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eu4 combat width explained

Written by on Luty 22, 2021 in Bez kategorii

The info is all there, it's just not centralized. The others are held in reserve, and only directly participate in combat if space becomes available, e.g. That makes her easy target. Basically it determines how many units can fit in a round of combat at once for the entire battle. The combat width is 10. As they do, you need extra reserve troops to fill in the gaps in the front lines. Combat tactics provide damage, defense, movement speed, and combat width modifiers in land battles.. You have combat width like land fight but your admirals maneuver skill changes it. So here's my attempt to explain the combat mechanics in EU4. In EU4, there is no player involvement inside combat, but the interface now displays more information, showing among other information whi… This is actually why the army composition is important; if you initially attack with 20 infantry, and then follow a day later with 10 calvary, the infantry are already engaged across the entire combat width and will not make space available for your calvary until they are individually defeated. - From EU4 wiki. This prevents taking massive attrition damage. Hover your mouse over everything, and there's a tooltip. Having multiple smaller stacks helps avoid attrition, but you need to micro manage them so you make sure they are together when it matters. The EU4 War Academy continues with a look at troop quality and advanced combat mechanics. Speaking of naval engagement width, it now starts at 5-25 depending on tech at start, and goes all the way up to 75 at the end of the game, scaling more like land combat does. I'm trying to figure out how exactly this game mechanic works to avoid that. Discipline is basically a straight overall power boost. Your units are significantly better than anyone else's, can outpunch and outlast anything provided a little luck and some smart engagements. As for composition, slowly build artillery into your army as you tech up. So let's just strat of by saying I'm a noob. So my question is do I need 30 infantry, 30 cannons and 4 calvalry or 15 infantry, 15 cannons and 4 calvalry or 11 infantry, 15 cannons and 4 calvalry? Also, if two armies of different military tech levels fight, they will use the higher combat width. Cookies help us deliver our Services. This way you have an extra 4 infantry in reserve to fill in the gaps. Tactics get re-selected every 12 hours from a weighted list of all available tactics. If you dont have extra troops, your artillery becomes vulnerable and will be torn to shreds. For the modding term, see commands.. This is important because it means your calvary pips aren't being used in battle. The problem is naval fights are not working as same way as land fights. Just a couple of notes about composition: I like to split my armies up into multiple stacks when possible, but its better to stack them up if you cant make sure you concentrate them before a battle starts. Naval system is gonna change with 1.30 patch but anyway. Say I have a combat width of 30. You can analyze the performance of each theater through the Combat Log, which is opened by clicking on the document icon to the right of the theater name. The others are held in reserve, and only directly participate in combat if space becomes available, e.g. Early in the game, moral >> discipline. Width is also affected by certain combat tactics. You ought to actually watch the battle pop-up. Hopefully someone will correct me if I made any mistakes. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac).. It's their moral/health/attack that is being checked every day. As for winning battles, the units that are actually deployed on the field are what count, for the most part. when one of your individual units is out of moral, since this is the only occasion when a unit in direct combat will … How a battle plan is drawn will affect how the AI will execute it. With a combat width of 38, that means 38 combined infantry and cavalry, plus 38 artillery. Also like land battles, these sea battles can go on for many days, so they should be considered not as a single engagement, but as two fleets maneuvering to gain wind, standing off and skirmishing before the fleets finally collide. This page deals with commands used in the console. - 4.0 at tech 15-18. edited 4 years ago. small country with lots of money and need to punch harder than it's neighbours? To determine initiative, the leading … Press the up or down arrow keys … Especially curious because I am on my 5th attempt of Brandenburg Ironman and France always has nearly the same force size as me. Try to get as much moral as you can. If you are flanking your enemy with cavalry units (you need 2 or 4 more than he does) your chance of winning the battle (especially in the early game) goes significantly higher, even if you roll below average. Here are the tools that the player can use to create a battle plan: New comments cannot be posted and votes cannot be cast. As for extra troops, its better to have 2 armies of 25 men each than one large 50 man stack. All the while, the system retreats destroyed or low-morale units and deploys reinforcements and reserves as well. Recruiting regular forces requires an owned, unoccupied province to recruit in, and three resources: manpower, ducats, and time. Each tech group has its own units. At the same time, we reduced the naval engagement width by 20% in coastal sea zones. Hope that helps. I have seen a lot of questions on combat and how it works. Artillery will give 50% of their power when in the back row, but are immune to damage while they are there. Hope it helps! Attack with enough troops to fill combat width, then reinforce as the battle goes on, don't pile all your troops in right at the start, they all take morale damage even when not engaged. Early game shock is just flat out superior to fire so even if you have a 6 fire 1 shock general, a 4 shock will beat you, and probably badly. Likewise, generals are very important. Type the name of a console command into the search box to instantly search 305 EU4 commands.Hover over a cheat code to view detailed argument explanation. From what I have heard is that Infantry = Cannons + 4 calvalry. Please return terrain penalties on combat width in EU4. Regiments start with 50% of maximum morale. Press J to jump to the feed. Now lets say the same army fights on a mountain instead. As Prussia, this is what you want. A river crossing mountain for example is a -3 roll! You will have 2 rows of troops. Is this CW restriction within a province or within a "Army" (For example, can I attack with multiple Armies i.e: 3 Armies of 15 Infantry 5 Cavalry and have the CW calculate separately?) Part 2 - Unit Pips/Siege - … Next, some nations get a bonus to moral. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Combat Width. Okay there is a bunch to go over so I'll try to break it down piece by piece. Is there any dynamic with attacking from another adjacent province (Encirclement?) Fight first with one group, then as their moral drops, move the second army in. You can send all of them against the enemy, but only 20k of them will do anything. By using our Services or clicking I agree, you agree to our use of cookies. What's mentioned above is the rule of thumb for playing in western/central europe. (It means you get +33% of the base morale increase), and because all other modifiers like Military Drill, Army Tradition Prestige scales from base morale, that increase is really important - don't neglect morale. Its better to eat the attrition then start a battle with only half your forces. Lets say you are fighting an enemy with 25 men and you have 2 25 men armies. I could really use some help with this. That means only half your forces can be deployed at a time. Theres two rows, the front will usually be your infantry and Calvary on the flanks, and your artillery in the second row, doing half damage. The front row should be filled with your infantry and the flanks (1 per side) should be cavalry. It is a strategy game where players can control a nation from the Late Middle Ages through the Early modern period (1444 to 1821 AD), conducting trade, administration, … Westernizing does NOT change your unit group. A basic explanation of the combat system in EU4. 79 Badges. Art has the same flanking range as cav sure but they can only engage one unit at a time and give half their defensive pips to the unit in front so the 4 on the flank aren't protected. The AI will do what the battle plan tells it to do without question, so a bad plan can have terrible consequences. Don't forget to like and subscribe! Morale increases by 1.0 at the tech 15. Naval Engagement +20% Global naval engagement - This is more combat width which means your awesome fleet can use more ships in fights and FLANK enemy. when one of your individual units is out of moral, since this is the only occasion when a unit in direct combat will free up the space. Next there is unit pips. 4-6 cav and the rest is infantry to fill the front row in the early game. So. Combat width is how many troops can be deployed at one time per row. you want to have the combat width-4 infantry, 4 cavalry, and the full amount of combat width of cannons, so for 30 combat width you have 26 infantry, 4 cavalry and 30 cannons. If the CW is 20, and you two 15 stacks attacking, only 20 of them will participate. Now this is the ideal situation. I'd also like to note that you explained … If a nation has higher moral, they will start the battle with more moral and will have a better chance at winning. Another powerful technique is to cycle your armies. Combat width determines the maximum number of units that can take place in that battle. Terrain. You should aim to have enough units to fill at least one row where possible, with any artillery being on top of this. In terms of losing with numerical advantage there are usually a few things to check: General pips. The other 5k will lounge around, passively giving and taking ambient moral damage until space opens up on the field. Llyw olaf Major. 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. Cavalry is stronger then infantry, but more expensive. This can be a massive advantage at times. Sending waves of small stacks into an ongoing battle will boost your side's total moral, even if fresh troops don't make it right onto the battlefield. The game was released on 13 August 2013. Discipline. If you're attacking a large army that more than fills the combat width. A -1 isnt a huge handicap, but -2 or above and your going to lose a lot more troops then you normally would. Apr 8, 2014 646 791. Press question mark to learn the rest of the keyboard shortcuts, https://forum.paradoxplaza.com/forum/index.php?threads/land-combat-combat-width.580531/, https://www.reddit.com/r/eu4/comments/2exapo/army_composition_western/. Hey guys, hope you enjoy this combat guide that will hopefully introduce you to the basics of combat in EU4! A larger musket could deliver a heavier round offering better armor penetration : 12 Spanish Square +50% Supply limit +0.25 Military tactics From what I have heard is that Infantry = Cannons + 4 calvalry. The combat width is now only 5. If the CW is 20, and you two 15 stacks attacking, only 20 of them will participate. I've noticed I consistently lose fights with 20-40% numbers advantages and a superior general. Cavalry and Infantry fight on the front row, Cannons fight on the back row. This means you can have 10 troops up front and 10 troops in back. After the second army is in place, retreat the first army away. Base battlefield width for combat is 80, where additional dire… Western troops start off worse than the Ottoman group for example but by the end of the game, they are superior due to extra pips. Say I have a combat width of 30. Keep them next to each other and as soon as the battle is about to begin, collapse them together. Each province can recruit one regiment at a time, though multiple regiments can be queued up in a single province. Your combat width is determined by your military tech level. On tech 10 you get improved flanking ability, which means you can add another 2 cavalry units to your stack. +2 Combat width; 1544 The Arquebus proved to be a very effective weapon for armor penetration, the result was that armor began to get heavier to resist its fire. Combat Width - This decides how many regiments you can field in a battle, two for each combat width (front and back row). The combat width system doesn't make much sense too me. If your country has excellent modifiers to cavalry (like Manchu or Poland or any horde, really) then you should obviously put more cavalry.Here's an older (and bit outdated) spreadsheet for which units are best at which tech and how to manage your stacks. I give general tips and show several examples of good army builds that can be used in your campaigns. When one of your ships hits 0 morale she stays there and not fight. The co… Larger stacks eat more attrition, and require more dividing and reassembling when your doing a lot of seiging, but prevent you from getting smaller units picked off by a large enemy stack. In this video I delve into proper army compositions. This gets kind of hard late game when the combat width is near 40 (which is max), because in order to get a full attack off on an enemy army, you need 80k troops (40k cannon) in the first attack. The available width of the combat is increased when attacks on the province come from multiple directions, so tactical flanking is needed to leverage a numerical advantage if the battlefield width is a limiting factor. Terrain penalties are also extremely important. Bringing all 50 is pointless; you can only deploy 10 per row so 20 at a time. Early game I tend to build more, but usually dont have more then 4 per stack late game. As for the size of the stacks it comes down to preference and how you use them. This displays the results of recent battles. You're over thinking it. Otherwise by the time the second force arrives the first will basically be walking into two 2:1 battles instead of 1 1:1 battle. Press J to jump to the feed. Terrain will affect it, especially mountains which reduce it by 50%. This will mean you only get 2 cav, 2 inf, 5 arty. Once that space does open, that unit will now have less total moral due to it's time in reserve. If you originally only send in the force limit's number of units and hold the remainder nearby, you can keep them in top condition while reinforcing the battle as needed. Europa Universalis IV is a grand strategy video game in the Europa Universalis series, developed by Paradox Development Studio and published by Paradox Interactive. This number starts low and increases as your technology progresses. Combat width determines the maximum number of units that can take place in that battle. It will NEVER happen since your troops will die. I'm playing Extended Timeline and the CW is 3 for 1200; so I should be running forces of 6? Flanking makes a huge difference in combat. https://www.naguide.com/hearts-of-iron-iv-4-recommended-division-templates The combat width system doesn't make much sense too me. Note that I normally run out of Morale and flee during these situations (And that's with Morale bonuses in an advisor and Prussia). So let's just strat of by saying I'm a noob. I've read this discussion: https://forum.paradoxplaza.com/forum/index.php?threads/land-combat-combat-width.580531/ And this Army Composition discussion: https://www.reddit.com/r/eu4/comments/2exapo/army_composition_western/ But I'm not 100% sure on what the respondents are saying. The base cost and time of a regiment depends on its type; this is then adjusted by any modifiers, in particular any buildings the province might have. Jun 13, 2017 #14 Beautiful, Kazan is forgotten no more, how about showing us some of the new advisor portraits? This is why being just 1 mil tech behind can be disastrous. Like land warfare, naval combat occurs when opposing fleets confront each other in the same sea province. Lets say a combat width of 10 for simplicity sake. The combat widths of each division in a battle are added together to determine how many of those divisions will fit into the width of the frontline and fight. Generally I try to really get serious about artillery around military tech level 16. Slight increase in combat width. This is also why smaller armies can hold their own against large armies in mountains; the larger army cannot deploy all its troops evening the odds significantly. Let me know if you have any questions. It's quite interesting. You can sustain battles for months by constantly reinforcing. Now lets work with some actual numbers. The troops in reserve do add a bonus to moral, but it's much smaller.Consider: combat width of 20, you have 25k troops. But since you will lose some men, lets make to 2 cavalry, 12 infantry, 10 artillery. Press question mark to learn the rest of the keyboard shortcuts. Ideally this means 2 cavalry, 8 infantry, 10 artillery. ideally, on tech 3-4- you have 16 infantry + 4 cavalry and that's your whole 'stack' on tech 5 your combat width increases by two, so you add 2 infantry and your 'combat ready stack' now consists of 18 infantry and 4 cavalry. The side having Initiative gets an increased chance to counter their enemy's tactic. Okay now that all that's out of the way, to answer your initial question: combat width. If a tactic gets countered, all its effects are disabled. So if CW is 30 you want 30 inf and 30 art or if you like horses then replace some infantry so like 26 4 30. Do I split up my armed forces into Armies of the optimal Army size? Ottomans for example can easily start with 15% extra thanks to the Janissary event. You missed the right one, 26 inf, 4 cav and 26 art, but it depends also on tech and bonuses... Why would you only have 26 art? I'm still fighting stacks of 50-70k, do I split my army into 10 groups of 6? You can filter the data by time (using the slider on the top left) or command group (by toggling the icons with haloes on the top right). A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Troops in the back row CANNOT fight unless they are artillery. This page lists the codes which may be input into the Console Window, a special debugging window which may be accessed on non-ironman games by pressing ⇧Shift+2, Alt+2+1, ⇧Shift+3,§, ~, ^, °, ², or ` (key varies based on keyboard layout).

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