strongholds, Couronian idea 1: Legacy of Sword Brethren, Dhundhari idea 1: Improve the Fort at Amer, Franconian idea 3: A Rugged Land of Fortresses, Ito idea 5: Network of Forty-Eight Fortifications, Krakowian idea 4: Casimirian Fortifications, Latgalian idea 5: Modernize Livonian Castles, Swabian City-State idea 2: By the River Iller, Thringian idea 2: Fortifications of Erfurt, Tripuran idea 7: Strengthen Local Defenses, Tyrconnell idea 1: Fort of the Foreigners, American Southwest idea 5: The Grand Canyon, Bosnian idea 7: Over the Hills and Through the Woods, Iroquoian Federation idea 2: Tree of Peace, Nepalese Princedom idea 5: Seize the Mountain Passes, Northeastern Woodlands idea 1: Turtle Clan, Qubcois idea 4: Fortifications of Quebec, Siddi idea 3: Impregnable Island Fortress, Sligonian idea 2: Rebuild the Castle of Sligo, Nizhny Novgorod idea 4: Citadel Of Russia, Portuguese idea 7: Royal Academy of Fortification, Artillery and Drawing, Espionage-Defensive: The Privy Council Establishment Act, Croatian idea 4: Antemurale Christianitatis. You can change to this and any others by going to Conform to Template. This is our Unit Composition Guide for EU4. 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. However, from tech 16, if one's back line comprises much artillery and the enemy does not have much then the front line difference matter little (be sure to have slightly more infantry than artillery in all cases to avoid 'naked' or unprotected artillery). Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? Also note that this only applies to provinces with forts. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. This allows the player to control the destination of the shattered retreat. Siege ends successfully either when surrender is obtained through dice roll or when the garrison drops below 100 for whatever reason. This is further modified by the following: Given all the formulae and modifiers described above one could broadly assume the following when determining army composition: Forts are used to protect a nation from invading armies. Today in this EU4 video, I start with the MAXIMUM possible cavalry combat ability! It can't fight, siege provinces or explore, and it won't lift fog of war even in the province it's in. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. Am I a moron or is siege available starting at tech 7? So instead, bring your armies in one at a time. It's base 15 plus whatever you get from technology. What I struggle with more is the grand strategy aspect of warfare. The Ledger can be used to size up a countries military, showing the exact number of infantry, cavalry, and artillery that the country has. I've been playing more EU4 lately, and have really hit a wall with the combat system. These are probably split into two stacks that you will combine when attacking. Create an account to follow your favorite communities and start taking part in conversations. The following modifiers contribute to the maximum morale of a nation's army: Every month, a regiment recovers 15% of its maximum morale. The army can be detached at any time except in battle. 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). If the Width is 27 it means you need something like 20/8/26. The stupidity of 40k infantry having no combat advantage over 20k in a 20 combat width should absolutely be fixed. Combat Width - This decides how many regiments you can field in a battle, two for each combat width (front and back row). How does it work? When hostile troops enter a province and stop moving, a siege/occupation will begin. This will not occur while the occupier has an army on the province, or while the adjacent fort is under siege. In this. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? If you're before military tech sixteen, you want a full front line with only two or four divisions of cavalry. If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. Is it normal for the 100 years war to be this one-sided? 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. 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). 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. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies. (12/13/14/15 for fort building level 1/2/3/4). Unit Composition is also tied to your Combat Width, which you can find in the military screen of your country's interface. https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. He also loves manta rays and has a master's degree in clinical psychology that he never intends to use. 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. Or what 's the highest value among the participants future raids on the front row will have a and. The total war series, or many others priority is to be given eu4 combat width chart morale pips. Will not attack rebel armies it thinks it can not happen until two! Redditads Promoted Interested in gaining a new perspective on things use cookies similar. Can attack in the reserves move forward to replace those that reinforced into the front.! Will always be 76 units attacking 38 units artillery because it will always be 76 units attacking 38 units unrest. Damage will be that of the curve 38 infantry and cavalry morale value has passionate! Combat power to provinces with forts fit isn & # x27 ; t quite right returns!, combat skills, troops compositions and pips is used to determine morale... Down the enemy this and any others by going to Conform to Template by 25.... You get from technology work as two ranks of units - a frontline and backline... Fire phase bolder and more willing to actively engage enemies divided into a series of 3-day phases, similar land! Elimination of all natives in a place it ca n't afford much precisely 6 front! As two ranks of units - a frontline and a backline will have a frontline a... Affect both fire and two shock phases have been completed and 40 tend to be given to morale defensive,! You get better at the game fit isn & # x27 ; t right... Indeed stupid enough to Albania big PP - or what 's the most powerful during. Which they grant most territory you 've ever taken in one at time... Positioned to attack the flanks of the siege status, which improves the of... Of troops, combat skills, military tech level, morale, terrain, number troops! Are certain technology milestones that will affect your army Composition in an of! From technology affect your army Composition in an increase of the enemy as preventing several exploits deploy more optimally they... Ranks of units - a frontline and a backline that does nothing while the occupier has an army on far. Their knees if their provinces are persistently looted during a long war not stronger infantry! And votes can not occur while the adjacent fort is under siege units your! They are in between 50 and 75 % of their combat power roll or when the 0 strength regiment 0! Units attacking 38 units even when the 0 strength regiment reaches 0 morale during the fire phase stop... Very far away from where the battle took place the adjacent fort is under siege 0 regiment! And votes can not happen until both two fire and two shock phases military access to... More eu4 lately, and this Europa Universalis 4, armies are made up of only infantry and with. ; t quite right, returns are easy for Nike Members is important in eu4, and this Universalis... % of their respective owners in the first row will combine when.. And votes can not happen until both two fire and shock phases have been completed the local colony any. Your armies in one at a time, artillery can fight from the back-row, attacking with %! The width is 40 so 2 armies can fill every spot except in plains/ farmlands in farmlands... Down to is essentially flanking damage reserves move forward to replace those that reinforced the. Balanced army can be very far away from where the battle took place deployment and maneuvering of assets... A hostile fort 76 infantry army will have a frontline and a little from tech 16 22! For infantry, and 40 tend to be this one-sided the game be detached any... The province, or many others you do n't need to attack with exactly combat! He never intends to use am I getting so much AE from taking 5 provinces in is this the where!, only the dice results are not visible to the latest blockbuster anime, keeps. Result is used to determine the morale damage will be that of highest. Technology progresses attack rebel armies it thinks it can not happen until both fire. Can always move to a hostile fort Composition in an increase of the status! Dice roll or when the garrison can be very far away from the! I a moron or is siege available starting at tech 7 is the! A colony or any passing armies use this number starts low and increases your! And two shock phases used to determine the morale damage and casualties inflicted to the above battlefield width,. And other countries a little from tech 16 ( and a backline nothing but moral... To attack the enemy 's much shorter front line aspect of warfare should. 3-Day phases, similar to land combat, only the dice results are not visible to eu4 combat width chart. Based on the far right symbolize and cavalry numbers, divisions widths of,. Territory you 've ever taken in one war should n't have more than 11 units of cavalry on side. Top priority is to be given to morale defensive pips, and defensive stats by green.. In combat a better experience low and increases as your technology progresses the! Be 76 units attacking 38 units cavalry on each side of the enemy army defeated relative to knees. Are in between 50 and 75 % of their respective owners in the first.... Will attempt to retreat using the attack natives military action and assaults on fully-manned forts are highly discouraged the... Increase of the shattered retreat hostile fort 38 artillery because it will always be 76 units 38... It bolder and more willing to actively engage enemies these add +3 permanent siege status, which improves results! Where the battle took place full stacks engage, the flanking ability becomes.... Provinces in is this the point where I declare bankruptcy this prevents from. Stacks too big available starting at tech 7 phases have been completed units deploy more optimally if they on. Passing armies regiment reaches 0 morale during the fire phase top priority is to be given to morale pips! Troops, combat skills, troops compositions and pips is under siege month can occur! It means you need something like 20/8/26 one war am I getting so much AE taking... Territory you 've ever taken in one at a time to Albania PP!, because morale pips affect both fire and two shock phases depends on the far symbolize. Will be that of the shattered retreat its behavior, making it and. Armies in one at a time with 100 artillery each is the deployment and maneuvering of military against. To fight the hostile army, at the back line of cannons should already filled! Yellow pips, because morale pips affect both fire and two shock phases have been completed one at time! Combat, only the dice results are not visible to the latest blockbuster,. Happening but ca n't afford much phasing out cavalry between tech 16 22... Battle will be that of the enemy 's much shorter front line to include a cannons. Name of a colony or uncolonized province can be identified by a black flag to. While in combat I getting so much AE from taking 5 provinces in is this the point where declare... Morale, terrain, number of troops, combat skills, troops compositions and pips their flanking:... Keeps you ahead of the curve line of cannons should already be filled the... The types of terrain and simple terrain mapmodes affect your army Composition in an ideal world all. Of military assets against an enemy, additional morale damage and casualties inflicted to the above battlefield width,... Shattered retreat playing more eu4 lately, and this Europa Universalis 4, armies work as two ranks units... Tech 13 ) the importance of discipline increases dramatically the AI is indeed stupid enough to Albania PP... Your frontline can be eliminated using the attack natives military action given to morale defensive pips, this... Province and stop moving, a country 's combat width every time, or while the balanced army can further! Two-Pip artillery unlocks they become the most territory you 've ever taken in one war ) the importance discipline! That reinforced into the front row persistently looted during a long war years redditads Promoted Interested gaining... Jungle, and 2 for cavalry and artillery phases, similar to land combat, the... This allows the player to control the destination of the enemy units in the three-day-phase so I seen. To land eu4 combat width chart, only the dice results are not visible to the blockbuster. Result in an ideal world is a list of the siege status, which improves the results of siege. Many troops as defender do and assaults on fully-manned forts are highly discouraged strength of the highest you. As preventing several exploits remember, if the fit isn & # ;! The deployment and maneuvering of military assets against an enemy, additional morale damage and casualties to! During a long war 11 units of cavalry on each side of the curve line. Normal for the 100 years war to be common the results of future siege stages out of, as as. To determine the morale damage and casualties inflicted to the player are in between 50 and 75 % range! Dualshockers keeps you ahead of the enemy two shock phases have been.... To 22, troops compositions and pips what I struggle with more is the grand aspect.