The Ultimate HoI4 Division Template Guide | 2025

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Unlock the secrets of military mastery in Hearts of Iron IV with our comprehensive guide to division design. In this indispensable video, we unveil the latest and most effective division templates, revolutionizing the way you wage war and dominate the battlefield.

Say goodbye to outdated strategies like the 7/2 division - it's time to embrace the new era of division design with cutting-edge templates like the Space Marines and 12 Width Infantry. Join us as we dissect each template, exploring their strengths, weaknesses, and optimal use cases to ensure victory in every engagement.

Throughout this video, you'll gain invaluable insights into the art of division design, learning how to tailor your forces to meet any challenge with precision and efficiency. From armored breakthroughs to entrenched defenses, we'll equip you with the knowledge and tools needed to outmaneuver and outfight your adversaries.

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Chapters:
0:00 1. Intro
0:25 2.1. Defensive Divisions
4:14 2.2. Offensive Divisions
8:30 2.3. Garrison Divisions
9:49 3. Outro
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Music used:
- Beneath the Mask (Rain) (Instrumental) - Persona 5
- Lost - Catherine
- No more what ifs (Instrumental) - Persona 5 Royal

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#guide #hoi4 #paradoxinteractive
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Small update, since Götterdämmerung added new Support Companies:

VijoPlays
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2:32 Most masculine German man alive after 1991.

zacharysilver
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good templates, however I'd be careful of support company overstacking - just because you have 5 slots doesn't mean you need to use all 5 of these. example: in your "final" holding infantry template, you put on flame tanks and cavalry recon. flame tanks are basically useless on the defensive and will only eat your supply, and recon only gives a speed buff (useless for slow inf divisions) and a very minor intel buff, which can be useful for winning the initiative duel and therefore selecting tactics which favors defense (though the higher tier counter tactics will often actually INCREASE enemy attack so even that loses its usefulnes in the mid to late game). the only recon that's worth it imo is light armored recon because you can slap the high velocity cannon, squeeze bore adaptor, dozer blades and fuel tanks on top, so it acts as a multi-purpose recon+entrenchment+AT+fuel vehicle. that's WAY more useful than cav recon which in most cases is actually detrimental for holding infantry.

so for these two companies you don't really gain anything, but they bring your organization (arguably the most important stat on the defensive) from 65 all the way down to barely 50, which is a massive debuff. support overstacking is probably the most important lesson I've learned in division design during my now over 1.500 hours in this godforsaken game

obamagaming
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Best template is free from ur puppets/factions member 😂

aomsinzana
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Absolute fire video bro. Started the video giving us exactly what we were looking for and then if we were looking for more you gave us a quick, straight to the point complete breakdown on unit comp. Even time stamping the video so that our lives are easier! And on top of all of that, we got to listen to your beautiful voice. Absolute legend man. I can tell this video took a lot of effort bro and that doesn’t go unnoticed, keep it up!

doockyfresh
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Brother i have been so baked and this is the best thing i have seen all night.

you're so chill but so hillarious i woke my roomate up she dide'nt get the humor

satanwithinternet
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meta players explaining how + 0.8 will ruin your game

tylerredforge
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I personally think that in endgame Rangers are just obligatory for inf, Rangers+Flame+Enginers is just too good

pedroKwiecinski
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Just wanna say that this is the best guide I've seen on Hoi4 so far - I went from getting absolutely fucked over in my games as USSR to dumpstering the whole world at in a single war. The Mobile Arty + Mech Inf. is fucking good at blasting through unprepared lines btw

JayAnimates
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I understand his mission on some of these divisions that they are ok. There are some considerations he doesn't mention if you have too many items in production you may end up with debuffs so having a cheaper tank and another tank just makes it harder to manage in the larger scheme of things. I usually just phase out the old tank simply for the purpose of "less is more." This game constantly bombards you with new stuff. I typically go for 20 W for most divisions. Light tanks are fine for infantry flame tanks because they cost less and they are a different tank therefore they aren't going to be swapped with your valuable medium or heavy tanks.

With the new DLC it's hard to get very much research out because you are racing against the clock trying to equip all of your divisions with any piece of equipment. It even doesn't matter if it's a sword, as long as it counts as a valid equipment type it's almost impossible to use more advanced equipment until a later game, or you risk not having enough resources or industry to replace the units lost. One example to ignore is if you specifically are tooled for say heavy tanks divisions, and you are in a faction, another example is if you only went planes, then you'd want defense divisions. I think the best way to describe the "best divisions." is by what units do best for stats and what template types.

GarageGamere
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Liked that one! Profuse amount of "Why", yet 10 minutes-ish. Now you've stated a few figures like they are standard to abide to, and I think I'd be great to have explanations on that too. Like 18AA, 10 Armor and such.

claudej
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You saved me like hell, man! I just started this game and I wasn't able to understand the templaters properly. you gained another subscriber. If possible, could you tell me the name of this mod you're using, which shows small images next to the statistics of combat? i loved this and i think it would make my game more enjoyable and easier

lordenvectofodielfo
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Looking at this, apparently i've made almost the same offensive moto/mecha div, with a slightly different combat width. Neat.

seeinred
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Hello! I'm that guy who really loves math! You're not entirely right about the optimal division width. To calculate the optimal width of a division, you need to multiply the modifier (it is better, instead of what you showed in the video, to use the percentages available on the Internet for reducing the effectiveness of a division depending on its width) by the organization of the division, multiplied by the attack of the division (in a single game, this can be equated to a soft attack) and divide all this by the front width of the division, and then divide the result by the industrial cost in square. Either multiply the HP of the division by its attack, instead of the organization, so you can calculate the effectiveness of each lost unit of production. Let me point out that the second option is often untrue, since those who lose suffer losses much greater than those who win. However, this formula is simple, but allows only an approximate assessment of the real effectiveness of the division. For an absolutely accurate calculation, it is necessary to pit one division against another, take into account the reduction in damage from the division’s defense and find the optimal width of the front. However, this is more complicated, and even though I’ve done this, I won’t tell you offhand in this commentary. It’s not difficult to take into account other modifiers as well, so I think you’ll find it interesting. I don’t play HoI4 now, but before the update, when they added an increase in artillery damage for reconnaissance, the most effective defensive division unexpectedly turned out to be a division with tanks with artillery guns (as far as I remember, 9 infantry, 2 tanks, artillery and air defense support). Tests confirmed this

vovanbalashov
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You can put rangers on any division ;)

thepatrickcrab
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Im kind of new but from what ive researched more than one artillery per 4 inf is not necessary. Correct me if im wrong please

Sarahtrag
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thank you so much very cool clever video

MateiPaladi
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I just use interwar tank with HMG, single man turret as my garrison normally. With MP's if I feel like it. Those HMG inter wars are so cheap to produce that I often end up with too many of them. Also, saves on casulties from occupation? Probably. I like to think so.

AssassinAgent
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Why did you add line artillery? Just make 9/0s as max div attack per width is only marginally higher with artillery and actually starts to go down once you hit 9/3s because of org debuffs. IC cost isnt worth. Instead of large line arty just make CAS

Frazzer
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You don't use support arty on a division template that already has line arty. Better use maintenance company, and drastically reduce loses from low reliability, plus increase the capture ratio in combat. Also, it is better to use a field hospital instead of anti-air support, and instead use a line anti-air regiment. Much higher AAA damage and piercing for line AA

andrew
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