You have 8 occupation laws, from Civillian Oversight to Harsh Quotas, the more strict the occupation law you choose the larger the garrison needed to enforce that stricter occupation law. Training Time: There are two versions of training time, 120 and 180. It gives you a slight edge in repelling enemies faster, but suffers more from org loss. What is a good Organization level for an armored division, do I need a 20 combat width or a 10 width division, what is a reasonable supply level? Worse, if ressistance in a state reaches over 90% you are at risk of open rebellion. For example, if you are being attacked by a unit with 1000 soft attack and 200 hard attack, you will receive (1000 * 0.57) + (200 * 0.43) = 656 damage. 40 width 13/4/2 divisions > 14 infantry, 4 artillery and 2 anti-tank battalions. Maintenance companies will reduce attrition taken. The stats like attack or defense of the divisions don’t matter at all. It’s your unit’s ability to sustain combat. B) Use softer occupation laws for long-term benefits with low costs to suppress ressistance but also low taken resources and factories until the population grows compliance. They are essentially an anti-tank gun on a tank chassis; tank destroyer battalions can be thought of as the armored or mobile equivalent of infantry anti-tank battalions, but unlike infantry equipment it cannot be used as a support brigade. Can't get enough Tungsten as Poland so I have divisions with medium tanks. If you want medium armor divisions, my favorite is 2 SPA, 1 TD, 3 medium armor, and some motorized until you hit 20w. A 1936 Light Tank has 15 armor while a 1936 medium tank has 60 armor, this is very imporant when it comes to piercing. Ace bonuses are tailored for that size and it makes it easy to move them around. It's paying more to be worse at defense than 10-0. The AI basically never builds enough AT to counter the extra armor you have on these infantry divisions. Here is an example of a 7 Infantry – 2 Artilery division template: Reset: Reset the edits you’ve made but haven’t saved. These are good if you’re fighting against tanks and aren’t looking to abuse space marine divisions (see below.). Reliability: Affected only by the Maintenance Battalion, Reliability is a modifier to the base reliability of a vehicle (such as the effect of a tank designer). The best use for this is probably Germany after capitulating France/uk once you have all of Europe at your disposal. As a general rule: Infantry has very low soft attack, tanks have pretty low soft attack, artillery and SPG units have insanely high soft attacks. https://steamcommunity.com/sharedfiles/filedetails/?id=1741169150. Military Police Template. 10-0 is the most efficient defensive template. Destroyers are cheap and best at dealing with Submarines. In combat it doesn’t offer anything and is pretty neglectable. You are not fighting in the frontline, you are trying to keep a population compliant. Most people like to have a line of 20’s as the front and then a smaller army of 40’s to do the pushing. 40 width & 20 width > 40 width is stronger in most situations. < > Showing 1-5 of 5 comments . You only need 1 heavy tank to get the majority of armor at the cost of speed. Do you use mechanized it just motorized? You can edit division templates by going to: Recruit & Deploy: Then click “Edit” on the desired division. Infantry battalions: Infantry, special forces, line (towed) artillery/anti-air/anti-tank 2. But there is a way to get more military resources and factories from that state without having to use more garrison troops to keep ressistance in check, and that is called Compliance. No division AA only protect the divisions they are in and not the province or anything else. This is guide is a collection of basic and advanced templates. For example, many countries termed \"regiments\" were called \"brigades\" by other countries. So if you fight 10 INF or 7 INF 2 ART divisions without Anti-Tank your Light Tanks will beat them easily. Infantry have 0% hardness, Motorized have 10% hardness, light tanks have 80% hardness and medium tanks have 90% hardness. – Each combat regiment is composed of up to 5 battalions. BROKEN/OP: 40 width 13/4/1 divisions “Space Marines” > 13 infantry, 4 artillery and 1 Heavy Tank Destroyer battalion. The stats may change based on your national ideas or completed researches. False there is too 90 training time for raw infantry, the are very week but as garnizon they are perfect. Recovery is as important as organization. You can update the guide here if you wish. How does the new mechanic of ressistance and compliance work? Entrenchment: Affected only by the Engineer Company support battalion, Entrenchment affects how much and how fast a unit gets entrenched. In most games (as Germany) I will have a stack of like 8-12 light tanks, then 8-12 mediums, which I group together. Submarines are the best against Convoys, but they can also be efficient in fleets if the enemy doesn’t have many Desteoyers. Mobile battalions: Cavalry, motorized infantry, mechanized infantry, motorized rocket artillery 3. Armor: A unit’s ability to resist the enemy’s piercing. Piercing: All piercing does is deny the enemy the bonuses armor could provide him. The 3 Arrows: Red is for backup units, they are the last to receive quality equipment, white is for normal units, and yellow is for elite units, they are the first to receive quality equipement (new weapons or of you’re lacking equipment they will be the first one to be filled). The 40 combat width aims to get the most out of its line units. Let me count the ways. – It costs 5 XP to add a battalion to a division, regardless if it is the same or new regiment. It is important to keep it in the back of your head, but not make it dictate your unit composition. A division is 1 basic unit depicted on the map during gameplay. As far as I can tell it affects mostly during attrition, and doesn’t appear to have the same combat effects as reliability does for ships. They are very effective together especially if you micromanage them. As Poland I go for the highest level of Mechanic Support. This applies to vehicles only. Supply Use: How much supply use your units use (press F4 in game to see the supply lines), which directly translates to how many units you can have in any given province. With the models described, it gives the appearance that a T-55 can pierce the M1A2 Abrams, but not a Merkava IV or T-14 Armata (41 Armor). It’s a good idea to have some hardness in your garrison division templates too as it mitigates damage from ressistance activity, Armored Cars are a good choice for this as they are quite easy to produce. Armor values are one of the things that develop extremely quickly between armored vehicles. Do you use mechanized it just motorized? Strategic bombing can cause serious damage to the industry and infrastructure of an enemy. I was shooting for 20 width but I have 12-20 width units. And remember, don’t hate the build, but design a counter instead. Piercing is far easier to come by than Armor stat in this mod. Adding extra information about how tank divisions work, why they are effective, how garrissons, sea and air work. The 40 width divisions do more damage at the expense of having half the organization of 20 divisions because they have the same, but it’s only 1 division instead of 2 divisions, however they deal 4-5 times more damage, so the tradeoff for using 20’s is barely worth it. Heavy tanks provide armor, and AT mostly at the cost of speed. Historically the terms used in Hearts of Iron 4 had very different meanings for most of the countries. Medium tanks are the best for the cost. Estimated Production Cost: The minimum and maximum estimated production cost of a unit. This is a Hoi 4 La Resistance Armored Division Template Guide, especially for Beginners and Casuals. Probably banned in most MP games, and will destroy anything they face in singleplayer. Harsher laws will give you more military resources and factories from that state, but this comes at the cost of more garrison troops needed to keep ressistance under control. These are the stats for the 7 Infantry – 2 Artilery division from above. Nowadays, \"brigade\" has various connotations and is in widespread usage as a tactical formation higher than the regiment.So it is important to understand that the nomenclature of Hearts of Iron might differ from the player country's military. Agility and Speed are two most important statistics of a fighter only then followed by Air Attack. Elite divisions will be prioritized for better equipment, followed by regular divisions and finally reserves. Very closely related to Supply Use, but then without any actual meaning. If you are unable to challenge enemy air superiority you should put your Fighters on “Intercept” mission. Template documentation. Best support are recon, artilery and trenches. Units with the highest piercing are tank destroyers followed by regular tanks. These are usually banned in multiplayer games as they are completely game breaking. Defense: A unit’s ability to not break under attack. Their insane production cost and low speed means you won't be using them to encircle, plus their supply consumption is ludicrous. bomb them into submission? It’s usually between 25 and 60. Can you give some screenshots of your division templates? Variations of medium tanks at 10/20 width are also effective. A division of 6 Light Tanks and 4 Motorized has 52% Hardness. Whatever the enemy has +1 tank brigade. Your forces will still suffer air superiority penalties. How much micro, and what specific micro techniques do you use? The best infantry garrison unit is the horse. Trickleback & Exp.Loss: Trickleback is how many casualties are returned to your manpower pool and exp.loss is how much experience is lost when these casualties are replaced by fresh men. However, since most units that provide recovery also provide organization, these values usually balance each other out. Division templates can be created and modified by the player using spending army experience. And the answer is: Cavalry and Armored Cars. How much micro, and what specific micro techniques do you use? It is affected only by the signal company, and seems to have very little tangible impact on battles other than the planning bonuses. The division template system is one of the key mechanics of Hearts of Iron IV. Required fields are marked *, Hearts of Iron IV 4 – Recommended Division Templates. Hearts of Iron IV game guide focuses on Division Templates Guide for 2020. The composition of your division can make or break a battle. The Void Boy. 40 width 15/5 division with medium and motorized. They will also shoot down close air support engaged. These values represent the overall production cost in industrial capacity of your unit, and do not represent the material requirements of each division. This value is provided primarily by Infantry and derivatives. New comments cannot be posted and votes cannot be cast. Most people, and especially the AI, build an army consisting 90-100% of infantry, infantry is very soft and thus soft attack is one of the very most important stats you look at. Hearts of Iron 4 – Division Template 2020, Hearts of Iron 4 – Historical Nationalist China SP Guide, https://steamcommunity.com/sharedfiles/filedetails/?id=1741169150, Creeper World 4 – Useful Numbers (Productions), 20 width 6/2/1 divisions with a light tank, 40 width 13/4/1 divisions with 1 heavy tank destroyer aka “Space Marines” (be careful, they are banned in multiplayer!). Maintenance companies are good on your armored divisions to reduce attrition losses. Initiative: The reinforce rate and planning speed. Duplicate: Create another division template just like this one without spending army experience, useful if you want to make a new division template while still keeping this one. Garrison template. If you get a Field Marshall with Offensive Doctrine, which reduces the combat width of all units under his command by 10%, you can create units of 11, 22 and 44 combat width respectively and have them all act as if they are 10, 20 and 40 combat width. Putting one heavy tank destroyer in a 40 width infantry division can help hold any defensive line. Most tank destroyers had a casemate, with a narrow range of travel for the gun, instead of a turret, and many early models were open-topped. Home > Guides > Hearts of Iron IV 4 – Recommended Division Templates. Your Org drop too low when creating armor templates 40W with no air meanings for most the. Combat Width: How much space the unit takes on the battlefield. For example, the first MBT available (1965) has enough piercing (40) to get past the armor of anything earlier than 1015 MBT's (41 Armro). This generally leads to faster fights if both of you are fighting with 40’s. Hardness (the bar below the division template): The ratio of damage you take. Max Speed: The base maximum speed a unit can go, this value is usually lower due to terrain and infrastructure modifiers, however certain things increase this such as engineers. 120 is for infantry and 180 for tanks. It’s usually between 0.30 and 0.44. If your unit has 43% hardness you take 57% soft attack and 43% hard attack. Heavy tanks are best suited for support, in my opinion. Manpower: How many people your division employs. With patch 1.9 on 25th February 2020, a new game mechanic was added, that you will have whether you have DLC or not – ressistance on occupied territory. Max speed on a light tank is like 16kph depending on upgrades. You can make a light tank version just as easily if you want something quicker. Suppression: Whether you’re albe to keep the revolts in an occupied territory in check. Don't let your Org drop too low when creating armor templates. There is a limit as every defense can only reduce 1 point of enemy attack. Eventually you will encounter opposing divisions that can pierce you and a pierced tank division won’t be able to win sustained battles even with their higher breakthrough because of their lower HP and organization. When the enemy cannot pierce, you take 50% less damage, 50% less organization loss and you deal 50% more organization loss to the units you are facing, this bonus is applied to your entire division. Absorbing damage that would otherwise have gone to a unit’s organization. War against the Nazis took all of 6 months. (edit | history) This template creates an infobox for Equipment. Hardness greatly reduce damage infantry/mediums can do, defense helps protect from counter attack, and HP reduces losses. Effects/division template | Hoi4 modding Wiki | Fandom. When starting a campaign you should disband all your airwings and create a new ones. When the enemy cannot pierce, you take 50% less damage, 50% less organization loss and you deal 50% more organization loss to the units you are facing, this bonus is applied to your entire division. The x and y attributes represent the rows and columns in the division designer. Not very useful unless you have enough of it. Report Save. 20’s on the other hand might not do so much damage but will hold the line for longer. If the division you are fighting against can pierce your armor then nothing changes, but if they can’t pierce your armor then it halves both the number of soft and hard attacks you take, basically you take half the normal damage you should take from that division. It is here that you can make a good estimate of how to distribute your overall production. This was the result: https://www.reddit.com/r/hoi4/comments/8zebch/ideal_european_borders/. As a general rule, line-artillery units and armor take 500 men per unit in your division, infantry takes 1000 and motorized & mechanized take 1200. Your bombers can actually defend themselves fairly well, but will operate rarely and may achieve their actual objective without a fighter coverage. Both Radar and Air Superiority in a region provide Naval intelligence. Each combat regiment in a division consists entirely of a mix of battalions within a single battalion type. This in turn makes your enemy take more attrition damage so don’t underestimate 20’s defensive power, especially in wide theaters. Very similar to Recon, Reliability and Initiative, there are very few things that affect this value, and it is universal regardless of which line units you employ. I started with 5 cavalry and just added tanks for all my cav divisions as my production could support(first stockpiling), and as i captured enough trucks I converted some to motorized. Alternative storage for Hearts of Iron IV mods. Every such state will grow in ressistance, you want to keep ressistance as low as possible because it will reduce the change for sabotage in that region as well as loss of men and equipment from your garrisoning troops. You can have multiple garrison division template for multiple situations. What are the best garrison division templates that you can have? Light Tank are good early game but you’re definetly not going to conquer the world with them once you get past the early part of the game. – Adding a battalion of a different unit type (infantry, mobile, or armored) adds a penalty of 20 XP per additional unit type. – Each division template can receive specific types of equipment if multiple types are available. You can manually choose which divisions you consider to be elite, normal or backup. The amount and type of damage that you take depends on the percentage of the hardness of your division, that can range from 0% to 100%. 20 width 6/2/1 divisions > 6 infantry, 2 artillery and 1 Light Tank Destroyer of year at least 1936. Per page: 15 30 50. Any occupied territory that you don’t have a core on is going to generate ressistance, regardless of whether they have been occupied or annexed in peace treaties. 12.1k members in the OldWorldBlues community. Combine Cavalry and Armored Cars how you see fit depending on the needs of the region, if the score next to your division icon is 0.15 then you have too many troops in that region for defense that could be used elsewhere, they are not going to do any harm but won’t do any extra good either, if the score next to your division icon is 1.50 then you have way too few troops for that region and need to increase the number of Cavalry or Armored Cars in your garrison division template. Todays hoi4 video is covering the hearts of iron 4 division design tutorial for hoi4. A 5/2/2 design with lights/light spgs/trucks can be the all conquering crusader to destroy anything in your path. This does not work with the 1934 Light Tank Destroyer version. So if you are fighting in the jungle, desert or mountains you will suffer a lot of attrition. If your armor > the piercing of your opponent, then it halves both the number of soft and hard attacks. It will allow you to semi-reliably stop enemy bombers while not engaging enemy Fighters head on. The production cost here is absolutely insane, so you can only field this with a major nation, or if you've really built up a small one. The goal being to provide an armor bonus against the majority of AI and maybe even player builds while providing piercing to beat up any armor that may be encountered along the way. The first section called “Basic Templates” includes all kind of regular templates which will work perfectly in every situation, even tho they are basic. Equipment numbers > All the individual numbers of vehicles and other equipment you would require to produce this division template. CloudSeeker. Dismiss Notice; Get ready to party! Hearts of Iron 4 – Add Equipment Console How to Use? If you're defending against infantry, you don't need the extra attacks, you were going to win anyway. 40 width 15/5 division > 15 medium tank and 5 motorized battalions. This is a time listed in days, but since Armor = 180, Infantry = 120, you just have to take this value as it is. A 1936 Light Tank has 15 armor while a 1936 medium tank has 60 armor, your division’s armor is equal to 30% of the highest armor in the division plus 70% of the average armor in the division.
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