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safferli

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Isn't the tactics modifier for the first dozen or so tech levels 1.0? Which would mean you get no bonus from being under the cavalry limit, and is why all-cav armies dominate early on.

Correct, as long as you're not fighting in mountains.
 

unmerged(302716)

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Correct, as long as you're not fighting in mountains.

Incorrect, the Calculation is: Final Damage = Damage inflicted to you / (1 + Military Tactics) If MT is 1.0 this can be shortened: Final Damage = Damage inflicted / 2

Despite this, all Cav Armys can be awesome, but you have to outnumber the Enemy whose Army shouldnt have more than ~ 6, maybe 8 Regiments.
 

safferli

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Incorrect, the Calculation is: Final Damage = Damage inflicted to you / (1 + Military Tactics) If MT is 1.0 this can be shortened: Final Damage = Damage inflicted / 2

Despite this, all Cav Armys can be awesome, but you have to outnumber the Enemy whose Army shouldnt have more than ~ 6, maybe 8 Regiments.

Are you sure? I see no real difference in casualties if I have too much cavalry before LT 18. But for the first (few) LT levels (~5-8), all-Cav is incredibly strong. There is no fire phase then.
 

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But why calvary doing great damage early game, even in first days of battle, if their main power is "shock" damage?
Well, two reasons:

First, during the early game, INF and ART have almost no fire modifier. They simply deal almost no damage at all during the fire phase.

Second, CAV on the other hand has roughly twice the shock value of INF, so it deals massive damage during the shock phase.

How work damage spreading? Only 1st lane getting damage or both lines can receive damage at same time?
Only front (= first) line troops will take damage. Units will always attack the unit in front of them, otherwise they will attack the unit adjected to the square.

Maybe I missed it but how many troops need to fill first line? Minimum? And why 1st line is not always full if there are still units on 2nd lane which can fill it (when I look at your examples)?
The game will only place units in the first line if they can attack an enemy. Units that would be out of reach are placed in the second line until all second line slots are taken. Only then it will continue to place units in the first line.

So in general, the number of melee units you need for the frontline varies with the size of the enemy army. You will need [# OF ENEMY MELEE UNITS +4] units to fill the first line, and 2 of these units must be CAV (otherwise you will just need [# OF ENEMY MELEE UNITS +2].

And please note: My examples are probably not 100% correct. Iirc, the game will *sometimes* place addional units at the flanks (outside of combat range) instead of the second line - but I have not yet derieved the algorithm behind it.
 

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So I think it's worthless using ART defensive oriented and maybe good idea to fill 1st line by troops with good defense?:) Fight will last longer, but with less casulaties, artillery will shot at this time. But I am not sure that it's good idea with arty fire modifier 1.
 

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So the first 5 days of combat are fire
Suggest editing this post; as Pewt notes in post #35 the phases are 3 days long with a minimum of 4 phases (12 days). This changed in the 3.2 patch at the same time the phase order was swapped. (And this is the only time it was swapped since v1.0; the v1.0 readme mentions a swap which presumably happened before release. Or there was no swap at all and the readme was just correcting the manual.)
 

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Suggest editing this post; as Pewt notes in post #35 the phases are 3 days long with a minimum of 4 phases (12 days).
A, right, I guess I mixed that one up with Vicky 2.

This changed in the 3.2 patch at the same time the phase order was swapped. (And this is the only time it was swapped since v1.0; the v1.0 readme mentions a swap which presumably happened before release. Or there was no swap at all and the readme was just correcting the manual.)
Iirc during the beta fire came before shock, then in vanilla, shock came before fire, and now (finally) fire comes before sock, again.

Thanks anyway, will correct it.
 

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Thank you all! This thread, although moths old, was really helpfull to learn more about offense and defense in EU3. Found it Googling and noticed the wiki sites don't give information about how offensive and defense values actually play out. I assume 5.1 didn't change much about combat since 3.2.

As Holland in 1490, having conquered parts of the Italian peninsula, Northern Europe, Benin, Ashanti, Koyo (Kongo), large parts of the Maya's and the Inca's, having about 15 developped colonies and with sliders negatively affecting my War Exhaustion and Manpower, It's pretty clear to me now. When deciding between Galloglaigh, or however they're called exactly, and men at arms, I'm definately staying with men at arms.

If I would have been a smaller Holland, as happened in other games I played due to Hainaut not being absorbed by Burgundy, then Gallows could be my choice, for quick strikes against the 1 province minors, Brabant and perhaps even Burgundy. When choosing an offensive strategy, tactics should be aimed at completely elimating enemy forces asap.