Hearts of Iron IV

Hearts of Iron IV

View Stats:
Redman_10t Oct 19, 2017 @ 2:33am
Anyone know any really good defense divisions?
I'm going for a couple defense divisions holding the border and some powerful offensive ones pushing, however I don't know any good defense templates.
(edit: im fine if theyre 40 width, as long as they are worth the cost.)
Last edited by Redman_10t; Oct 19, 2017 @ 2:34am
< >
Showing 1-14 of 14 comments
DirishDevil Oct 19, 2017 @ 2:45am 
stack and spam 20 width
Beyaz Oct 19, 2017 @ 3:45am 
Give all arty (art + rocket + aa + at) to support.If you're not much powerful spam 20 or if you have offensive general 22 width all inf division.
Beyaz Oct 19, 2017 @ 3:45am 
Because 40 width got a long training time.
The classic 7 inf + 2 arty is just an realy good division.

Add in arty support company, enigneers, recon and for extra defense you could add in rocket arty support company and AT gun or AA gun support company (depens on if you are fighing an enemy with lots of tanks or planes).

You could make it 40 width if you like by doubeling the div, you can also think about using heavy arty-tanks to replace the arty guns. But that depens on your manpower and industrie.
Last edited by Ëvïlnïck8 ゴゴゴ; Oct 19, 2017 @ 5:58am
Guara Ookami Oct 19, 2017 @ 9:44am 
7 IF and 2 arty or you can do 6IF 2 arty 2 AT.
Redman_10t Oct 19, 2017 @ 11:26am 
Well I mean a template that is specifically godly at defense, offense will be seperate.
Lukkyb Oct 19, 2017 @ 11:27am 
if you can make some super hevay tanks they are really good in deffcne but offenceive they are ♥♥♥♥
Redman_10t Oct 19, 2017 @ 11:48am 
i thought S.H.T. had good breakthrough, but nvm then.
Last edited by Redman_10t; Oct 19, 2017 @ 1:59pm
Lukkyb Oct 19, 2017 @ 12:20pm 
yes they do but becasue of how slow tehy are they are useless in piushing forwards they aslo have huge deffence bonouses though
Redman_10t Oct 19, 2017 @ 1:59pm 
Ok thanks, if you count 200 hours as new, then I'm still new.
MrMaximgun Oct 19, 2017 @ 2:53pm 
My suggestion is perhaps a little counterintuitive, But I'd suggest a twenty width template with 8 infantry, 1 Art, and 1 AA. If you want to up the width to 22, throw in another infantry. Support companies should be Artillery, Engineers, Recon, and AA

Bonuses-
the infantry give the highest defensive bonuses to a division. Defense is your most important stat when you're holding ground because it prevents the enemy from causing damage to your units.

Infantry have higher organization, so they'll hold in place longer

Infantry give more HP. The more HP the unit has, the more damage it takes to break it.

The AA provides two bonuses, your biggest problem if you're on the defensive is that you usually don't have air superiority, the AA helps keep the enemy airforce from hitting your divisions worse than they might normally

The second bonus the AA provides is piercing. The first AA unit provides just enough peircing to get through the first light tank division armour. AA will keep up with light tank armour throughout the war if you keep upgrading it.

The basic idea of this division is not to cause the most damage, but to be impossible to move. Since the infantry will hold in place longer, you don't need as much artillery to cause a lot of damage, this is why you can hold back on the artillery. The infantry provide more HP, organization, and defense, meaning that it is both harder to cause damage, and more damage is required to force the division back. Further, the AA protects against the enemy airforce and light tanks, if your enemy is using medium tanks all you need is a support company of Anti-tank guns to complement your unit. Further, as the unit is an allround defender, you do not need to put as much resources into a armor divisions to hold back enemy armor, and your air force, if on an equal footing, will get a huge boost from the multitude of AA guns in your divisions. Once your units win the war of attrition that this unit is designed for, then push forward.

Negatives-
This is a defensive unit, it will lose on the attack because it does not have as much artillery as the standard infantry division and has low breakthrough.

Requires more resources than the standard division because it requires AA as well as the support companies to be effective. The standard infantry division really only needs the artillery to be effective.

Requires more research than the standard infantry division because you have to keep the AA research up as well as puting some time into anti-tank to counter medium armour. This is valuable time that could be spent researching other technologies.

TL;DR

8 infantry
1 artillery + Support Art
1 AA + Support AA
1 engineer
1 Recon (Not necessary, just my preference)
1 Anti-tank (Not necessary, Unless fighting medium tanks)

Counterintuitve, but it works
Guara Ookami Oct 19, 2017 @ 4:16pm 
also i would like to try a heavy tank division with infantary maybe that could help.
Redman_10t Oct 19, 2017 @ 4:38pm 
Thanks everyone.
Rhyls Oct 21, 2017 @ 5:56am 
Playing France most of the time crushing nazi scums:
I used to use the regular 20 wide 7 inf+2Art set up,
but i'm enjoyng a great 14inf+4 art 40 wide and it is holding great and it seem superior to me. i only put support art/enge/recon for now, it is enough to do everything plus it is easier to manage fight cause of the wide spread of fights are 40 just sent 2 front + 1 each sides
I will try it with 3art+1AA.
AA reduce the Air superiority effect
Support AT is useless cause it have less piercing than light armor never use it!
Never put maitenance into infantry as it only reduce the inf equipement and you suppose to make metric tons of.
Logistics can proove ok but no need in westrn europe.
Medical don't really seems really worth it
Radio is great.

you usually can not push hard with any infantry it is better to make few Breacher units.

Mine consist of standard 4*3 tanks+4*1 Moto +engee/recon later upgraded with 2 tracked AA and radio you only need 5 of them it breach everithing if you can only make 3 of them,it is okay but they need to be 100% operational.
You need to have few motorised unit with them 5 to10 to follow and exploit the breach 3*3 motor arty/recon/enge/aa/radio those should be able to hold a tile.
Last edited by Rhyls; Oct 21, 2017 @ 5:57am
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Oct 19, 2017 @ 2:33am
Posts: 14