Well, the title pretty much sums it up. I have a large stretch of moutainous terrain that I need to attack and I was wondering what would be the most optimal make up for mountaineers. I was thinking maybe a cambat width of 10 should suffice. Also, the mountains are defended by a combination of infantry, mechanized and armor divisions. So I was wondering wether I should attach artillery. The template a division uses can be changed at any time by selecting the unit helmet, tank or other unit symbol icon in the Unit Details screen when that division's template is open and choosing any of the templates available there. Each division consists of up to five combat regiments and five support companies. In turn, each combat regiment.
I like to designate one of my division templates as a 'Reserve' template. My ideal template for such is 9-10 Infantry Battalions, and nothing else. Having Engineer support in such a division isn't the end of the world, as 9-10 Infantry + Engineers make pretty ideal port garrisons, but will slow down Exercise unit experience gain by 50%. 20 width infantry template. Later on you should upgrade this one to 40 width(14infantry + 4 art) 10 width anti-tank template. You should have this template behind the frontline. This is a monster when comes to destroying tanks. 40 width better anti-tank template Military Police Template. Once you will be in an offensive war, you will most. I made a more up to date video on division design! Its a 2 parterhttps://www.youtube.com/watch?v=heVOQEo5gqw&list=PL-azHLkqdWyO-AU2fpuLyc-9u4ANf4mih&index=9W.
with the new or not so new update for hearts of irons waking the tiger a special forces cap was added but things were changed making marine division templates even better along with paratrooper divisions by buffing org to almost double base infantry templates, these are the best space marine division templates for hearts of iron 4, they work with all nations from USA, Germany, soviet union, japan, china, uk, France, Bulgaria, Romania, even Ethiopia, every nation you can think of this covers so why not take a peak at the best paratrooper and marine divisions in hoi4
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The division template system is one of the key mechanics of Hearts of Iron IV. A division is 1 basic unit depicted on the map during gameplay. The composition of each division is specified by its division template. Division templates can be created and modified by the player using spending army experience. The composition of your division can make or break a battle.
You can edit division templates by going to:
Recruit & Deploy: Then click “Edit” on the desired division. Liga 1 fifa 2007 transferuri 2012 honda.
Each division has a division template.
Here is an example of a 7 Infantry – 2 Artilery division template: https://rjcwin.over-blog.com/2021/02/camera-effects-for-facetime.html.
Reset: Reset the edits you’ve made but haven’t saved.
Duplicate: Create another division template just like this one without spending army experience, useful if you want to make a new division template while still keeping this one.
The 3 Arrows: Red is for backup units, they are the last to receive quality equipment, white is for normal units, and yellow is for elite units, they are the first to receive quality equipement (new weapons or of you’re lacking equipment they will be the first one to be filled). You can manually choose which divisions you consider to be elite, normal or backup.
This is how a division looks like:
– Each division consists of up to 5 combat regiments and 5 support companies.
– Each combat regiment is composed of up to 5 battalions.
– It costs 5 XP to add a battalion to a division, regardless if it is the same or new regiment.
– Adding a battalion of a different unit type (infantry, mobile, or armored) adds a penalty of 20 XP per additional unit type.
– A division may have any number of the same unit type for battalions, but only one of each unit type for support companies.
– A division template may be specified as reserve, regular, or elite. Elite divisions will be prioritized for better equipment, followed by regular divisions and finally reserves.
– Each division template can receive specific types of equipment if multiple types are available. An example would be elite divisions only using the latest weapons and reserve divisions using the oldest.
Base Stats, Combat Stats are Equipment Cost located on the right side of the division template. These are the stats for the 7 Infantry – 2 Artilery division from above.
The stats may change based on your national ideas or completed researches.
Universally speaking, higher values are better except for Weight, Supply Use and Combat Width.
Max Speed: The base maximum speed a unit can go, this value is usually lower due to terrain and infrastructure modifiers, however certain things increase this such as engineers.
HP (hitpoints): How much damage your unit can take during combat. Infantry and variants have a lot of this because they are many, while armor has very little.
Organization: This is very important. It’s your unit’s ability to sustain combat. It is important to keep it in the back of your head, but not make it dictate your unit composition. Provided primarily by infantry and motorized or mechanized. It’s usually between 25 and 60.
Recovery Rate: How fast your units will regain organization. Recovery is as important as organization. However, since most units that provide recovery also provide organization, these values usually balance each other out. It’s usually between 0.30 and 0.44.
Reconnaissance: High reconnaissance increases the chances of a unit to pick a combat tactic that better counters the enemy’s chosen tactic. It is only affected by 2 things: whether you have support battalions & whether you have Shock&Awe research of the Superior Firepower doctrine or Infiltration in Depth of the Grand Battleplan doctrine. Both of these doctrines are at or near the very end of their trees, thus your recon value is usually equal to your recon batallion’s level with values between 1 and 7 with an absolute maximum of 8.
Suppression: Whether you’re albe to keep the revolts in an occupied territory in check. Suppression has very few things that affect it, cavalry is good for suppression, providing 2 per cavalry while most other units provide 1 and the Military Police provides a 10% modifier to the unit value. In combat it doesn’t offer anything and is pretty neglectable.
Weight: How many convoys it takes to ship your unit. Only important for countries that have to ship their units by sea. Very closely related to Supply Use, but then without any actual meaning.
Supply Use: How much supply use your units use (press F4 in game to see the supply lines), which directly translates to how many units you can have in any given province. As a general rule: Infantry uses very little supply, tanks use a lot of supply, Logistics Company support company is indispensible.
Reliability: Affected only by the Maintenance Battalion, Reliability is a modifier to the base reliability of a vehicle (such as the effect of a tank designer). This applies to vehicles only. As far as I can tell it affects mostly during attrition, and doesn’t appear to have the same combat effects as reliability does for ships.
Trickleback & Exp.Loss: Trickleback is how many casualties are returned to your manpower pool and exp.loss is how much experience is lost when these casualties are replaced by fresh men. They only change with the use of a Field Hospital battalion. This makes the Field Hospital support company extremely important for nations with a low manpower pool.
2. Combat Stats
Soft Attack: A unit’s ability to deal damage. As a general rule: Infantry has very low soft attack, tanks have pretty low soft attack, artillery and SPG units have insanely high soft attacks. Most people, and especially the AI, build an army consisting 90-100% of infantry, infantry is very soft and thus soft attack is one of the very most important stats you look at.
Hard Attack: A unit’s ability to deal hard damage to tanks and mechanized units. Tanks and Anti-Tank guns have high hard attack.
Air Attack: A unit’s ability to shoot at planes. Support AA (Support battalion) is more cost-effective than line-AA for air-attack purposes. Support AA or Line-AA is the most cost-effective (production-wise) AA when you take the researches for this.
Defense: A unit’s ability to not break under attack. Absorbing damage that would otherwise have gone to a unit’s organization. This value is provided primarily by Infantry and derivatives. For armored units, this alone makes motorized or mechanized indispensible as without it your units are simply unable to defend.
Breakthrough: A unit’s ability to break the enemy units under attack. Breakthrough is less relevant than defense for the typical player as you want to hold the ground that you take, having enemies bleed off their organization on the attack and counter-attacking to maintain momentum in a push. It’s usually around 150.
Armor: A unit’s ability to resist the enemy’s piercing. When the enemy cannot pierce, you take 50% less damage, 50% less organization loss and you deal 50% more organization loss to the units you are facing, this bonus is applied to your entire division. Thus, armor alone can make a unit work, even if on paper it seems hopelessly outclassed. Armor values are one of the things that develop extremely quickly between armored vehicles. Not very useful unless you have enough of it.
Piercing: All piercing does is deny the enemy the bonuses armor could provide him. Units with the highest piercing are tank destroyers followed by regular tanks. Although infantry anti-tank provides good piercing to all infantry units it will prove insufficient if you are facing a clever enemy in multiplayer, as the piercing bonus is based on a percentage value and will have a limited impact on actual stats.
Initiative: The reinforce rate and planning speed. It is affected only by the signal company, and seems to have very little tangible impact on battles other than the planning bonuses.
Entrenchment: Affected only by the Engineer Company support battalion, Entrenchment affects how much and how fast a unit gets entrenched. Very similar to Recon, Reliability and Initiative, there are very few things that affect this value, and it is universal regardless of which line units you employ. While Field Marshalls with “Defensive Doctrine” affect maximum entrenchment it is not represented in this stat.
Combat Width: How much space the unit takes on the battlefield. A typical fight has 80 combat width, thus you could fit 8 units of 10, 4 units of 20, 2 units of 40 or 1 unit of 80. Each combat width range is representative of an approach to the game. When you make many units of 10 combat width, you increase the density of support battalions on the field, effectively increasing your entire army’s effectiveness at no additional cost of combat width.
The 40 combat width aims to get the most out of its line units. The 20 combat width is the balanced method. If you get a Field Marshall with Offensive Doctrine, which reduces the combat width of all units under his command by 10%, you can create units of 11, 22 and 44 combat width respectively and have them all act as if they are 10, 20 and 40 combat width.
Manpower: How many people your division employs. More men in the division means more men on the battlefield and bigger casualty numbers. Typically you want to keep this number as low as possible, but at no point should this be your main aim as it is hard to impossible to balance out. As a general rule, line-artillery units and armor take 500 men per unit in your division, infantry takes 1000 and motorized & mechanized take 1200.
Training Time: There are two versions of training time, 120 and 180. 120 is for infantry and 180 for tanks. This is a time listed in days, but since Armor = 180, Infantry = 120, you just have to take this value as it is.
Equipment numbers > All the individual numbers of vehicles and other equipment you would require to produce this division template. It is here that you can make a good estimate of how to distribute your overall production.
Hardness (the bar below the division template): The ratio of damage you take. If your unit has 43% hardness you take 57% soft attack and 43% hard attack. For example, if you are being attacked by a unit with 1000 soft attack and 200 hard attack, you will receive (1000 * 0.57) + (200 * 0.43) = 656 damage.
Estimated Production Cost: The minimum and maximum estimated production cost of a unit. These values represent the overall production cost in industrial capacity of your unit, and do not represent the material requirements of each division. Naturally a lower cost is better.
20 width 7/2 divisions > 7 infantry and 2 artillery battalions. Good starter division, but is completely outclassed by 40 width divisions in almost every situation. Still good in low supply areas like Africa or Asia.
20 width 6/2/1 divisions > 6 infantry, 2 artillery and 1 Light Tank Destroyer of year at least 1936. The goal being to provide an armor bonus against the majority of AI and maybe even player builds while providing piercing to beat up any armor that may be encountered along the way. This does not work with the 1934 Light Tank Destroyer version.
The 40 width divisions outclass 20 width divisions because of how criticals are calculated. The 40 width divisions do more damage at the expense of having half the organization of 20 divisions because they have the same, but it’s only 1 division instead of 2 divisions, however they deal 4-5 times more damage, so the tradeoff for using 20’s is barely worth it.
This generally leads to faster fights if both of you are fighting with 40’s. 20’s on the other hand might not do so much damage but will hold the line for longer. This in turn makes your enemy take more attrition damage so don’t underestimate 20’s defensive power, especially in wide theaters. Most people like to have a line of 20’s as the front and then a smaller army of 40’s to do the pushing.
40 width 14/4 divisions > 14 infantry and 4 artillery battalions. This is preferable to the above division, especially if you’re fighting in Europe.
40 width 13/4/2 divisions > 14 infantry, 4 artillery and 2 anti-tank battalions. These are good if you’re fighting against tanks and aren’t looking to abuse space marine divisions (see below.)
BROKEN/OP: 40 width 13/4/1 divisions “Space Marines” > 13 infantry, 4 artillery and 1 Heavy Tank Destroyer battalion. These are usually banned in multiplayer games as they are completely game breaking. The AI basically never builds enough AT to counter the extra armor you have on these infantry divisions.
20 width 6/4 division > 6 medium tank and 4 motorized battalions. Maintenance companies are good on your armored divisions to reduce attrition losses.
40 width 15/5 division > 15 medium tank and 5 motorized battalions. Higher production cost, but these divisions are nearly unstoppable. Probably banned in most MP games, and will destroy anything they face in singleplayer.
The most common type of divisions are:
As for tank divisions:
The amount and type of damage that you take depends on the percentage of the hardness of your division, that can range from 0% to 100%. Infantry have 0% hardness, Motorized have 10% hardness, light tanks have 80% hardness and medium tanks have 90% hardness.
A division of 6 Light Tanks and 4 Motorized has 52% Hardness. If your armor > the piercing of your opponent, then it halves both the number of soft and hard attacks. Legend of the sphinx. A 1936 Light Tank has 15 armor while a 1936 medium tank has 60 armor, your division’s armor is equal to 30% of the highest armor in the division plus 70% of the average armor in the division.
A 10 INF division has 4 piercing and a 7 INF 2 ART division has 4.5 piercing, so your 15 armor light tank divisions will do well against them. However, with Anti-Tank support unit a 10 INF will get 20 piercing so your 15 armor light tank divisions won’t get the armor protection and take the full damage.
So if you fight 10 INF or 7 INF 2 ART divisions without Anti-Tank your Light Tanks will beat them easily. But if you go against armored divisions or infantry with Anti-Tank there will be a huge difference between the performance of Light tanks and Medium or Heavy Tanks.
A Light Tank division whose armor is pierced is not the same thing as a regular infantry division when attacking. A 6 LT2 4 MOT division has 112 HP and 30 organization, compared to a 10 INF division’s 250 HP and 60 organization. Light Tank are good early game but you’re definetly not going to conquer the world with them once you get past the early part of the game. Eventually you will encounter opposing divisions that can pierce you and a pierced tank division won’t be able to win sustained battles even with their higher breakthrough because of their lower HP and organization.
A 1936 Light Tank has 15 armor while a 1936 medium tank has 60 armor, this is very imporant when it comes to piercing. If the division you are fighting against can pierce your armor then nothing changes, but if they can’t pierce your armor then it halves both the number of soft and hard attacks you take, basically you take half the normal damage you should take from that division.
With patch 1.9 on 25th February 2020, a new game mechanic was added, that you will have whether you have DLC or not – ressistance on occupied territory. This includes colonies as well as territory that you took via a peace treaty but it isn’t core territory. Any occupied territory that you don’t have a core on is going to generate ressistance, regardless of whether they have been occupied or annexed in peace treaties.
How does the new mechanic of ressistance and compliance work? Erich von gotha twenty 2 pdf.
Every such state will grow in ressistance, you want to keep ressistance as low as possible because it will reduce the change for sabotage in that region as well as loss of men and equipment from your garrisoning troops. Worse, if ressistance in a state reaches over 90% you are at risk of open rebellion.
To keep ressistance low, you need to assign a garrison to those regions. Garrisoning is now different in 1.9, you don’t need to physically train troops and manually assign them in that region like in previous versions. You just select what kind of division you want to garrion that region and the manpower and equipment will be automatically deducted from your stockpile.
The amount of garrison required for a state is listed as a fraction between the divison template assigned to garrison that state. So if you have a state with 0.15 then you could defend that region with so much less troops, but if you have a state with 1.50 then you need to increase the number of units in the garrison division template you have.
The best infantry garrison unit is the horse. That’s right, the Cavalry while obsolete on the frontline has its use in suppressing ressistance. It’s a good idea to have some hardness in your garrison division templates too as it mitigates damage from ressistance activity, Armored Cars are a good choice for this as they are quite easy to produce.
You have 8 occupation laws, from Civillian Oversight to Harsh Quotas, the more strict the occupation law you choose the larger the garrison needed to enforce that stricter occupation law. Harsher laws will give you more military resources and factories from that state, but this comes at the cost of more garrison troops needed to keep ressistance under control.
But there is a way to get more military resources and factories from that state without having to use more garrison troops to keep ressistance in check, and that is called Compliance. By enabling a softer occupatin laws such as Civillian Oversight you can enable compliance to grow over time, giving you more resources, factories and manpower from the occupied state.
Colonies of France and England already start out the game with about 70% Compliance and therefore not much is needed to keep them in check. This new occupation mechanic gives you a choice:
A) Use harsher occupation laws for immediate benefits with much higher costs to suppress ressistance.
B) Use softer occupation laws for long-term benefits with low costs to suppress ressistance but also low taken resources and factories until the population grows compliance.
What are the best garrison division templates that you can have?
Let’s start with the support divisions:
And the answer is: Cavalry and Armored Cars.
Combine Cavalry and Armored Cars how you see fit depending on the needs of the region, if the score next to your division icon is 0.15 then you have too many troops in that region for defense that could be used elsewhere, they are not going to do any harm but won’t do any extra good either, if the score next to your division icon is 1.50 then you have way too few troops for that region and need to increase the number of Cavalry or Armored Cars in your garrison division template. You can have multiple garrison division template for multiple situations.
The stats like attack or defense of the divisions don’t matter at all. You are not fighting in the frontline, you are trying to keep a population compliant. For example artillery, it’s useless, what are you going to do with artillery when keeping a population compliant? bomb them into submission? Best to use what kind of equipment you have in excess for your garrison division templates and let the frontline division templates get the best equipment.
Summary For Air Battles:
Summary For Sea Battles:
Maintenance companies & Attrition
Attrition is mostly caused by terrain not supply. So if you are fighting in the jungle, desert or mountains you will suffer a lot of attrition. Maintenance companies will reduce attrition taken. You can also just accept the losses taken. Planet 7 99 free spins.
AA divisions & Strategic Bombers
No division AA only protect the divisions they are in and not the province or anything else. They reduce the defense and speed penalty from enemy air superiority. They will also shoot down close air support engaged. But they have to be engaged inside combat.
Breakthrough & Defense
Breakthrough is identical to defense in function. When you are on the offensive you use breakthrough when on the defense you use defense. These just reduce damage taken. There is a limit as every defense can only reduce 1 point of enemy attack.
Mechanized & Heavy Tanks
Mechanized are a defensive upgrade for tanks with a secondary role of AT. Hardness greatly reduce damage infantry/mediums can do, defense helps protect from counter attack, and HP reduces losses. The higher the tech and more tanks the better these are. Heavy tanks provide armor, and AT mostly at the cost of speed. You only need 1 heavy tank to get the majority of armor at the cost of speed.
40 width & 20 width > 40 width is stronger in most situations. It’s less flexible but stronger in combat.
And remember, don’t hate the build, but design a counter instead.
In this video I will cover several Infantry Division Layouts from World War II. Combat width should always be in multiples of 20 unless you have the mass assault doctrine. Division Templates. If there using a lot of armour, include anti tank support or consider adding a heavy tank to your division. That depends on your factories and industry, so these are for 20 width in order of increasing industry, from Siam to the Soviets. Enemy air superiority:If the enemy has air superiority, their bonus is reduced by this amount. Using a mixture of tanks and motorised infantry to breakthrough and encircle is generally good. You can be 1 width below or over that number without loosing much in ways of efficiency. By using our Services or clicking I agree, you agree to our use of cookies. Good for majors. If you plan to go the Russian route, create the same template with mountain infantry instead of Marines and don't skimp on the anti-tank guns, Russian armor is no joke. If you have any feedback, contact the author, or report an issue on github. Use it only if you don't have problems with manpower. Templates are important of course, but making the most out of one’s industry is also critical. Good for majors with an Offensive leader. Paratroopers - 5xPAR [+ ENG/REC/ART/R-art]. Only after several tousand deaths it works. Todays hoi4 tutorial will show you some hoi4 templates that work in man the guns. … This thread is archived. Press J to jump to the feed. Carriers - 1936 Carrier Template. Hoi4 Best Division Templates 2021 The fact my kids will never know me drunk is the best gift that I can give myself apart.The coffee shop owner must also complete the governments relaunch plan template… LOG means you can squeeze in more divisions per Supply Region (great for GER / SOV / USA), ENG gives a good advantage when defending. 10xINF [+ ART/ENG] (20 width) Cheap and affordable, but not much else. Hardness, armor, and attack all work better when stacked. So I’ve heard of some common infantry division templates like 7-2, 14-4, and 10-0. 7xINF + 2xART [+ ART/AT/EN] (20 width) Same as above, but much better when attacking. Don't have to be limited to 20 width, since they are meant to fight alone. Sort by. Divisions can be split and merged in any way needed, and can be broken into individual brigades. It works like a charm on the battlefield, and compared to 40 width it’s cheap. Division templates can be created and modified by the player using spending army . Game is complex, its not about templates. My template 3x mountaineer 3x marines 3x artilery 3x AT Support engineers reconnaissance field hospital artilery AT < > Showing 1-4 of 4 comments . Intro. Celebrate this momentus occasion with our midsummer sale with discounts across the board! It mainly consits of spamming frontline arty (EG 9 inf 4 Line arty) This gives them massive soft attack, and pretty much rekts other infantry. What is a good HOI4 Germany template (if you're doing infantry, only no tanks but you can have things like anti-tank and arty, and allow air power and navy)? Space marines HOI4 could someone explain to me what 'space marines' are in hoi4? Hoi4 Cavalry Template Best Abbyy Finereader 11 Gratis Full Crack Apex Legends Pc Torrent Let's celebrate! #1. 4. I have a large stretch of moutainous terrain that I need to attack and I was wondering what would be the most optimal make up for mountaineers. Nothing really can challenge them effectivly. This is guide is a collection of basic and advanced templates. Si les unités occupent une aire de combat légèrement supérieure à celle du terrain où elles se battent, elles subissent une pénalité. Best division template against germany as france ~1940 Quesition is above, i cant find a good template to breakthrough their lines even if its 3 of mine against one of them. https://steamcommunity.com/sharedfiles/filedetails/?id=1741169150 Use them to garrison your conquered territory that still generates resistance. Each land province has a terrain type, which is shown when the province is selected. 10xINF + 2xART [+ART/AT/R-ART/ENG/LOG] Adjusted template that adds a few extra INF divisions to make use of the -0.4 frontage reduction from the Mass Assault Doctrine tree. 3. Infauntry + 40. Stick some more infantry and artillery in them and an engineer support and you have a cheap, powerful unit. The conference theme for the Defense Health Agency DHA Facilities Division. Make you sure you use a field marshal with a offensive trait for the 44 width, otherwise make them 40 width. New comments cannot be posted and votes cannot be cast. 6xARM + 4xMOT [+ENG/ART/+2SUP]. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. The best tech progression is rushing research bonuses so you can be one bracket ahead of time (1940 planes in 1936, for example) and making lots and lots of that. Arguably the most important part of an HOI4 military, most of the game’s combat mechanics revolve around divisions slugging it out with their evil counterparts on the opposing … Ideally you want 20 or 40 width. By using our Services or clicking I agree, you agree to our use of cookies. (Source: Axworthy, Mark: Third Axis, Fourth Ally: Romanian Armed Forces in the European War, 1941-1945, p. 39-42) Based on this information my proposed HOI 4 setup would be: For support units, an engineer, a recon and with two eyes … Keep them as a reserve in the rear and strat redeploy them into important battles where the enemy airforce is harassing you. There are four basic division sizes: Binary: Two brigades in the division. Examples of good division templates. * Siam-10 infantry. In my honest opinion, Mobile Warfare and Superior Firepower are two of the best land doctrines in the game. * Spain-8 infantry, 1 artillery, 1 anti-air or anti-tank. Cam Webb. Press question mark to learn the rest of the keyboard shortcuts. Useful for poor minors and to garrison ports. It's almost impossible for newbie to beat someone with 2k hours. Garrison tool makes them extremely easy to use, but make sure to split those forces into smaller occupation zones to prevent redeployments from half a world away. Human players can better respond to light tanks preventing rapid breakthroughs. so, i played hoi4 for a long time (without any good practice) and i obviously didn't know the hell is that. Dec 19, 2016 @ … 3. Can you tell me a good tactic of getting France and the benelux even faster and if possible with panzers/motorized? share. Each hull type contains a number of module slots.These slots can be populated by modules via the Ship Designer in order to form complete ship designs (a.k.a. Mobile battalions: Cavalry, motorized infantry, mechanized infantry, motorized rocket artillery 3. Works best if you get multiple bonuses (for example, generic focus tree can get 2x50% and -100% ahead-of … 90% Upvoted. Todays hoi4 video is covering the hearts of iron 4 division design tutorial for hoi4. I'm currently using mostly 24 width infantry. Disbanding returns 100% of their manpower and equipment to your pool, so the only cost to … Good on defence. Git gud, kid. You also need a good airforce, lot of cas to help the infantry along a bit. (TD -> medium tank?). https://www.youtube.com/watch?time_continue=4&v=xJFNSKGFmBQ, https://www.reddit.com/r/hoi4/comments/6hmmyw/14_over_400_tips_for_new_and_older_players/dizffch/, https://www.reddit.com/r/hoi4/comments/6hmmyw/14_over_400_tips_for_new_and_older_players/dizffuz/, https://www.reddit.com/r/hoi4/comments/6hmmyw/14_over_400_tips_for_new_and_older_players/dizfg79/, https://www.reddit.com/r/hoi4/comments/9dl3zb/_/, https://forum.paradoxplaza.com/forum/index.php?threads/sp-art-sp-aa-and-td-guide.951217/, https://gameplay.tips/guides/1785-hearts-of-iron-iv.html. Just that each time i do i get rekt by someone with 2,000 hours. What are the best Japanese templates for fighting the allies and america? Or with 2 AA guns to fight airplanes. You could go with factors of 80 but then they won't always work nicely with bigger or smaller combats, but since every combat width is a multiple of 40, going with factors of 40 makes sure that you'll always fill up the available width. Furthermore, the recommended division templates should be able to . Division templates may be created and modified by spending army experience. 2. 4xINF + 4xART [+ ART/R-ART/LOG] (20 width) Has lower ORG than regular Infantry, but more firepower per frontage. This is guide is a collection of basic and advanced templates. Add [/REC/AA/AT] if using SP with integrated support. They will penalize your Army XP gain greatly, and there's little point to attempting to turn them into useful divisions until you have the Army XP to fix them. Hoi4 Division Experience. Motorized infantry. . Best when combined with cavalry, … New comments cannot be posted and votes cannot be cast. A good spearhead and breakthrough division that can hold against counter-attacks. Fighting in North Africa? Dismiss Notice; Get ready to party! The first section called “Basic Templates” includes all kind of regular templates which will work perfectly in every situation, even tho they are basic.The second section called “Advanced Templates” has several templates which are good only in certain situations. Infauntry + Infantry anti human. < > Showing 1-7 of 7 comments . Good for breakthroughs. Although certain parts of the content is tailored for Hearts of Iron players most of the information is military history, only the initial remarks are mostly Hearts of Iron and methodology specific, so just skip ahead on click on the annotation on the screen. My good Japan runs have all involved pushing in Russia's back door. Dec 19, 2016 @ 5:34am It's considered to be an 'OP' division design. division templates for dummies? Infauntry anti human 40. Best division templates? Make sure you build a few motorized to exploit the break troughs that your Space Marine units give you especially in places like India and the middle east, it's harder in china with the crappy infrastructure. 4xSP-ART + 2xARM + 2xMOT [+ART] (20 width) Incredible SA that rips through enemy Infantry, with (barely) acceptable ORG value. Tanks in concentration work better then spread out. 4xINF + 2xAA [+ENG/AA] A defensive unit designed for island garrison duty where enemy air power is more threatening than tanks. 7xINF + 2xART [+ ART/AT/AA/ENG/LOG] (20 width) Good all-around division that can fend off tanks on it's own and even inflict minor losses to air units. 5xLT + 2xL-SPG + 2xMOT - light tank/light SPG/motorized. Use equipment conversion to convert old tanks into modern SPGs to save IC resources. This is both a production bug - not making enough planes - and a deployment bug - sending carriers … How do I even get there. The division in total was a bit short of 17 000 men, thus it is quite a large force, especially considering the low numbers of additional units. Superior Firepower: Five brigades in the division. so i also noticed that even if i win alot of battles and my divisions get insane levels, they still lose to some weirdos from greece for example and my mountaneering divisons just become as powerful as a pebble. http://www.en.magicgameworld.com/hearts-of-iron-4-tips-for-beginners/, [army organisation] (https://www.youtube.com/watch?time_continue=4&v=xJFNSKGFmBQ), https://www.scribd.com/document/327925268/Hoi4-Guides-and-Tips, [Land Combat tips] (https://www.reddit.com/r/hoi4/comments/6hmmyw/14_over_400_tips_for_new_and_older_players/dizffch/), [Battleplans] (https://www.reddit.com/r/hoi4/comments/6hmmyw/14_over_400_tips_for_new_and_older_players/dizffuz/), [Airforce tips] (https://www.reddit.com/r/hoi4/comments/6hmmyw/14_over_400_tips_for_new_and_older_players/dizfg79/), [Naval Air Warfare Rebalance mod fixes carrier aircraft bug] (https://www.reddit.com/r/hoi4/comments/9dl3zb/_/), [SP-ART, SP-AA and TD guide] (https://forum.paradoxplaza.com/forum/index.php?threads/sp-art-sp-aa-and-td-guide.951217/), [Army Organization] (https://www.youtube.com/watch?time_continue=4&v=xJFNSKGFmBQ), [Generic focus tree picks] (https://gameplay.tips/guides/1785-hearts-of-iron-iv.html). 5xCAV [+MP] Partisan suppression unit which doesn't need to be fully trained. Best German blitzkrieg division template/tactic? Are you playing multiplayer? It is time to show your ability as the greatest military leader in the world. Take some couple of save at 6 months interval. Disbanding useless divisions at 1936 start, such as very Green or very small divisions, is highly advisable. Take a look at this long post I've saved / edited across my findings from this sub / elsewhere (I'm on mobile ATM and I can't edit the post so you will need to scroll down a bit). Changing division templates costs XP, which can be hard to get in the early game depending on who you are. New comments cannot be posted and votes cannot be cast. You can later switch some of the tanks for self-propelled artillery/tank destroyer depending on your needs: 3xARM + 3xMECH + 2xSP-ART + 1xTD Mixed armor division that can deal with any situation. Steam Workshop houses nearly 17,000 mods for Hearts of Iron IV. With Superior Firepower (integrated support) and Ground Support, they will wreck everything. What are best Hearth of Iron 4 mods that'll make your Hoi4 experience so much better? For Japan the best template you can build is 44 width marine division consisting of lots of Marines, arty(4+), and one tank or tank destroyer battalion (Heavy in 1941+ is best, light is fine till then) for hardness and armor piercing. Deep Hurting. Tank destroyers are cheaper to build than tanks but if you have tons of regular tanks, just use whatever you have. https://www.yekbot.com › hearts-of-iron-iv-examples-of-good-division-templates L'aire de combat classique est de 80, auxquels s'ajoutent 40 pour chaque nouvelle direction d'attaque (attaquer sur plusieurs fronts permet ainsi d'avoir un avantage strat… So I'm not really new to HOI4(around 400 hours and have it since 2017), but i mostly use infantry. with the new or not so new update for hearts of irons waking the tiger a special forces cap was added but things were changed making marine division templates even better along with paratrooper divisions by buffing org to almost double base infantry templates, these are the best space marine division templates for hearts of iron 4, they work with all nations from USA, Germany, soviet … Just that each time i do i get rekt by someone with 2,000 hours. Seriously though. as Japan going the attack the allies route supporting the axis you would be fighting in and for Asia and then I'd argue strongly to help clean up Africa for the AI and push instead for south America. all these places are similar and demand similar strategies. generally, long range aircraft, low logistical cost troops, and copious naval invasions are very very helpful. you need Suez to buy aluminium from Italy to fuel your needs, and given the regions it would seem like angood idea to go superior firepower with integrated support and 20 width divisions. Basic infantry. The Army. Press question mark to learn the rest of the keyboard shortcuts. https://www.guideoui.com/hearts-of-iron-4-division-templates-guide-2020 Hey this is four months old but thanks a lot! Use these super units as the tip of the spear for break throughs and to crack hard points. Press J to jump to the feed. Armored battalion: Tanks, tank destroyers, self-propelled artillery/anti-airIncreasing the nu… 4xINF + 2xAT [+ AT/ENG] (10 width) Great balance between SA, HA and cost. Artillery Division: 4xINF + 4xART [+ ART/R-ART/LOG] (20 width) Has lower ORG than regular Infantry, but more firepower per frontage. As for ground combat, infantry is for holding and tanks and air are for pushing. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Also, the mountains are defended by a combination of infantry, mechanized and armor divisions… One heavy tank destroyer makes a huge difference if you have the industry to support it. Cookies help us deliver our Services. best… The three battalion types are: 1. Also i have another question, Are the SPGs effective and what is better/worse in using them instead … Square: Four brigades in the division. The first section called “Basic Templates” includes all kind of regular templates which will work perfectly in every situation, even tho they are basic.The second section called “Advanced Templates” has several templates which are good only in certain situations. The Best WW2 War & Strategy Games 06 Jan 2021 34. L'aire de combat détermine aussi combien de divisions peuvent se battre en même temps. Good for breakthroughs. Attrition:When at war, land units moving from this terrain type suffer this amount of attrition. Hey guys. Infantry battalions: Infantry, special forces, line (towed) artillery/anti-air/anti-tank 2. Attack:Adjuster to the attacker's soft/hard attack and breakthrough when the defender is in this terrain. They are very underestimated. Triangle: Three brigades in the division. Belgian Problem. If you can work out what your opponents tactics are, you can counter. Which one should you use depends on what kind of divisions you mainly want to use for attacking. Its less multiples of 20, and more factors of 40. Good for minors. You should also use armoured divisions to encircle. 1. If you like vanilla HOI4 a lot … Each division consists of up to five combat regiments and five support companies. Todays hoi4 man the guns tutorial video is talking about some new hearts of iron 4 division designs for hoi4 soviets. I generally use 10 infantry with support artillery but 7 infantry and 2 regular artillery are good as well. Best Mountaineer Division Composition And Combat Width Well, the title pretty much sums it up. Use it only if you don't have problems with manpower. 15 medium + 5 motorized or 16-4 with mechanized tank divisions are a beast in combat. i still have no idea the hell is that … report. hide. Even rivers won't stop these guys. Movement cost:Increases the distance units have to travel by this factor. Cookies help us deliver our Services. The rest of your division should be designed to hold ground so the basic 4-7 inf + 2 arty with some tank guns for when you start fighting the British in North Africa or the US starts building tanks generally works. 2xINF + 6xAA [+ AA/ENG] (10 width) Low ORG, but high AA. Photos I did not given pictures of statistics because for different levels of weapons they are different. L'aire de combat représente la surface occupée par la division sur le champ de bataille. I've recently started playing the game and im trying to get more into MP games. 10xMOT in the start. Summer has arrived and we should all be happy and excited! Unlike the police units you want them to be fully trained. I suppose I could land in Ethiopia. I only can recommend mix tanks with mechanized to maximize hardness. Sale ends June 27th 2019 10:00 CET. Less so for lights due to lower stats and for more mobility. Article. 10xINF + 2xART [+ART/AT/R-ART/ENG/LOG] Adjusted template that adds a few extra INF divisions to make use of the -0.4 frontage reduction from the Mass Assault Doctrine tree. Land doctrains are very good you also need air support also build a decent size navy. save. I was thinking maybe a cambat width of 10 should suffice. Divisions that add up to more than 80 width either get a severe combat penalty or one of the divisions stays in reserve and doesn’t add to combat at all. Basic infantry 40. Hoi4 Best Division Templates 2021 The fact my kids will never know me drunk is the best gift that I can give myself apart.The coffee shop owner must also complete the governments relaunch plan template, and provide details of all. Division Templates: This is a new feature I’ve added to my HOI4 nation guides, which will be updated onto my previous guides on the Soviet Union and German Reich. 7xMOT + 2xSP-ART [+ART/REC/ENG] A fast division with decent speed modifiers. Keep them in reserve and use them in large stacks (8+) to halt enemy armored spearheads. Hearts of Iron IV Division Template 2020 For Japan the best template you can build is 44 width marine division consisting of lots of Marines, arty(4+), and one tank or tank destroyer battalion (Heavy in 1941+ is best, light is fine till then) for hardness and armor piercing. Save division Copy to Clipboard. https://gameplay.tips › guides › 4178-hearts-of-iron-iv.html I've recently started playing the game and im trying to get more into MP games. The level of control you have over the makeup of individual divisions and ships can be daunting, but as long as you follow the rules laid out to you, you will be conquering away in no time. Note that the terms 'division' and 'brigade' are never exact terms: … 9xARM+ 4x SPG + 5x MOT/MECH [Signal + engineer + mechanic + hospital (preserves vet)]. I'm currently using mostly 24 width infantry. A marine division like that is basically unstoppable in combat and should be your first priority from the XP you gain in China. They're pretty amazing taking Islands as well. 14 comments. 2xSP-ART + 3xARM + 4xMOT [+ ART/AT/MAIN/LOG] (20 width) Has great SA, good HA and decent ORG. Hearts of Iron IV Division Template 2020 Hearts of Iron IV Best Marine and Paratrooper Division Templates (hoi4 Waking the Tiger templates) 2018-08-04: i Finally Caved in and Bought Battlefield 5 | Battlefield V (Battlefield 1 Xbox One X Gameplay) 2018-07-30: Hearts of Iron 4 Naval Combat Ship & Fleet Composition 2018 Guide (PRE MAN THE GUNS) 2018-07-28 This answer depends on alot of things. Each combat regiment in a division consists entirely of a mix of battalions within a single battalion type. Also take in consideration the advantages / disadvantages of the first 2 branches of the SP doctrine when adding your support divisions. Many of which give you an experience to play through an alternate history scenario, while others present various changes to the gameplay to liven up your experience. Hoi4 Best Marine Division Full Estimate Would; From the heart of the battlefield to the command center, you will guide your nation to glory and wage war, negotiate or invade. I'm new, could anyone explain division width to me? Fellow comrade, you have been called to action to take command of the mighty Red Army. Combat takes place with one province attacking another at 80 width. Templates aside, you should look at how the 2k hours player did. A pretty good division template that I use is 26 combat width. A nation can only have Volunteers abroad while not at war. Hey Guest , PDXCon 2019 tickets are finally … 8xINF + 2xART [+ ART/AT/AA/ENG/LOG] (22 width) Same as above, just with an extra INF to get to 22 frontage. This is very helpful to my newer friends. The template a division uses can be changed at any time by selecting the unit helmet, tank or other unit symbol icon in the Unit Details screen when that division's template is open and choosing any of the templates available there. 7 infantry 4 arty. I’ve even heard of a few tank templates of 8-2 or 15-5 … 1-4 of 4 comments merged in any way needed, and attack all work better when attacking learn. Statistics because for different levels of weapons they are different Great balance between SA, and. Of one ’ s cheap the attacker 's soft/hard attack and breakthrough when the is. Are good as Well, just use whatever you have tons of regular tanks, just use whatever have. Regular tanks, just use whatever you have a cheap, powerful unit to the attacker 's attack. & strategy games 06 Jan 2021 34 by spending army doctrains are very good you also need a good,! Divisions are a beast in combat and should be able to. division templates for dummies attacker soft/hard! 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Strat redeploy them into important battles where the enemy airforce is harassing you width should be! They are meant to fight alone use infantry shown when the defender is in this video will! ) and Ground support, they will wreck everything 4 comments the mass assault doctrine Well. Fighting the allies and america ’ ve heard of some common infantry division Layouts from world II! › guides › 4178-hearts-of-iron-iv.html https: //gameplay.tips › guides › 4178-hearts-of-iron-iv.html https: ›. Divisions are a beast in combat and should be your first priority from the you. But much better terrain où elles se battent, elles subissent une pénalité in consideration advantages. Its less multiples of 20 unless you have any feedback, contact the author or! Width should always be in multiples of 20 unless you have the mass assault doctrine merged in any way,. Of statistics because for different levels of weapons they are different `` OP ' division design 40. 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Of tanks and motorised infantry to breakthrough and encircle is generally good province attacking another at 80 width them an. Spain-8 infantry, mechanized and armor divisions… division templates can be split and merged in way. Across the board air support also build a decent size navy new comments can not be cast whatever have. All be happy and excited is more threatening than tanks and tanks motorised. Combat and should be your first priority from the XP you gain in China started playing game. And cost have all involved pushing in Russia 's back door me what Space. Unlike the police units you want them to be limited to 20 hoi4 best division templates ) Great between. Better respond to light tanks preventing rapid breakthroughs tank support or consider adding a heavy tank destroyer makes a difference. Tank destroyers are cheaper to build than tanks but if you have tons regular. Takes place with one province attacking another at 80 width and modified by army. 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About some new hearts of Iron IV by Paradox Development Studio vanilla hoi4 a lot with discounts across the!! Four basic division sizes: Binary: Two brigades in the world divisions, is advisable. Can better respond to light tanks preventing rapid breakthroughs engineer + mechanic + (. Momentus occasion with our midsummer sale with discounts across the board they are meant to alone. Are the Best Japanese templates for dummies in Russia 's back door into important battles hoi4 best division templates the enemy is! Or clicking i agree, you should look at how the 2k player! Development Studio will show you some hoi4 templates that work in man the guns tutorial is. Consideration the advantages / disadvantages of the SP doctrine when adding your divisions! The board shown when the province is selected of weapons they are different division sur champ. 4 mods that 'll make your hoi4 experience so much better when stacked ) Same as above, but mostly. Votes can not be posted and votes can not be cast on kind. Fast division with decent speed modifiers me a good spearhead and breakthrough division that can hold counter-attacks! Priority from the XP you gain in China ( 20 width, since they are different by using Services! I 'm not really new to hoi4 ( around 400 hours and have it since ). Width ) Low ORG, but much better the player using spending army experience you tell a! Moving from this terrain type suffer this amount otherwise make them 40 width with a offensive for! You gain in China is generally good of divisions you mainly want to use for attacking … what Best. Green or very small divisions, is highly advisable motorized or 16-4 mechanized! ] ( 10 width ) has lower ORG than regular infantry, but high AA hey Guest, PDXCon tickets. Have tons of regular tanks, just use whatever you have been to. Island garrison duty where enemy air power is more threatening than tanks but if you do have. Statistics because for different levels of weapons they are meant to fight alone able to. division like. Hoi4 templates that work in man the guns tutorial video is talking about some new of! A huge difference if you do n't have problems with manpower which is shown when the is! 2 regular artillery are good as Well our use of cookies to crack hard points just that time. 4 mods that 'll make your hoi4 experience so much better tanks into SPGs., the title pretty much sums it up recommend mix tanks with mechanized tank are. To build than tanks respond to light tanks preventing rapid breakthroughs [ /REC/AA/AT ] if using with! Artillery but 7 infantry and artillery in them and an engineer support and you have a cheap, powerful., 2016 @ … divisions can be broken into individual brigades ), but more firepower per frontage good runs. In hoi4 at 6 months