All materials on showgamer.com are protected by copyright. Partial copying is permitted with an open (for search engines) link. ShowGamer (2015)




Land Force Template Guide in Hearts of Iron 4

Tell me what template for the USSR? And what is needed for the Reich? Guys, what is the top template now? Templates, templates, templates... This topic has long been ripe for the people. From the very beginning of the game until now. It seems that the game has been released for several years, but a well-established template has not yet formed. Yes, you can remember about 7/2, but it was only good in early versions, and in patch 1.7.1 it is completely unprofitable. Today we will try to figure out why this is so and what kind of template we need.
Land Force Template Guide in Hearts of Iron 4
Author
Andrey Pavlenko
Date of publication
24 November 2021

The best templates in Hearts of Iron 4

What is a division template?

As mentioned in the previous part, the template is support companies and battalions of different troops that make up your division, which determines its strength in the end. By itself, it looks like a 5x5 rectangle in the game, which fits 25 battalions. On the left side there is a place of 5 cells for support companies and artillery. The developers called this case the designer of divisions. In it you can: edit the template for army experience points, which is taken from the battles and drills of the army; change the name of divisions and their type; choose the replenishment priority; assign technical equipment to a particular division.


Лучшие шаблоны в Hearts of Iron 4

Template options

We figured out the common features, now let's move on to the most delicious. On the right in the window there are various numbers, there are so many of them that it is easy for a beginner to get confused (at least I had a question when I first started). In fact, only a few of them are the most important and determine the strength of your division in battle. Please note that some parameters have an average value (ratio tonumber of battalions with this parameter to the total number of battalions in the template). What does it mean? This means that even though the studies will say 150 armor for a tank, in reality it may turn out to be 20 armor for a tank division if you put only 1 tank battalion for 10 infantry divisions. This is such a kind of balance for developers, in the future we will mark the average parameters +. Let's take a look at the most important ones:


  • Speed - it's all about how fast your division moves. It is worth saying that the template takes the minimum speed from the battalions. This means that foot infantry will move at their own speed despite the presence of faster tanks in the template, for example.
  • Durability is a parameter that many do not pay attention to, how much damage a division can withstand until it is destroyed. Yes, yes, in this game, divisions can be destroyed not only in the environment, but also in battle (I myself encountered this), so I’ll say in advance that it’s not worth shoving tanks alone into the template - without infantry, the division will quickly be destroyed, since it has much great strength. Accordingly, the template of 8 heavy tanks for 2 infantry is also not good.
  • Organization - as already mentioned, this is an indicator of how long your division is able to participate in combat. Here it can be noted that for the infantry the norm will be from 45, for the tank from 25, for the artillery from 40. But the expNobody forbids you to emulate.
  • Reconnaissance is the level of reconnaissance, if it exceeds the enemy value, the chance for the general to choose more profitable tactics in battle and seize the initiative increases.
  • Supply consumption - I think there is no need to explain here. With a large consumption, you will have penalties when your province does not support such consumption.
  • Reliability is the reliability of your equipment. In bad weather, training, and even in normal movement, your troops break part of the equipment. There is a bonus to the division.
  • An anti-personnel attack is how many attacks a division should inflict on infantry in one turn.
  • An anti-tank attack is an analogue of an anti-personnel attack, but against tanks (armored units).
  • Air attack - the number of attacks on aircraft, it is valid only in battle.
  • Defense - an indicator of how much your division can withstand enemy attacks in defense.
  • Breakthrough - works similarly as a defense, but replaces it when a division attacks. Therefore, to attack with infantry is such a thing - it has little breakthrough.
  • Armor - an indicator of the division's armor. If her enemy does not penetrate, then you take half the damage to the organization.
  • Armor-piercing - an indicator of whether you will break through the armor or not.
  • Initiative (actually putting a reserve?? in battle, I don’t know why it’s translated like this, because the general still has the initiative in battle, and this is completely different) - increases in% the base value of the division’s chance to enter battle from the reserve. It also speeds up the base value of planning, which will allow you to get bonuses from a planned attack faster.
  • Consumption and fuel supply - for mobile units that eat your diesel and gasoline. If it runs out, then you get speed penalties.
  • The share of infantry is an indicator in % ratio, then by how much in % the number of enemy attacks on this division will decrease. More tanks, respectively, the proportion of infantry is lower and anti-personnel attacks affect it less, but anti-tank ones start to hit harder.
  • The width of the front is the most important parameter, because of which all questions pour out. How much space your division occupies in battle. In battle, the front width has a base value of 80 km when attacking from one direction, and goes up to plus 40 km for each additional direction, the size is determined only by the number of attacks from additional directions and the choice of tactics. Therefore, usually the working width of a division is 10, 20, 40 km, because these are multiples of 40 (and so, purely for the elite, there are 24 more, also a good width). With this width, your reinforcements in battle do not take up excess space and you do not receive penalties for exceeding it.

The aboveThese parameters are among the most important, without which you will not see victory, so they should be explained separately. All other parameters are not so strongly felt when playing, so I decided not to include them here. If anything, then in the game, when you hover over the cursor, you will see hints from the developers.

Also at the very bottom there are modifiers by terrain type. Therefore, attacking the mountains with tanks is a disastrous business, a lot of losses and broken equipment.

Sapper companies and new technologies help to improve the condition. For mountains - mountain riflemen, for rivers and sea invasions - amphibious assault.


Лучшие шаблоны в Hearts of Iron 4

Note : artillery in support companies does not use the width of the front and requires less resources than a regular battalion, but at the same time receives reduced parameters.


Advisors

Before moving on to the next section, I would like to clarify a little-known fact. Advisors are those characters that we assign in the government window. We will analyze them in more detail in another topic, but now we will specifically look at the military leadership. In places of the highest military leadership, you can put certain personalities who will add bonuses. Without departing from our topic sh??blons, there are 5 types of warlords:

  1. Infantry
  2. armored vehicles
  3. Artillery
  4. Cavalry / Mechanized Infantry / Mechanized Infantry (3 in 1)
  5. Sabotage troops (special forces divisions)

The whole point is that they give a plus to the attack and defense of the divisions they specialize in, BUT there is a trick. They do not give a bonus to battalions, roughly speaking, if you have an infantry division in which there is artillery, then the bonus to artillery will not drop, because the division is considered infantry, but an infantry specialist will give an increase. The type of division is changed automatically by the game when the template is changed, and you cannot set it yourself. They put a lot of tanks in - it will become a tank; a lot of infantry - will become infantry, etc. Accordingly, other military leaders are needed in the leadership.
The game itself will show you your division type by icon.


Bad Templates

And finally, we got to the highlight. As one sensible person said: “There is no universal template!”. And it is true. There is no universal template, they are always situational. If you know that the enemy has air superiority, then you should focus on air defense, if tanks, then anti-tank. Therefore, a universal template can be called one that will be equally good for any development of events, specifically for those who cannot predict what the enemy is up to.

In this regard, it is worth mentioning the 2 most discussedgiven template.


The first one will be 7/2 . Let us take the period of 41 years for consideration and the first doctrine on the right branch. Let's compare it with the usual pattern of 10 helmets.

Лучшие шаблоны в Hearts of Iron 4

The first thing that will catch your eye is this loss of organization of almost 20 units for the sake of an increase in attack by 40. Also, durability will decrease by almost 1/3 and defense by 66, and 1 such division will require 72 artillery instead of cheaper infantry equipment. All this is not profitable, very expensive and not suitable for both attack and defense.

Лучшие шаблоны в Hearts of Iron 4

Previously, he carried, but the developers decided that it should not be so and cut the damage from artillery.

The next pattern is 8/2 . I must say right away that this is an incredibly expensive template, you don’t even need so much against a bot. And against an experienced player, this will not work. For tanks, its indicators are huge, but durability and protection are just terrible. If the enemy thinks of using anti-tank weapons, then your tanks will be finished, and in defense, these divisions will also suffer very much. 320 tanks little country sweatingno such industrial cargo. It would be much better to release factories for aviation or something else.

Лучшие шаблоны в Hearts of Iron 4

As an alternative, you can use this pattern:

Лучшие шаблоны в Hearts of Iron 4

The infantry will increase the strength as well as the organization of the division. Well, it will reduce the cost, although it is still quite expensive to manufacture and a powerful industry is needed.

Template examples

We figured out the bad options, now let's proceed to more or less standard ones.

Meat Pattern - The cheapest of all, it will fit to delay the enemy by crushing them with numbers, but the losses will be high.

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

Standard 10 helmets - fit under any conditions, much more expensive and more efficient.

: auto;" title="Hearts of Iron 4 land force template guide" alt="Hearts of Iron 4 land force template guide" width="80%" data-src="/storage/uploads/guides/ 2021-11-24/16377460097.jpeg">

Infantry against medium tanks - if you know that the enemy has a lot of tanks and he is going to crush you with them, then you can strengthen the anti-tank division, the main thing is to break through the tanks, so we shove it into battalions.

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

An artillery division is an option if you do not have an infantry specialist, but have an artillery one. The downside is that it is expensive, there is little organization and a breakthrough. Good more for defense if you're dug in.

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

Infantry against heavy tanks - you need much more anti-tank and microcontrol, only a few of these divisions, because the enemy will not have many heavy tanks due to their high cost.

ground troops in Hearts of Iron 4" width="80%" data-src="/storage/uploads/guides/2021-11-24/163774601010.jpeg">

Motorized infantry is a pretty good option for both support and defense.

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

Motorized infantry to attack - if you have light tanks in storage and you have nowhere to put them, then you can use them here.

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

A tank division from ST is a massive and effective option.

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

An infantry division for minor countries - the main thing here is that we take quality, not quantity.

?army troops in Hearts of Iron 4" width="80%" data-src="/storage/uploads/guides/2021-11-24/163774601214.jpeg">

A heavy tank division is another good option.

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

These were examples for the first three doctrines, since in the 4th doctrine there is a change in the width of the front, then you need to slightly adjust the templates. The main thing is to match the desired front width:

Infantry, if you like, in 20 front widths :

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

The usual infantry variant :

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

For minors :

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

By ??players' requests are an example of a supposedly universal pattern. In fact, it is suitable for a single if you want to carry the bot in a purely autoplane, but on the condition that you have air superiority.

For the Infantry Specialist :

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

For an armored vehicle specialist :

Гайд по шаблонам сухопутных войск в Hearts of Iron 4

What is the meaning of SAU?

Some players do not understand the meaning of the SPG, so it is worth explaining that too. There are several types of self-propelled guns in the game and on different tank bases - only heavy anti-tank, anti-personnel, anti-aircraft, as well as medium anti-tank and anti-personnel self-propelled guns are useful.

Why exactly them? Yes, everything is simple! Heavy variants have the highest armor penetration and attack rates, as well as quite tolerable armor (PT variant). The medium options are fast and in tank divisions they strengthen them if it seems to you that there are few attacks on infantry or enemy tanks, allowing you not to use anti-tank guns on tractors (it cuts armor more strongly forivysia). Everything is also true for ZSU. Therefore, using self-propelled guns can be extremely useful.

conclusions

There is no universal template! You need to think with your head what a potential enemy has and choose a strategy against him. Whoever correctly assesses the situation and chooses a strategy will win. If you are fighting against the Reich and hammered a bolt on the anti-tank gun, don't be surprised when his tanks are in Moscow, also about aviation and industry. Well, of course, good microcontrol is needed, and not to trust everything to the autoplan at 5 speeds and then complain that nothing works. And templates are only limited by resources and your imagination. You can bring another two dozen different templates, but this will not change anything.

Adviсe

There remains one division from the entire army with the fattest template in front width, and is put on exercises, depending on the width, a different increase is given from 0.6-0.7 to 1.25. Next, you need to bring the template to the optimal front width - 24 no matter what battalions and farm 1.25 (25 times more than the Minister of War), you can further increase the template, but then it works strangely and incorrectly

It consists in the fact that when dividing the world, you can make a puppet out of a country at the price of the cheapest province (this is useful for countries with a small warscore): at a peace conference, capture all regions, one country (naturally you do not have enough warscore) leave onemake a puppet of it, then cancel all the “captures” and you have a puppet for a penny, the computer cannot puppet this country and does not capture its territory (it depends on the country), and then calmly lower your moves and capture the country or give up its territory puppet (just works if you share the country with the USSR or Japan)

There is a template that is not very variable, suitable primarily for the Benelux countries:

  • This template is 5 helmets and up to 5 heavy self-propelled guns and in support of a sapper, etc. if possible Yes, the width of the front, but you are playing for the Benelux against the Reich, God forbid you make 1 such division per front cell -due to the fact that there is heavy self-propelled guns there and the division’s armor is sometimes given a 50% bonus, plus this division has anti-personnel Tuevo Tutuevo and the Reich’s menpower goes to zero faster. You can even push them like normal tank divisions, but they take longer to push because there is little breakthrough. Of the minuses: the high cost of production - and if you sit too long, then the Reich will come with medium or heavy tanks, and they are powerless against them

Let me tell you just one little-known fact. The military police of the 1st level in saps gives more stats than, for example, the same art in terms of protection. Which makes it the 3rd company of necessity in the infantry hourty. An advantage can also be considered that the military floor does not need to be downloaded more than 1 lvl.

Tips for using battalions:

  1. The heavy SPG has the largest anti-personnel attack and goes to the division in the amount of 24 units per battalion, which makes it very useful if you want to increase the attack.
  2. It is more profitable to do ST than LT. This is because LT in a battalion requires 60 units, and ST 50 units, given this and the difference in production by 3 units, not to mention the characteristics, then the profitability of ST will be almost 1.5 times higher than that of LT.
  3. The military police in support companies can serve not only for suppression, with the second doctrine (right branch), the anti-personnel attack of this unit becomes very good, not to mention additional protection and strength.