![]() ![]() If the attacking leader has higher manoeuvre than the defender, this penalty is negated, so high manoeuvre pips are excellent for attacking armies. In the case of multiple attacks from different directions, the worst modifier is used for the whole attacking force. Straits and naval landings give -2, and rivers -1. Hills and woodlands are only -1 but these modifiers effect both combat phases so best to avoid.Ĭrossings/Landings - Same as the terrain really. Mountains give -2 to the attackers dice roll, essentially cancelling out early game generals. Terrain - Terrain penalties can be harsh on attacking forces, so where possible avoid mountains, hills, and woodlands if you really must engage. That said, attrition can rapidly deplete your manpower through stealthy reinforcement, so keep an eye on it closely.Īttack and Defence - The defender almost always gets an advantage in battle, so luring the enemy to you, or tackling them while they are sieging your provinces (which counts as defence) is the best bet. This cost only applies if your army is below max strength, so when dealing with attrition, if you can send enough men to cover the losses there is no additional cost. There is a massive monthly ducat cost to reinforcing armies so speed modifiers can save you a lot of money. Reinforcements - This is how fast you can pull men from your manpower pool and have them join your weakened armies. Sieging a province adds 1% attrition no matter what, which would increase our example to 2% - it all adds up. A modifier that reduce attrition by 25% would reduce this to 0.7% (multiplicatively maths, just go with it), while also capping the attrition at around 4%. For a simple example, in a 40 supply province, you would suffer 0.25% attrition (10 divided by the supply) for each point you exceed the limit by, so going over by 4 units would lose you 1% per month. Attrition damage is capped at 5% maximum, but scales depending on how much you are above the limit and what the limit is. As a guideline you will get the biggest positive modifiers on coastal zones, then as the owner of a province, then with allied/access/controlled provinces, though the biggest bonuses come from military technology levels.Īttrition - If the army size of all non-hostile armies is above the province Supply Limit at the beginning of the month, they will take attrition damage. As an example, an army leader with 2 pips in manoeuvre will increase this limit by 2 for their army. Supply Limit All provinces have a supply limit based on the terrain, development, and various modifiers. Damage dealt is multiplied by your discipline, and damage taken can go up or down depending on the percentage. As this is such a critical stat, efforts should be made to increase morale where possible.ĭiscipline - An often forgotten stat with only limited small modifiers it is nonetheless important. At this point, two more fire and shock phases are played out and if the retreating army has zero morale and is outnumbered 2:1 before those are completed it is destroyed in a stack wipe. Once it hits zero, the army attempts to retreat. Morale - Units take morale damage for every day in combat (including reserves), with greater loss for receiving actual damage. Artillery can fire from the back row but only do 50% of their potential damage from there. Targeting - Normally units engage enemies directly in front of them but they can attack any unit within their flanking range if doing so will result in greater damage to the enemies combat ability. Each day of a combat phase, the game calculates kills and morale loss. This is combined with any other modifiers (leader/terrain/unit pips) but cannot equal less than zero. Phases - Each combat phase lasts three days and alternates between Fire and Shock and both sides roll a die at the beginning of each. Any excess units are added to the reserve. Any space left over in the second row will fill first with infantry then cavalry. Artillery will be positioned in the back row unless they outnumber the infantry and cavalry, in which case they will even out the rows by adding some to the front. Morale pips should take top priority here as they are used in both combat phases.ĭeployment - In simple terms, the front row will fill with infantry with a small number of cavalry to the sides. After artillery becomes available, defensive pips become more valuable as they effect both lines. During each combat phase offensive pips increase damage dealt, and defensive pips decrease damage taken. Unit Pips - When it comes to choosing which unit to field, pips matter. You should aim to have enough units to fill at least one row where possible, with any artillery being on top of this. This number starts low and increases as your technology progresses. Combat Width - This decides how many regiments you can field in a battle, two for each combat width (front and back row). ![]()
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