Hearts of Iron IV

Hearts of Iron IV

136 ratings
Division Templates & Doctrines
By Gyllenkrok
The game has been out for 4 years and I still see people regularly ask for templates, hopefully this guide will help you!

I will try to keep this guide updated with the current meta, make sure to ask questions and point out errors in the comment field at the bottom.
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Infantry!
You have two options when it comes to infantry, either you go 14/4 (14 infantry and 4 artillery) or 20 width pure infantry.

I recommend 14/4 for singleplayer and only situationally for MP, it will easily beat most AI divisions with green air, so if singleplayer is your thing, just build this coupled with fighters and cas and you will win every game.





But if you want to destroy your opponents with superior tank micro (both players and ai) you should build this template and instead of producing artillery produce tanks and more air.
(Note that these will not be able to attack, they are merely there to hold the line)


Add anti air if you are playing as the Soviets or if you are a Germany who can afford a great D-Day wall.

Note: Just change out the infantry on either division for mountaineers or marines and you've got a decent division for those two scenarios respectively (Fighting in hills/mountains or naval invasions)
Tanks!
Now we get to the fun part, the tanks, they are the most crucial part of the meta and they effectively decide who wins a multiplayer game, I would advice against light tanks (at least in MP) and go for either heavy or medium tanks. This choice is mostly personal preference and both are viable.

Change the motorized for mechanized if you can afford it, it's not crucial but it's a nice upgrade.

Singleplayer/Barbarossa

This is your basic tank, change out the mediums for heavies if that's your thing. BEWARE, you NEED to have full air control for this to work. This makes it usable in SP but only useful against no air Russia in MP.

Note: Change out some tanks for Medium Tank destroyers if you are facing a heavy tank Russia to increase the piercing, but it isn't needed in SP.

Here are two more realistic examples, we are changing out 1 tank for 2 SP AA, this means that air barely affects you.


German D-Day tank:
(Change out the mediums for heavies if that's your thing)

No air Russia:
(Change out the heavies for mediums if that's your thing)

Note: You should always have Engineers, recon and signals as support companies, add logistics if you are fighting in bad supply, such as North Africa or Barbarossa.

Note: Tank Upgrades: Gun > Reliability > Engine > Armor
Things you should never do!
1. Don't ever add field hospitals to your divisions, completely useless and the alternatives are miles better. experience trickleback is very small, and you are wasting a slot for that when you could add something else like maintainence or support AA/AT.

2, Forts suck, nations like Germany Japan, and potentially Italy start or can easily get fortbuster Generals, so they just get dabbed on.

3. Space Marines are g a r b a g e. Counter them by putting support AT in your infantry. You waste so many resouces by adding tanks to your infantry that its not worth the cost AND you also don't have enough resources for actual tank divisions. (space marines refers to having 1 or 2 tank brigades in an infantry division.) The ONLY time where this is viable is if you are playing France and you add Heavy two tank destroyers to your calvary divisions to pierce all german tanks and catch him offguard before he can get AT.

Note: Ignore this in SP, You can experiment and do pretty much whatever you want in that enviroment.
Land Doctrine!
When it comes to land doctrine you have three choices, If you are playing singleplayer with the 14/4 template and air you should go Superior Firepower->Integrated support->Shock and Awe. (Right, Right)

But if you are playing MP or singleplayer with tanks you have two options, either you go Mobile Warfare->Blitzkrieg->Modern Blitzkrieg. (Right,Right)

Or Superior Firepower->Integrated Support->Airland Battle. (Right,Left)

Mobile will give you more org, recovery rate and breakthrough.

Superior will give you higher soft and hard attack values.

The choice is personal preference, I recommend you try both and see which one you like better.

Feel free to ask questions down below!

39 Comments
Registered Flex Offender 2 Jan, 2023 @ 6:58am 
this is a very much outdated guide
Lt_Alpaca 11 Sep, 2022 @ 9:34pm 
A few things ive found is that 9/4 infantry can be viable (has pretty low org though), a lot of tiles are around 90 width. Also adding mechanized or armored cars to infantry can be a good cheaper alternative to space marines. Great guide bye the way
davout 1 Jun, 2021 @ 10:47am 
sf is better for defesnive tanks aka sov in barb then mech are very good in tanks and armored car recon is better
jonah hill 7 Aug, 2020 @ 11:15pm 
this is a lifesaver. tysm!!! Im a huge noob
Hmahama 7 Aug, 2020 @ 3:47pm 
huge help
Hmahama 7 Aug, 2020 @ 3:47pm 
just recently stated with 14-4
Hmahama 7 Aug, 2020 @ 3:46pm 
yeah thanks for the info i spent my first 300 hrs on 25 bat infantry divs mass assault lmao
Gyllenkrok  [author] 7 Aug, 2020 @ 3:42pm 
Sounds like your issue is air, put 2 medium SP anti air in your tanks to counter it without building planes.

Signal companies are worth it, maintenance companies are pretty situational, so I don't recommend them.

Design your tank like the DDAY tank above, 11 mediums, 8 motorized and 2 SP AA.
Hmahama 7 Aug, 2020 @ 3:14pm 
2nd thing i was fighting in urban/plains areas with a med 1 tank div (5 mot, 15 med tank, with recon, engineer, and artilary) and couldnt push german infantry as spain what im asking is are signal companys worth it and the other one that helps with reliability
Thefallen501st 7 Aug, 2020 @ 8:43am 
also tac bombers are way more effective do to the extremely low range fighters and cas have meaning more of ur airport space in contested zones can be used on ur fighters so they have 100% fighting effect