The army will return to its previous position after the rebels are dispatched. 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). You really only need it for sieging, it's impact in battles is minimal. The following modifiers contribute to the maximum morale of a nation's army: Every month, a regiment recovers 15% of its maximum morale. A battle will last until one side is routed or annihilated. 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 number starts low and increases as your technology progresses. 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). Press question mark to learn the rest of the keyboard shortcuts. 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. [1] As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. e.g. This can be used to see if the player's military can defeat the AI's military. The player will lose income in the meantime, but if they were going to lose control of them anyway it could be a good idea to make them less valuable for the enemy. 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. The back line of artillery should fill the same width as the front line (or a little less). 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. So I've seen multiple guides on optimal army compisitions for your current combat width. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. hey_how_you_doing In Europa Universalis 4, armies work as two ranks of units - a frontline and a backline. This remains true even when the 0 strength regiment reaches 0 morale during the first 12 days. Title says it all. This value scales linearly with the army maintenance slider. And that ladies and gentlemen is my EU4 Army Composition guide. At the beginning of each phase, each side rolls a die. When two hostile armies meet in a province a battle will commence. 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). Accordingly, artillery adds to the fight from tech 13 when they receive a second pip, one of which is applied to the front row. Reddit and its partners use cookies and similar technologies to provide you with a better experience. It is completely and utterly ridiculous. When between 25 and 50% strength they will fight at 50% of their flanking range. 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. A unit that has 75% or more of its troop strength left will fight at 100% flanking range. 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. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. Once full stacks engage, the flanking ability becomes moot. The result is used to determine the morale damage and casualties inflicted to the opponents each day in the three-day-phase. Armies that are forced marching do not recover morale. Looks good but you might want to make sure it's listed for sp, as I do not agree with certain info for mps. General skills, military tech level, morale, terrain, number of troops, combat skills, troops compositions and pips. New Movie News, Movie Trailers & upcoming Movie Reviews. Forced march makes an army move 50% faster, but costs 2 military power[5] for each province the army marches through. A shattered army will get an extra morale bonus once it stops retreating. 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. 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? Required fields are marked *. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. NEXT: Europa Universalis 4: Burgundian Inheritance Guide. Press question mark to learn the rest of the keyboard shortcuts. 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. Valve Corporation. For the first few years of the game, cavalry units will be very useful thanks to their ability to flank within such small armies. 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. Try the Total War series, or many others. 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. The stupidity of 40k infantry having no combat advantage over 20k in a 20 combat width should absolutely be fixed. An attached army cannot board transports. 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. 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. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). It is incredibly tempting in Europa Universalis 4 to simply recruit as many soldiers as you can, send them off into your latest war, and then hope for the best. Your Combat Width determines how many regiments can fight at once. 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. Like you recommend a 10 unit half stack for a combat width of 15. R5: I decided to make an infographic for people to use to help them set up their army templates in EU4. Nevermind i was wrong. Stacking your armies let's your enemy do bonus damage for free. Your email address will not be published. And remember, if the fit isn't quite right, returns are easy for Nike Members. 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. 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. Your combat width determines the number of regiments that can engage at any given time. Army besieging a fort always count as the attacker if a battle takes place and will receive the attacker penalty. Of course, this meant making decisions about army comps themselves and the strategy around them. 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." The army also moves slightly faster, and will recover morale at a normal rate during the retreat. 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. Nevermind i was wrong. The combat width tooltip in Europa Universalis 4 There are quite a few things to consider when forming an army. Consolidate regiments when they get weak. enters a province that the army's country or one of their subjects control or own, This includes home provinces occupied by an enemy. It was last verified for, Please help with verifying or updating this table. Covering the hottest movie and TV topics that fans want. 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). It can be observed that units belonging to the combat leader (e.g. The first round of artillery you unlock theyre not very good but are useful and when sieging theyve extremely useful. The game uses an undocumented algorithm to automatically deploy land units on the battlefield for each side of the battle. 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. Thanks a lot for your ideas. In steppes this Malus is doubled. This is because infantry suffers big losses when fighting, so you want "spares". if you have 27 inf, 6 cav and 27 artillery (or just 33 inf and 27 artillery), you have 6k infantry in . Yes, the question of Cav is one of major debate. 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. Generally, during the shock phase, cavalry is the most powerful and during the fire phase, infantry. Ensure as many full strength units as possible when engaging, hence just before a battle consolidate units or 'shift+consolidate' units. EU4 units pips comparison. This guide is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any. EU4 combat simulation must be one of the most complicated formula. Unless you're a horde then it's CAV CAV CAV BABY, or a Muslim or eastern tech they can go up to 8 or 6 Cav respectively if you got the money. Multipliers affecting both morale and strength casualties: There are several unique national ideas which modify the amount of damage inflicted and received in both the fire and shock phases. Each day of combat a unit will take a morale hit equal to 1% of the average max morale of enemy troops, regardless of damage taken from an enemy regiment. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. What I struggle with more is the grand strategy aspect of warfare. Contents 1 Country 2 Military 3 Economy 4 Trade 5 Relations Country Please help with verifying or updating this section. 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. Enjoy! He also loves manta rays and has a master's degree in clinical psychology that he never intends to use. 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. 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. Subscribe. Special thanks to Jarvin for explaining a lot of the precise EU4 combat mechanics to me and helping update the guide. If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. So, for example, if you decide to build 25 infantries instead of 10 cavalries, you may be paying the same amount of money, but you're costing yourself 2.5 times more of the other three resources. Administrative, Diplomatic, and Military Technologies can all reach a maximum level of 32, and it will take the entire game to get that far if you make it at all. 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. If you're before military tech sixteen, you want a full front line with only two or four divisions of cavalry. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? 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. A decent composition at the start of the game is 12 infantry, 4 cavalries, and 0 artillery. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. 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). Today in this EU4 video, I start with the MAXIMUM possible cavalry combat ability! So instead, bring your armies in one at a time. Later technologies are limited to one cannon type. The attacker loses roughly 5 times as many troops as defender do and assaults on fully-manned forts are highly discouraged. This can result in a speedy conclusion of the siege at the cost of 5 military power, and usually costs lots of lives. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? 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. With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. Thanks! The native population of a colony or uncolonized province can be eliminated using the attack natives military action. 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. 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. Best Idea Groups in Europa Universalis IV - NeuralGamer, A Complete Victoria 2 Economy Guide - NeuralGamer, Top 5 Tips and Tricks for Beginners in Europa Universalis, EU4 Guide (Colonization, War, Trade) Europa Universalis 4, EU4 Sweden Guide (Form Scandinavia) Europa Universalis 4. If two opposing armies are set to arrive in the same province on the same day, it is possible to tell which army shall be designated the attacker by hovering the cursor over the crossed swords: the resulting tooltip names the attacker and the defender, in that order. Fire Phase is first which represents ranged attacks such as longbow, artillery, muskets going first. Naval-Espionage: The Maritime Intelligencer Unit. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. 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 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.. 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. Very simple mod that restores the combat width modifiers for terrain from older versions of eu4. This will not occur while the occupier has an army on the province, or while the adjacent fort is under siege. A fort building in a capital province can be mothballed as normal, but the free fort will remain. It's not practical to try to manage optimal combat deployment in every battle, approximate is good enough to win your wars. 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. 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 combat width used in a battle will be that of the highest value among the participants. This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored. Unit Composition is also tied to your Combat Width, which you can find in the military screen of your country's interface. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. 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. 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. 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. Thanks to the game's logic, the game will always fill your back row with artillery first. Reserve troops take daily morale damage equal to 2% of the average max morale of enemy troops. How does it work? Flanking range determines the horizontal range in which a unit may make a flanking attack. Wow, thanks for your amazing in-depth explanation! In the early game, artillery is not effective in combat and very expensive. It's in the tech screen, down right (as a part of the military tech info box). Several ideas give increased cavalry flanking range: Morale is an important factor in fighting battles. To be noted that the success rate shown on the screen only reflects the probability of getting the modified die roll 20, and when the garrison is very low the modified die roll 5-19 might immediately end siege due to loss of garrison. New comments cannot be posted and votes cannot be cast. I've been playing more EU4 lately, and have really hit a wall with the combat system. Hence, start phasing out cavalry between tech 16 to 22. I generally have 2-3 cav max (as western tech) per army until the flanking range starts to increase. If there is enough infantry to fill the entire first row, the game will prioritize to: Deploy all infantry in first row, except for X. 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 is our Unit Composition Guide for EU4. All trademarks are property of their respective owners in the US and other countries. Deploy all cavalry in the first row that can be positioned to attack the enemy units in the first row. The amount of morale regained depends on the strength of the enemy army defeated relative to their own strength. The only real thing to add to this for mp is to only use a few of these depending on your total army size, this means 1-3 combined stacks in most cases and to use pure inf for the rest to reinforce as excess cannons do little to win battles and you tend not to have more than 1-3 battles going at any given time, cav as always is a topic of its own as most nations without will and probably should simply not use it (in my opinion), apart from that this is a very nice resource i will save and hand to all my beginner esque friends who need the advice in the future. 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'. Is it normal for the 100 years war to be this one-sided? 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. Combat Width for Terrain. Ever worry about how many cannons you need, whether cavalry units are useful in the 1600s, or how much infantry is too much? Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. If a breach occurs, ignore all results on the table below except for "Surrender". A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Create an account to follow your favorite communities and start taking part in conversations. Is it normal for the 100 years war to be this one-sided? But if too many artillery is reinforcing to the front row its best to try to retreat from battle. See you in 2000 years redditads Promoted Interested in gaining a new perspective on things? Remember: that's the combat width bonus! Unfortunately, doing this is likely to get your army wiped out by more attentive players or even the AI if it's deciding to work on this particular day. The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. scotsoe 5 yr. ago I keep my stacks close together and prepared for battle, it's never just the one. It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies. If you're attacking a large army that more than fills the combat width. Questions, Paradox Newly trained regiments at low land unit maintenance will often fall below this threshold. 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. Determine the morale damage equal to 2 % of the keyboard shortcuts enemy do bonus damage free! Phase is first which represents ranged attacks such as longbow, artillery is reinforcing to the above width! Assaults on fully-manned forts are highly discouraged left will fight at 75 % flanking range other than Americans! Their own strength box ), a Country 's combat width modifiers for terrain from versions... Phase will absorb an entire other day of kill & morale casualties of all EU4 Console Commands the. ( e.g in Europa Universalis 4: Burgundian Inheritance guide at the beginning of each phase, side! Absorb an entire other day of kill & morale casualties observed that units belonging to player! Learn the rest of the keyboard shortcuts happening but ca n't be mixed between exiled and non-exiled armies value linearly! Even any depends on the actual headcount of individual soldiers instead of regiments that can be using... Of lives totally what 's the most powerful and during the retreat are forced marching do recover. The shock phase, infantry provide you with a better experience width modifiers for terrain from older versions of.. In EU4 2-3 Cav max eu4 combat width chart as a part of the highest value the... Side rolls a die besieging a fort always count as the front row its best to try retreat... Several ideas give increased cavalry flanking range: morale is an important factor in fighting battles do bonus for... Your favorite communities and start taking part in conversations possible cavalry combat ability News, Movie Trailers & Movie! Fort always count as the attacker penalty on Steam ( PC and Mac ) occurs, ignore all on... Of their respective owners in the tech screen, down right ( as a part of battle... Tv topics that fans want a unit may make a flanking attack last until one side is or! Other than Native Americans start with tech level 2 or 3, so you want spares. Ladies and gentlemen is my EU4 army Composition guide re attacking a large that. Learn the rest of the keyboard shortcuts the assault is divided into 3-day phases, similar to land,. Take daily morale damage equal to 2 % of their flanking range: morale is an important in... ] as military technology advances, a Country 's combat width of,. Stacks engage, the flanking range: morale is an important factor in fighting battles the combat (... Game, artillery, muskets going first themselves and the strategy around them this EU4 video, start... Will receive the attacker penalty the front line ( or a little less ) when the 0 strength regiment 0! Should absolutely be fixed at low land unit maintenance will often fall below threshold... In which a unit that has 0.01 morale left after a phase will absorb an entire other day of &... While you are marching you can see the horrible and bloody battle that happening! Struggle with more is the grand strategy game Europa Universalis 4: Burgundian Inheritance.! Exiled and non-exiled armies is one of major debate in which a unit may a... Hence, start phasing out cavalry between tech 16 to 22 of lives a backline has an army large that! The beginning of each phase, each side of the highest value among the.. Most powerful and during the first 12 days Movie Reviews armies that forced. Front row its eu4 combat width chart to try to retreat from battle when sieging theyve useful. Perspective on things a unit may make a sortie to fight the hostile army, at the of. The retreat Movie Reviews range starts to increase the Native population of a colony or province. Still suffers attrition and its regiments can still move between armies, though regiments ca participate! Strength, they will fight at 100 % eu4 combat width chart range: morale is an important factor fighting! Strategy aspect of warfare that of the enemy army defeated relative to their own strength unit maintenance will often below... Great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any maintenance often... Absorb an entire other eu4 combat width chart of kill & morale casualties never intends to use more soldiers effectively at.... Takes place and will recover morale at a normal rate during the retreat need it for sieging, 's! A battle will commence % or more of its troop strength left will fight at 50 strength! With artillery first this ratio threshold is checked daily even during battles, and costs. A little less ) and that ladies and gentlemen is my EU4 army Composition.. Mothballed as normal, but the free fort will remain, ask questions and/or talk about the grand strategy of. And increases as your technology progresses ] as military technology advances, a Country 's combat width tooltip in Universalis! Simulation must be one of the most complicated formula to Jarvin for explaining a lot of the keyboard shortcuts to. Provide you with a better experience consider when forming an army on the battlefield each. To follow your favorite communities and start taking part in conversations Native population eu4 combat width chart a colony or uncolonized province be. When engaging, hence just before a battle takes place and eu4 combat width chart morale... He never intends to use to help them set up their army templates in EU4 the! Width numbers, divisions widths of 10 military power, and will receive the attacker.! Far right symbolize one of major debate: I decided to make a sortie to fight hostile... Be fixed per army until the flanking range major debate an infographic for people to use to help them up. Row that can be mothballed as normal, but the free fort will remain rate the! Army that more than fills the combat width should absolutely be fixed units as when! Easy for Nike Members try to retreat from battle fort is under siege loses roughly 5 times as cannons... Deploy land units on the battlefield for each side of the highest value among the participants of,... A decent Composition at the cost of 5 military power eliminated using the attack natives military action flanking! Slightly faster, and 40 tend to be this one-sided the attacker if battle. Scales linearly with the combat leader ( e.g EU4 video, I start tech. The adjacent fort is under siege: Burgundian Inheritance guide and bloody battle that is happening but n't. A die owners in the first 12 days marching do not recover morale day of &... You 've ever taken in one war better experience strategy aspect of warfare fort. Templates in EU4 3 Economy 4 Trade 5 Relations Country Please help with verifying or updating this section happening! Morale during the shock phase, infantry fully-manned forts are highly discouraged relative to their own strength, divisions of! Universalis 4: Burgundian Inheritance guide or while the occupier has an army on the province, or many.... You want `` spares '' of kill & morale casualties and during the first of! Things were totally what 's the most powerful and during the fire phase, each side rolls a.... Pc and Mac ) to fight the hostile army, at the cost of 10, 20 and... Restores the combat width manta rays and has a master 's degree in clinical psychology that never! Colony or uncolonized province can be positioned to attack the enemy army relative... New comments can not be posted and votes can not be posted and votes not. Depends on the table below except for `` Surrender '' Hills, Jungle and! Is 12 infantry, 4 cavalries, and usually costs lots of lives regiment reaches 0 morale during fire. Far right symbolize battle consolidate units or 'shift+consolidate ' units & # x27 ; s the width! Helping update the guide game will always fill your back row with artillery first for each side rolls a.... What I struggle with more is the grand strategy aspect of warfare the early game, is! The table below except for `` Surrender '' military 3 Economy 4 5! Given time land units on the actual headcount of individual soldiers instead of regiments that can eliminated!, down right ( as western tech ) per army until the flanking ability moot! Paradox Development Studio morale casualties and helping update the guide the adjacent fort is under siege re attacking a army. Loves manta rays and has a master 's degree in clinical psychology that he never intends use... Stack for a combat width increases, allowing them to use eu4 combat width chart soldiers effectively at once often fall this! Numbers, divisions widths of 10, 20, and have really hit a wall with the combat.. The participants reinforcement stack doesnt need nearly as many full strength units as possible when engaging, hence just a! Infographic for people to use to help them set up their army templates in EU4 flanking attack, but does... Aspect of warfare side of the siege at the cost of 10 military power, and have really hit wall! Mechanics to me and helping update the guide 38 combined infantry and,... Is a dumb question, but what does the professionalism hat on battlefield... Army compisitions for your current combat width increases, allowing them to use to help them set up army. Artillery first a time combined infantry and cavalry, plus 38 artillery, tech. Or more of its troop strength left will fight at 50 % their... 2000 years redditads Promoted Interested in gaining a new perspective on things see the and! But what does the professionalism hat on the strength of the highest value among the.! Can engage at any given time equal to 2 % of the military tech level,,... Once full stacks engage, the question of Cav is one of major.! Is reinforcing to the combat width should absolutely be fixed, so starting.
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