You may be able to use them to box the enemy in, forcing them to attack you in disadvantageous terrain. Artillery are the only units that can attack from the back row, but they will only deal 50% damage from that position. The art of land warfare is therefore of significant importance, and its complexities are discussed here as fully as possible. For example: if your opponent's general has 3 fire pips & your general 6 fire pips, ceteris paribus, your general nets you 15 base casualties in the fire phase, whereas your opponent's general nets him 0, but not -15, base casualties during the fire phase. The following cannon types are recommended: Later technologies are limited to one cannon type. In practice, the defender's advantage means that every reserve frontline of the defender allows the previous frontline to absorb an extra day of kill/morale casualties. A battle will last until one side is routed or annihilated. To be noted that the success rate shown on the screen only reflects the probability of getting the modified die roll ≥ 20, and when the garrison is very low the modified die roll 5-19 might immediately end siege due to loss of garrison. The attacker may choose to assault the garrison with their infantry if the walls have been breached at least once. All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. Early game fire damage should not be underestimated, as theoretically fire damage could be equivalent to shock damage from military technology 7 onwards. Winning a battle gives the winning armies 50% of their maximum morale and retreating from a battle will reduce the other allied armies' morale relative to the portion of troops leaving the engagement). This will mark them as countries of interest and you will receive a popup to inform you that they are in a war. e.g. You just keep it as close to your max as possible with a few extra units of infantry to buffer the losses and keep a spare army of nothing but infantry for carpet sieging but cannons are less obvious to me. However, this mechanic does not function when regiment strength reaches 0 before morale reaches 0 during the first 12 days of a battle. Contrary to popular belief, reducing the enemy army to 0 morale before they can retreat is NOT sufficient to stackwipe. Your own manpower needs to be sufficient for the war: An evenly matched war requires as close to 100% as possible, although 50% should be enough for fighting a weaker nation. Here is a list of the types of terrain and the modifiers which they grant. Various ideas increase looting speed; this bonus increases the amount of ducats looted each month by the stated amount (and thus decreases the time taken to fully loot a province). You have been allied for 10+ years (you gradually gain favours with your allies and can call them into war when you have 10 or more). In the West you're stuck with the knights for a LONG time. An attached army cannot board transports. Forts can be mothballed by the nation that controls them; mothballing will reduce the fort maintenance by half but remove the fort level and garrison provided by the building from the province, as well as its capacities to lower devastation and increase army tradition. depends on tech. If you've won the war but don't have enough monarch points to core the provinces you've taking control of, you very well may be setting yourself up for shattering civil wars or long-term economic dysfunction. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The Army Maintenance slider should be set to 100% and all army morale bars have filled completely. Note that garrison will refuse to make a sortie if the besieging army is much stronger than the garrison. It will not attack rebel armies it thinks it cannot beat. A fort cannot be mothballed or de-mothballed while the province is under siege. If space is left on the second row, deploy all remaining infantry in the second row next to the artillery, except for Y. The rule of thumb for EU 3 that I heard and worked for me was that at your max potentional your cannon line is equal to your infantry line and your cav is about half your infantry. Land warfare is the deployment and maneuvering of military assets against an enemy, in most cases this results in combat between opposing armies. To maximize the effectiveness of an army, a proper mixture of troops is important. If all infantry units of the attacker are killed before the defenders are defeated, the remaining cavalry and artillery will continue the siege normally. Flanking range determines the horizontal range in which a unit may make a flanking attack. Thus the defensive pips of the frontline regiments impact the kill casualty equation of two enemy regiments, while the offensive pips only affect a single regiment. ® 2020 Strategy Gamer Trade Marks belong to their respective Owners. Terrain for each province is shown in both the terrain and simple terrain mapmodes. Are you ready? It is also multiplied by discipline. From military tech 7 onwards, defensive pips are to be prioritized over offensive pips for infantry and cavalry because artillery becomes available, which deals damage from the back row. The following modifiers are then applied: The highest possible starting bonus is +17: a capital fort (−1), obsolete by 3 fort levels (+3), with an insufficient garrison (+1), with a 6-siege general (+6) and at least 8 regiments of artillery (+8). The wealth of nations is often the driver of militaristic interaction. Ilkhanid idea 7: Recruit Turkoman Gunners, Smolenskian idea 2: The Armories of Smolensk, Utsunomiya idea 2: Legacy of Nasu no Yoichi, Australian idea 6: Integration of the Bushrangers, Nagpuri idea 5: Light Cavalry Shock Tactics, for following or inviting a scholar from the, Andalusian idea 1: Stand Against the Reconquista, Leinster idea 4: He Who Is Not Strong Must Be Cunning, Russian idea 7: Broaden the curriculum of the Cadet Corps, Kanem Bornuan idea 5: Fixed Military Camps, Lur idea 1: Kingdom in the Zagros Mountains. [3] When a province's loot bar is empty no more loot can be taken from that province. All units present in a battle, including reserve troops, take 0.03 base morale casualties per day on top of the calculated morale casualties. Units on the backline take full morale casualties, thus frontline units deployed on the backline are essentially neutralised. I figure cavalry is fairly obvious. Identify key battlegrounds: Check for choke-points in mountain passes or along sea crossings. You typically won't have this till around 1492 unless you're lucky/smart with technology. Power and speed are important aspects, but maneuver can be the decisive difference. The combat system, while not being entirely obvious or intuitive, can be seen through the combat interface which allows the player to see which regiment is fighting which, and which is moving where. Attacker penalties from terrain are applied to the siege army, while attacker penalties from river/strait crossings are nullified regardless of any leaders' Maneuver pips. This increases devastation in the province by 5 and gives the province modifier “Scorched Earth”, lasting for 60 months with the following effects:[4].

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