Eu4 ideal army composition.

Jul 18, 2018 · Ideal Army Composition. 123456798. Jul 18, 2018. Jump to latest Follow Reply. Im currently playing as Russia and Im wondering how I should organize my massive military. I know of the spreadsheet except it recommends over 60 regiments...

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EU4 Beginner Tutorial #4 - War. A complete beginner tutorial with MordredViking looking at how warfare works in the game. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. In EUIV most combat is land-based and, while the naval …Try to fill the combat width with infantry and some cavalry for flanking. Cannons to fill the combat width backline in the late game. I always have the same stacks, which works for me when I get stronger. 16/4/0 --> 16/4/8 --> 16/4/12 --> 20/4/14 --> 22/2/18. This probably gets asked all the time but ive done a bit of research but I'm still not ...Jul 24, 2020 · 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. ️ ... give me the best army composition for mid early and late game This thread is archived New comments cannot be posted and votes cannot be cast comments sorted by Best Top New Controversial Q&A [deleted] • Additional comment actions ... r/eu4 • Quick and dirty army composition: I/C/A = width/4/width (incl which unit type to pick) ...Stay 0/1/1. Make sure you stack to at least -80% cavarly cost reduction so all your cavalry costs 5 ducat to recruit. (maintenance cost scales with recruitment cost)

By basil664. This guide will teach you about army composition in the early and mid game, its influence in battles, and provide examples of good army composition. This guide will also cover the topic of fire and shock, how those two modifiers influence battles, and how the importance of fire increases as the game progresses.Europa Universalis IV 81904 EUIV: Bug Reports 454 EUIV: Suggestions ... Army composition: I tend to go with stacks of 12/8/0 around 1450, and 10/8/10 in the 1600s. ... Around 1600 would be tech 16ish with a combat width of 30 so the ideal army would be something like 22-8-30 (I'd say more like 28-2-30 for anybody else, but Poland have good cav ...

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 ... Jul 15, 2015 · 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 heavy battles, and I also often like to construct ...

As a Tengri Horde, you want to stick with no-Syncretic Tengri for 100% Cavalry ratio and dirt cheap 5 ducat cavalry after stacking it with loyal/influential Tribes estate, Horde idea, and Oirat NI/Trading in Livestock.Ideally you want cannons on the back row and infantry/cav (Composition depending on the nation you are playing) on the front row. Front fills in first and artillery isn't that useful until later techs. With Brandenburg I would recommend 2-4 cav depending on your income, 22 infantry and only 3 cannons for sieges as at tech 7 it is not worth the ...🙈 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...Oh look, Russian army composition at its finest. R5: Russian infantry greatly outnumbers their cavalry. Russian army composition is actually better than yours, that late into the game artillery is what makes the difference and after that all you need is a filled front row with whatever with infantry being a lot cheaper as mercs than cavalry.This is the perfect army composition when you want to win a battle and are not constrained by force limit, money, manpower, attrition and other stuff that you might want to do with the army (sieging). So while the spreadsheet is not wrong, it is impractical for …

As a Tengri Horde, you want to stick with no-Syncretic Tengri for 100% Cavalry ratio and dirt cheap 5 ducat cavalry after stacking it with loyal/influential Tribes estate, Horde idea, and Oirat NI/Trading in Livestock.

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.

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 ...The Shanghai Composite Index tracks the biggest and most important public companies in China. The Shanghai Composite Index tracks the biggest and most important public companies in...You get a unique Cossack Republic government type called "Sich Rada" which prioritizes cavalry. You basically start the game with +40% cavalry combat ability and you can stack even more in fairly short order. Here are some sources of cavalry combat ability: +20% Sich Rada government reform. +20% Cossacks estate.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. ️ ...Very early game, for sure, but I think they start to decline much earlier than 1600. Cost efficiency dies even faster. Depending on tech group, your infantry is going to get upgraded at tech levels like 5 and 9, while cavalry often has to wait from 1 to something over 10.When it reaches +50% use 6. At +100% use 8. As for the cavalry ratio it just looks at the number of soldiers in a stack and how many are cavalry. 18inf 6cav would be 6/24=25%. Aiming for the cav ratio is pointless because cav is not all that good to begin with, except for their unique ability to flank. Reply reply.

So your combat width is 36. So your stacks should be something like 46-0-36. I added 10k more infantry since late game battles are really casualty heavy. Now obviously you cannot be running around with an 82k stack, due to supply limit. So you should split them into 23-0-18 stacks of 41k each. These stacks will siege for you, and the moment you ...Seeing as Hungary has money issues already, the Black Army is useless. I took the other option. I could see it being kind of good in the Age of Reformation, with the 5% merc discipline splendor thing. That plus offensive ideas and your third NI is 25% discipline on your mercs.Here, a minimum of 4 cavalry units (2 on each side) is required. The dynamic changes for the last time at level 30, where 6 cavalry units will be required for maximize flanking. For example: Early game: 8 infantry, 2 cavalry, 5 artillery. Mid game: 18 infantry, 2 cavalry, 10 artillery.Eg. whatever ratio of artillery to mounted units to infantry. Also what is the best way to achieve a high naval and military tradition?

How Army Composition Works. The combat width tooltip in Europa Universalis 4. There are quite a few things to consider when forming an army. In Europa Universalis 4, armies work as two ranks of units - a frontline and a backline. Infantry and cavalry can attack from the frontline while artillery can fire from either the frontline or the backline.

For a better explanation of composition, and even for combat mechanics in general, check out Reman's Paradox War Acadamy on Youtube. Part 1 is the composition IIRC, and part 2 is Mechanics. Part 3 covers idea groups, but it's not as important.Lembley42 Mar 5, 2017 @ 5:38pm. 4 Infantry, 1 Husar, 5 Artillery is the best stack. Later on just double those numbers. You want equal frontline and equal backline so the infantry doesnt clog up the battle when the width is used up. Husar adds recon to the stack, which kills off enemy dig-in boni. Last edited by Lembley42 ; Mar 5, 2017 @ 5:38pm.Ideal Army Composition and Unit Types in Eu4 - Free download as PDF File (.pdf), Text File (.txt) or view presentation slides online. Scribd is the world's largest social reading and publishing site.The best I've come up with is to use your combat width. Infantry = 1.5 times the width. Cavalry = .5 times the width. Artillery = 1 times the width. A combat width of 10 gives you an army of 15 infantry, 5 cavalry and 10 artillery. This allows reserves for both inf. and cav. and a full row of artillery. Reply.Ignoring very special edge cases (like nations with massive Cav modifiers) the best army composition is combat width Infantry (for front row) + combat width Cannons …Use numbers like 24, when you split your army its 5-2-5 which is some nice small regiments. When a huge battle is going combining them would make 20-8-20 which most of the time would be accurate as combat width.Get a few cannons for sieges from your mission and at tech 7, and get full backrow of cannons at tech 16. 2. SuonDiLut. • 9 mo. ago. Full jenizaries and cannons. 1. Delanicious. • 9 mo. ago. Unfortunatly, I'll have to say to the opposite of the other comments: early game cav are really good, especially if you're a big country like the ...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 ...

I have tried watching videos on what to compose your Army of, but I cannot get a clear answer. I am at about 85 hours in the game, and I have a good idea on how to fight in the game, and how terrain and sieges work. However, I just need to know more about what to compose my army of in the early game, and late game if you guys feel like it.

I was wondering if I could transfer this idea, which in the berber traditions text file is called "may_perform_slave_raid = yes". I tried adding this to a file in "Steam\steamapps\common\Europa Universalis IV\common\custom_ideas" the file is called "01_new_ideas" and I tried to create my own however it just said that the idea did nothing when I ...

Not as a horde with 100% cav ratio. Full front line of banner cav with a full line of cannons in the back will stackwipe almost anything or atleast deal tremendous damage to the enemy. Manpower is no problem for banner units so just make sure to get a decent economy. No. Cav remain better than inf throughout the game.Sometimes my armies retreat to the end of the world, sometimes just one province. I was just fighting France as the Netherlands, they won one battle, my army falls back one province (we were on my lands, so it's not like we were on foreign territory and couldnt retreat far), then gets stuck because of no morale, and then France moves and wipes ...351 votes, 34 comments. 323K subscribers in the eu4 community. A place to share content, ask questions and/or talk about the grand strategy game…Mar 15, 2014 · At 40 combat width, undisputed optimal army composition is 32-8-40. This is making some assumptions about having a reinforcement stack nearby if you happen to engage an equal size stack. Less than 40 combat width, which means lower miltech and therefore lower supply limits is more disputed. It's still basically free extra damage though, and with eu4's battle mechanics that damage advantage snowballs into a big battle advantage, so don't underestimate it either. Oh, and artillery gives half their defensive pips (rounded down!) to the frontline troop in front of it, that's a nice bonus too. ... r/eu4 • Ideal army composition in 2023?If my enemy army has 10 regiments in the front row, I use a 10 infantry and 2 cavalry army. Once I unlock artillery, for all of my armies I use a 12/2/6 stack. The 6 artillery provides a +5 bonus to sieges on a level 1 fort, a +3 bonus on level 2 forts, a +2 on level 3 forts, and you can combine two stacks to get a +3 bonus on level 4 forts.With the battle system that eu4 uses there are two rows, and the army will automatically fill the front one with infantry and cavalry and the second with artillery, from where they can attack (inf and cav can't attack from the second row, only artillery can). I hope that answers your question :) Reply. true.Dec 3, 2013 · The "ideal" army composition would be something along the lines of 10 infantry/ 6 cavalry / 16 artillery. Anything that goes beyond that is pretty much wasted, but a few extra units in case of losses (or to detach sieges) are okay. Again, any units more rarely ever come to play. Even if there's a huge battle going on it'll rarely ever last long ... Combat width - 2/4 infantry, combat width artillery, 2/4 cavalry. 3. Parakoto. • 10 yr. ago. Just add a pinch more horses, to gain a better use of your wrecking balls. 1. oblio-. • 10 yr. ago. He probably has a ton of manpower and the cheapest infantry in the game.Huge border wars aren't in the scope of Eu4, sorry. Reply More posts you may like. r/eu4 • Fun nation? Looking for recommendations! r/eu4 • Ideal army composition in 2023? r/eu4 ...You always can make use of more money in EU4. Saving money on cavalry means spending more on soldier households for examlpe which dramatically reduce or eliminat the need for any manpower savings that cavalry offer. Lets say for example that with a 100 force limit, you use about 25 cavalry.Hi everyone, bit excited after finishing my first WC. I'm a pretty decent player I think, but I've always kept away from doing WCs because I hate micromanagement, rebels, playing on slow speeds, cheap tactics like client states and truce breaks, and I think the entire merc system in EU4 is unrealistic, ahistorical, and spoils what is otherwise an almost perfect game.

Tech 7: add at least 1 cannon to the fighting stack, to get +1 at siege. You may additionally make 10/0/10 siege stack, not for fighting and just for fast siege of forts level 1-3, since they are the most common. 10 infantry may be replaced with 10-16 infantry mercenaries. Tech 16 (latest tech 22): delete cavalry and fill your army with combat ... Maybe keep your starting horses for some extra punch in the early game but your ideal comp should be full inf and art. Also, you won't actually be able to afford full cannons immediately, obviously, so I usually add what I can afford whenever you get a new artillery unit. As for military ideas, it honestly does not matter, although if you want ... 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.Instagram:https://instagram. tdcj visitsmontgomery county iowa beaconfox 29 philadelphia anchorscookeville tn theater There's more or less no reason to not just use all 1:1 cav/cannon armies unless the 100% ratio thing changes for some reason. The reason is money. Hordes are poor. As much cavalry as possible. Merc infantry to siege/fill out the ranks a bit. No costs for reinforcement means merc infantry is more worthwhile, unfortunately merc cavalry is still ...I am doing more or less fine in my second game and have learned to go after separated stacks, use terrain to my advantage and allocate generals… 821 central ave plainfield njcrk best teams Posted by u/SNRNXS - 2 votes and 3 comments louisa jespersen reddit In my opinion the best composition is army width - 2 * Inf, 2 Cav, and army width/amount required for max bonus on forts Art. Always have at least 1 Art, because it greatly increases your chances of breaching the walls during sieges.AddeRunn. •. If you often are doing big battles (like in multiplayer) you need multiple cannon stacks to reinforce with, since cannons now take morale damage and will retreat as regular infantry after a while. If you only play single player this will likely not happen as frequently, so you can still use the same composition as before.