i would like to highlight a "stack" that is great agains non-full combat width armies, where you match theyr full stack with infantry and add some horses, for a 15k stack you hit them with 15 inf and 4 cav. and 4k of theyr units will find themselves in a 3v1 and die pretty fast. good for early game before swapping out the cav, kinda weak if enemy reinforces and your cav will have to fight 1 on 1 or even beeing flanked themselves.
hi @zlewikk. great videos, i discovered the channel earlier this evening and love the content. incredibly informative. i was wondering, if you had the spare time ,as to whether you could do a horde guide? they play a lil different from what i am used to and are usally my weakest nations when i play them. moree about a successful horde economy and the great stacks to use. i known they have fantastic cav earlier game , like manchu and oirat, but just dont know how to properly utislise that. thanks hope you have a great day :)
It would be actually interesting if cavalry gave out-of-battle bonuses like reduced attrition (you can gather supplies more easily), and meta bonuses like counteracting terrain/crossing penalties. (representing scouting of enemy position before battle lines are formed). It would make it viable through the entire game and make it more historically accurate.
@@buttan3399 1 cavalry loots as much as 3 infantry, and costs as much as 2,5 infantry. And claiming that they are faster on the map than infantry is straight up false. They can be useful if you are lacking in manpower or forcelimit, but if you are poor enough to need to rely on looting provinces, maybe you should consider cutting down on the cav in your army (unless you are playing a horde).
Feels good to know that the 30/0/20 stacks I was using in my last campaign were close to Zlewikk's recommendation. I'm really looking forward to the reinforcement guide.
@@lukasralys6096 Ye, seeing how he dislikes Cav thats only fair. I also would say Siege is only 4 as its EU4 so you gotta get yourself someextra bonis somewhere
Thank you, man! I have 3.2k hours in this game, and just recently learned few new tricks about moving battle stacks around to catch enemy reinforcements, after watching your Creators Cup. It definitely improved the gameplay, and I would be happy to see the tactics guide as well. Cheers!
Will be really interested into "moving your stack" part, because I always put a very high focus on minimizing attrition in wars. Great video, thank you for the tips !
The first time i used full backrow of artillery after hearing it from here (last year) was jaw-dropping, it's super powerful. If i have eastern tech i tend to keep cavalry until winged hussars.
Oh man thank you very much, I was just looking for this & your video pops up, I'm going to smash austri now, waiting for the other one as well, thank you again you are awesome
I think you are in top 10 players of the world, of course we need your guides! Please, make more guides: about stacks of cavalry-based nations (they also have different bonused for cavalry, so we need to know when it is worth to hold cavalry) and about reinforcements from master))
In multiplayer battles he proved to be the best in the world, but yeah in singleplayer I think he might make it into the top ten tho there are amazing players out there too
I like playing with Hordes because: -their armies are the best one could have early game -lousy economy with Hordes makes for incentive to play aggressive, teaches truce juggling nicely as well -as Hordes fight best on flat lands it gives a reason to slow down a bit and fight differently based on terrain. With just infantry army you may not care about that -1 to rolls in woods but for Hordes it is more detrimental since losing that shock bonus is pretty big deal. Pointlessly wasting manpower also slows your subsequent wars.
Hi Zlewikk ! Thanks for the upload ! Another video idea: How to deal with the new revolution mechanics (other nations spreading revolution to your provinces, and so on) ? Dobranoc :) !
I remember that one time where you said backrow infantry doesnt take morale damage when you play batua then minuntes later realised what you said and fixed you sentence
Artillery barely has defensive shock pips (you need at least 2 to actually share them to the first row, tech 26 to get 2 def pips). This makes cavalry not as bad as you might think. However, almost all cav types have useless offensive fire pips. The only exception is western tech 28 cavalry, so if you are rich western nation with cav bonuses, it's a good idea to use them.
Man without the reinforcement I got smash in a war against france(I was Austria). Man as soon you post these videos I will eat them, study how to defeat the others with at least same numbers. Fuck the hell I lost in a batlle with 100k against 45k. That's super stupid dude. I need some help and you will provide. MASTER ZLEWIKK.
As Asian player (South East Asian is preferable), I feel that having at least 2 cav is good. Don't know about the others, but I've been trampled by Ming army even with tech superiority and equal amount of troops.
Because the frontline benefits off the defensive pips of your artillery in the 2nd row, should you prioritise artillery with more defensive pips or is it mainly based off you military bonuses?
Personally I don't understand how do you build strong cavalery-based army... Can only Poland deal with cavalery stacks? And how do you make your army unbeatable?
cavalry stacks are fun to use, but the stress to maintain the upkeep is not worth. ngl but it is very satisfying to see the damage numbers going crazy every shock phase haha
That's a good overview for beginners but something that also needs explaining is the special units! With so many players being suddenly exposed to special units thanks to the subscription model they have no idea how to manage their armies while also getting maximum use out of their special units and a guide on special units in EU4 is currently nowhere to be found on UA-cam. I played Ottomans for the first time since I picked up the game and was confused about the new Janissaries. Spawning overpowered units instantly with full moral and at no cost in either manpower or gold is a bit ridiculous really but that's beside the point here. I feel like Janissaries are easy to play with for new players but units like Streltsy are not. Anyone will stop recruiting Janissaries when reaching the limit or when they run too low on military points but Streltsy are 'free' so you feel compelled to press that button even when you do not really need them because you can at maximum store 150% progress so you feel like you are missing out by not using the interaction. Funnily enough there is one thing that both Janissaries and Streltsy have in common, it's best to consolidate as often as possible and spawn new units instead of reinforcing them in order to save manpower but that playstyle is unnatural and not always easy to grasp for newer players so I feel like an overview over special units and a couple of hints on how to use them would actually help a couple of people. I certainly ran around with 500k infantry and 50k artillery the first time I played Russia even though I knew that I was doing something wrong I stuck with it for way too long before finally deleting 200k infantry because I simply couldn't lose them quickly enough in battles.
Yes, special units would need a separate guide, here is just the basics. Funny thing, janissary are considered the most useless special units in game as they cost MIL POINTS, which are more needed to dev your manpower to get it to infinite numbers. For single player it might be another case, but I'm still mot the biggest fun of it because it costs quite a lot of mil points compared to its bonuses.
Isn't it the Jannisary that costs mil points with the streltsy being based on the Russian goverment form that generates its own points based on the rulers stats Zlewickk?
@@TheBlacknull1 ofc, It's late :p I meant janissary, it's considered pretty garbage, Streltsy cost almost nothing and is basically free manpower thanks to what he said :p
@@ZlewikkTV It doesnt. The Houfnice has 1/0 0/0 0/1 and the Large Cast Bronze Mortar had 1/0 0/0 1/0. So one might think, the Houfnice would be useful to help INF...but it isnt. Zlewikk forgot to mention the rather important element that it is also rounded down after being halved. So DEF pips only matter here in the event the artillery is on the front line. You dont want them on the front line. But the Offensive Pip? The halving of damage only gets applied in the causality calcs as a Attacking Unit Modifier. Meaning you always get the benefit of 0.5 OFF pip on artillery. Meaning that the army using LCBM is going to be doing a decent chunk more morale damage. Culverin has Fire 1/1 Shock 0/1 and Morale 1/0. Pedrero has 1/1 0/0 1/1. The only reason you take them over LCBM is that they take slightly less shock or morale damage if they end up on the front line, giving you in rare situations just enough to win a battle. As for Large vs Small? Large has 2/1 0/0 1/2. Small has 1/1 0/1 2/1. It isnt really a contest. Small has 2 wasted pips. Why? Well, Small has a pip in Shock DEF that does nothing. Worse, it has 2 Morale OFF. Some people might ask why is this wasted, after all, more damage is good right? And yes, this would be true...but Small doesnt actually do more damage. Part of how damage is calculated is that added onto the dice roll is added several variables that make up the base damage dealt, with the defending unit's pips subtracted from the attacking offensive pips. Large has 2 pips of DEF morale, meaning any INF in front of them gets a bonus Morale DEF Pip, for a net difference of 0 between large and small. Expect that said extra DEF pip is not just negating the extra OFF pip of small. It is also negating the effect of 1 OFF Pip on the attacking INF. Which means the Army using Large is getting a major reduction in morale damage over the army with Small. But to add insult to injury, Large has 2 Fire OFF Pips...and small only has 1 Fire DEF Pip just like the previous generation. Meaning that it straight up does more fire phase damage that Small doesnt event attempt to counter. Fun Fact: Part of the Morale Causality(which occurs after the pips are compared and the deaths calculated) calc is the causalities suffered. So not only will Large kill more troops, It straight up causes more morale damage while taking less. Honestly, if you took the extra fire pip away from Large in return for nothing, it still be better than Small, purely because of that extra Morale DEF Pip negating the only useful part of Small and it helping the INF v INF fight.
hmm I hope this video can help to someone (me) who attack 17k Ottoman army which can receive help of 90k troops in 1 month, with 27k army as ardabil (and Ottomans has defensive bonus)
it's even on the wiki about artillery: eu4.paradoxwikis.com/Land_units 'Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. Additionally, artillery regiments bestow half (rounded down) of their defensive Shock/Fire/Morale pips to the regiment in front of them'
What about cavalry for horde or poland like faction in mid to late game? Nobody really say anything about cavalry build so i end up when playing as poland like faction my composition still remain western mid to late composition but with 4-8 cavalry instead of none.
That's pretty hard thing, but I's say rather yes because of two things: cav is not cost effective and because shock phase is cominf second. It means your cav receives severe dmg in first fire phase before it starts doinf damage in shock phase (and it's dmg is way lower because of that)
But still it's only about situation where both nations have perfect stacks, when you enemies have smaller armies it might still be useful for quick stackwipes
@@ZlewikkTV my current poland run is mostly to get the achievements for it, though I am trying to half rp it, Winged Hussars and all that, since I'm not really doing MP, I may as well just mix in some cav I think, to at least help kill off reinforcements and smaller stacks whilst having a proper battlestack or two to go around as well
Always depends, most efficient would be full art stack + reinforcements. Remember that you only need such stacks for more difficult wars and late game attrition doesnr matter at all
As everything in the guide, it always depends. In general the most flexible techs would be: Early up to tech 7 when art comes out Mid up to 16 or 23 when art gets more important in late game
You are sayin cav. is not effective its pips compared to its mountly cost but what if we have basically infinite money, adding two cav. unit on top of our already maxxed out combat with army would be effective?
In my opinion if you have money it's way better to invest it in more artillery which is way more money effective. In late game cav has almost no use because it does most of dmg in shock phase. What it means? It starts doing dmg after receving severe dmg in fire phase (so its regiments are not full)
@@ZlewikkTV First of all, thanks for the quick response and i have another question for you. What if we have litterally the same stats, pips, generals and rolls for two armies and they are 20/0/20 and 18/2/20 who would win that fight? both middle and late game.
Also in late game cav becomes more useless because shock phase comes after fire phase, it means that your cav starts doing dmg after taking sevare dmg in first 3 days (so it's regiments power is way lower). On top of that it's strongest power, flanking range, has no use when armies fight with full combat width, which happens pretty often in late game.
It's very flexible. I would say mid gane starts when artillery is introduced/a little bit later and late game starts when Artillery has major dmg in battles (tech 17/23)
I'm in the mid-game of a Poland run and I have about 53% Cav combat ability so I'm running a stack with about 14/10/10. How much Cav should I use if I have great Cav combat ability?
It will totally depend, 14/10/10 is okay if you have money for it or you prefer less troops but with better quality. In general more stacks for same cost will be rather better as you dont need to be that effective against ai, while you might need more stacks
As everything in the guide, it always depends. In general the most flexible techs would be: Early up to tech 7 when art comes out Mid up to 16 or 23 when art gets more important in late game
For sp it's more like a roleplay so as long as you keep whole art backrow, mlre in frontline and inf to cav ratio it's ok (for battles). For mp you just get rid of cav and recruit infantry banners. Another thing is, dont you lose horde government when forming Qing??
40 0 40 is a base, but since you losw troops and eeinforce them between battles you could go for 50 or 60. Also id it's mp game and travel time is long you coule even go for double cw (80 0 40) to give you more time for reaction
Thats pretty early to call mid game but aight thanks. One more thing, how many percent of cav combat ability would you say would be worth a cavalry unit? Would the ottomans 15% cav combat be a cost effective unit?
Ottomans have godlike pips on cav first few techs so it's great then, if you watch my current ottoman campaign you will see that I got rid of them around 1550 :p.
@@filmkulubu 10 extra infantry for reinforcement and 40 artillery which is the back line. The 40 combat width is the front line which can be anything but the back line is only artillery
I know that one should only keep 4k cav in a stack generally. But if im playing as Mughals with 30% cav combat ability (from quality ideas, and the traditions), how much should I have in an army? If my combat width is 30 for example, what is the ideal comp?
If you would like to talk to me, ask some questions and play together, come to my Discord channel: discord.gg/NAys3pf
i would like to highlight a "stack" that is great agains non-full combat width armies, where you match theyr full stack with infantry and add some horses, for a 15k stack you hit them with 15 inf and 4 cav. and 4k of theyr units will find themselves in a 3v1 and die pretty fast. good for early game before swapping out the cav, kinda weak if enemy reinforces and your cav will have to fight 1 on 1 or even beeing flanked themselves.
hi @zlewikk. great videos, i discovered the channel earlier this evening and love the content. incredibly informative. i was wondering, if you had the spare time ,as to whether you could do a horde guide? they play a lil different from what i am used to and are usally my weakest nations when i play them. moree about a successful horde economy and the great stacks to use. i known they have fantastic cav earlier game , like manchu and oirat, but just dont know how to properly utislise that. thanks hope you have a great day :)
It would be actually interesting if cavalry gave out-of-battle bonuses like reduced attrition (you can gather supplies more easily), and meta bonuses like counteracting terrain/crossing penalties. (representing scouting of enemy position before battle lines are formed). It would make it viable through the entire game and make it more historically accurate.
either that or expand flanking to actually hit the backline..
@@buttan3399 1 cavalry loots as much as 3 infantry, and costs as much as 2,5 infantry. And claiming that they are faster on the map than infantry is straight up false. They can be useful if you are lacking in manpower or forcelimit, but if you are poor enough to need to rely on looting provinces, maybe you should consider cutting down on the cav in your army (unless you are playing a horde).
If you want it to be more "accurate" then the whole combat system needs to be redesigned
@@buttan3399 Cavalry had a higher strategic speed in EU3 before like HTTT or something. Can't recall if they ever were faster in EU4.
vic2 cav
1600 hours into eu4 and still learning this stuff like ive never played before. Love the videos man.
I feel you, i have 1700 hours and still i don't know anything
Feels good to know that the 30/0/20 stacks I was using in my last campaign were close to Zlewikk's recommendation.
I'm really looking forward to the reinforcement guide.
Now you can watch it
These countdowns are a great feature imo. Its like a remidner every time I open youtube that there will be a video tonight :DD
Earlier: Sun Tzu
Now:
Zlewikk, The Art of Stackwiping
Finally! A military advice from the greatest EU4 fighter.
If you were a general, Zlewikk, you would have all the pips, I suppose:)
I would disagree he would be 6/0/6/6 no shock pips until late game inf :D
@@lukasralys6096 Well, fair enough actually)
@@lukasralys6096 Ye, seeing how he dislikes Cav thats only fair. I also would say Siege is only 4 as its EU4 so you gotta get yourself someextra bonis somewhere
Thank you, man! I have 3.2k hours in this game, and just recently learned few new tricks about moving battle stacks around to catch enemy reinforcements, after watching your Creators Cup. It definitely improved the gameplay, and I would be happy to see the tactics guide as well. Cheers!
Happy to hear that! :D
Will be really interested into "moving your stack" part, because I always put a very high focus on minimizing attrition in wars. Great video, thank you for the tips !
I've always been looking for one of these in-depth. Thank you for making it.
Good to hear that :)
Great guide - a lot of this is common knowledge floating around communities, but it’s great to see it consolidated all into one place.
was searching for one of these made by you but didnt find one, next thing you know theres one on premier
quite clear and condensed. good job
Thanks! The goal was to show the basics :)
You might not be a huge youtuber, but i really consider you one of the best. I like your videos very much, and I hope you continue!!!
Thanks!
The first time i used full backrow of artillery after hearing it from here (last year) was jaw-dropping, it's super powerful. If i have eastern tech i tend to keep cavalry until winged hussars.
Oh yeah, more guides! :D
This is the guide I always hoped you'd make
Dear diary,today Lookas show his idea tutorial and Zlewik show his army composition tutorial. Today was a great day 👍
First time I've ever known how to fight in EU4. Thank you!
Oh man thank you very much, I was just looking for this & your video pops up, I'm going to smash austri now, waiting for the other one as well, thank you again you are awesome
Thanks! Happy to hear that :D
I think you are in top 10 players of the world, of course we need your guides!
Please, make more guides: about stacks of cavalry-based nations (they also have different bonused for cavalry, so we need to know when it is worth to hold cavalry) and about reinforcements from master))
In multiplayer battles he proved to be the best in the world, but yeah in singleplayer I think he might make it into the top ten tho there are amazing players out there too
Thank you for this video! Good stuff!
Thanks Zlewikk I learned there was a feature called combat width in EU4 from this video!
Yeah lol. I don't even know how to check it
@@bojarckhoosemanschnarf5851 lol
In military tab as everything :p next to discipline, morale and other modifiers
@@ZlewikkTV Thanks dude, i am trying to be the best at this game in multiplayer so i can beat my dad. he introduced me to paradox
I like playing with Hordes because:
-their armies are the best one could have early game
-lousy economy with Hordes makes for incentive to play aggressive, teaches truce juggling nicely as well
-as Hordes fight best on flat lands it gives a reason to slow down a bit and fight differently based on terrain. With just infantry army you may not care about that -1 to rolls in woods but for Hordes it is more detrimental since losing that shock bonus is pretty big deal. Pointlessly wasting manpower also slows your subsequent wars.
"cavalry is not cost effective and quite bad" hohoho a bold thing to say in winged hussars distance
This is perfect thank you zlewikk
great job Zlewikk
I always think it is better to learn the game yourself. Very good guide anyway.
Reman's Paradox be quaking with his military guides.
I love you Zlewikk 😁🥳
Good video! It was very helpful to learn the basics.
Happy to help!
With regards to cavalry, I like to think of it like this: 2 cavalry is more or less the same cost as 2 infantry and a cannon.
Hi Zlewikk !
Thanks for the upload !
Another video idea: How to deal with the new revolution mechanics (other nations spreading revolution to your provinces, and so on) ?
Dobranoc
:) !
Thanks! I think I dont have enough knowledge for such video 😅
I remember that one time where you said backrow infantry doesnt take morale damage when you play batua then minuntes later realised what you said and fixed you sentence
Wut? I said that? xD that must have been by an accident :p
Artillery barely has defensive shock pips (you need at least 2 to actually share them to the first row, tech 26 to get 2 def pips). This makes cavalry not as bad as you might think. However, almost all cav types have useless offensive fire pips. The only exception is western tech 28 cavalry, so if you are rich western nation with cav bonuses, it's a good idea to use them.
i always wanted this guide
best guide ty
Man without the reinforcement I got smash in a war against france(I was Austria). Man as soon you post these videos I will eat them, study how to defeat the others with at least same numbers. Fuck the hell I lost in a batlle with 100k against 45k. That's super stupid dude. I need some help and you will provide. MASTER ZLEWIKK.
Man I think you should do a playlist with a lot with these videos.
I do have such a playlist, it's even linked in end screen :)
YESSSSS I LOVE U
thanks for the guide
what composition of the army for Poland since the cavalry is said to be useless? While this one has great bonuses for this one.
Thank u for the guide
You are the best man (First comment)
Yes, I'm a newbie.
Please make a guide about reinforcemoents.
As Asian player (South East Asian is preferable), I feel that having at least 2 cav is good.
Don't know about the others, but I've been trampled by Ming army even with tech superiority and equal amount of troops.
Because the frontline benefits off the defensive pips of your artillery in the 2nd row, should you prioritise artillery with more defensive pips or is it mainly based off you military bonuses?
In general defensive pips are better :)
Personally I don't understand how do you build strong cavalery-based army... Can only Poland deal with cavalery stacks? And how do you make your army unbeatable?
Cavarly based army is pretty much different case. Main problem with it is always money
cavalry stacks are fun to use, but the stress to maintain the upkeep is not worth. ngl but it is very satisfying to see the damage numbers going crazy every shock phase haha
my only concern is: can it go really badly if you don't fill CW in early game and your ennemy have cavalry ?
Please do a costum nation lets play just rewatch your other
Do navy next. I have 1,000 hours in game and 0 clue about how any of it works lol
no sense to do it now as we will have naval rework next patch
That's a good overview for beginners but something that also needs explaining is the special units!
With so many players being suddenly exposed to special units thanks to the subscription model they have no idea how to manage their armies while also getting maximum use out of their special units and a guide on special units in EU4 is currently nowhere to be found on UA-cam.
I played Ottomans for the first time since I picked up the game and was confused about the new Janissaries.
Spawning overpowered units instantly with full moral and at no cost in either manpower or gold is a bit ridiculous really but that's beside the point here.
I feel like Janissaries are easy to play with for new players but units like Streltsy are not. Anyone will stop recruiting Janissaries when reaching the limit or when they run too low on military points but Streltsy are 'free' so you feel compelled to press that button even when you do not really need them because you can at maximum store 150% progress so you feel like you are missing out by not using the interaction.
Funnily enough there is one thing that both Janissaries and Streltsy have in common, it's best to consolidate as often as possible and spawn new units instead of reinforcing them in order to save manpower but that playstyle is unnatural and not always easy to grasp for newer players so I feel like an overview over special units and a couple of hints on how to use them would actually help a couple of people. I certainly ran around with 500k infantry and 50k artillery the first time I played Russia even though I knew that I was doing something wrong I stuck with it for way too long before finally deleting 200k infantry because I simply couldn't lose them quickly enough in battles.
Yes, special units would need a separate guide, here is just the basics. Funny thing, janissary are considered the most useless special units in game as they cost MIL POINTS, which are more needed to dev your manpower to get it to infinite numbers. For single player it might be another case, but I'm still mot the biggest fun of it because it costs quite a lot of mil points compared to its bonuses.
Isn't it the Jannisary that costs mil points with the streltsy being based on the Russian goverment form that generates its own points based on the rulers stats Zlewickk?
@@TheBlacknull1 ofc, It's late :p I meant janissary, it's considered pretty garbage, Streltsy cost almost nothing and is basically free manpower thanks to what he said :p
So based on the def bonus of artillery, does that influence whether one should choose pedero/culverin or large/small in the early artillery?
Yeah 😅
@@ZlewikkTV It doesnt.
The Houfnice has 1/0 0/0 0/1 and the Large Cast Bronze Mortar had 1/0 0/0 1/0. So one might think, the Houfnice would be useful to help INF...but it isnt. Zlewikk forgot to mention the rather important element that it is also rounded down after being halved. So DEF pips only matter here in the event the artillery is on the front line. You dont want them on the front line. But the Offensive Pip? The halving of damage only gets applied in the causality calcs as a Attacking Unit Modifier. Meaning you always get the benefit of 0.5 OFF pip on artillery. Meaning that the army using LCBM is going to be doing a decent chunk more morale damage.
Culverin has Fire 1/1 Shock 0/1 and Morale 1/0. Pedrero has 1/1 0/0 1/1. The only reason you take them over LCBM is that they take slightly less shock or morale damage if they end up on the front line, giving you in rare situations just enough to win a battle.
As for Large vs Small? Large has 2/1 0/0 1/2. Small has 1/1 0/1 2/1. It isnt really a contest. Small has 2 wasted pips. Why? Well, Small has a pip in Shock DEF that does nothing. Worse, it has 2 Morale OFF. Some people might ask why is this wasted, after all, more damage is good right? And yes, this would be true...but Small doesnt actually do more damage. Part of how damage is calculated is that added onto the dice roll is added several variables that make up the base damage dealt, with the defending unit's pips subtracted from the attacking offensive pips. Large has 2 pips of DEF morale, meaning any INF in front of them gets a bonus Morale DEF Pip, for a net difference of 0 between large and small. Expect that said extra DEF pip is not just negating the extra OFF pip of small. It is also negating the effect of 1 OFF Pip on the attacking INF. Which means the Army using Large is getting a major reduction in morale damage over the army with Small. But to add insult to injury, Large has 2 Fire OFF Pips...and small only has 1 Fire DEF Pip just like the previous generation. Meaning that it straight up does more fire phase damage that Small doesnt event attempt to counter. Fun Fact: Part of the Morale Causality(which occurs after the pips are compared and the deaths calculated) calc is the causalities suffered. So not only will Large kill more troops, It straight up causes more morale damage while taking less.
Honestly, if you took the extra fire pip away from Large in return for nothing, it still be better than Small, purely because of that extra Morale DEF Pip negating the only useful part of Small and it helping the INF v INF fight.
hmm I hope this video can help to someone (me) who attack 17k Ottoman army which can receive help of 90k troops in 1 month, with 27k army as ardabil (and Ottomans has defensive bonus)
I don't see anything wrong with it, besides fighting 90k ottomans with 27k
@@easytiger6570 I was attacked Timurids which has 40k army and Ottomans were their ally
Imperial Sealand Then it’s even stranger.
@@Vladon32 and IDK how I won that war
Imperial Sealand power of loans
What are the turning Points to mid and late game?
What do you think of artillery only siege stacks for forts not in danger of getting attacked? Or even taking infantry out of siege to avoid attrition?
It's ok if they are safe, anyway at this point of the game attrition shouldnt matter
where did you find that artillery gives half of their defenisve pips to the frontline infantry?
it's even on the wiki about artillery: eu4.paradoxwikis.com/Land_units 'Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. Additionally, artillery regiments bestow half (rounded down) of their defensive Shock/Fire/Morale pips to the regiment in front of them'
@@ZlewikkTV oh i over read that. thanks
What about cavalry for horde or poland like faction in mid to late game?
Nobody really say anything about cavalry build so i end up when playing as poland like faction my composition still remain western mid to late composition but with 4-8 cavalry instead of none.
Question, what would battlestacks for poland or other cav bonus countries be like? would end game still end up 50/0/40 or something else?
That's pretty hard thing, but I's say rather yes because of two things: cav is not cost effective and because shock phase is cominf second. It means your cav receives severe dmg in first fire phase before it starts doinf damage in shock phase (and it's dmg is way lower because of that)
But still it's only about situation where both nations have perfect stacks, when you enemies have smaller armies it might still be useful for quick stackwipes
@@ZlewikkTV my current poland run is mostly to get the achievements for it, though I am trying to half rp it, Winged Hussars and all that, since I'm not really doing MP, I may as well just mix in some cav I think, to at least help kill off reinforcements and smaller stacks whilst having a proper battlestack or two to go around as well
is it better to make a full arty stack and force march it to victory at cost of attrition, or keep them apart and send them one by one?
Always depends, most efficient would be full art stack + reinforcements. Remember that you only need such stacks for more difficult wars and late game attrition doesnr matter at all
pls more guides
How do you define early, mid, and late game?
As everything in the guide, it always depends. In general the most flexible techs would be:
Early up to tech 7 when art comes out
Mid up to 16 or 23 when art gets more important in late game
@@ZlewikkTV Thank you!
Reminds me of remen’s paradox
You are sayin cav. is not effective its pips compared to its mountly cost but what if we have basically infinite money, adding two cav. unit on top of our already maxxed out combat with army would be effective?
Or just havin two of them in front line.
In my opinion if you have money it's way better to invest it in more artillery which is way more money effective. In late game cav has almost no use because it does most of dmg in shock phase. What it means? It starts doing dmg after receving severe dmg in fire phase (so its regiments are not full)
@@ZlewikkTV First of all, thanks for the quick response and i have another question for you. What if we have litterally the same stats, pips, generals and rolls for two armies and they are 20/0/20 and 18/2/20 who would win that fight? both middle and late game.
If you have infantry according to cw then you going to take a lot of attrition how to deal with that? Do I have to hard micro?
Multiplayer or singleplayer?
@@ZlewikkTV my case I play singleplayer and the year is around 1600
I think in mid-late game you dont really need to care about cavalry cost-efectiveness since you usually swim in gold
If you want to spend more money on army, then get more art stacks, still way more worth than wasting it on cav
Also in late game cav becomes more useless because shock phase comes after fire phase, it means that your cav starts doing dmg after taking sevare dmg in first 3 days (so it's regiments power is way lower). On top of that it's strongest power, flanking range, has no use when armies fight with full combat width, which happens pretty often in late game.
when does mid game and late game starts?
It's very flexible. I would say mid gane starts when artillery is introduced/a little bit later and late game starts when Artillery has major dmg in battles (tech 17/23)
@@ZlewikkTV thanks
I'm in the mid-game of a Poland run and I have about 53% Cav combat ability so I'm running a stack with about 14/10/10. How much Cav should I use if I have great Cav combat ability?
It will totally depend, 14/10/10 is okay if you have money for it or you prefer less troops but with better quality. In general more stacks for same cost will be rather better as you dont need to be that effective against ai, while you might need more stacks
What decides when is early, middle,late game ?
As everything in the guide, it always depends. In general the most flexible techs would be:
Early up to tech 7 when art comes out
Mid up to 16 or 23 when art gets more important in late game
What’s the ideal late game army composition if I’m playing Qing and have horde cavalry banners?
For sp it's more like a roleplay so as long as you keep whole art backrow, mlre in frontline and inf to cav ratio it's ok (for battles). For mp you just get rid of cav and recruit infantry banners. Another thing is, dont you lose horde government when forming Qing??
In the next, can u make a trada guide for my lazy .....
My Aragon campaign might be considered a trade guide :D
Rip Ottomen's Timar System Idea and Hungary's Ambitions.
F
Aaaa, a więc to tak działa...
XD
with 40 cw on 26 tech you do 50 0 40 ? total 90 k ?
40 0 40 is a base, but since you losw troops and eeinforce them between battles you could go for 50 or 60. Also id it's mp game and travel time is long you coule even go for double cw (80 0 40) to give you more time for reaction
@@ZlewikkTV ah ok . You mean cw is 40 for first line so 80 k total for 2 line is ok. When cw is 20 total 40 k is ok ?
waiting for reinforcement guide
What mil tech would you call mid game? 16?
I's say since there is artillery. So just 7-10th tech. Late game starts around either 16/23rd tech
Thats pretty early to call mid game but aight thanks. One more thing, how many percent of cav combat ability would you say would be worth a cavalry unit? Would the ottomans 15% cav combat be a cost effective unit?
Ottomans have godlike pips on cav first few techs so it's great then, if you watch my current ottoman campaign you will see that I got rid of them around 1550 :p.
Nice, I'll be watching that then. Thanks.
We want Poland WC, no cavalry challenge! Are you brave enough?
What's brave about that? :p Poland has one of the best modifiers to army in game even when you delete the cav modifiers :P
what is 20/0/10 or 25/0/20 mean??
Army composition
Infantry/Cavalry/Artillery
i always fight against AI arty full backrow and hordes of reinforces
Where full stacks of cavalery? :D
That 50/0/40 stack will wreck every dumb army the ai will make. It's broken!
when cw is 40 why and how 90 k _ 50 0 40 __?
@@filmkulubu 10 extra infantry for reinforcement and 40 artillery which is the back line. The 40 combat width is the front line which can be anything but the back line is only artillery
@@stratant.8722 for beginning say 20 26 cw how you do ? With and wout arti ?
I keep losing games cuz I don't get rid of calvary
What map mod is used?
Graphical map improvements mod
@@ZlewikkTV Thank you.
I always go 10-10-10 lol
why do you so hate cavalry
The low frequency rumble is really annoying.
*ARTILLERY ONLY HOI4*
#HowTostarthendoftheworldAGAIN
I know that one should only keep 4k cav in a stack generally. But if im playing as Mughals with 30% cav combat ability (from quality ideas, and the traditions), how much should I have in an army? If my combat width is 30 for example, what is the ideal comp?
So cavalry is basicaly useless
Kavrali
how boring that cavalry is useless
Нихуя не понял, ребята, дайте топ сет за Россию
what an annoying accent^^
What an annoying comment
if not 27 0 27, what can i do ? 14 14 2 0 27 ? what are u saying here
@@vergo1259 putting a timestamp on what you are commenting in a 3-years old video would be of help sir