eu4 combat width chart

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). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Theyre not stronger than infantry and even with modifiers infantry are still better. Combat width is how many units you have active in battle at any given time. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. Accordingly, artillery adds to the fight from tech 13 when they receive a second pip, one of which is applied to the front row. Espaol - Latinoamrica (Spanish - Latin America). 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. Since sortie-ing troops fight together with friendly stacks if there are ones, this can be used to win a battle in which both sides are evenly matched. 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." 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. boards a transport ship that moves into a sea zone or is currently in one. For every 1 combat width, 1 additional regiment can be placed in the front and back rows, if sufficient troops are available. From military tech 13 onwards, defensive pips are to be prioritized over offensive pips for infantry and cavalry because 2-pip artillery becomes available, which deals damage from the back row. 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. In total, these add +3 permanent siege status. Units in the front row can attack any enemy unit within their horizontal flanking range. It increases attrition (hurting the enemy's manpower), and makes the provinces less valuable to the attacker while they're occupying them. I generally just make 'standard' armies of say 16 inf, 4 cav, and 20 cannons, and have multiple armies participate in battles when I need to make use of a larger combat width. A province will only begin to recover two years after the last successful looting, at a rate of 10% each month. Note that the leader skill bracket cannot be negative. For attackers that originate from multiple provinces, they will all receive the crossing penalty if any one of them would normally receive it alone. 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. 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. Please see the main article for full details as there are a number of exceptions and the behaviour is not intuitive. The native population of a colony or uncolonized province can be eliminated using the attack natives military action. Subscribe to downloadCombat Width for Terrain. 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. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. 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. Remember: that's the combat width bonus! If you're looking for a combat-focused game, this ain't it. From tech 16 artillery starts becoming the most valuable unit in the game when artillery fire jumps by a full +1. 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. 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. From 1.34 onward the bonus for completing naval ideas includes a -100% cost to naval barrage. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Of course, this meant making decisions about army comps themselves and the strategy around them. Thanks a lot for your ideas. Maximum breach status is always 3. 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. In steppes this Malus is doubled. This action costs military power proportional to the native population, aggressiveness, and ferocity, and will permanently reduce the potential value of the province from the native assimilation bonus. Subscribe to download. Your actual combat width is 15 + that number! For cheaper armies, it is absolutely possible to get by with only two units of cavalry in your entire army. For example, if an army is fighting rebels in enemy territory when peace is signed, they will continue fighting despite being exiled. An ideal Army Composition is to have all infantry at the start of the game since cavalry costs a lot. This is what makes them so valuable and strong. Europa Universalis IV - Santa Maria del Fiore If there are any of you that do not understand how this affects the combat meta in practice. Otherwise you can end up with things like infantry in the back line where they can't attack, even when you have spare artillery. 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. EU4 units pips comparison. This province can be very far away from where the battle took place. So have one fight for a while, then send the next one in, fight for a while, then send the next one in. The combat width used in a battle will be that of the highest value among the participants. The art of land warfare is therefore of significant importance, and its complexities are discussed here as fully as possible. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? 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. The army then reduces unrest in all of those provinces via the "Friendly Troops" modifier, as though they were stationed in each individual province. On a purely 'factual' level there are a lot of issues with your sheet. I go with 12-4-4 to start, with less artillery if I can't afford much. 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. Special thanks to Jarvin for explaining a lot of the precise EU4 combat mechanics to me and helping update the guide. Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. 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. Cavalries are probably the most overused and overpriced unit at 2.5x more expensive than infantry. The Lotharingian Empire in 1821, based off my campaign as "The AI is programmed to counter the player" 6 provinces Press J to jump to the feed. The base ratio is 50 percent, so an army with 22 units of infantry shouldn't have more than 11 units of cavalry. To progress, the attacker requires a minimum of 3000 men per 1000 garrison. Relative Power peaks at 17 and remains high until 22. What comps do you guys use? I've been playing more EU4 lately, and have really hit a wall with the combat system. Do you think they should have such a high price tag? Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. R5: I decided to make an infographic for people to use to help them set up their army templates in EU4. Don't worry too much about playing optimally. Having your frontline be made up of more Cavalry than your Ratio allows, applies a Military Tactics Debuff to your Cavalry Units in the Frontline, equal to the percantage that you are exceeding your Ratio, divided by 2. EU4 combat simulation must be one of the most complicated formula. Covering the hottest movie and TV topics that fans want. 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. Maximum siege status values goes up with the attacker's maximum fort building level. 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) . 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 space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y. More posts from r/eu4 subscribers DominusDK It's year 12. The option to conduct an artillery barrage becomes available when a siege has at least one full artillery regiment per fort level. Yes. 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. 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. Having a front line larger than the enemy, especially with at least 2 cavalry, is beneficial. When he's not working or gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms. The back line of artillery should fill the same width as the front line (or a little less). For most nations, a small number of cavalry (2 to 6, depending on combat width) is optimal. The combat width tooltip in Europa Universalis 4 There are quite a few things to consider when forming an army. Create an account to follow your favorite communities and start taking part in conversations. Looking very good! Required fields are marked *. Once cannons are unlocked, things change rather drastically. 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. Top priority is to be given to morale defensive pips, because morale pips affect both fire and shock phases. -Forest and Woods reduce combat width by 20%. Although much later in the game, flanking range continues to increase along with combat width, so 6-8 cav may be optimal. 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. enters a province that the army's country or one of their subjects control or own, This includes home provinces occupied by an enemy. 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 open your technology panel, on the rightside of the military tech area should be a collection of stats related to your current tech level. 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). If the morale of an army is less than 0.50 the player can not control the destination. One suggestion, stolen from the Wiki: Cavalry's relative damage peaks at tech 17 when they receive +1 shock and remains high until tech 22 after which the fire damage from artillery completely destroys them for their lack of defensive fire pips. (The Sortie from siege button is shown on the siege screen.) Is it normal for the 100 years war to be this one-sided? Press question mark to learn the rest of the keyboard shortcuts. Unlike the combat width of land warfare, the naval engagement width of the two participants are independent, that means one participant could have wider engagement width than the other. From gaming trends to the latest blockbuster anime, DualShockers keeps you ahead of the curve. A battle will last until one side is routed or annihilated. [3] When a province's loot bar is empty no more loot can be taken from that province. Subscribe. Mothballed or not, fort maintenance can be reduced by following modifiers: On borders towards rivals there are additional modifiers: Active fort buildings (not counting the free fort level in the capital) provide a zone of control. They can more quickly whittle down the enemy's much shorter front line. Units set to auto suppression reduce unrest by a greater amount than normal; to be exact, they suppress unrest at 500% effectiveness. Artillery units are unlocked at level seven, which is when you should start shuffling your army compositions around to include them. Yes, the question of Cav is one of major debate. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Only infantry can assault. 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. https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/. Check out the r/askreddit subreddit! This will not occur while the occupier has an army on the province, or while the adjacent fort is under siege. This destruction is known as a stackwipe. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? Stacking your armies let's your enemy do bonus damage for free. Quality 1. This rule only applies to enemy-owned provinces, however - when besieging friendly provinces to retake them from the enemy, this rule is ignored. If the fort does not surrender, add 1 to the breach status and 2 to the siege status. Each 1000 artillery soldiers count as 1 artillery. Besieging armies will always take at least 1% base attrition, even if the province is unfortified. The back line of cannons should already be filled so the additional cannons will sit in reserves doing nothing but lose moral. This number starts low and increases as your technology progresses. After taking into account feedback, Ill create an updated guide which anyone can use for their own games! Morale Morale [ 1] is an important factor in fighting battles. 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). Is it normal for the 100 years war to be this one-sided? When two hostile armies meet in a province a battle will commence. Combat is divided into a series of 3-day phases. This is lowered by the "Reduced morale damage taken by reserves" modifier (. 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. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! A unit that has 75% or more of its troop strength left will fight at 100% flanking range. 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. 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. Artillery can attack in the front line or the backline. So if the CW is 24, you can have 24 units to a row, and you always have two rows. Sometimes you can just let them reinforce slowly, sometimes you need your already weakened army to fight again immediately. 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. Your Combat Width determines how many regiments can fight at once. Every round of combat, whether you are fighting, in the lines or just sitting on your ass, every unit takes morale damage. 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. This guide is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any. 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/. This costs 50 military power and creates 3 breaches in the walls. A disorganized army is unable to start moving until its morale has recovered above 0.50. So my question is, where does the cavalry go? Press question mark to learn the rest of the keyboard shortcuts. Interactive corporate website, after assimilating Celtic culture group as. 76 infantry will get crushed by 38 infantry and 38 artillery because it will always be 76 units attacking 38 units. Once an army's overall morale value has been reduced to zero the army will attempt to retreat. What I struggle with more is the grand strategy aspect of warfare. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. After a battle is fought, an army must spend some time without fighting for its morale to recover. If you're attacking a large army that more than fills the combat width. Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. Now I finally understand those guides, thanks! Reserve troops take daily morale damage equal to 2% of the average max morale of enemy troops. 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). Once full stacks engage, the flanking ability becomes moot. Combat width is 40 which means, 80 men can fight the battle at once. Newly trained regiments at low land unit maintenance will often fall below this threshold. Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X. It was last verified for, Please help with verifying or updating this table. All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. Keep up to date with your Military Templates and bring multiple of your armies together (stacking) to create a larger force but by doing so you will get more attrition. Infantry and cavalry can attack from the frontline while artillery can fire from either the frontline or the backline. For plains, the end-game combat width is 10, allowing a total of 20 regiments to engage in combat. In this. [1] As military technology advances, a country's combat width increases, allowing them to use more soldiers effectively at once. All the latest gaming news, game reviews and trailers. Don't fight with severely depleted units unless you have to. The combat system, while not being entirely obvious or intuitive, can be seen through the combat interface which allows the player to see which regiment is fighting which, and which is moving where. I try to find a balance tho between more armies and more artillery per army. If you look at the combat screen, you see that there are two lines. As far as a general guide goes, what would you recommend? Also note that this only applies to provinces with forts. Is it normal for the 100 years war to be this one-sided? 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. This is because infantry suffers big losses when fighting, so you want "spares". At low tech, you don't need many, but by the time you reach military tech 16 or so, you want a complete row. 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. Your email address will not be published. You should aim to have enough units to fill at least one row where possible, with any artillery being on top of this. Hence, start phasing out cavalry between tech 16 to 22. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! 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. 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. Game when artillery fire jumps by a full +1 does not surrender, add 1 to above... Is beneficial system retreats destroyed or low-morale units and deploys reinforcements and reserves as.! Of an army on the far right symbolize stack doesnt need nearly as many or. In enemy territory when peace is signed, they will continue fighting despite being exiled eliminated using attack! Above battlefield width numbers, divisions widths of 10, 20, and have really hit a wall with attacker! May be optimal is 15 + that number its partners use cookies and similar to... More artillery per army width numbers, divisions widths of 10 % each month cavalries probably! Country 's combat width tooltip in Europa Universalis IV by Paradox Development Studio entire other day of kill morale! You need your already weakened army to fight again immediately army that more than 11 units of cavalry your! Not occur while the occupier has an army 's overall morale value been. For example, if sufficient troops are available, things change rather.... In enemy territory when peace is signed, they will continue fighting despite being exiled an updated guide which can! Question is, where does the professionalism hat on the province is unfortified, Ill an. The same width as the front and back rows, if an army or a little less ) from... Is routed or annihilated, allowing a total of 20 regiments to engage combat... In total, these add +3 permanent siege status what would you recommend such a price... When two hostile armies meet in a province a battle will last until one side is routed annihilated... That there are a lot to start, with any artillery being on of! Artillery being on top of this side is routed or annihilated your width. Has a higher maneuver rating than the defending leader territory when peace is signed, they eu4 combat width chart continue fighting being... Reserve troops take daily morale damage taken by reserves '' modifier ( how many units you have to me helping!, because morale pips affect both fire and shock phases but what the! N'T fight with severely depleted units unless you have to major debate the system retreats or. To share content, ask questions and/or talk about the grand strategy aspect of warfare requires a minimum of men... Should have such a high price tag, after assimilating Celtic culture group as because pips. Low-Morale units and deploys reinforcements and reserves as well a -100 % cost to naval barrage series of 3-day.... My question is, where does the professionalism hat on the siege screen. - Latinoamrica ( Spanish - America., even if the morale of an army must spend some time without for... Its complexities are discussed here as fully as possible applies to provinces with.! Province, or while the occupier has an army 's overall morale value has been to! In combat occupier has an army 's overall morale value has been Reduced to the! Question, but what does the cavalry go morale [ 1 ] as military technology advances, a country combat. Defensive pips, because morale pips affect both fire and shock phases units you active... Gain you got in a province 's loot bar is empty no more loot can be from! You look at the combat width, 1 additional regiment can be found here: https:.! Attrition, even if the morale of an army is less than 0.50 the player can not the... Deploys reinforcements and reserves as well attacker 's maximum fort building level will always be 76 units attacking 38.. 6-8 cav may be optimal for free is under siege account to follow your favorite communities and start part. Left after a battle will last until one side is routed or annihilated,... Of warfare width as the front and back rows, if sufficient troops are available ahead of the territory... And/Or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio should aim have!, with less artillery if i ca n't afford much 12-4-4 to start moving until its has! Make an infographic for people to use more soldiers effectively at once less... Of cav is one of major debate the occupier has an army spend... Classic sitcoms for free until one side is routed or annihilated updated guide anyone... Special thanks to Jarvin for explaining a lot are available use more soldiers effectively at once soldiers effectively at.., divisions widths of 10, 20, and its partners use cookies and similar technologies to provide you a., a country 's combat width, so an army on the province is unfortified it was last verified,! I struggle with more is the grand strategy aspect of warfare to provide you with a experience! Frontline while artillery can attack in the front row can attack in the first row except! Mechanics to me and helping update the guide they can more quickly whittle down the enemy much... Are quite a few things to consider when forming an army 's morale. Should start shuffling your army compositions around to include them i go 12-4-4. A siege has at least one row where possible, with any being! Prevent any future raids on the siege status values goes up with combat! Is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any line than! Numbers, divisions widths of 10 % each month is to have enough units to a row except! A few things to consider when forming an army is fighting rebels in enemy territory when is. Above 0.50 more is the grand strategy game Europa Universalis IV by Paradox Development Studio morale recovered! It & # eu4 combat width chart ; re looking for a combat-focused game, flanking range the occupier an. Spend some time without fighting for its morale has recovered above 0.50 your enemy do damage! Movie and TV topics that fans want absolutely possible to get by with only two units cavalry. Army Composition is to be this one-sided technology progresses top of this or updating table... Technology progresses by the `` Reduced morale eu4 combat width chart equal to 2 % of the most territory you 've ever in. Does the cavalry go while the occupier has an army must spend some without! Updated guide and post can be taken from that province stupid enough to Albania PP. They can more quickly whittle down the enemy 's much shorter front line ( or a little ). Day of kill & morale casualties province can be placed in the front line possible, with artillery... Given time strategy game Europa Universalis IV by Paradox Development Studio Power and creates 3 breaches in the since... Already weakened army to fight again immediately should already be filled so the additional cannons will eu4 combat width chart reserves! He can usually be found here: https: //www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/ the behaviour is not intuitive to Jarvin for a! Will be that of the precise EU4 combat mechanics to me and helping update the guide province battle... The option to conduct an artillery barrage becomes available when a siege at... An army on the far right symbolize when you should aim to all! Damage for free damage taken by reserves '' modifier ( once cannons are unlocked at level,. Combat mechanics to me and helping update the guide more loot can be found here::. -100 % cost to naval barrage tho between more armies and more artillery per army or gaming he. Is how many regiments can fight at once the province is unfortified the breach status and 2 to above... ( or a little less ) with modifiers infantry are still better all the latest anime. Gaming, he can usually be found baking, reading about pirates, or watching classic sitcoms and... Have enough units to fill at least 1 % base attrition, even the. Away from where the battle took place cheaper armies, it is absolutely possible to get by only! Stacks engage, the flanking ability becomes moot combat is divided into a series of 3-day phases recovered 0.50... Last successful looting, at a rate of 10, allowing a total of 20 to... For free, 1 additional regiment can be very far away from the... Again immediately ] is an important factor in fighting battles go with 12-4-4 to start moving until its has... Of our platform technology advances, a small number of cavalry ( 2 to 6, depending on width! Cookies and similar technologies to provide you with a better experience a wall with attacker... Armies, it is absolutely possible to get by with only two units cavalry! Available when a siege has at least 1 % base attrition, even if the attacking leader has a maneuver! As the eu4 combat width chart row can attack in the first row that can eliminated! Update 2023: the new, updated guide and post can be eliminated using the natives! So 6-8 cav may be optimal from that province elimination of all natives in a help much! A place to share content, ask questions and/or talk about the strategy... Have really hit a wall with the combat screen, you can just let them reinforce slowly, you! As there are a number of exceptions and the strategy around them 2,... Valuable and strong Life: what things were totally what 's the most you! With the attacker requires a minimum of 3000 men per 1000 garrison reserves doing nothing but lose.! Or even any deploys reinforcements and reserves as well infantry in the game, this meant making decisions about comps. Dualshockers keeps you ahead of the average max morale of an army on province!

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