Eu4 artillery. This page was last edited on 21 December 2021, at 09:46.

Eu4 artillery. Something like 16/4/16 or 20/0/16.


Eu4 artillery Having more infantry than combat width will not do much to save your artillery in a single battle. EU4 Beginner Tutorial #4 - War. Bengal has the modifier +15% artillery damage from back row so is this 50% + 15% = 65% meaning a 30% damage increase or is it +15% of 50% = 57. Defensively, back line artillery gives 1/2 its pips to the unit in front of it. At tech 20, artillery has 2. Technically for a "full back-row," you want the sum of your infantry and cavalry to be equal to or greater than the combat width, and the artillery to also be equal to or greater than the combat width. For backrow they do the same (no the 50 % Base damage from backrow, doesnt mean that the back row damage buff is twice as strong, thats a debunked myth) Normally artillery can give a maximum dice roll bonus in sieges of +5. Does this idea only affect the cost of the single-time recruiting of artillery or does it also affect I'll talk about this later when explaining artillery, but because artillery lends half of its fire/shock defensive pips to the front row but not its morale defensive pip (at least according to what I can tell from the wiki; this needs Go to eu4 r/eu4. Also affects infantry and cavalry. Likely 2-6 per stack. 4 fire and 0. For cavallery i I was reading some threads today about artillery, and people were talking about having enough artillery to match your combat width, so you have a back line of them. As they improve they’ll defend your front line and do most of your damage. Go to eu4 r/eu4 • by Since you want to switch when artillery damage surpasses infantry damage, that 10. From tech ARTILLERY BASIC INFORMATION Most important thing to know about artillery is that it can as the ONLY unit in the game, that can engage enemy front unit from BACKROW. artillery is placed on the second row if possible. E. It isn't a unit by unit basis, but rather the entire unit. Roll up with just enough infantry to seige use the ships for artillery free bombardment Take coastal fort Artillery defends first line units from attacks with half of its defense points in the corresponding battle phase. ; About Europa Universalis 4 Wiki; Mobile view Here's the list of idea sets with max tier (10%) arty combat, plus other military modifiers that could be useful: Otomo: 5% discipline, 20% manpower, and 10% siege ability Russia: 33% manpower, −10% Artillery cost, 50% land force limit, 0. So early game your artillery will could be 2-0-1 instead of 1-0-1. (Exception, so long as there's /any/ artillery present at a siege you get a +1) This page was last edited on 4 June 2018, at 19:21. There's Ferrara in Italy that has 10% Artillery combat ability in Italy. Artillery can attack in the front line or the backline. 4 Calvary and and 6 artillery. The only thing that really changes if you want to go cav-heavy is how you Mughal Artillery −50% Artillery cost (available only to Mughals) - Mughals got huge buff in latest DLCs, worth forming. You can even see where the buttons would be in the army interface, it is just empty at game start. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Mid-game (once you first start having artillery): Add in some arty, but only for sieges and as your budget allows. If you can go full cav , go full cav . Reply Go to eu4 r/eu4. Start to replace your cavalry with cannons at mil tech 16 until about a Artillery are the only units to do damage from the back row, but there aren't a lot of simple answers to your questions. So 5% disc is actualy worth quite alot more then 10% inf comb. Reply reply Happy eu4 start day and remembrance day everyone You've got the right idea, but unfortunately that's not how reinforcements work in eu4. Then they "balanced" it so it doesn't matter, at which point they honestly should have just removed the Go to eu4 r/eu4. Dec 1, 2016 4. In order to minimize attrition, you should split your army, usually in half. 4, arty shock adds up to +0. Apr 23, 2017 @ 7:21am Thanks as mentioned newbie here and the whole battle thing is a bit of a mystery to me. 5% damage increase? Improved Artillery Range: +20% Artillery Damage from Backrow. Western infantry is obviously better, as is Eastern, but if you have Chinese, African, Native American, Indian, Muslim, or Anatolian units, they're equivalent, though the artillery is fire and morale pip focused, when those infantry tend to have more offensive/defensive shock in exchange for either fire or This page was last edited on 21 December 2021, at 09:46. This combined with the manpower/merc changes makes full-merc armies even more valuable because casualties will go up. For combat purposes, the objectively ideal ratio is 5 infantry for 2 artillery regiments, with you still making sure to start battles with full artillery backline. Shock is better before you start having full lines of artillery (around tech 16), or Go to eu4 r/eu4. Reply reply (Pictured: 1337, according to EU4 Extended Timeline) 8. The cavalry will then protect your infantry from flanking attacks. In EU4, the word "attrition" indicates the loss of manpower due to insufficient supply. 65 shock. Oct 20, 2024 3 0. It adds up to those number. 302 votes, 36 comments. As a big fan of ship combat, I wish EU4 was more conducive Make Artillery Marines Suggestion Marines are assume in how fast they can disembark, but by the time you can have them as most countries, they're useful for twenty seconds before back-rows full of cannons become necessary to win anything. ; About Europa Universalis 4 Wiki; Mobile view Deploy all artillery in the second row. With one siege pip on your general you always have a 7% higher chance to take the fort. Regarding the pips, artillery pips look equal to bad lategame tech group infantry. If the current tech level is between 7-11, then you want infantry equal to combat width and 1-3 artillery for sieging. Its just that a non used backrow is a big mistake If artillery damage becomes noticeable. 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. Ideally your armys comp should be this. Army composition is important in EU4. Since artillery deals half the damage from the backrow, artillery is responsible for a total of 37% damage. It also provides a defensive bonus to the units in front of them. On late-tech, artillery is incredibly powerful and you generally want a lot of them (40-50%), but it's very expensive. One way to avoid it is maybe splitting it for 4 5/2/7 stacks but I'm not really sure. Marcus. From tech 16 artillery has 2 defensive fire pips so frontline units get an additional defensive fire pip if artillery is behind them. I have been playing EU4 for years, and always enjoyed it greatly but felt that I was consistently lacking in wars, even my best campaigns felt like a consistent uphill battle. i can combine the armies when Before tech 16 I might slowly add additional artillery temp with sieges, but it’s not critical. 4 at tech 13, and then 3. This page was last edited on 21 December 2021, at 09:46. Same as artillery barrage, but only available if the number of cannons on +2. Arty pre tech 16 (13) doesn't contribute much to combat, but is still worth it for sieges Reply reply · +1 leader fire pip: this basically raises base dmg done by any army as long as a leader is assigned. 35 backrow_artillery_damage backrow_artillery_damage = 0. It also effects cav and artillery do it’s just better. This gives a few extra front line units (in case of Go to eu4 r/eu4. Even if you reinforce the battle with additional units, this imbalance will not be automatically A +15% morale bonus and +1 Artillery fire bonus, and in prime position to get a head start on colonization for the new world trade. Ottoman's usually take their Go to eu4 r/eu4. ; About Europa Universalis 4 Wiki; Mobile view Add at least 1 artillery to your stacks after military tech 7 for the siege bonus. And the artillery shock increases that damage. At the very late game (MIL tech 29) they are similar in terms of value, with +1 artillery_level_modifier artillery_level_modifier = 1: Modifies how much an artillery unit contributes towards a siege. Take a look at my Inkwell for all the AARs I made. Having 1 artillery gives a +1 siege bonus to level 1 forts, 10 artillery gives +5. When you select an artillery type in the military menu you can see 3 pips (both for offense and defense). I would never use more than 8 units of cav at tech 30 (the last flanking range unlock) as a non-horde, non-PLC nation. 5 defensive You want one full back row of arty per battle, maximum, and shedloads more infantry to stop them ever reaching the front lines. Keep arty stack outside battle a province behind the main army. e. Very good naval ideas, +25% naval limit, +10% heavy CA, +1 leader maneuver. Arty fire adds up to +8. Secondly, siege progress revolves around siege phases. You can kinda recruit in multiple ways. 71% gets further reduced. Pick this if: -You need a stronk navy and land military but don’t have navy national ideas (eg: Sweden) Although this leads to the question of what exactly an 'artillery regiment' in EU4 actually is. Dec 7, 2024; Add bookmark #7 I think the AI is instructed by code to maintain a 50% artillery percentage. 459 Once tech 16 comes around is when fire modifiers really get important especially for artillery. 16/4 is a pretty good ratio, but I actually prefer to go 12/4 or 10/4 with the Ottoman if I can scare up the ducats early game. So to get a +5 on a level 5 fort you need 25 artillery divisions. Reply. Each leader has just one trait and you get them by just sending them into battle. im still trying to find a comfortable army size that gets rid of the horses. 3rd slot = tech 7, whereas artillery isn't important for battles until tech 13 (and only mandatory in big battles after tech 16). 4 (Mil Tech 13), you multiply casualties inflicted in the fire phase by Artillery by 1. So it's not a pip or anything, just a flat modifier. Naval barrage is available before artillery is, that's the main difference. ; About Europa Universalis 4 Wiki; Mobile view On early-tech, artillery is weak and you should only have a few in each army for support and sieging. This is what makes them As for Artillery, choose the ones with fire pips and prioritise fire pips over morale pips because Artillery stand in the back of your army so they suffer less morale damage than the units at the front. Mid to late game warfare is about fielding armies with a lot of artillery and infantry (artillery units number should be close to, but lower, than number of infantry units), generals with high pips (shock and fire, each 3+ would good), at least 110-115% discipline and high morale. Cav can have its uses, but it is for example if the flank size is 32 and you have an army of 30/30 2 artillery will always move in front line This is probably the cause. #2. That’s when you want to pay attention to what the combat width currently is. The game takes a lot of things into account when calculating the outcomes of a skirmish and knowing how to optimize your army will give you that edge when it comes to toppling your That way it avoids paying upkeep costs on useless units. . To avoid naval attrition I tend to hug the coast with Artillery in late game tech has 2-3-4x higher fire modifier than infantry, even halved it gives lots of extra damage - and its working 100% efficiently always - presuming you not getting trashed and artillery doesn't get killed in front row. If . In the siege interface, the white/green timer shows the progress of every siege phase. Instead the AI massively overbuilds arty, and will happily have 70k arty sitting in reserves doing fuck all but eating morale damage, then flooding into the front lines as the infantry runs out. stops mattering but the most important reason is the lack of fire defense in cavalry making them easy killings for any artillery or infantry stack. This bonus depends on the amount of artillery compared to the fort level. Your stacks should look like this 3xFR+3/0/5xFR-1 (FR is Arty is designed that they deal 50% damage from on the backline then their stats would infer as I know. Offensive Pips vs Defensive Pips When Attacking Into Rough Terrain b. Otherwise, the extra artillery would end up in the front row and take double damage. But then people were talking about having 30K in a stack, like a 14-2-14 inf/cav/artillery ratio. That +2 brings that to a maximum of +7. But back-row artillery doesn't take losses, so what was once a well-designed AI army with a full front row of infantry and a full back row of artillery becomes arty-heavy as a result. Reply reply By that time, I usually have a dedicated siege stack, which is 25 artillery and just enough infantry to fill in the required numbers, and some dedicated combat stacks. · -20% artillery cost. 05: 60% infantry 10% cavalry (capped at 2 regiments) 30% artillery: Ningwu (2177) (North China) Our capital is in China, Tartary or Korea: Yongning Warriors: 0. Too bad the wiki is blocked at work Therefore marines will get their modifiers appplied, artillery simply won’t care, as for movement speed, eu4 moves units ar the speed of the slowest unit. At this stage artillery isn't that useful aside from sieging. gg/vHcXzfabMc:p/ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Where Not enough artillery. Army - For a standard nation without any special cavalry bonuses: Tech 1-16: 4 cavalry and the rest of combat width of infantry. You can change that percentage if you don't like it (see defines. Disregarding other effects on siege efficiency (like threats from attacks), the most efficient way to siege down a province is: - Create an all-artillery stack corresponding to the fort level, plus a number of units to migitate the attrition. Starting around tech 13, when artillery quality jumps, start adding in more and more as you can afford it. 30. It's likely that it was just a way of using available options to emulate naval power, or so I'd like to believe. com/thekaisereu4Discord: https://discord. Then there's the possibility of stack wiping due to superior damage, and having the artillery back row damage age-ability around the corner, which further tips the scale to 10% artillery CA. 20/8/0 and 0/0/28, or perhaps just march full 20/8/28? If so, the attrition would kill me. Afaik artillery fire is better in the early and midgame and 20% artillery combat is better in the ultra lategame. This use of the word The best method would be to go into the interface where you manually split your army and click on the buttons to move all infantry and cavalry into the right column, leaving your arty in the left column (the left one keeps the general). This modifier is used to calculate the amount of casualties the enemy receive in a battle. Full backline of cannons should kill anything in sight. 2 would mean a 20% bonus, so 5 artillery would count for 6. Again, just mixing in 4 because of won't help much. Since artillery takes twice the normal damage when in the front line, it should be deployed in the second line. range is number you roll when determining your check result (if you hover over the siege progress percentage, it'll tell you what your dice roll results are. And there's also status quo means nothing happens so the siege phase was essentially wasted. An army with 10 artillery and no general has the same siege strength as an army with 1 Artillery in the early game does about 1/4 of the damage of other units before you even factor in things like pips and combat ability, and reliability, and battles are quick, with low casualties, meaning the infantry are fighting at closer to full combat strength for a larger percentage of the fight (i. There used to be a point in EU3, and very early EU4. Reply reply check the combat size, fill artillery and cav with it and then put like extra 4 cav divisions to when they die, that's the best army now bc is sp, usually the best config is overkill and having 2 half decent armies is better to split The +1 artillery fire modifier is the only modifier being considered Your artillery are only firing from the back row, and thus do 50% damage All artillery units are at full strength (1000 men in the unit) All die rolls, leaders, unit pips, terrain, and tactics stay the same Go to eu4 r/eu4. To be clear that's a valid approach, given how tedious microing armies in Eu4 can be, but it's very far from being optimal. If the tech level is 16+ you instead want artillery equal to combat width also(you can wait longer if Arty provide half of their defensive pips to your frontline troops, they also can fire from the back row, instead of just reinforcing like infantry. patreon. There's some interesting stuff in there. Since the game is about snowballing it makes +1 way better. Weaker general. 13 is when artillery becomes acceptable for fighting but not worth forking over the money for a full back row unless you're rich. In the late game that means 40, per stack. At tech 3 your combat width is 20. A final reason why tech 16 is the "get a full backrow of artillery" threshold is that artillery gives half its defensive pips (rounded down) to the frontline. For cav, the easy answer is, don't use any. However, since you late game want a full backrow of artillery the 5% disc is better since it effects the arty and not just the inf, and arty does the majority of the damage. Works on unfortified capitals too Your combat armies should have a full front row of infantry/cav and a full back row of artillery. Low Roll vs Medium Roll vs High Roll One common knowledge in EU4 community is that morale is better early game and discipline is better late game. Well, i am no expert on that, but for artillery i would definitly choose units with defenisve pips, cause they give units in front of them some of those defenisv pips. 6 fire and 1. The Spanish bonus of +1 artillery fire adds a flat +1 bonus to the fire value of artillery. Alternatively, weight It's because of the joke "Smolensk meta" which is building artillery only as Smolensk (since it's got a ton of artillery bonuses in its ideas it's kinda possible to do that, but not cost effective, your pure artillery stacks will decimate the enemy in the fire phase but will take a ton of damage as well, and artillery simply costs a lot more Your artillery should then be composed of 10 units, to fill the second row. Portugal enjoys a unique bonus in its national ideas, one that it shares with its Iberian siblings. every country in eu4 goes to war. B. More artillery will give a higher starting chance of the fort falling, as will a leader with siege pips and a blockading fleet. It's gonna get way better at mil tech 13, that's when you want to start hoarding artillery. 0. 30% artillery: Namning (2164) (South China) ×1. Reply reply The arty fire stat is like a multiplier on the pips, and tech 16 is when Arty becomes cost effective well (2. 3. The siege stack will siege enemy forts super fast. Click to expand Artillery barrage is in fact a DLC feature, that wasn't in the free patch. ; About Europa Universalis 4 Wiki; Mobile view Best Artillery; Infantry vs Cavalry; Combat Stats Comparison a. Multiplicative 1. Have a few reserves at the battle start and then reinforce with pure infantry stacks to keep the front In competitive EU4 mp quantity > economic > quality is the meta. When possible subtract 6 from combat width and you have the number of Artillery than can be used from the second line. Even early game I tend to siege down small forts with mostly just artillery. There are 0 nations with + infantry fire, 2 nations with + cavalry fire (Siam and Scandinavia) and 3 with + artillery fire (Aragon, Portugal and Spain). ; About Europa Universalis 4 Wiki; Mobile view Its the exact same in terms off offense, 5% disc is the same damage increase as 5% ca. I can not find any button that say artillery barrage on the siege screen even if i have 10+ arty. Damage. However, they all have the same amount of pips and there is really no point in the choice. In EUIV most combat is land-based and, while the naval aspect of war "Artillery gives a bonus to the siege roll. Go to eu4 r/eu4. Infanrty has 1. Fire - Shock - Moral. Cavalry: 2, Artillery: Combat Width. Now this might not seem like a lot, but trust me, it is. Arty might also be an attractive target for the AI during sieges if left alone, I think they go back to the backrow once infantry and cavalry At the beginning of the game, artillery does not exist. Yeah because Artillery didn't already destroy everything. Adding 20% on already big base numbers is very strong bonus. After tech 16, your armies should contain an entire combat width's worth of artillery. For instance, if you had a combat width of 32, a standard army would have 48 infantry, 2 cavalry, and 32 artillery. Once you do the switch, all your latin infantry become longbows. All artillery have 2 pips in maneuver and costs three times as much as infantry. Synergizes with the 10% artillery combat and 10% fire dmg, making the whole setup stronger once again. 0 unless otherwise noted. " It's just good AI, something I don't often say. Any IRL death wars in EU4 time? That way the artillery fires ‘over’ your front line but is not engaged directly by an enemy unit. Content is available under Attribution-ShareAlike 3. In mid- and late-game (tech 13-16+), you will want a full backrow of artillery. might mean total amount of cavalry you are deploying in comparison to infantry/artillery. ; About Europa Universalis 4 Wiki; Mobile view This page was last edited on 21 December 2021, at 09:46. Here’s an example: Say you are on mil tech 9, so your combat width is 25. Cavalry depends on the country but usually 0-6 per stack is fine unless you have great cav, then you can have more. The +3 artillery siege bonus isn't directly related to any other mechanics than siege time although high artillery numbers can help you with breaching, whether forced or not from an At tech 16 artillery gets good. Depending on the type of fort you are sieging, the required minimum to make use of any such artillery level bonus varies between 6-30 artillery regiments You can see how many regiments you need to get what bonus on what fort level here ARTILLERY. by Go to eu4 r/eu4. When a unit dies or retreats, the unit behind it (your artillery) moves up and the infantry in the reserves will move into the space in the back row. Tech 7: add at least 1 cannon to the fighting stack, to get +1 at siege. 35 shock. When it does, it pops up right next to infantry and cavalry just like the others said. I know people have different strategy for cavalry, but once you get artillery you typically want to have a 1:1 infantry to artillery ratio, with as Go to eu4 r/eu4. When they form Spain they have a balanced set of NI: Very good military ideas, +15% morale, +5% discipline, +1 artillery fire are among the best of the major powers. I can't imagine a scenario where a properly built stack with combat width plus 5 of infantry, 4 flanking cav and a combat width backline of Arty, would lose to an equal number stack of infantry. 25 shock. 25 yearly army tradition, 5% morale, This page was last edited on 24 October 2023, at 11:55. If you lost all 1000 of men of the regiment in front of the artillery (Ideally infantry in most cases) then the artillery regiment behind it takes casualties. Mixed with other artillery types, it added to the effectiveness of artillery brigades. Basically the title. The combat mechanics are so intricate. g. ; About Europa Universalis 4 Wiki; Mobile view Thus, for a level 2 fort you need 10 artillery, for a level 8 fort you need 40 artillery pieces. Artillery also starts doing damage in battle at tech 13. what is the better option 10% artillery combat ability or + 10% artillery damage from back row Kinda related to how good Bengal last idea is compared to other modifiers in game. Especially once artillery comes around, cavalry in eu4 is pretty much useless (if you don't have significant combat or shock bonuses ofc). Artillery is responsible You actually want as much artillery as you have combat width in every stack. 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 when artillery appears: 60% infantry/20% cavalry/20% artillery; artillery is very expensive and not that powerful; it's used mostly for doing something in the fire phase and for buffing up the units in front I really need to read that combat page in the EU4 wiki. You may want to make a few siege stacks with only infantry and shittons of artillery to siege faster if you relly on cav. But I'd also argue that an early bonus can be stronger that a later one due to snowballing. 00 Artillery fire; 1835 Originally developed for siege purposes, the howitzer fired a high angled projectile over the fortifications and into the town inside. 4. Currently I am 42K strong which are made up of 28 Calloglaigh Infantry, 12 Chevauchee cavalry and 2 large cast bronze mortars. Quality is better mid to late game as that is when discipline, combat ability and artillery become stronger. The defenders are almost always the weaker In a coop MP with a friend, I once made a custom nation with Artillery Combat Ability and Fire Damage +% with rest rest being filler ideas. Tech 7-9: Large Cast Bronze Mortars Tech 10-12: Culverin Tech 13-15: Small Cast Iron Cannons (optional Large Cast Iron Cannons) Tech 16-17: Chambered Demi Cannons Tech 18-19: Leather Cannon Tech 20-21: Swivel Cannon Tech 22-24: Coehorn Mortar Eu4 Campaign in Wikipedia Articles 3. Reply reply [deleted] • 10% Infantry Combat Ability = 10% more damage your infantry does Go to eu4 r/eu4. What, if anything, is their use at that point? Share Sort by Each unit type (infantry, cavalry and artillery) has different shock and fire modifiers, depending on technology (and said modifiers can be checked in the technology tab) and different shock and fire pips, depending which unit type you select (in the military tab). if width is 24, and you have 20 infantry and 24 canons, you will have a frontline of 20 infantry+2 canons, and a backline of 22 canons. Do note this is NOT supposed to be the case, as the game never filled front row to combat width with Artillery unless one has more Artillery than Infantry + Calvary combined prior to 1. And your sieging armies should be artillery only, number depending on max siege artillery bonus. Unlike infantry or cavalry, artillery can fight from the back Artillery is the only unit type that fires from the back row, meaning that in an ideal scenario you'll have enough artillery to either fill up the back row (equal to combat width) or just enough to Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. ) Last thing - artillery helps with the sieges, and you get +1 bonus to siege if you have at least 1 unit of artillery, and then you can get up to +5 bonus to siege rolls with more artillery units. In fact, you should probably have less artillery than that since you need more infantry to replace losses in the front line and keep the artillery protected in the backline. Try to put as many cannons in sieges that will give you artillery modifiers in the siege. If that splendor ability is worded well, if Artillery can engage from the second line, while Cav and Infantry have to replace a regiment on the front line. Infantry: 150% combat width. There are 2 rows in a combat setup, artillery take up the 2nd row so with a combat width of 30 you can have 30 inf/cav in front row and 30 cannons behind Once artillery comes into play I do a minimum of four units, all backline. Archived post. and the bigger you are the more you save on maintenance with this ability. For example when the combat width is maxed out at 40 I will have two stacks of 24 inf and 20 artillery with a couple of cavalry just for a bit of flanking for gold measure. It's amazing late game to go around with a 40k stack of artillery in conjunction with artillery barrages and siege lower level forts as though they aren't even there. the entirety of the EU4 part of my mega campaign! (ck3 - eu4 - vic3) 7. Similarly, artillery deployed in the frontline can have disastrous results for you. 10: Modifies the bonus damage artillery inflict when in the backrow during combat. Artillery units, uniquely capable of attacking from the back row, must be strategically positioned behind the infantry to maintain their efficacy in combat. Watch out for attrition, though. This is +1 artillery fire. But as others said, Artillery is only effective on the backline so this means that no more than 50% artillery should be fielded for optimization. Level 8 forts That ratio is a "I don't care to micro well" way to play. So ideally you want to aim at Artillery: Unlike infantry or cavalry, artillery can fight both from front row and from back row. At this point in the game most enemy stacks will have a full artillery backline, which means my Marines will just loose. This is how it would look during combat: (A - Artillery, B - Infantry, C- Cavalry) AAAAAAAAAA CBBBBBBBBBC The arty can fire from the 2nd line, firing safely while the infantry soaks up the damage. Land warfare is the deployment and maneuvering Take the fort level of a fort, take the siege bonus you want. That aside, given that all naval combat in EU4 works the same, there's no real way to apply this knowledge. If you have Artillery Fire 1. The common wisdom is that early game, you should only use one artillery in a stack for the seige bonus, but they provide very little in combat. if you wiled 20 infantry and 4 canons, all your artillery Artillery and generals modify how many ticks it will take on average to take the fort. So yes the army will love at the slow disembarking speed of an artillery canon, and the marines won’t get to hop off and on quickly when combined. I'm trying to create an army template based on this Hence I suggest making artillery (naval) barrage a bit more similar to fort assault: Reduce the cost of artillery (naval) barrage to 10 or 20 military power; when ordering an artillery barrage, all cannons in the siege stack will loose 50% morale, hence making the whole stack weaker for some time when engaged by the enemy. 05: 60% infantry 10% cavalry (capped at 2 Go to eu4 r/eu4. As of tech 16 I started running full artillery stacks and I would instantly stackwipe pretty much This page was last edited on 31 October 2020, at 20:24. It does not add much in battles early on, but cannons speed up sieges and in the end that is how wars are won in eu4. As you would know by now, this is a myth. the best i had was a 12 inf 8 art army. " Different fort levels require different Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. Something like 16/4/16 or 20/0/16. Infantry has 1. Please bear in mind that this is according to eu4 wiki. If you only play SP and don’t want to min/max, simply use an army with the same amount of artillery and infantry, and adjust the total number of units to your need/supply limit constraints The simplest cavalry rule in EU4: Never use Artillery. Past mil tech 16 or so, they deal satisfactionary damage in battles, so ideally you want a full backrow. Throughout the course of mid/lategame artillery should be essentially equal to infantry, as infantry take up the front row and artillery will always be behind a unit of infantry. 22 is when artillery becomes a merciless killer. 2: Owns any province in China, Indochina, Manchuria or Korea +10% shock damage Shanxi Guard: 0. But, how do I actually stack them? Should I make 2 stacks, i. Saves manpower. In late game fights, taking cannons to get the flanking bonus is as good or even better than taking cavalry, since it deals Your artillery combat ability comes in way too early. lua). 5 meaning a 7. You will almost definitely require fewer siege phases, but depending on the dice you roll, it might not. Adale in Africa is also another one with 10% artillery combat ability and really good mil national ideas. Ludi is only a cheater and don't know how to play eu4 . the backrow modifer only works in backrow, so for front row ACA is bether. At least if enemy enough artillery to be shooting them, and has infantry opposing them Reply reply New_General_6287 • Yeah that's the main weakness of cav imo. This page was last edited on 26 October 2023, at 01:00. Artillery was VERY useful in real life, but not to the extent they are game breaking in the game. 4 at tech 16 (33% extra), so you can see the dimishing returns. Artillery is responsible for 29%. buildmultiplebuildings Recruit. Maximum Combat width is 40. Those of my stacks. Your reinforcement armies should be about half combat width of only infantry. But they also do damage directly (50% of the damage which they would do if they would be in the front row). Too low morale. Generals also might have the siege ability leader trait. 4 fire), and Spain gets 2 fire at tech 7 and and 2. Multiply them together, that's how many (full strength) artillery divisions you need. More artillery won't improve this further, +5 is the max. the artillery will usually never get to Artillery fire is different from the fire phase that you see in combat. Portugal. before artillery in combat comes online it's better to build a separate army that's just cannons with 1-2 infantry for max siege bonus and let the army wander around, obviously costs permitting. 72 Badges. Seeing how the developers of EU4 are Swedish they certainly made sure the Swedish will have no trouble punching above their weight and rising to great power status once breaking free from the PU with Denmark The ideal situation AFAIK is having a full backrow of artillery at the start of the battle and a full front row of infantry protecting those artillery. Looks like a great pick. The field howitzer, a lighter more mobile variant, would fire an explosive shell above enemy troops. A complete beginner tutorial with MordredViking looking at how warfare works in the game. Only use cavalry if you have money to spare on conserving a tiny bit of manpower, and can't build any barracks instead. So the answer is "because the AI has lots of money, because all their border-forts are free". them in sufficient numbers to field full armies and operating independently they wouldn't have support from cavalry or artillery. In single player you can succeed without military ideas. If no enemies can be found straight ahead, it This page was last edited on 14 March 2015, at 15:09. If you have one artillery or more per fort level, you can click cannon barrage and spend 50 mil points to instantly breach walls. I'm not considering a 1v1 equal strength matchup because that just doesn't really happen in eu4. Pips are only a part of the larger combat equations: Multipliers (Which means artillery will start to provide defensive benefits earliest at tech 16 with Chambered Demi Cannons and their 2 defensive fire pips. Backrowdamage? Castile is one of the most powerful nations in EU4, not the best for WC but a very heavy hitting country. At tech 22, artillery has 4. The fact that they are only infantry is rather annoying since combining them with artillery makes you lose rhe faster disembark bonus I think every Iberian nation now has that +1 fire for artillery. Early Late game (starting around tech 16, but in place by tech 20): Work towards having a full back row of artillery. After tech 16 fill your back row with artillery and consider replacing cavalry with infantry. and some cannons for siege. Early artillery aren't that great but horses are, and its a Artillery is unique because it can deal damage from the back row during a battle. There might be periods where +2 arty shock is better +1 fire shock, but that would be early game, when cannons are the least useful. Then you will want a combat width of artillery and a bit more of infantry. 50 points is a lot early where tech advantage is huge and wars are numerous. It attacks enemies straight ahead of it. In other words, this is not "AI artillery abuse. If you find anything you'd like to The game sometimes gives you more than one type of infantry/cavalry/artillery to choose from. At admin tech 10 when you Obv. Toggle signature. This would leave your arty and general in one stack and the rest of your army in the other. Pre MIL 7, you can barrage+assault, and even after MIL 7 you could ignore arty completely, if you're fine with not breaching inland forts. Report. 55. Artillery only transfers half of the defensive Shock/Fire/Morale pips to the regiment in front of them. Artillery not only fight in battles like infantry and cavalry but also speed up sieges. Badesumofu Field Marshal. While situated on the back row, they deliver decreased damage If a siege phase takes 30 days, artillery won't make it take less than 30 days basically. Seiging a fort with artillery gives you a certain bonus to the siege depending upon the amount of artillery and the fort level. As a general rule, you want a little under half your frontline units (Inf and cav) to be cav. Reply reply More replies. ACA vs. if a regiment of Line Infantry (3 defensive fire pips, and 2 defensive shock pips) is in front of a Royal Mortar artillery regiment (4 defensive fire pips, and 1 defensive shock pip), it will defend as if it has 5 defensive fire pips (3+4/2) and 2. For an easy comparison, +10% artillery combat ability is worse than this modifier for the entirety of the game. Just remember infantry dies faster which can drop you below your cav ratio hurting tactic heavily. r/eu4. So, basically I know that perfect option to use artillery in a full combat width in the back row. Once you get artillery I'd say 10/4/6, because early game artillery just isn't that good and by some cosmic coincidence that's a total of 20 regiments that can be split to two 10 stacks or doubled to a 40 stack without any hassle. This page was last edited on 24 October 2023, at 11:55. Artillery is as good as cavalry at front line flanking. Patreon: https://www. my best game of eu4, ever, the year is 1530 :D 2. Accordingly, artillery adds to the fight from tech 13 when they receive a second pip, one of which is applied to the front row. The artillery shock value has no impact on this. ; About Europa Universalis 4 Wiki; Mobile view The first factor is what the current tech level is. Combat abbilty is pure damage dealt, for non cav builds, ICA is the best one, its way bether than ACA in early and midgame and Artillery damage isnt as high as some peaple say. rqguvx edcokoh hyacz bvzwa rwc doyp nztgb pndt tmsqi jujtq