You get some organization, some breakthrough, some soft attack, some defense. Each combat regiment in a division consists entirely of a mix of battalions within a single battalion type. Each combat regiment in a division consists entirely of a mix of battalions within a single battalion type. Wave. A division template may be specified as reserve, regular, or elite. The Great War mod has a few traits that make combat go differently than HOI4. Press J to jump to the feed. Has great SA, good HA and decent ORG. On the other hand, doubling the division size does not make the divisions two times more resistant to actual damage, since the organization does not scale up. Just open the division designer and compare the Supply Use stat before and after adding the company, then decide if it's worth it. To fight the land wars, you need to create divisions using the wonderfully flexible, and slightly impenetrable Division Designer. Mechanized are the most significant, but also motorized, all of the towed weapons, and support equipment. Infantry is the top thing here. Spawning units in HOI4 isn't that hard! Historically the terms used in Hearts of Iron 4 had very different meanings for most of the countries. Military Police can be used as an extra Infantry battalion if the need arises, however they give a large hit to ORG and it is better to use Support Artillery, Support Rocket Artillery or Engineers to increase division statistics. Tanks offer breakthrough to protect them. In the current system, only 10% of the attacks are considered for damage if they are covered by the other unit's defense, but 40% is considered when the attack points have exhausted the defense points. What do all those stats do? Mechanized Infantry actually adds it's defense to the equipment derived one, easily beating 80 per Battalion. It costs 5 XP to add a battalion to a division; regardless if it is the same or new regiment. Still, as you can field 2 AT guns per 2 width, that might still be enough to increase the average to what you need. Creating a separate infantry division template specifically for low-supply areas is an option. The need for mobility limits the buffs from support weapons passive research. 7-8 infantry 6 artillery 3-4 medium tanks. So support Artillery, Anti-Air or Anti-Tank support units can add valuable capabilities to fast divisions. Si les unités occupent une aire de combat légèrement supérieure à celle du terrain où elles se battent, elles subissent une pénalité. Perfect in Amphibious, Heavy and Super Heavy tank templates. Divisions with high hardness will suffer few hits in combat from divisions with low hard attack values - such as infantry with 1936 equipment and no anti-tank equipment. The 1936 Signal Company increase Initiative by 20%, and every following upgrade adds 12% Initiative. Tanks shift the balance more onto the side of hard, the heavier the better. And finally 3 infantry Brigades each with 3 … The composition of your division can make or break a battle. Division templates can be created and modified by the player using spending army experience. This community wiki's goal is to be a repository of Hearts of Iron IV related knowledge, useful for both new and experienced players and for modders. The most distinguishing feature between any two divisions is their makeup in the Division Designer. The more combat a division sees over time, the greater the overall benefit from a field hospital. The division unit type is determined by multiplying an internal priority score by the number of units of each type, and taking the unit with the highest score. Units suffer half the penalty of Amphibious Assaults, but it is applied to movement as well. 10 infantry with CAS. For infantry, keep in mind that when fighting in places with high infrastructure, where months of fighting can go by without units running low on supply, a logistics company provides no benefit. The composition of your division can make or break a battle. All artillery Battalions suffer penalties as do Tanks based on heaviness. In turn, each combat regiment is composed of up to five battalions. Cheaper then normal armoured divisions. All Infantry battalions only suffer movement penalties at worst. Without a Signal Company, the base chance to reinforce a battle (assuming that there is available width in the battlefield) is 2% every hour. Anti-Air (AA): AA will primarily help protect against tactical bombers and CAS attacking a battle that the division is participating in, allowing multiple divisions in the same battle to pool their AA fire. You have to use some army experience to modify these, or modify a duplicate, for use with Medium or Heavy Tanks. By. Perfect in light tank or medium tank templates. Heavy tanks past 1941 are also good. While they can simply be added to a garrison division, most prefer to create a division template specifically for MPs. 15/5 actually has kind of bad defense, so keep them attacking. Good starter division, but is completely outclassed by 40 width divisions in almost every situation. The higher a division's XP gets, the more the average will be reduced by casualties (since replacements are always green). Each division consists of up to five combat regiments and five support companies. Deploying new divisions that have a field hospital while they are still green is a complete waste from the XP perspective. Type the name of a command into the search bar to instantly search our database of 172 HOI4 commands for the most recent version of the game on Steam (PC). Do get the passive "Infantry Anti-Tank" upgrades, as they apply to both and can double the piercing values. Once the exemplar unit is established, the internal types of the unit as shown below determine whether military high command bonuses or commander traits apply to the division. If your armor can exceed the enemy's piercing, then relevant combat bonuses await. Sum of: The composition of each division is specified by its division template. 40 width 14/4 divisions are 14 infantry and 4 artillery battalions. Having small divisions is additionally more versatile due to the sheer number of divisions, allowing one to run encirclements and cover up extending lines when needed; however this also takes up commanding official capabilities. Suppression counters partisans operating in a region, preventing them from damaging industry. For example, Italy ("Divisione Celere" template) and the Soviet Union ("Mekhanizirovaniy Korpus" template) are both in this situation. Still good in low supply areas like Africa or Asia. For the armor, piercing and hardness stats there is a different calculation: A division may have up to five different support companies. Artillery has to be limited to support companies, and/or provided by motorized/tank variants. Last edited by AeneasXI; Jun 15, 2016 @ 12:33pm #4. Heavier is generally better, but the Modern beats the superheavy. The values of land units combine in different ways in divisions, and these values have special implications for deciding whether one should "scale up" a division template, e.g. https://m.youtube.com/watch?v=7J__ZdvsZaE. Given that the base planning speed is 2% per day, a 1936 Signal Company will add 20% to the 2% daily planning, and thus save 4 days to reach the standard 50 % bonus (II:5 days; III: 7 days; IV: 8 days). Your breakthrough divisions: 2x40 width (not 4x20), massive soft attack and hardness (against soft infantry) and breakthrough, enough armor so opposition cannot pierce, medium HP, org barely matters. A guide to mastering the German Reich in HoI4. For example, the tier 2 towed AA has enough Piercing to negate the Armor value of tier 1 medium tanks. Land experience is not charged until the changes are saved using the Save button on which the total cost is also shown, so players can experiment and analyze the results of changes before making a decision. Even though these companies may historically have been much larger than company size, they are referred to as support companies to distinguish them from the battalions in line regiments. While everything - even the Infantry equipment - has some Hard attack, usually the soft/hard ratio is in favor of killing infantry. The second major breakthrough came when fascist Portugal invaded republican Spain, quickly overrunning it. Artillery has been heavily nerfed so their is just not a great option. Jun 15, 2016 @ 12:29pm As you will not face almost any armor when fighting in China, a "glass cannon" composition can be used. With regards to trying to fight armour, a single AT battalion/support AT per division is enough at a minimum: "A division's piercing is equal to 40% of the highest piercing in the division plus 60% of the weighted-average piercing of all battalions in the division" - HoI4 Wiki Final Thoughts 1 Artillery easily provides 3 Infantry Battalions worth of Soft attack for half their width. Most AI template divisions in … 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. Therefore, you have more incentive to train new divisions up to regular before deployment when using field hospitals. Type the name of a command into the search bar to instantly search our database of 172 HOI4 commands for the most recent version of the game on Steam (PC). For example, Commonwealth countries like Canada who get tank equipment researched in 1936 (shared with them by UK), though they have no armored divisions then. Crusader Kings 2 Arsenal of Democracy Europa Universalis 2 Europa Universalis 3 Europa Universalis: Rome Hearts of Iron 2 Hearts of Iron 3 Steel Division Tyranny … Hover over a command in the table to view detailed argument-related help. First off, you'll want … Maintenance (MAIN): Maintenance companies increase the Reliability statistic of all equipment in a division, thus significantly reducing the amount of equipment lost due to attrition. You do 50% more organization damage when you overpower their penetration. Division templates may be created and modified by spending army experience. Or by replacing "soft" battalions (infantry or cavalry) with motorized or mechanized battalions. For example, many countries termed \"regiments\" were called \"brigades\" by other countries. When I write in yellow I do so as a Demi-moderator. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Still, if an overrun is wanted, then it might be worth it. The Heavy Tank, Engineer Company and all Artillery except AA provides some bonuses. Mixed Armor Division: The overall division unit type is indicated by its default division icon. Tanks offer breakthrough to protect them. Another possibility might be a regular infantry division that has already gained a high experience level on its own. All other countries get a free template (called "Armored-Division") when you research your first tank equipment. It will greatly offend the sensibilities of any hoi4 player, lol. Tanks, Artillery and Support companies are the parts that are lacking, sometimes severely so. So basically heavy tanks+rocket artillery+infantry/special forces (if hills/rivers). It benefits infantry equipment too, but infantry equipment is easy to produce and starts at 90% reliability, rather than the usual 80%. Please note, this guide is not for the German Empir… 21st Breakthrough Artillery Division – Fought in East Prussia and Kurland; with Kurland Group (Leningrad Front) May 1945. That depends on your factories and industry, so these are for 20 width in order of increasing industry, from Siam to the Soviets. Breakthrough divisions put the maximum possible force into the smallest possible space, using armored brigades and the Combined Arms bonus. Of course, you can build 40 width inf/art or mobile inf/tanks but you will have to micromanage each 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. Each division template can receive specific types of equipment if multiple types are available. 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