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.
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:
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.
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.
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:
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.
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.
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.
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.
As an alternative, you can use this pattern:
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.
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.
Standard 10 helmets - fit under any conditions, much more expensive and more efficient.
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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.
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.
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.
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Motorized infantry is a pretty good option for both support and defense.
Motorized infantry to attack - if you have light tanks in storage and you have nowhere to put them, then you can use them here.
A tank division from ST is a massive and effective option.
An infantry division for minor countries - the main thing here is that we take quality, not quantity.
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A heavy tank division is another good option.
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 :
The usual infantry variant :
For minors :
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 :
For an armored vehicle specialist :
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.
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.
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:
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:
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