Some odds and ends that might be useful to those new to the game, and maybe for those not so new to the game....
General
Planning
Don't attack without a plan and a clear objective. Know what you want out of this war, and what the war's defining parameters are (how many allied nations are you facing? What is their strength? How many have military access agreements and can realistically REACH you?--ie, if you're England, and the Saxons declare war, without a port, how much of a threat are they?) How many allies are fighting with you? etc.
Also, are you the alliance leader in the fight? If so, you have vast flexibility....if not, you may want to focus in on a single objective and opt out quickly to make peace on YOUR terms, rather than getting whatever the alliance leader feels like granting you.
Understand your Slider Settings
Have some understanding of your governmental settings, your stability cost per point, and how long you can reasonably fight before war exhaustion kills your economy and prompts wide-spread rebellion (ie - if you are highly centralized, have free subjects, etc, you do NOT want a protracted war!...specifically, look at any and all settings that relate to rebellion delay and war exhaustion and come to grips with what they mean in terms of how long you can expect to fight without seeing trouble at home). Knowing whether your nation is quick or slow to bounce back from war is a key component to victory, and it also sets the stage for the beginnings of your strategy.
Specific Orders of Battle
Smother and Siege
A very effective tactic in EU2. Simply put, your enemy cannot recruit troops in any province you've got guys in. Yeah, if he starts recruiting before you get there (and assuming the province is fortified at least minimally), you'll have to deal with THAT group, but he won't be able to recruit any more from any province you've got a covering force in (est a cover force to be 1000 troops * fortification level of the province)(est a siege force to be 5000 troops * fortification level of the province).
So...if you don't want to deal with constant enemy efforts to feed newly recruited reinforcements against you, the best way to deal with him is to bypass his armies, let him invade your homeland and lay in a siege or two, and then shut down every province he has.
Yes, you'll be putting your own territories at risk in the short term (a few of them), but the benefits are obvious and compelling. If you have every single enemy province locked down, your opponent can't recruit troops. What he has in your territory is the whole ball of wax. If you can recruit troops and your opponent cannot, then the war is already won...it is simply a matter of when.
Obviously, this cannot be used in every situation, and there are other things to take into account (the allies of your enemy, military access treaties your enemy and their allies may have, and the like). Even if these limitors and considerations make it impractical to shut down an enemy nation entire, it is still quite easy to dramatically simplify your defense by shutting down large swaths of enemy territory with comparitavly few troops, and if you do this, my recommendation would be thus:
Maintain a large, imposing battle force, composed of a mix of Infantry and Cavalry. This force remains at the head of your advance, and its job is to give battle to any enemy force that threatens your siege crews and covering forces. His job is simply to bludgeon any enemy force that gets close to your more vulnerable siege and cover groups.
Behind this monster, are numerous bands of pure infantry (cheap). They splinter off into small groups to lock down enemy provinces until you have covered as many as is desired, at which point, they begin collecting in groups of (5k*fortification level) in enemy provinces to begin as many simultaneous sieges as you can maintain.
You gain pillage money out the wazoo, your main attack force keeps your pillagers and crews safe, and the outcome is never in doubt.
When you gain Mil 5 (assault), this can be modified by sending large ~15k, +6k per fort level beyond 1, groups of infantry into selected provinces in 3-4 consecutive waves, beginning your assault as soon as the first group arrives, relying on the feed in of reinforcements to keep morale high enough to end the siege quickly. Do that and repeat with as many such assault groups as you can maintain to capture huge swaths of territory quickly.
When you gain Mil7 (Artillery) this can be modified again by including 10 guns per fort level with your siege crews. Guns are EXPENSIVE to maintain, so I'd not recommend keeping many on hand, and in fact, I no longer use them at all against the AI.
With a dash of common sense, and some understanding of your own objectives and the fight you are currently in, this move alone can simply devastate most of the opponents you will face.
Counter-Punch
Does the enemy have a larger army than you, or an imposing leader that you can't match? If so, here's how you neutralize him:
1) Fight on ground of your choosing. Give yourself some advantages. Make the dreaded leader attack cross-river, and into forested or mountainous terrain. Stack as many of those kinds of advantages in your favor as you can, and let your enemy come.
2) When he is defeated (and unless he just outnumbers you overwhelmingly, he almost surely will be defeated), don't just let him go....follow him back to wherever he's retreating to! Better yet, break your Cavalry off separately, and actually BEAT the enemy force back to whever he is retreating toward. With his morale shattered, you should have an easy time continuing to beat the hell out of him, and any time you can actually beat your opponent to wherever he's retreating to with your cavalry, so much the better!
3) Repeat till the dreaded force has been ground to dust.
Simple trick....numerous applications.
Defend him to death
Take note of where the enemy concentrates his forces, and bulk up passive defense systems there (ie - increase fortification level). A perfect example of this would be Tirol. If you're playing Austria, it should quickly become apparent that the AI LOVES Tirol, and they will happily stack mass tens of thousands of troops in that province, letting attrition and harsh winters kill LOTS of troops without your lifting a finger, so by all means, help them along! Build the biggest, scariest, meanest fort you possibly can in Tirol so that the siege lasts longer, and then let your enemies go there and ROT while you gut their country.
Show up First
Very simple trick, and useful if you're playing a minor with big allies, and it works because whomever arrives in a province first, regardless of how many troops that country brings to the party, they get control of the siege when sufficient total troops arrive to MAKE a siege. The only time this rule is excepted is when dealing with exceptional leaders, in which case, the highest ranking exceptional leader takes command of the siege. Fortunately, LOTS of minors get "Warrior Kings" who will trump even the most audacious Field Marshals of the majors....so, with a big ally bereft of leaders, or with a Warrior King in hand, a relatively small number of forces in the service of a country (even a one province minor with few troops) can take territory all out of proportion to their capabilities as your allies move in and assist.
Ambush
Another simple trick, and this one takes two forms. The crux of the matter is to inflate your war score. That's what you wanna do. Inflate that war score to the point where you can dictate the terms of peace. To that end, the two best ways you can do that are to:
a) Capture enemy provinces (even ones you don't particularly want)
and
b) Beat the hell out of enemy forces
So it's a matter of picking your fights. Let your enemy's biggest army alone! Let him go in and initiate a siege in whereverthehell and do his thing. YOU focus your big forces on his little pillage groups (odd bands of a thousand or so troops roving aimlessly through your lands), or his raw recruits (if you can't defeat raw recruits with "breaking" morale, you've got big trouble!)
Focus on those kinds of forces, and you'll win 1% War Score per victory, plus the points gained for capturing provinces, and you should see yourself with lots of padding.
Obviously there are times and conditions when it becomes impossible to ignore the enemy's main battle force(s), but with the right alliance family, those times should be few and far between, and when they occur, there are ways to meet even a significantly larger force on more than equal terms (see above, "Counter-Punch"). The main goal is to never get yourself in a situation where you're fighting a battle you don't want to fight. If faced with that, run away. It's worth -1% war score to preserve your force and morale, and wait until YOU can dictate the terms of the battle!
Army Composition
When fighting in mixed terrain, make sure that any mixed force you have, contains more infantry than cav....otherwise, you will be needlessly penalized.
Early game, Cavalry kills. Late game, cav is still useful for its sheer mobility and against natives, but cav-heavy armies against peer nations tend to fare poorly the higher you move up the tech ladder. 60/40 mix in your main battle force is good in the early and mid game, but steadily reduce the mix of cavalry in your main battle groups as the tech level increases (again, unless you're fighting natives or new world nations).
Also understand that the army is a tool. Nothing more. Use the right tool for the right job, and you find easy success. Try and force the wrong tool for a given job, and it may work, but will be costly. Worse, it may not work, and cost you a valuable leader and/or the expense of having to raise more troops. Thus, consider the following troop configurations:
All Infantry Stack: (size depends on need) - A good defensive force. Good for stationing inside newly conquered territory with nationalistic leanings (built-in revolt risk), good for supperssion opperations (covering or sieging enemy territory. Not so good till late game, for fighting enemy armies.
All Cavalry Stack: (6k or bigger) Expensive, in both raw gold and upkeep costs, but devastating to enemy armies. Can be used to control wide swaths of newly conquered enemy territory as a roving rebel-whacking force (which removes the need for stationing all infantry garrisons there for that purpose)
All Cavalry Stack (smaller than 6k): Good scouting and harassment force. Useful to run interference against groups trying to gain access to your siege crews, good for pillaging work, and raiding deep into enemy territory to whack raw recruits out the gate. Several of these forces can be combined very quickly as they maraud through enemy territory to assemble a genuine threat to the enemy from an unexpected direction.
Mixed Infantry/Cav force (with possible artillery support): The meat grinder. With proper mixing of these two troop types and (potentially) a leader, this is your heavy hitter. Designed to chew up and spit out enemy armies.
To be truly effective as a fighting force, you should arrange your force such that you have all of these ingredients at the ready for whenever the need arises, stationed properly as the needs and demands of the game dictate.
Making War Profitable
War Taxes
If you plan to raise them, wait till July or later...tax money in your coffers!
Pillaging
If you're short on coin, set your mint slider to max WHILE you're pillaging and watch the moolah roll in! (on the other hand, it's a great way to speed your way through research if you don't need the cash)
Army Size
Don't keep a bigger army than your "natural" support limits in the long term! That's a sure way to wreck your economy. Going above the support limit marginally, or even not-so-marginally in times of crisis (ie - when fighting a significantly larger opponent) is fine, but cull out most, if not all of that overage when the fighting is done. Too expensive to maintain otherwise!
Try for keeping your army to between 10-20% (when at 50% maint) of your total monthly economy. There are some nations and some circumstances when this will not apply, but it's a good rule of thumb to abide by, and it will give you resources to exploit your nation's other raw materials (diplomacy, trade, colonists, etc).
More later....just wanted to jot some ideas down....
-=Vel=-
General
Planning
Don't attack without a plan and a clear objective. Know what you want out of this war, and what the war's defining parameters are (how many allied nations are you facing? What is their strength? How many have military access agreements and can realistically REACH you?--ie, if you're England, and the Saxons declare war, without a port, how much of a threat are they?) How many allies are fighting with you? etc.
Also, are you the alliance leader in the fight? If so, you have vast flexibility....if not, you may want to focus in on a single objective and opt out quickly to make peace on YOUR terms, rather than getting whatever the alliance leader feels like granting you.
Understand your Slider Settings
Have some understanding of your governmental settings, your stability cost per point, and how long you can reasonably fight before war exhaustion kills your economy and prompts wide-spread rebellion (ie - if you are highly centralized, have free subjects, etc, you do NOT want a protracted war!...specifically, look at any and all settings that relate to rebellion delay and war exhaustion and come to grips with what they mean in terms of how long you can expect to fight without seeing trouble at home). Knowing whether your nation is quick or slow to bounce back from war is a key component to victory, and it also sets the stage for the beginnings of your strategy.
Specific Orders of Battle
Smother and Siege
A very effective tactic in EU2. Simply put, your enemy cannot recruit troops in any province you've got guys in. Yeah, if he starts recruiting before you get there (and assuming the province is fortified at least minimally), you'll have to deal with THAT group, but he won't be able to recruit any more from any province you've got a covering force in (est a cover force to be 1000 troops * fortification level of the province)(est a siege force to be 5000 troops * fortification level of the province).
So...if you don't want to deal with constant enemy efforts to feed newly recruited reinforcements against you, the best way to deal with him is to bypass his armies, let him invade your homeland and lay in a siege or two, and then shut down every province he has.
Yes, you'll be putting your own territories at risk in the short term (a few of them), but the benefits are obvious and compelling. If you have every single enemy province locked down, your opponent can't recruit troops. What he has in your territory is the whole ball of wax. If you can recruit troops and your opponent cannot, then the war is already won...it is simply a matter of when.
Obviously, this cannot be used in every situation, and there are other things to take into account (the allies of your enemy, military access treaties your enemy and their allies may have, and the like). Even if these limitors and considerations make it impractical to shut down an enemy nation entire, it is still quite easy to dramatically simplify your defense by shutting down large swaths of enemy territory with comparitavly few troops, and if you do this, my recommendation would be thus:
Maintain a large, imposing battle force, composed of a mix of Infantry and Cavalry. This force remains at the head of your advance, and its job is to give battle to any enemy force that threatens your siege crews and covering forces. His job is simply to bludgeon any enemy force that gets close to your more vulnerable siege and cover groups.
Behind this monster, are numerous bands of pure infantry (cheap). They splinter off into small groups to lock down enemy provinces until you have covered as many as is desired, at which point, they begin collecting in groups of (5k*fortification level) in enemy provinces to begin as many simultaneous sieges as you can maintain.
You gain pillage money out the wazoo, your main attack force keeps your pillagers and crews safe, and the outcome is never in doubt.
When you gain Mil 5 (assault), this can be modified by sending large ~15k, +6k per fort level beyond 1, groups of infantry into selected provinces in 3-4 consecutive waves, beginning your assault as soon as the first group arrives, relying on the feed in of reinforcements to keep morale high enough to end the siege quickly. Do that and repeat with as many such assault groups as you can maintain to capture huge swaths of territory quickly.
When you gain Mil7 (Artillery) this can be modified again by including 10 guns per fort level with your siege crews. Guns are EXPENSIVE to maintain, so I'd not recommend keeping many on hand, and in fact, I no longer use them at all against the AI.
With a dash of common sense, and some understanding of your own objectives and the fight you are currently in, this move alone can simply devastate most of the opponents you will face.
Counter-Punch
Does the enemy have a larger army than you, or an imposing leader that you can't match? If so, here's how you neutralize him:
1) Fight on ground of your choosing. Give yourself some advantages. Make the dreaded leader attack cross-river, and into forested or mountainous terrain. Stack as many of those kinds of advantages in your favor as you can, and let your enemy come.
2) When he is defeated (and unless he just outnumbers you overwhelmingly, he almost surely will be defeated), don't just let him go....follow him back to wherever he's retreating to! Better yet, break your Cavalry off separately, and actually BEAT the enemy force back to whever he is retreating toward. With his morale shattered, you should have an easy time continuing to beat the hell out of him, and any time you can actually beat your opponent to wherever he's retreating to with your cavalry, so much the better!
3) Repeat till the dreaded force has been ground to dust.
Simple trick....numerous applications.
Defend him to death
Take note of where the enemy concentrates his forces, and bulk up passive defense systems there (ie - increase fortification level). A perfect example of this would be Tirol. If you're playing Austria, it should quickly become apparent that the AI LOVES Tirol, and they will happily stack mass tens of thousands of troops in that province, letting attrition and harsh winters kill LOTS of troops without your lifting a finger, so by all means, help them along! Build the biggest, scariest, meanest fort you possibly can in Tirol so that the siege lasts longer, and then let your enemies go there and ROT while you gut their country.
Show up First
Very simple trick, and useful if you're playing a minor with big allies, and it works because whomever arrives in a province first, regardless of how many troops that country brings to the party, they get control of the siege when sufficient total troops arrive to MAKE a siege. The only time this rule is excepted is when dealing with exceptional leaders, in which case, the highest ranking exceptional leader takes command of the siege. Fortunately, LOTS of minors get "Warrior Kings" who will trump even the most audacious Field Marshals of the majors....so, with a big ally bereft of leaders, or with a Warrior King in hand, a relatively small number of forces in the service of a country (even a one province minor with few troops) can take territory all out of proportion to their capabilities as your allies move in and assist.
Ambush
Another simple trick, and this one takes two forms. The crux of the matter is to inflate your war score. That's what you wanna do. Inflate that war score to the point where you can dictate the terms of peace. To that end, the two best ways you can do that are to:
a) Capture enemy provinces (even ones you don't particularly want)
and
b) Beat the hell out of enemy forces
So it's a matter of picking your fights. Let your enemy's biggest army alone! Let him go in and initiate a siege in whereverthehell and do his thing. YOU focus your big forces on his little pillage groups (odd bands of a thousand or so troops roving aimlessly through your lands), or his raw recruits (if you can't defeat raw recruits with "breaking" morale, you've got big trouble!)
Focus on those kinds of forces, and you'll win 1% War Score per victory, plus the points gained for capturing provinces, and you should see yourself with lots of padding.
Obviously there are times and conditions when it becomes impossible to ignore the enemy's main battle force(s), but with the right alliance family, those times should be few and far between, and when they occur, there are ways to meet even a significantly larger force on more than equal terms (see above, "Counter-Punch"). The main goal is to never get yourself in a situation where you're fighting a battle you don't want to fight. If faced with that, run away. It's worth -1% war score to preserve your force and morale, and wait until YOU can dictate the terms of the battle!
Army Composition
When fighting in mixed terrain, make sure that any mixed force you have, contains more infantry than cav....otherwise, you will be needlessly penalized.
Early game, Cavalry kills. Late game, cav is still useful for its sheer mobility and against natives, but cav-heavy armies against peer nations tend to fare poorly the higher you move up the tech ladder. 60/40 mix in your main battle force is good in the early and mid game, but steadily reduce the mix of cavalry in your main battle groups as the tech level increases (again, unless you're fighting natives or new world nations).
Also understand that the army is a tool. Nothing more. Use the right tool for the right job, and you find easy success. Try and force the wrong tool for a given job, and it may work, but will be costly. Worse, it may not work, and cost you a valuable leader and/or the expense of having to raise more troops. Thus, consider the following troop configurations:
All Infantry Stack: (size depends on need) - A good defensive force. Good for stationing inside newly conquered territory with nationalistic leanings (built-in revolt risk), good for supperssion opperations (covering or sieging enemy territory. Not so good till late game, for fighting enemy armies.
All Cavalry Stack: (6k or bigger) Expensive, in both raw gold and upkeep costs, but devastating to enemy armies. Can be used to control wide swaths of newly conquered enemy territory as a roving rebel-whacking force (which removes the need for stationing all infantry garrisons there for that purpose)
All Cavalry Stack (smaller than 6k): Good scouting and harassment force. Useful to run interference against groups trying to gain access to your siege crews, good for pillaging work, and raiding deep into enemy territory to whack raw recruits out the gate. Several of these forces can be combined very quickly as they maraud through enemy territory to assemble a genuine threat to the enemy from an unexpected direction.
Mixed Infantry/Cav force (with possible artillery support): The meat grinder. With proper mixing of these two troop types and (potentially) a leader, this is your heavy hitter. Designed to chew up and spit out enemy armies.
To be truly effective as a fighting force, you should arrange your force such that you have all of these ingredients at the ready for whenever the need arises, stationed properly as the needs and demands of the game dictate.
Making War Profitable
War Taxes
If you plan to raise them, wait till July or later...tax money in your coffers!
Pillaging
If you're short on coin, set your mint slider to max WHILE you're pillaging and watch the moolah roll in! (on the other hand, it's a great way to speed your way through research if you don't need the cash)
Army Size
Don't keep a bigger army than your "natural" support limits in the long term! That's a sure way to wreck your economy. Going above the support limit marginally, or even not-so-marginally in times of crisis (ie - when fighting a significantly larger opponent) is fine, but cull out most, if not all of that overage when the fighting is done. Too expensive to maintain otherwise!
Try for keeping your army to between 10-20% (when at 50% maint) of your total monthly economy. There are some nations and some circumstances when this will not apply, but it's a good rule of thumb to abide by, and it will give you resources to exploit your nation's other raw materials (diplomacy, trade, colonists, etc).
More later....just wanted to jot some ideas down....
-=Vel=-
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