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Mellenium Dawn Templates
So im kinda new to the Mellenium Dawn mod and I've realized that division templates work a lot different than in the base game. If anyone can give me some good beginner templates like tanks or infantry or any division for Mellenium Dawn, that would be much appreciated.
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Showing 1-15 of 19 comments
IrationalFear Nov 30, 2018 @ 2:58pm 
Millenium Dawn stock divisions (including all the AI divisions) are an attempt to mimic IRL compositions, but this doesn't work out mechanically with the division system and other factors (ORG especially).

So, for starters, delete anything that is majority ART, or has some other ludicrous mechanical compositions.

Second: Millenium Dawn is not balanced (not just country to country, but in the tech tree).
-There is zero (and I do mean ZERO) reason to produce Light Tanks, because they are slower than any MBT and the 1955 MBT is superior to light tanks in every stat (including production cost) until roughly the 2016 LT models.
-Mechanized is significantly slower than MBT and Light Mech, and it's "benefits" over Light Mech are offset by the 40% production cost difference and 5-combat width (yeah, that's right; good luck trying to make anything viable with that). Industry, template, speed, and almost combat-wise, Light Mech is always a better choice than Mech.
-Motorized is now 3 width, Light Mech is 4, Mech is 5.
-AT piercing is still geared to vanilla, but modern MBT's and other armored vehicles are not; don't build level-1 AT guns at all.

Third: Realisically, every single unit has some degree of Air Attack. Because most countries in the game are severely limited in manpower due to the conscription law nerf, the AI will focus on building an excessive amount of aircraft once the ground force is close to filled out (if industry is of fair size). This means that there is some reason to build Flyswatter divisions (tons of AA plus INF, meant to kill as much CAS as gets in the fight).

Fourth, a bit on support company choice (I'll the choice to you).
-Reliability has been decreased for most equipment types, making the Maintenance support company (which has been fixed over vanilla) much more usefull.
-Some countries have bottomless manpower and the industry to give every one of those soldier a rifle. Infrastructure can't handle this kind of army build without help from Logistics companies and maybe a doctrine choice (GBP or Deep Battle).
-There's much less incentive than normal to use support ART or even support RART, as SPART is equivalent in industrial cost and superior in combat performance over both; infantry rifles also get enough upgrades to give a significant soft attack even with pure infantry. Save yourself the ORG and industry slots, and skip support ART in MD.
-Support AT or AA are a much better choice due to the abundance of AI armor and mechanized forces, which INF can't pierce. One of them should be in every division that doesn't have an MBT. MBT is generally a better choice than 2xAT
-Engineers are still a must.
-Division durability and potential manpower pools are drastically different from vanilla HOI4; as such, using field hospitals should be on a case-by-case basis. Keep them with Special Forces, and use them all over if you will have a small manpower pool from Laws or small base population. Otherwise, the slot may ave a better use.
-Recon's +10% movement on all terrain is more important than the actual RECON stat; motorized and motorized RART have base 30kph movement speed and most MBT's are 20kph, meaning that you will get more out of overrunning enemy divisions than just winning the first combat with them faster (and exploitation divisions are now insane). This becomes more clear on bad terrain.
-Lage division sizes are favored and used more than in vanilla; this makes the reinforcement bonus from SIGNALS company much more useful when not using 20-width divisions.

========================Alright, actual templates time======================
Be warned, some of the AI have very large division templates. Both the US and Vietnam have a 75-width armored and mechanized division that you may have to fight, for instance. Also, with Mobile Warfare or Deep Battle doctrines, MBT's are actually strong enough to be pure (or nearly pure) divisions.


***20-Width Divisions (good for fighting most non-majors, beware large enemy divisions).


Mainline Infantry
7xINF
2xSPART

Flyswatter or anti-armor focus (AA has decent piercing)
6xINF
1xSPART
5xAA

Elite Infantry (better for offense do to huge MBT stats, better at anti-armor than AT short of level 3)
5xINF
2xSPART
1xMBT
1xINF or 1xMBT to round out to 20 width, depending on your available industry.

Light Armor Brigade (If your industry is crap but you still need something)
MBTx1
MOTx3
MOTRARTx3

Armor Brigade (You can get away with 20-width armor, but not against humans)
MBTx4
L-MECHx3

Heavy Armor Brigade (heavy industry cost, probably better off with bigger divisions if you can afford them)
MBTx6
L-MECHx2

***Exploitation Division***
(Has 30kph movement, 33 with Recon, enough to exploit any hole in the lines or to over-run after any attack carried by tougher divisions; 27 width is meant to be used in groups of 3....3x27=81, which the game will allow with a 2% penalty)
6xMOT
3xMOTRART


***40-width Divisions (all should have SIG and LOG and ENG and MAINTENANCE, most with REC or Hospital)


Infantry Corps
13xINF
4xAA (can swap the AA for 2xINF if you have total air superiority)
2xMBT
2xSPART

*Guards Infantry (Requires Mass Assault, either branch)
20xINF
4xMBT

Dedicated AAA (Meant for industries too small to field an air force against a much larger one; has solid piercing and hard attack, too)
15xINF
10xAA

Light Armored Division (when your industry is still a bit small for tougher stuff)
5xMBT
6xMOT
4xMOTRART

Armored Division
4xMBT
4xSPART
5xL-MECH

Heavy Armored Division (Should you run into something really nasty, like Uncle Sam's Armored Corps)
10xMBT
5xL-MECH


***Ludicrously large divisions (because some of these actually work if you can maintain them; all need SIGNALS and MAINTENANCE)

Combined Arms (60 width, rediculous SA)
INFx10
MBTx5
SPARTx10

Rapid Response (60 Width, needs support AT)
10xMOT
10xMOTRART

Unstoppable Force (60 Width)
15xMBT
10xMOT

Immovable Object (80 Width, absurd ORG, HP, Defense, SA and HA and Piercing)
10xMBT
15xL-Mech

You may be wondering "hey, why aren't there more Artillery regiments around here?"
As far as infantry divisions are concerned, they are included except for special cases. As far as armor goes, MBT's get more soft attack outright and more soft attack per width around 2010 tech (which you will almost certainly have earlier), as well as organization. It's just generally easier to build more MBT's unless you've got enough land experience and PP to get a design company for Soft Attack for your SPART and then max its variant's soft attack. You are of course free to use more SPART over MBT, as MBT cost on average about 4x that of SPART for the same slot (though it does take up less division width and is more convenient in the division builder).
gunho Nov 30, 2018 @ 4:14pm 
thanks fear that was great info i play the modern day 4 mod and had some questions about it.and on this mod here what is the game ending option so lets say i play israel how do you win since its a mod i dont see anything that says what to do on wininng game.thanks for any help on this.and i have so much difficulty on transporting troops and airborne.
Thank you so much Fear. Your post helpe me a lot!
scrummy99 Dec 1, 2018 @ 1:48am 
Great post Fear! Glad you took the time to make a thought out and helpful write up on division composition :)
IrationalFear Dec 1, 2018 @ 3:19pm 
Originally posted by gunho:
thanks fear that was great info i play the modern day 4 mod and had some questions about it.and on this mod here what is the game ending option so lets say i play israel how do you win since its a mod i dont see anything that says what to do on wininng game.thanks for any help on this.and i have so much difficulty on transporting troops and airborne.

Millenium Dawn has an end date of 2050.
Modern Day 4 (MD4) has an end date of 2070.
MD4 is a well made but incomplete mod that is only meant to be played the first few years in its current state. Typically, "winning" is ensuring that as many of the civil wars currently being fought result in victory for the side matching your ideology (where possible).

In you example of Israel (Western Outlook), victory would be found by other Western Outlook (or non-aligned where lacking) factions winning their civil wars; failing that, ensure that Salafists (ISIS as the main example), Nationalists (there's one in one of the African conflicts), and Emerging Outlooks (SAR/Assad in Syria as an ally of Iran) are defeated.
This is done typically through the Volunteer Forces system from the base game, or by instigating coups (which have been given a 3-times starting equipment bonus in this mod compared to vanilla, so they are supposedly a much bigger force than before).
You can also try to directly intervene by generating wargoals, though I can't remember if Western Outlook or your Intervention Policy (bottom of the Laws screen, 3rd on the right I think) is going to limit you too much in this endeavor. There's a national focus branch to increase your volunteer limit, and others to make it easier to go to war.

There's no formal "Game Over" screen for victory, but you're free to try a world conquest or WW3 effort after these conflicts are over. MD4 is more geared to the major countries that intervene in these conflicts, the countries actually having their civil war, and little else. The fact that there's only two/three countries with a unique focus tree (USA and Brazil finished, a partial one for Syria) emphasizes this. The stacking peacetime manpower penalties make more problems, but are the only implementation I've seen that gives accurate modern mobilized manpower figures.

Airborne is supposed to be easier in MD4 thanks to everything except SPART, MBT, and I think Engineers having an airborne variant. Step-by-step is as follows:
1) Make sure you have researched (A) Transport Aircraft (under the Bombers tab), (B) TRA Helicopters 1965 (and only this model; there's no advantage to building the more expensive ones later) and (C) the airborne variant of APC, IFV, or any other that you plan to use.
2) Make sure you deployed at least one Transport Aircraft to the airfield you want to launch from (preferable around 10 in case there's some enemy aircraft that get a lucky intercept).
3) Make sure the division you want to Paradrop is, in fact, able to paradrop in the division designer screen (little green check/tick next to the parachute icon).
4) Place the division onto th same province as the desired airfield.
5) Assign the division to a commander.
6) With the division selected, left-click the paradrop icon from the list of battleplan types that pop up.
7) Left-click on the airfield you stationed the Transport Aircraft at. (should be either yellow or blue striped to make it clear).
8) RIGHT-click on the province you want your paratroopers to land on.
9) Press the Enter key.
You should now have the paradrop order in place and queued up. Last two things:
10) Assign other aircraft to the Air Superiority (or, frankly, any other) mission in the airspace above the province you want to paradrop onto. You must have 75% air superiority there to launch the paradrop (you can give all these orders and assignments before going to war; enemy airplanes are typically not deployed on missions until after the war starts, so you should be able to get this air superiority for the first day or so even against a much bigger air force).
11) Click the "activate battleplan" arror above your commander's portrait to start the invasion order (can also be activated during peacetime). Now, the first chance they get, your troops will start their paradrop.

If you knew all of that already, but were wondering why you could only paradrop to maybe 2-3 different provinces on the same day even though you ordered a dozen, it's because you can only launch paradrop missions on the same schedule as planes (which have at most 3 runs per day; 2 in daytime, one at nighttime). To get past this limit of three, you have to launch missions from several different airfields at once. All of this can still be done with the same general if so desired.

==========================================================

Divisions in MD4 are based a lot on what your starting technology is, your available industry (which is MUCH harder to build up than in most mods), and what your strategy is. When stuck in a civil war, the simpler divisions that can still pierce are better than more complicated but powerful divisions simply because attrition will kill those tanks and trucks faster than bullets will. When a major, it's a different story. So, as before, here's a bit of info before recommended templates.


Combat width for units has been increased in every case.
3 Width = Pure infantry, ART, RART, and SPART.
4 Width = AA, MBT, MOT, MECH (equipment is APC), Armored (not tanks, equipment is IFV).
2 Width = Mainline Engineers (with tank), Most support companies.
1 Width = Support Engineers (not tank).
Because of this, and the difficulty of getting HP on a lot of division types compared to before, making divisions of width 27 and 40 is more viable. 20-width divisions should be almost entirely MOT/APC/IFV just to be durable and preserve equipment losses.


Support AA is identical in stats to mainline AA except for combat width. Everything except MBT and Engineers has an AA stat, just like Millenium Dawn.
Same-year AA has enough air attack to beat ATK Helicopters, Light Jets, and CAS, but not Multi-Role, Strike Fighters, or Strategic Bombers (yes, these have ground attack now, and the 2015 models are surprisingly effective at around 75 ground attack). The tradeoff in the mod design is that the most combat-efficient aircraft are also the ones most vulnerable to AA. while the more durable aircraft are either much less effective in ground attack or (for strats) too expensive for mass production anyway.

ART is actually towed, so it counts for 17kph movement. The advantage of SPART is its armor value, and the two can be swapped in any of the templates listed.

All units now require a much wider variet of equipment, making production complicated. If you still want simple designs, there is a "Militia" variant of infantry and motorized available.
The Special Forces cap no longer applies to marines or airborne units; these units have a slightly higher production cost than their normal counterparts, but offer an extra 20-30 ORG, which is a big help (no extra training time either).

Speed of units has been made uniform. Either a unit travels at 8kph, or 17kph. Nothing in between, only affected by terrain modifiers (which is where Engineers and the true names Special Forces come in).

Piercing is far easier to come by than Armor stat in this mod. 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). 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). Land XP can be used to improve Armor by up to 25% of base, but at a nasty penalty to reliability.
As such, it is very difficult to make a division with enough armor not to get pierced by even a lousy division that bothered to have a single mechanized or armroed unit in it.
Even if you do, the HP stat for armor is very small, so some INF/MOT/APC/IFV is needed just to survive a battle with tanks left over.
The advantage of divisions with high armor is that they can still crush (due to not being pierced) any division that doesn't have MBT/IFV/APC in it (which are quite common).
Because of all this, every single division you have should have at least one MBT, IFV, or APC unit in there for the piercing.


You are going to have to choose from one of the following three types of units, as the advantage of having all three or a combination is lost by the ludicrous production cost for anyone with less than 40 Military Factories.
APC (Mechanized)
IFV (Armored)
MOT+MBT (you'll still want some MBT with the other two, but they don't require tanks to be effective; MOT will require some tanks to be effective do to piercing problems).

MOT+MBT is the cheapest, and has the most hard attack.
APC has the best terrain modifers by a fair margin, and is the average price. The USA gets a national focus that makes this the cheapest option of the three.
IFV has the most soft attack, but is also the most expensive. IFV also does not have to produce "mounted ATGM," which is one less production line than the other two options.

Keep in mind that if your starting country has only one of these up to date and few research slots, it's better to go with what's up to date and build it now than to wait 4-6 years to get the other one up to modern standard while building obsolete units (MBT is the exception, even the oldest one is still useful).

Below, feel free at any point to swap with marine or airborne counterparts; any template without MBT or ENG or SPART is airborne-viable, dentored with a single *

***20 Width

Infantry Brigade
4xINF
1xMBT
1xRecon (any recon variant will do, but the slow one can use the INF version)
1xSupport AA

Garrison
5xINF
1xART
1xSupport MBT

Mechanized Brigade
5xIFV or 5xAPC

Light Armored Brigade (When you've got little industry to work with)
1xMBT
4xMOT

***27 Width

Infantry Division
5xINF
2xART
1xRecon
1xSupport MBT
1xSupport SPAA

Mechanized Division
4xAPC/IFV
3xSPART
1xRecon

Armor Division
2xMBT
3xMOT/APC/IFV
1xSPART
1xSupport MBT
1xRecon

Special Forces (non-paradrop, ludicrous recon value and great on all terrain)
5xSpecial Forces
1xMainline Engineer
1xRecon (INF)
1xRecon (APC)
1xRecon (IFV)
1xSupport AA
1xSupport MBT

***40 Width

Mechanized Corps (Large combined-arms division that can handle pretty much anything with marine variants)
3xMBT
4xMOT/APC/IFV
2xSPART
1xSPAA
1xMainline Engineer
1xSupport Recon

Armored Corps (attempts to get enough armor to block most piercing, may need to increase armor in variants)
3xIFV/APC (MOT will not cut it for this)
7xMBT

Infantry Corps (Expects on the cheap, also acts as Flyswatter)
6xINF
2xART
3xSPAA
1xMainline ENG
1xSupport Recon
gunho Dec 1, 2018 @ 3:34pm 
very well detailed info so much help thanks for your time to explain.it was very helpful i was wondfering why i couldnt transport or airlift my units.and i was wondering about end game.ill try what you said i dont think i had any commanders in my division of my ifantry maybe thats why i couldnt airborne and makes sense about air supremacy.whats easier for long distance seaborne transporting or still airborne.im trying to reach south america from spain i have ports and airfields.its just alot of water to patrol thats why i have hard time transporting says need more supremacy.thanks again for your help
IrationalFear Dec 1, 2018 @ 5:50pm 
Originally posted by gunho:
Whats easier for long distance seaborne transporting or still airborne.im trying to reach south america from spain i have ports and airfields.its just alot of water to patrol thats why i have hard time transporting says need more supremacy.thanks again for your help

MD4 doesn't have functioning naval ranges, so all ships (including convoys) have unlimited range. This means that unlike unmmoded hoi4, you can do naval invsions from any distance, with only the large number of sea zones being the danger. As long as you can escort them properly, naval invasions are better in this mod.

As far as Spain invading South America, transport aircraft just doesn't have the range (and the design company doesn't affect it).
In order to invade any South America at all from paradrops, you'd first need a closer airfield. Invading Cape Verde to the south of your own islands is your best bet, as they are in range for 2015 transport aircraft (at least to get to Brazil).
The only other aircraft that can reach SA from Spanish territory are Strategic Bombers, which you might have to use to get air superiority (set them to Logistic Bombing at first with emphasis on airfields, then switch to ground attack once your airborne troops have landed).
Ats Apr 4, 2020 @ 3:08pm 
Originally posted by Kalispera sas:
what does mot stand for?
motorized
SadlyP Apr 4, 2020 @ 3:43pm 
Originally posted by Ats:
Originally posted by Kalispera sas:
what does mot stand for?
motorized
Any know any op divisions for the newest
version 1.8.2?
CaledorNation Oct 5, 2020 @ 6:59pm 
Can someone break down the acronyms please? What is SPART?
CaledorNation Oct 20, 2020 @ 2:42pm 
Originally posted by Pof:
Originally posted by CaledorNation:
Can someone break down the acronyms please? What is SPART?
Self Propelled Artillery

Thank you!
Aven Oul Oct 30, 2020 @ 8:35am 
this is something for their discord channel not paradox's steam thread
BERX Nov 17, 2020 @ 6:01am 
can you open these acronyms
BobbytheGoof Apr 21, 2022 @ 5:51am 
What stands for
INF
SPART
AA
MOT
MOTRART
MBT
L-MECH
?
Niveksirrah Jul 10, 2022 @ 1:59pm 
Inf: Infantry
SPARTY: Self propelled artillery
AA: Anti Air
MOT: Motorised
MOTRART: Motorised Rocket artillery
MBT: Main battle tank.
L-Mech: Light mechanized.

Note that this was an old post and several of the things he mentioned are no longer in the game.
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Date Posted: Nov 30, 2018 @ 12:29pm
Posts: 19