Winning made easy: HoI4 Division Template Guide
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- čas přidán 29. 04. 2024
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“You suck at HOI4”
Even after 1000 hours, that’s a fair assessment.
You should stop sucking at 1936 hours
It is HOI 4 that sucks as it cannot decide who you as the player is. It is not reasonable that you should be making all of these decisions to be able to be reasonable effective. a country leader depends on others to help out with this.
I've got nearly 3k hours. I'm still a noob. I only have 46 achievements and I got most of them by following guides exactly instead of learning for myself 😭
Most of my time is spent in RT56, OWB, and EaW
me too man, me too
Me too, I couldn't even kick Italy out of Ethiopia
I didn’t think Bitter’s content could get any better. First a Japan guide, then a guide for the HRE, now template guide? My man is COOKING.
bro was cooking dinner for his family but forgot to stop cooking when he started playing hoi4
SPEAKING FACTS
Also here are the timestamps:
1:10 Infantry
5:33 INF 15w
6:56 INF Offense
9:27 Mountain Boys
10:10 Marines A
10:58 Marines B
11:32 Marines C
12:30 Shock Troops
14:40 Panzer A
16:55 Panzer B
17:47 Garrison A
18:15 Garrison B
19:45 Medium Tank Design
(I also recommend skipping to these timestamps after watching the whole video first)
commenting so i dont lose it
Thank you!
Noice
Thanks a lot, I respect and admire your desire to benift the rest of us 👏👏👏🫡
👍
i wanna see bittersteel play multiplayerr
Against tommy kay or dankus
Not with them
he's too skinny to join the obesity club
He played with dankus once on dankus channel
He would dunk on them, save the game and make a disaster save video
Sane
soft attack is very important for ALL Frontline divisions, because the attacker takes more damage attacking into a higher soft attack division.
But if thw attacker has allot of hardness allot of the soft damage doesent go through tho
@nagayafamm1006 but they probably won't, since it's single player
and that's why the first support company for every division should be artillery and not engineers.
how much soft attack do we need@@JackNicholason
@red_seven_ It depends if you want to hold the line or deal damage more. Usually damage is more helpful but for a country that needs a port garrison and doesn't care if they do damage the engineers are better. Especially if you lack tungsten
"You suck at HOI4."
Why you gotta call me out like that?
Having the content creator imposter syndrome I see
Oh Pravus
your divisions finally got me to survive against the soviets as unaligned finland thank you.
I WON THE WINTER WAR
@@captainobvious238 Good job!
@@captainobvious238 now do "finnish him"
Its very powerful to include maintenance in your ass-kicking divisions, especially the ones you use to eat pockets
I wanted to give a brief explanation for the size of the marines if people are wondering, specifically A and B. Naval Invasions are primary limited by how many divisions you can use, which is usually 10 or 20. What that means is that you want to put as much power into those divisions as is reasonable, so that is why they are bigger than most infantry divisions. Also a question I have is about 40 width, I remember them being meta when the first division guide was made, are they still functional against the AI given how much it struggles, but I am guessing they are too expensive compared to the 35 widths when talking about Mechanized warfare.
40/W are ok in multiplayer for defending on cities, otherwise 30 or 35 widths are better( be aware for 35’s you may sacrifice a bit of armour for AA or AT)
40 width being too expensive is arguable. If you make a really expensive heavy tank you can disperse them in 30 width and have 5/6 divisions, but if you have some average/slighly expensive mediums you could shove them into a 44 width division and go for quick encirclements, even if you could only afford 3 of those divisions. So its just what you are looking for really, do you want to slowly push a 4/5 tiles frontline and get encircle a bigger group of division, or quickly breakthrough 1 or 2 tiles and encircle only a couple tiles, but a lot faster than the heavies could? Since the combat width penalty is only 1% per excess width, if we talk about a few tank divisions where they can all fit, then that reduction doesnt matter too much, especially if you got air superiority.
Iirc, the terrain and supply update which i think was on nsb made the 40 width division not that desirable anymore, too much stacking and terrain penalty, horrendous supply use, and stuff like that made it not really worth it anymore.
@@moriokki2972 i used 44 width heavy tank because it sounded insane and admittedly needing something like 4/5 supply per unit is pretty insane, but nothing other than a mountain or a swamp could stop them. I did need some transport planes in some areas to allow them to function,but with fuel drums it was a lot more maneageble.
Ever since NSB made every terrain type a different width 40 widths have not been meta. I believe they've changed the widths of various terrains a few times since then and will likely change them again in the future. Currently 40 widths will take overstacking penalties on all terrain types if 2 of them are attacking the same tile, which is not ideal but they aren't the worst thing ever.
This is exactly what I've been missing, could you do an air and navy template guide? Would really help!
He still doesn’t know navy, no one does, but I think he should do air!
@@Lukey-D Navy is just death stack as many torpedo DDs and armoured Light cruisers as possible with 4 carriers
@Awsomeguy1236 you forgot the sacrificial fast battle ship or heavy cruiser (depending on tech) to cover the carriers from hits
Just heavy turret AA and Max engine power to keep up
Tank design: "speed suspensions and less engine" is cheaper than using "reliable suspensions and more engine" for the same stats (if you aim at 6,4-10 kmh). Reliable suspensions are like diesel engine, optimal for slow high armor mediums (target is 4kmh).
TYSM as a new player this will help me in my runs. Love your content!
Light tanks as facist czechoslovakia is actually quite good. U have a big industri and 20% bonus for Light tanks i think. Together with improved Light tank researched from the start. If u build the light tanks with close support Guns and medium howitsers spg u can get pretty good soft attack. And u can have lots of tank redy early on
don't you usually lose the armor advantage by '40 due to AA and ART getting more piercing?
@@sgtburden8482 kinda~
but also by war start, improved Art and AA is still very new so not that much in the field (the ai still needs to research and put it in production after all), and you can optimise your design towards more armour (even if it raises the ic cost by a lot) then it's a matter of positioning to maximise cw and bring as much un its into the fight
@@quentintin1 ok, thanks
Thanks you mister Steel ! I was looking for something like that for a while and never got any reliable advice until now x)
Any time!
i played for 1k hours and still didn't know how to make decent templates, thanks bro
Adding extra fuel on tanks is also good because the fuel capacity bonus is scalable with the amount of tanks in a division. More fuel = more durable spearhead, and also taking into account fuel consumption reduction from logistic support.
Haven't played in a while, how perfect that my favorite HOI4 youtuber just happened to publish the exact type of video I need today!
Field hospitals are op with motorization boosts. Im a minor player and one of my favorites is estonia unaligned, so every body counts, with focus boost i can retain 30% of casualities suffered by time soviets come at me, making effectively my 80k men into 110k plus retaining expirence allows me to defend better. If i go fascist and follow same principle, i have manpower pool of about sweden with all baltics unified.
Estonia is Scandi can give you millions
this, so much this
hospitals makes your manpower effectively larger, sure early on it's not by a lot, by maxed out it's silly, and 90+% of the time the ai don't use hospitals, meaning it's basically a free advantage
men are expensive, bullets are cheap
Field hospital are so expensive and for me they dont reduse that much men
What I'd love to see is how to build up to those units. Yes, as Germany, it's easy, but as a minor? I never know if I should go for thanks or mobile, if so, how many divisions I'd need and so on. Love the content!
I'd say go what your country is better at through their focus tree so if you get more research bonus/boost to mobile go mobile if that makes sense
I needed this so bad. Thank you so much. keep up the great work
WE GETTIN OUT THE ENCIRCLEMENT WITH THIS ONE ‼️‼️💯💯📈📈🥶🥶
We’re so fucking BACK
Fr
I've been having decent success with light tanks. I find the key is to build them more like support vehicles for your motorized infantry. Make them cheap and fast with a decent gun. Think of them as infantry fighting vehicles like the Bradley and I think they become very good. This leads to motorized divisions with less artillery and more t a n k
You are awesome! I didn’t even know I could add stuff to my tanks, you’ve taught me so much about this game and I can’t thank you enough!
as a newer player it's not so much knowing which templates are good, it's actually getting to them in a campaign while balancing current needs. the timing of when to improve divisions vs recruiting and how quickly to do each one seems different for every nation, but i'm assuming that understanding just comes with hours and experience
Definitely an experience thing, but the absence of an all-encompassing meta means the game has huge replayability :) Every nation will have a different balance of resources, pop, factories, and FT bonuses so effectively every guide is wrong for some nations - and i love it!
Thank you for being super clear as to what the meta is and how to achieve it. Most hoi4 channels just assume everyone interested kept up with all the dlc and all the meta through the years.
Thank you for this video, I have ever wished such guides :) Please make more of these, like naval, air and so on :)
The intro alone hits really hard. But it's completely true so I appreciate the blunt approach to your tutorial.
Your division templates helped me out tremendously, had a much better campaign as Edward VIII than I ever had, but I made a little oops that I'll rectify on my next attempt
I think it would be great to follow up with a guide on air and naval templates and perhaps on how to use your navy in different situations.
Good to know I've been building my tanks right. I will diversify my infantry templates from now on. Thanks for the guide.
This is a very good tutorial, since I suck at division template editing, so this helped me quite a lot.
P.S: English is not my main language, so expect writing and grammar mistakes in this comment.
Your English is really good, there's no mistakes in that sentence. I probably would've written it nearly the same way.
@@somedude2073 Thanks, I'm pretty insecure about my writing, and I don't want to deal with people being angry at me for some reason, so I include a P.S as a reminder of my writing and grammar abilities.
I too find myself sucking at division templates, sometimes I just get my phone and copy the division templates I had saved in there
Unpopular opinion: Field hospitals actually can in ceirtan situations save you money - that's how:
Field hospitals require only 2 things - support equipment and trucks. Both of them can be produced from the start and don't have any updated versions.
At the same time, using Field hospitals reduces your casualties - meaning you can pospone going up in your mobilisation laws, and that's a huge deal when you have a lot of factories, since going past 5% grants you 10% debuffs to your factories output.
So in generall, Field hospitals are simply an investment - aspecially if you Play on concentrated industry, and have a better situation with your industry base, than with your manpower base
3:02 that's basically my standard unit too I just add an artillery and a anti tank or anti air unit depending on the situation
I really needed this, god damn thank you!
Perfect video!
Next, pls make division templates, which first priority is the terrain.
This is a delightful and absolutely amazing video, thank you very much for the content.
One thing I'd like to offer is perhaps including flame tanks in your offensive divisions. A bare minimum medium flame tank only costs 3.8 production making it actually cheaper than support equipment and you only need 15 of them to add the support company which makes them significantly CHEAPER than support equipment engineers which require 30 and infantry equipment too. Additionally, engineers AND flame tanks can both be attached to a division. Mind if you want the tank to keep up with motorized and mechanized you will have to invest more production to give it enough speed but even then only the bare minimum is needed as the stats of the tank do not matter. Still the bonuses are too good to ignore for offensive divisions. +5% attack into mountains, +10% attack into forests, + 10% movement and 20% attack into forts, 10% attack on rivers. and 15% attack into urban, some of the hardest tiles to break. That and you can ALSO use engineers along side them which makes flame tanks an easy addition to any offensive division.
Absolutely no point in having them on the defense whatsoever though so support equipment is much more flexible.
So helpful, learnt so much and got many achievements thanks to your guides!
I'd like to see you do an achievement run as France Big Entente. I keep collapsing 😆
The strats are so different nowadays. I remember the times when if your divisions weren't 10/20/40 width you were considered a lunatic.
Man wth this guide is pure gold. Its not posted anywhere???
Very similar to what I use. For anyone wondering about Space Marines. Replace 1 infantry with medium self propelled AA. Or if want to go even cheaper and fighting very weak opponent (China) armored recon with a light tank stacked on armor also works. Imho. Also Flame tanks are still cool as support if can afford them.
I understand everything in this game besides the specific things like making templates, building planes and tanks. Which pretty important. I usually just add a few artillery to my divs and that's about it
Ranger support also gives +20% soft attack to your line arty, if you get the doctrine for it. Its the one reason i've been using it with 3 or 4 arty on the line.
Came here and immediately got the answer I needed (that there is no single meta division design). Thank you for that. I think I just need to find a way to play the vanilla version. It was a far better game imo back when it was simply build 20 width division, smash into enemy, win. I know that type of gameplay is not for everyone - I play games to relax after work, not for a mind breaking calculus problem.
Thank you so much,been struggling with this stuff!
Happy to help!
Thanks I needed this
I never had problems with my divisions templates. I just make up the one i consider the most role-play. The real grind is in logistics and microgestion.
Ah yes, the masochists of hoi4, must be fun when you do barbarossa
Thanks for the guide, this is very helpfule!!
thanks bro trying to get back into hoi4 and this helps!
About the Divison Combinations and builds: It is "pretty simple" when you know what to take into account. Do not feel bad to pause and think it through - especially in Singleplayer.
A) Front Width: Every Front (the line from one Segment on the Map to the other) has a width that determines "how many People can stand beneath each other and fight the same Time".
This is more important when deciding how many Units fight aka to defend/attack with but also you should consider this creating the Division - but your Divisions can be bigger than the Frontline and thus be inefficient. It i s better to have them "split up" then.
B) Consider the Supply demand - it is nice to Have Tanks in your IInfantry, but that also makes them "bad" for Hills and Mountains as well as Citys and Woods while the same Time drain your Fuel Reserves fast. Also, the Speed Bonus of a Light Tanks Brigade can not work without also have the entire Infantry beeing mobile infantry as well - so even more Fuel costs.
For Countries with few acess to Recources or Countries with especially big Manpower this is of significant impact as you want them have very "low cost" while Coutries with low Pop or that need to conserve Manpower it may be more sensible to create more expensive Troops.
Every demand of Supply needs to reach the Frontlines, and a Low Supply Army can fight on a wide Front with insane Masses and that Way easy outfight the smaller Army.
To put out an example: Japan in China lives by this as all Supply must go through the shitty Portsd of Korea and than through the north even worse Indfrastructure - so Air Supply is mandatory to even have some Supplys. But,m having Horses instead of Engines for your Artillery makes the Army slow, but that does not matter as the Infantry is not much faster as well.
But that Way - and by choosing "lower Supply" in your Officers you can have an Army trice up to four times bigger than your Opponents and thus always fill up every Frontline to the Max while packing a serious Firepower.
C) Always have "Designated Units" - Have Units have Anti-Tank and some Artillery. Have "Defenders" and "Offense Troops". Have some Tanks as "Spearheads" for the terrain and occasional needs. this way you can decide what "Effect" you want on which Front.
D) Do not underestimate the effects of Air Support - have some Fighters that secure Air superiority and some Bombers that decimate enemy Units Morale, giving you an advantage when needed. This also goes for Coastal Bombardements by Naval Units when attacking or even defending.
This all strongly affects how your Troops work - and thus primarily choose the Researches and compositions that fit into that what you need and do is mandatory - you need another Composiotion for your "African Korps" as for the "Chinese Liberation Army" or the "Ethopian Peace Force".
Question/want your opinion: Do you think maintenance companies are worthwhile if you are trying to hold a line while you have a small economy? For that Eq. Capture modifier. I think you did talk about nearly every other support company bar Signal and Maintenance Companies.
This video is going to be super helpful next time I play.
I find 18-battallion infantry divisions to actually be really good as a budget division. They have incredible defending abilities making them useful for holding against a stronger enemy, and even have some good soft attack if you stack the right buffs. The thing is in my opinion, you make budget divisions by using budget composition, not budget size. The only reason you want to use low width divisions is if you can't even cover your entire frontline, in which case I would even use bare 5-infantry divisions to cover the line and still have my main force be 36-wide. Assuming you can cover the entire line, less 36-wode divisions is just better than more 18-width divisions in every way. To turn them into attacking divisions, just switch two infantry divisions into tank battallions for breakthrough. I presonally don't use artillery besides the support battalion.
I have 1800 hours and I've still learned a lot from this video. Thank you so much!!!
Amazing video! Can you do an updated 2024 Miklos Horthy and the Habsburg Prince achievement guide? I’m having a lot of trouble and all the guides I find are out of date. If you could I would greatly appreciate it!
Real division organization could provide us with some inspiration. They are made up of regiments or brigades depending on the army but that doesn't matter as much how many of these subunits the division has.
1. Binary divisions consist of two major subunits. Those were more common in the North Africa campaign for example. They have lower personnel needs but are limited.
2. Triangular divisions have three units. They couldn't fight in all directions but had more hit than binary divisions.
3. Square division have four units. They can fight in any direction needed and have enough mass to take offensive action.
These differences are expressed in combat width and the bigger the more hard and soft attack.
One thing to keep in mind is having a combined arms force. The French had cavalry divisions in 1940 which were better than the German Panzer divisions. Why? Because each French brigade had a mix of infantry and tanks. The German Panzer divisions had three regiments with two being tank regiments and one was a Panzer Grenadier regiment. What that meant is the armored infantry would be going into battle without tank support while their was a high likelihood they would face enemy tanks. Not good.
Hey Bittersteel could you do an updated naval guide specifically for how you build up your ships in singleplayer
Id tend to swap the AA on a tank out for maintenance. Not only because you lose less tanks but also because you can steal supplies from all the encircled units.
Hospitals are suprisingly good. Yes they can be relatively expensive but the increase to veterancy caused by the offset when used on things like tanks can give a +75% modifier to all your stats very quickly. Its worth considering and is basically always worth it for a country like Germany.
I actually prefer mechanized infantry over tanks... the way i use mechanized makes tanks completely obsolete... mechanized is way more cost-effective to research and produce but hits basically equally hard as medium tanks but is also way faster and more optimized for all terrain types and combat width and situations, allowing you to be faster than tanks, hit equally hard and encircle enemy tanks and crush them while having 2 or 3 armored divisions for every enemy armor division(no tanks can move as fast as mechanized but mechanized is basically as strong as medium tanks plus has anti tank ability via piercing while being cheaper) this is also even more optimized if you add anti tank artillery or motorized infantry to the division templates.
Speaking of which, i add support anti tank to all my divisions as well because the divisions are more efficient and anti tank is way more effective against tanks than anti air, especially if the enemy has decent tanks, also add a unit of line ani air and line anti tank respectively instead of 3 line artillery. It will be the same combat width and basically the same stats, but it more than doubles your divisions effectiveness...Although it does require more industrial capacity to add all that... but worth it.
Even a small nation can make invincible divisions if you invest in the right division templates. This division will be immortal, so industrial capacity doesn't matter.
Yes, you sacrifice armor and hardness when you do mechanized instead of tanks, but it's worth it because you don't need armor when the mechanized has almost identical hard and soft attack and breakthrough for increased piercing penetration power and mobility, mechanized usually beat tanks because they are faster and have armor piercing, they're also cheaper to build and easier to replace...whenever a tank and mechanized infantry division fight each other the mechanized division almost always wins because they flank around the backside of tanks in battles and are too fast to catch up with after a breakthrough... I even did a test where i put 1 division of each against each other with no support on a basic plains tile and 9/10 times the tank was beat because of higher speed and piercing of mechanized infantry... tanks are too slow and weak to piercing and are BARELY stronger than mechanized in other stats.
i actually beat people online all the time, including a famous CZcamsr once... i won by killing all his tanks with mechanized infantry... he was so surprised it worked... but it's realistic and historically accurate.
The only times you can beat mechanized infantry with tanks is if your tank divisions are only part of a combined arms effort and are way larger than a mechanized infantry division or have more support units, you're using CAS air support or anti tank support or other piercing type equipment(rng and situational realated) or if you're using super heavy tanks... because since the piercing is so high, even heavy tanks are pierced by mechanized infantry... but if a mechanized infantry division and any non heavy tank division fight on completely equal stats and terrain without any aid from combined arms tactics, mechanized infantry is superior. Especially when you realize that after researching "infantry equipment 2" your basic foot infantry divisions get anti-tank bazookas, also rendering tanks obsolete. I never build tanks, and I still always win on higher levels of difficulty because of efficiency, like building mechanized infantry instead.
I don't think you should put engineers on attacking infantry & mountaineers (pioneer still great for marine) cause they only increase attacks on forts & rivers and AI never builds forts as far as I know, while the speed doesn't really matter since infantry has low speed so you won't increase much. Field hospitals may fit more for atk inf in order to reap some juicy veterans, I remember the experience gained is based on the damage the division deals, field hos can add to that nicely. It also increase inf HP and I like the war support bonus against casualties these attacking inf may take because of lack of armor
As far as i know for the garrison divs, the extra supression is also a great bonus, you are able to run locla police force from 0compliance if you have 45supression or more
gud luck bitt3rsteel
Very helpful, thank you.
Thanks for the great content! Could you do an explanation video on the support companies?
I learned off another video with tank divisions you can make your medium tanks relatively cheap with close support guns but also have one battalion of tank destroyers and build stugs of doom with heavy guns
When first designing your tank after researching a new one, pick a speed to aim for, and for all future modification to that model of tank, ensure they reach or exceed that target speed. Tank divisions only move as fast as their slowest division so slowly upgrading the speed of a model of tank over time won't really improve your division speed, as you have to produce enough new tanks to replace all of your old model tanks before the speed increases which might not happen before you have a whole new model. Also pay attention to the speed of trucks and mechanized, as you do not need to be faster than them, since they will slow you down to their speed if your tanks are too fast.
Bro described me and i thank you for the tutorial
"Garrison B" (all the horses) doesn't have to cost much XP. If you pick the officer corps trait "Proper Heritage" it costs zero to add a cavalry battalion. Then after the division is designed, just switch back to a better officer corps trait.
That's still 70 XP tho
Love your content 😊😊
Thank you for this video.
you saved me bro thanks you came on time ❤❤
If you do the proper lineage doctrine it lets you build horse divisions at no xp cost. Its 35 for the initial purchase but you can from then on design any cav division for no extra xp. Similar thing for special forces as about midway down the tree you get picks that reduce special forces design cost down to 2xp per so i lile to wait until im there before designing divisions.
I believe theres other reductions for artillery and tanks so can really save yourself a boatload of xp especially considering if you have to do multiple lines in the designer since the initial cost is 25.
Counterpoint. It's actually 70 XP, because you pay 35 to switch to the spirit and then another 35 to switch back to one focused on combat modifiers
@@Bitt3rSteel This is true, i just find myself in such desperate need of xp early game especially with nations who will be at war early and some really benefit from it like china.
@@Bitt3rSteel Counter counterpoint: You're spending the 35xp to get the better spirit regardless. Since it doesn't cost anymore XP to switch from one spirit to another, it actually only costs 35xp to get the free horsey spirit, make all your horse templates, and then switch out to the one you want. It costs a total of 70xp in the end yes, but since 35 was going to be spent anyway on the combat spirit, it doesn't really count as "extra", thus you do actually save a lot of XP if you're trying to go for a full MP division.
@@QneNiqht you are also missing the opportunity cost of not taking professional officer corps as early as possible
I have a few questions about the offensive infantry template :
Is rocket artillery / motorised rocket artillery worth it?
Are flame tanks useful to get better terrain bonuses?
Are Radio / Maintenance support companies too niche?
Thanks for the guide bittersteel
rocket arty is usually not worth it since you usually can make regular arty at the very start of the game, flame tanks are very useful on shock troops like tanks and motorized, radio and maintenance is up to you. hope that helped
@@ImaginaryProud1 doesn't the flame tanks reduce the speed of your tanks divison? thanks for the tips!
not really as you can design the flame tanks yourself and put speed on the flame tank(if you have the no step back dlc)
@@ImaginaryProud1 ohh ok, thanks
From what I've seen, as long as you have Soft-Attack, every division is viable and good. I've seen 5 inf work for Soviets because of how Mass Assault Doctrine works.
One Template I want to play around with more is either 8 mech and 4 SP Artillery, or 9 mech and 4 SP artillery as a budget tank division.
I needed this video so much, thank you Bitt3r, this is so helpful!
Only game where I have more hours watching tutorials rather than playing :D
I’ve been absolutely fuming recently because I have 1500 hours and little understanding of how to build good divisions. Just found this video. Makes more sense noe
Now this is what I need in my life
Awesome video! Would it be possible to make a similar guide for naval and air combat?
0:40 7/2 + Support AA/ Arty + Rangers
As more manpower and equipment becomes available to you you will build more of this division and have more army groups. That's it.
7/2hasnt been optimal for years.
thanks m8, now I can finally learn how to play hoi4!
Dankus is the BEST
used your templates to restore Napoleon, thanks man
THANK YOU
Im quite new to being kinda good sort of at hoi (500h but we dont talk about that) and im playing a germany game rn and following and i just have to say. Wow that invasion of poland was fast.
allies capitulated march 2nd 1940
My preferred division Templar is a three by three block of infantry with engineers either cavalry or armored recon (depending on the nation) artillery anti-tank artillery and rocket artillery in support combined with the superior firepower doctrine I have found that this template is nigh unstoppable against AI however I have yet to test it out in multiplayer
Pretty good, only thing missing is something like a desert division. From what I’ve seen smaller tends to be better
My go to infantry division at is a 30 width consisting of 12 infantry battalions and 2 artillery battalions, with arty, mp, engineer, maintenance and Armored car recon support companies
Strip the maintenance, the MP, and change the armoured car to trucks and I'm with you, tho AA is almost always worth it - the rest seems entirely surplus to requirements imo
@@guyincognito3199 I feel you, but let me explain my reason for the Maintenance and MP's.
Maintenance allow you to not only loose less of your own equipment (especially artillery), but also to capture enemy equipment, which is very helpful if your economy isnt the strongest, and even if it is will mean you have more mills to put on stuff like tanks
MP: these are a must for infantry imo, since wether they are moving into enemy territory or have just gotten pushed themselves, they will be able to go back to fighting much quicker, since the MP's help them recover their Org faster.
And on a sidenote, armored cars have the highest recon value and are pretty cheap to make, on top of giving your divisions a little bit of armor which makes them harder to break for regular infantry
@@jokingjoker4964 interesting, I'm gonna have to look into the MP thing. I only ever really use maintenance in OWB, but I do think I've used them as some small countries in the distant past. Still think you'd be better off with arty, rockets, flame tanks, trucks/rangers, and AA for attacking and with only engineers and arty for defending, but I respect the thinking here for sure!
I was waiting for division template tutorial from u for a long time, i always got totally destroyed by stupid italian ai which cant even defend its own coastline
Personally I highly recommend slipping SP Artillery into the tank divisions if possible. They provide insane soft attack. Even when I'm just using light tank chassis and medium howitzer I can get 6-800 depending on if I have 2 or 4 battalions in the division. I believe it's possible to even get 1000-1200 (with 4 battalions) if you do MBTs or maybe even mediums with the super heavy howitzers but I haven't tested it yet
While no combat width is perfect there is two that are better than all others no matter what kind of terrain you use. Consider that most combat will be either at 3 tiles vs 1 or 1 tile vs 1. The 1v1 combat is invasions or attacks on important choke points. The other important battles typically happen at 3v1. 2v1 should benifit the defender and 4v1 or higher is probably a losing prospect if you are defending.
Those are 20 and 10. The highest common denominator for the re-inforcement width is 5 and a 3v1 battle gives 4 times re-enforcement width 4x5 = 20. For 1v1 the highest common denominator is 10 and there is no re-enforcement directions.
Offensive units can have specialized combat widths, 25, 30, 35 or 40.
I very much like infantry support tanks. Just take a heavy hull, slap on as much armor as humanely possible, add some breakthrough and if you can, add some soft attack. 4kph is enough, nothing more is necessary or welcome. Take your best inf division template, duplicate it and either add a battalion of heavy tanks, or switch one of those battalions for heavy tanks. The result is an infantry division that cannot be pierced, can often pierce enemy armor, doesnt take as much soft attack from the enemy, and has nicer breakthrough.
This is only for the spearhead inf divisions!
triples the div costs , still loses extremely vs tanks
I've been using the light tanks that Germany starts with, the Pz II, and just upgrade them changing to Henschel. By the time WWII kicks off they are nearly maximized and are more than enough all the way through Barbarossa. It's honestly unnecessary to research tanks at all. Same goes for the Russian BT-7. Until the US and Russia are gone, I don't research tanks. I'll have 12 divs panzers and 12 divs motorized in a single Panzer Army under Guderian, fully upgraded with all the tanks necessary, by Sept '39. That's really the biggest benefit of them.
I'd say that hospitals are great for offensive infantry, because infantry divisions drain your manpower when attacking. So adding hospitals will save you manpower in the long run and you won't drop xp lvls.
Question - what about the coastlines/ protecting against naval invasions what would the best unit be? just the inf divisions you start with?
I havent played this game since before trains. Do you have some content on how to refamiliarize myself with the game vefore i drop in?
If your early tanks are moving 4-6km/hr, dont bother with motorized; use infantry or cav for org instead. Motorized have almost no hardness but cost double what inf and cav do while consuming fuel. If you're looking to save army xp by using the tactic for free mobile unit design, cav will do better until your tanks get faster or mechanized show up.
And remember to turn the mobility army trait on to save yourself a bunch of army xp when you're creating your big boy garrison divisions.
I always use the armor template you suggest but i also put one slot with light antiair tank or flame tank support company with the tanks i capture from enemy nations (and little more from my industry) and dont use the recon, is it bad?
surprised to see you are still on 9/1, I thought in this patch everyone switched to 6/1 or just pure inf
cool guide, im gonna build 8-3 with full support every game anyway
do you have a tutorial on how to assaign multiple divisions from an army and give them the naval invasion order while being able to give more than 1 per army