Hearts of Iron III

Hearts of Iron III

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Division Builds Guide
By Zach
How to build general-purpose divisions for major powers and most scenarios. If you find anything that could be improved or outright false information, feel free to comment! Applies to the latest version of Their Finest Hour
   
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Abbreviations used in this guide
IC-Industrial Capacity
INF-Infantry
ARM-Medium Armor
LARM-Light Armor
HARM- Heavy Armor
PAR-Paratroopers
MTN-Mountaineers
MAR-Marines
GAR-Garrison
MEC-Mechanized
MOT-Motorized
ART-Artillery
MIL-Militia
MP-Military Police
CAV-Cavalry
AC-Armored Car
SPAA-Motorized AA or Self Propelled Anti Aircraft Artillery
SPA- Self Propelled Artillery
TD-Tank Destroyer
ENG-Engineer
Early Game Divisions
Infantry
  • 3 x INF
    1 x ART
    This will be the most versatile and numerous division. Early game you start out with a lot of reserve INF brigades and it's important to strengthen these with ART before heading to war. Use these divisions for pretty much anything.
Armor
  • 1 x LARM
    1 x MOT
    1 x ENG/AC
    1 x TD
    Light armor is very soft for an armor division, but for early game, it provides an extremely fast unit capable of overwhelming most minor nations quickly. Swap out the ENG for an AC brigade if you want a faster and more armored division. For rivers and forts, ENG is a must. Use these divisions for early game breakthroughs and encirclements.
Mobile
  • 3 x MOT
    1 x ENG/AC/TD/SPAA
    Starting out you're not going to have SPA so putting in a TD or SPAA brigade would give your MOT divisions extra firepower. TD is good for facing a country with a lot of tanks. Depending on your research you can choose either or. SPAA is good against soft targets and generally MOT divisions are particularly vulnerable to bombers. ENG and AC are good for mobility, ENG for rivers and AC for speed and hardness. In general adding an ENG brigade will make your division much more versatile in all terrain. These units can greatly strengthen any blitzkrieg-esque assault and assist in large enemy encirclements.
  • 2 x CAV
    1 x AC (optional)
    CAV divisions can be used as a stopgap for lack of real motorized units OR as an excellent unit for defeating partisan uprisings with little supply cost. A major flaw is that they are very soft, so adding an AC can improve the speed and hardness of a CAV division. However, adding a AC brigade removes a major advantage for CAV divisions and that is their lack of fuel consumption.
Mid/Late Game Divisions
Infantry
  • 3 x INF
    1 x ART
    1 x (any support/direct fire/artillery)
    With the fifth brigade unlocked you can increase the firepower or versatility of your INF divisions with an extra brigade. It all depends on your preference and you can just stick with 3 x INF 1 x ART if you're worried about supply.
Armor
  • 1 x ARM
    1 x MOT/MEC
    1 x TD
    1 x ENG
    1 x SPA
    This is a general purpose medium tank division. Vital for any long term armored assault. Use MOT or MEC depending on your tech and fuel supply. These units are very powerful and should be the backbone of your tank army.
  • 1 x HARM
    1 x MEC
    1 x TD
    1 x AC
    1 x SPA
    For heavy tank divisions, the major advantage you should exploit is hardness which means using mostly armored units. HARM divisions should be used as breakthrough units for forts. You should never use them across rivers or in mountains. These units are completely optional, but keep in mind that Germany and the USSR tend to have a lot of HARM divisions late game.
Mobile
  • 3 x MEC
    1 x SPA
    1 x ENG (opt)
    Mechanized divisions are very hardy mobile infantry divisions. The downsides are that they consume a lot of fuel and perform poorly in rough terrain. Use them as you used MOT divisions accompanying armored assaults.
Special Divisions
Special Forces
  • 3 x Nation Specific Unit
    1 x ART (opt)
    Nation specific forces can be used entirely at your discretion. Keep in mind that each has their own special terrain advantage, so it may not be a good idea to have artillery at all. Also Waffen-SS units are considered mobile units, so just replace MOT/MEC brigades with them.
  • 3/4 x MAR
    1 x ENG (opt)
    For Marines used on land across rivers, 3 x MAR and 1 x ENG provides the least river crossing penalty. For attacking from the sea, 4 x MAR provides the best advantage and also gives the division a lot more soft attack.
  • 2/3/4/5 x PAR
    Only paratroopers can be loaded onto planes, so mixing them with other units serves no purpose. Increase by 1 brigade of PAR when your transport planes can hold more weight.
  • 2/3/4/5 x MTN
    Any support units will just decrease the terrain advantages MTN brigades have so just have any number of brigades in one division. A 2 x MTN division should generally be used as a supporting attack against mountains, while a 5 x MTN division can survive on its own.
Militia/Police
  • 2/3 x MIL
    Use MIL if you have a low tech and high population. These units can be alright used en masse and with the approriate techs, but you should always try to upgrade MIL brigades to INF when you can.
  • 2 x CAV
    1 x MP
    These units are great at suppressing partisans. If you have IC to spare, having a few of these units spread out in occupied territory can free up more units to use attacking.
  • 2 x GAR
    Use these for defending coastal cities against amphibious attacks. Note that garrisons can only hold for so long and so you should bring reinforcements immediately. I like to strengthen these with either an extra GAR brigrade or an ART brigade, but this all depends on the supply situation. For islands, you should try units that use as little supplies as possible, but still provide a lot of defense.
71 Comments
Nazeth Necrotyr 15 Sep, 2022 @ 1:41am 
If you have more leadership, resources, fuel and IC to build smaller, but stronger units, then i suggest:

* with Superior Firepower
- INF + INF + ART + ART + AC* - late AC will give them a lot of armor and toughness to reduce casualities at low fuel cost
- MED + MOT + SPART + SPART + AC* - i suggest quickly upgrade MOT to MEC

That divisions are stronger per width, but consume much more supplies per width, so they require strong IC to supply them with many supply techs to cover the same area like divisions in previous templates.

Overall players less likely uses 2 width tempaltes, because its harder to prepare with them stronger frontlines than with 3 width temlates, but dedicated armoured corps with 2 width units will be good choice to penetrate enemy lines with cumulated firepower on small space.
Nazeth Necrotyr 11 Sep, 2022 @ 6:53pm 
AI isnt a worthly opponent in hoi3, because it can't use the best templates, so we can counter that simple templates of AI. The best idea is to mix Tanks with Infantry with Artillery by lack of armoured threat and avoid situational support

* with Superior Firepower
- INF + INF + INF + ART + ART* is the most common spamable division. Build them as long as you need more units on frontlines
- MED + INF + INF + ART + ART* is a bit expensive, but good division that can win whole game for you. It doenst require a lot of technology and fuel, so even the smallest countries can use them
- MED + MOT + MOT + SPART + SPART* is low tech required fast armoured division
With better tech you can swap MOT with MEC

Heavy tanks are nice, but too expensive. spamming meds is more economical profiteable and do not drain your leadership for technology. Against players you may want replace one artillery with AT or TD, because they using armoured battalions much often. On tanks try to keep the best gun.
turtlegurtle77 19 Aug, 2021 @ 11:44am 
What about for early def inf
djinntzeentch 20 Dec, 2019 @ 6:01am 
infantry korps, 3 divisions 2INF 2ART 1 division 2INF 1ART 1 AT 1 division 1ART 1AA, if you use 3 INF then only 3 divisions will be on the front with a width of 9, if you use 2INF in divisions all5 five will fit on the front, and with 8ART per korps you may see kill ratios even to 10-1 and it uses less manpower
Kancolle_addict 6 Jun, 2019 @ 7:19am 
whats your opinion on a counter to heavy tanks?
Cathattaque 3 Jul, 2018 @ 6:58am 
I usually mix 3 inf with either an AT, AA, or ART division, it allows more versatility without needing armor and such to reposition twice in the same month. Also, when I don't have air superiority I create a couple of dedicated AA (2 brigades) divisions to keep near the frontline or wherever the ennemy drop it's bombs (if the front is moving a lot, I also throw in a guard unit in case it ends up on the frontline)
Drunternehmer 8 Nov, 2017 @ 3:28am 
S u p e r i o r F i r e p o w e r D o c t r i n e
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head2dead 7 Nov, 2017 @ 8:21pm 
how do you make you divisions able to hold 5 brigades?
Semper Fidelis 15 Jul, 2016 @ 12:55am 
Thanks man
Drunternehmer 13 Jul, 2016 @ 4:40pm 
@oguzyurtcu44
If you let them fight in the desert against heavy tanks while lacking supply and being at constant bombardement: no
If you let them fight against other infantry-units: sure.

Especially when they fight in hill or mountain terrain. Sometimes you could even consider to attack light tank- (maybe even usual tank-) divisios in the Hills or Mountains. Of course it always depends on the situation, but usually theres no wrong in building 4 MTN. Maybe upgrade later with an additional MTN-brigade and equipment (as always: depending on situation and purpose of the division) .

Situation depends on: research capacity; industrial capacity; upcoming enemies; terrain; playstyle; supply situation;

The discussionstarter wrote, that 5 MTN would survive on its own, but i guess he would also only use 4 if he had not researched the "superior firepower doctrine" yet.