Eu4 ideal army composition.

Quick and dirty army composition: I/C/A = width/4/width (incl which unit type to pick) Tip. TLDR: for the easiest good template: use infantry and cannons equal to your combat width, and add 4 horses. Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter. After tech 16, pick inf with the best defensive fire ...

Eu4 ideal army composition. Things To Know About Eu4 ideal army composition.

Learn the optimal army composition in Europa Universalis IV and dominate the battlefield. Discover the best troop types, ratios, and tactics that will make your armies unbeatable. Subscribe to Updates Get the latest creative news from FooBar about art, design and business.Hello! I've been playing the EU series fairly consistently since the end of EU III's cycle, but I still feel like I don't completely understand the ideal army composition. Currently, I use armies of twenty units: eight infantry, four cavalry, and...Infantry+cavalry = combat width x 1.5 Artillery = combat width. Your infantry:cavalry ratio might vary by nation, but basically I use Cavalry = Mil Tech / 2. Such that at 16 tech I have 8 cavalry in an attack. And the rest infantry. The new reinforcement rules, change some support tactics, but I just break an army into 3 parts for manuevers to ...This is a rough guide, for example 18th century armies should probably be larger than 10/4/10 and be somewhere near 20/4/20. Cavalry is less good late game but remember to look at your combat width before you decide your army compositions. I usually keep 2-3 fully funded armies with an extra mercenary siege army. For example, at tech 32, an ideal army composition before considering monetary costs or supply limits would be: 42-46 infantry, 10 cav (optional), and 40 artillery. Artillery shouldn’t be taking casualties so you don’t need extra regiments. Them’s the basics. Everything is situational when it comes to EU4.

So I'm sure this is a very asked question, but I will be that guy and ask again anyway. What is the proper army composition? I usually do 2 cavalry, and then split the rest evenly between infantry and artillery. I realize it depends on the country, but I generally play European or Arabic/African nations. All advice or strategies are welcome!Roughly meaning you could see a horde army beat a western army 2-3 times its size. As western army as you can see has the same 3 pips on its cavalry and infantry at levels 5-8 and only half the army can be cavalry. In theory a 50/50 infantry/cavalry army would be the best choice. However it's much more expensive and not all that more effective.So it's 1585 Mongols. I don't play hordes much, so what should my army composition look like? I've got 55% calv combat with 13/16/4 stacks. Combat width is 29. Is this pretty close or should I dump the infantry? Also have 75% calv/inf ratio, I could drop a Syncretic faith to get 100. I'll bump my cannon up to 10 once I get tech 16. Archived post.

Ideal template is always Inf/Cav to fill your front line and have Art on your back row. In early game Art doesn't do too much damage from back row but mid-late game it just decimates enemy armies. But if you can't fill your front row with inf or cav, art eill be on front row and they take extra damage on front row.

Go to eu4 r/eu4 • by Enough_Fudge_2574. Army composition . It’s about 1508 and I’m a massive Venice. I have built to force limit, full drill, and first level army professionalism. My main armies (not the stacks of pure infantry that serves to resupply the front line) are mainly around 12-20 infantry with 3 Calvary and a full back line of ...🙈 Among the superpowers people want, a Harry Potter-style invisibility cloak generally comes pretty high on the list. Now even the US Army wants one for its soldiers. They are loo...Hey everyone! I'm by no means good at this game and I don't really understand combat, so I've been mostly using an army comp that I read online some time ago, which consisted of 8 infantry, 2 cavalry, 10 artillery, and then later when supply limit allowed it I kept the ratio and increased it (so 16/4/20 or 32/8/40 in late game).Horde idea, so you can hit 5 ducat cavalries, making your cavalries cheaper and hit harder than your infantries. Then only use cavalries at this point. This allows a much bigger skill cushion for the new horde players, as your armies hit harder causing more stack wipes and fewer casualties, and your economy can easily sustain your troops ...

AI Army Composition. R5: For the love of all that is holy Paradox, please address AI army composition sometime in the near future. This has been a running issue as long as I have been playing this game; if the AI has "too much" money (such as my march Riga here), they will make absolutely ridiculous army compositions to fill out their force ...

Go to eu4 r/eu4 • by ... In point of army composition nothing changed for years except maybe some special units but they are not very important. You can find tons of posts about army composition in this subreddit. Baseline is get as much artillery as you can afford and cav only if you are rich or a horde/Poland

325K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by…Army composition changes depending on military tech. You typically want a full combat width of infantry, four to six regiments of cavalry per stack, and a full combat width of artillery. Cavalry is entirely optional, and you'll receive similar results if you decide to go full infantry. 6. Crimson_Ghost613.Army composition will change as technology changes, as combat width will be increased (base is 25) and unit strength will get shifted. Cavalry is the best at game start, but will lose its power/price ratio around mid game, so people use as many as their economy and tech group can afford (100% for nomad, 80% muslim, 60% eastern, and 50% rests) at the start, but only use 2~4 later for the extra ...An army that has half the combat width as the front line. With 20 combat size I usually use 2 cavalry and 10 infantry(or just split army in 2 when its too large to wander around all in one because of attrition). When going into a big fight you just combine 2 half-armies into the battle if need to. That way you get a full sized army in the battle.I think the generally accepted simple composition is: Infantry - 2 less than combat width. Cavalry - 2. Artillery - combat width. In early game artillery is weak so you just need 1 or 2 with each army for sieges, in mid to late game start increasing artillery to full combat width.Matthew Flores. In EU4, army composition is crucial for achieving victory on the battlefield. In this guide, we will reveal the best army compositions for different …

Horde idea, so you can hit 5 ducat cavalries, making your cavalries cheaper and hit harder than your infantries. Then only use cavalries at this point. This allows a much bigger skill cushion for the new horde players, as your armies hit harder causing more stack wipes and fewer casualties, and your economy can easily sustain your troops ...Make sure to fight on flat ground. Lacking arty was more impactful than fighting on rough terrain though. It really is that important to have arty. Anyone saying that you should run 100% CAV is implying that your frontline should consist only of CAV, backline still requires arty. Little_Elia.Thanks for the replies everyone. Can't say I'm certain what composition I'm more comfortable with. I liked the 3/1/2 because of the aforementioned carpet sieging as well as the plentiful number of infantry compared to cavalry; I tend to be quite paranoid about running the risk of having too few infantry to support my cavalry after particularly …Your army composition seems mostly good, except in your 32/8/32 example you want 32/8/40. Cavalry can be useful even for nations that don't get buffs. The issue is that for many players of a certain skill level, trying to manage their cavalry along with the rest of the army really isn't worth the micro.Early game (around tech 7 when you get artillery): 10-5-5. Mid game: 10-4-6. Late game: 10-2-10 (or my personal preference with a stack of 22: 12-2-10) So if you were able to afford having two armies of these ratios or have an one army that was doubled it would look like the following.... Early game.Hills and woodlands are only -1 but these modifiers effect both combat phases so best to avoid. Crossings/Landings - Same as the terrain really. Straits and naval landings give -2, and rivers -1. In the case of multiple attacks from different directions, the worst modifier is used for the whole attacking force.This is guide for everything land warfare.Discord: https://discord.gg/kHQKyNgddHTimestamps:00:00 The basics01:29 Generals02:46 Wargoals03:13 How do battles w...

cavalry is better than inf, but is generally considered to be more expensive than they're worth, so you only really want 2-4 per army, unless you have crazy cav ability. so if you had 40 combat width, I use an army with 38/2/40 to fill both rows. with some infantry reinforcements nearby to plug the gaps as the front line dies in battle, to ...Optimal damage-maximizing composition is based on the Combat Width (CW) value. The ideal scenario is having the full CW value worth of artillery (back row) and the CW value worth of infantry, minus X number of cav regiments. X is the (flanking range of cavalry)*2, one set of full flanking range cav on each flank.

323K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by…Roughly meaning you could see a horde army beat a western army 2-3 times its size. As western army as you can see has the same 3 pips on its cavalry and infantry at levels 5-8 and only half the army can be cavalry. In theory a 50/50 infantry/cavalry army would be the best choice. However it's much more expensive and not all that more effective.This eu4 army composition 2020 can be an eu4 tutorial for beginners, as it explains everything step by step, better than most eu4 guides or eu4 tutorials. The EU4 1.30 Emperor DLC adds a lot of flavor and new mechanics to the game, such as the new eu4 1.30 mercenary or eu4 1.30 mercenaries rework, eu4 1.30 catholic faith reword, eu4 1.30 ...Quantity is greatly overshadowed compared to quality when it comes to navies. In naval battles, quality is more decisive than for land. A properly specced naval power can defeat 100s of excess heavies. Recruit the best admiral you can (so bank as much navy tradition as possible). Grab every naval modifier.[Army] Give Ruler Military Command [Army] Give Heir Military Command [Army] Field one of your armies with 20 Infantry and 4 Cavalry. [Army] Field the other army with 11 Infantry and 4 Cavalry. [Navy] Select your Barques Fleet and add more 3 Barques. Then send them to Protect Trade on Sevilla.Rule 5: Okinawa and Guam have a fairly close apparent distance, yet the game's colonial distance between the two is absurdly long.. However, the apparent distance between Okinawa and Tagloc, which looks to be around twice as far as the distance between Okinawa and Guam, is around half of the actual colonial distance.. Thus, completely counterintuitively, you can circle around Okinawa->Tagloc ...

Does army composition affect its movement speed? Artillery should slow down its movement, especially in difficult terrain. This was in fact one reason why more artillery was not used in reality. According to von Clausewitz, 10% artillery was optimal, at more it reduced the movement speed too much.

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This video explains the best EU4 Army Composition by Century starting from your 1444 army to the 1821 end date, with an army reform every 50 years or so. ️ ...Been playing EU4 off and on for a number of years now, and for a while I've been running an army composition of having 4 cavalry for every stack I have (assuming I can afford them, ofc). I picked this up several years ago, don't remember from where/who, but I'm now questioning whether this is still effective.Cavalry heavy armies are just a nightmare to micromanage and one of the things I wish Paradox would recode: As a novice at EU4, I loved playing Poland. I would go 10/10, or 12/8 infantry/cavlary armies and I would get shredded because my infantry died and then I took a huge tactics penalty because I had too much cavalry to infantry ratio.About. This decision is always available and gives information on the best army composition based on your current military technology. Game Version - 1.30.*. Single Player - YES. Multiplayer - YES. Ironman - NO.The question is, which should be the first 2 Military Ideas that Austria chooses? I ended an Austria game with Quantity (first), Defensive (second), Aristocratic (third), and Quality (fourth). I had absolutely amazing generals with the -1% army tradition decay from Aristocratic idea, the +2% army tradition from Defensive and Quality, and the ...There is no 'ideal' composition. There are good ones. Start with a general, always make sure you have a general. Make your army big. Bigger armies are less likely to be engaged and less likely to lose. Start with infantry. Up to full combat width or force limit, whichever comes first. When cannons come along get at least 5, 6 is better and 10 ...Level 2 you want 1, level 4 2 and for level 8 you preferable want 4. But 3+ should work. 1: 40 infantry 40 arty. 2 : 40 canon for siege with 40k infantry in a province close as soon as you want to barage or an army appeoach, put your infantry with your cannon. 3: breach : pretty often in late game when you have too much milpoint.Sort by: Gilad1. •. Build more cavalry. There really isn't an ideal composition for eu4 armies. It's to have enough infantry so that Calvary doesn't get the not enough support malus and enough infantry and Calvary that artillery will not be on the front line. Ideal army composition is enough artillery for combat width post tech 15ish and ...

What I usually do is have as many cannons as it takes for the full +5 to sieging and have the same number of infantry. That's what I consider 1 army. I'll have those armies working in teams of two. Regardless of how you do it always have a full back line of cannons. Replace the cav with more infantry. I have 40 combat width, does that mean it ...This one works for me: Current unit composition is 10 Infantry; 5 Cavalry; 5 Cannons. Artillery actually slows your armies down, so it's best to only use it in certain armies, primarily for the purpose of besieging forts. Have armies of Infantry+Cavalry, and a few of Infantry+Artillery as well.If memory serves right, in 1650 your combat width should be around 32. So a good army composition might be 32 front row infantry + 8 spare units = 40 infantry and 21 artillery to get the maximum siege bonus on a star fort capital (level 6 + 1). You can go all the way up to 32 artillery, if you can afford that.Horde army compositions. goodwill5000. Dec 9, 2020. Jump to latest Follow Reply. Hey, first time posting here in a while. I just started playing as Oirat and have formed Yuan and I'm on military tech ten.Instagram:https://instagram. fallout old world blues mapif4 lewismobile home parts london kyfuneral home elsa tx Well, when playing a horde nation there's no support limit for cavalry, so 100% cavalry armies are possible. The nomad tech group also starts you off with relatively strong units. If you mix in some cavalry combat ability and a decent shock general, your armies will steamroll anything you come across. For a century or so.Cavalry are elite units who do two special roles (and the biggest question mark wrt army composition). First, they can flank and help mop up smaller enemy armies faster. Second, they typically do a bit more morale and shock damage than infantry (though at 2.5 times the cost) giving you an edge against a difficult opponent. la boulangerie frozen croissantsror2 monster log However, if you want to optimize for combat strength, optimal army composition is always, i.e. from the start of the game, a full back row of artillery, as much cavalry as your ratio can afford and the rest infantry, obviously modified to account for any casualties. Before tech 13/16, however, such a composition is grossly cost-ineffective. burleigh county jail bismarck nd I heard 3/1/1 but don't quote me on that. There is no penalty for having a wonky army comp rn so mostly artillery and some lancers for offensive armies. And infantry only for defensive armies, the AI doesn't really build cavalry or artillery so your infantry will be more than enough to defend.A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Members Online Am I the only one annoyed by the fact that level 2 and 3 advisors could cost …I've always wondered which composition of my army would be optimal. Most of the time I used 2:1:1 or 3:1:2, but have never been really certain if this was optimal. You surely know the wiki-charts showing how unit-pips increase for each tech-group and that there are several steps shifting the effectiveness of units from infantry to cavalry and back.