Hearts of Iron IV

Hearts of Iron IV

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Falke Apr 17, 2022 @ 2:31am
Meta/Combat Width since Barbarossa NSB
So whats the ideal Com,bat width now? Some Say 20 some say 10 some say 28 some say 27 and the rest stays with 40 width

WHAT IS IT now? ._.
I personally go with 27 now, when the economy allows it, seems to work fine in singleplayer ._.
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mk11 Apr 17, 2022 @ 4:35am 
There isn't an ideal combat width. It depends on circumstances and play style. For example, 25 width is ideal for mountains but is poor in other terrain. Are you a player that will micro your troops so you keep 25 width divisions in mountains?

I find that a single width isn't best anyway. For example, as USSR most of the terrain is forest or plains so a 22 width is good and doesn't do badly in hills but performs poorly in urban and marsh. So if I have an Urban strong point to defend I could add a single 40 width with heavy tank to act as the lynch pin of the defence.

Mostly, for SP it isn't worth worrying about combat width.
Originally posted by Falke:
So whats the ideal Com,bat width now? Some Say 20 some say 10 some say 28 some say 27 and the rest stays with 40 width

WHAT IS IT now? ._.
I personally go with 27 now, when the economy allows it, seems to work fine in singleplayer ._.


Basic ist 18, die auf 20 aufbauen.
Späteren Spielverlauf 27,33, max 40-45.
Wenn 18 zu teuer ist, bleiben 15 oder 10 für den Anfang.

Grundsätzlich reicht aber 20 und 27 im SP aus.
Als China kannst du gut auf 40 hoch gehen.

Das einzige Template was ich mit 40 nutze ist mein INF Killer.
11 INF + 6 Heavy SP Art
Pio,Art,Aufklärung und Funk.
Das haut dir alles weg..
hannibal_pjv Apr 20, 2022 @ 10:15am 
In Norther Russian front I use 21 or 42 wide... Mostly 21, because they are best in forest.
Nightmare Apr 20, 2022 @ 12:43pm 
10 width + CAS. Everything else is just to be better at specific terrains.
Last edited by Nightmare; Apr 20, 2022 @ 12:44pm
meatshield Apr 21, 2022 @ 5:05am 
10w
heres why: https://steamcommunity.com/sharedfiles/filedetails/?id=2714213712&msclkid=ed9acf56c16211eca74d8ad8f81c6f74

but if all that is too complicated, just go with 10w divisions.
it is imo, the most comprehensive explanation of the topic.

so for your infantry, thats 5 battalions of infantry, either in a row, or as I like in a column
as far as supporting companies go, always add engineers. the nomenclature I use to describe this, and it seems kind of universal is:

10wINF-(NG) - means 10 wide infantry, with engineer support
so
10wINF-(NG)(RT) - means 10w infantry with engineer and artillery support
10wDES-(NG)(RT)(AR)-LTD = 10wide desert troops, supported with engineers, artillery and armored recon, plus a battalion of light tank destroyers

you really should craft your divisions to a specific general who has the traits. so dont just mass produce one type of division. create templates specific to the generals traits and the most common terrain. if a general has "invader" trait he should have your marines divisions.

so 27wMAR-(NG)(RT)(AR) ... ten of those can take any port. Ive rarely seen them fail to secure a port. ussually six of those is sufficient. ten if your trying to invade Japan. but the Japanese home islands are probably the toughest nut to crack.

from day one you should start designing a special forces army group of marines paratroopers, mountaineers, and one general army with 24 divisions. It should be field marshalled by a field marshall who has "out of supply" trait. Your marine general will start with six divisions of marines, add four more later. Use him to attack the port, while hes attacking the port, airdrop your parachute divisions around the port. your parachute generals should have six divisions of parachute 10wPAR-(NG)(RT)AR) (or 27w later)

the moment the port is secure, you launch your regular general (I call him my "wedge" general) with his 24 division army into the port. His 24 division army should include some break out units, motorized units, maybe 4 of those, to allow you to exploit any wedges or holes, and also some tank divisions (maybe 4 of those). If you cant do motorized go with cavalry.

this whole field marshall group needs it own air force that follows it and consists of 3x100 fighters, 3x100CAS, and 1x50 transport. they go into action while the invasion is planning, the CAS attacking the ships. the moment the marines launch, the CAS switches to ground attack over the port.

Ive used this group to great success in moving around unbreakable lines, leapfrogging down coastlines, invading UK and Japan, and in general anywhere things are stalling out and stalemating. sometimes,for places like malta, crete, gilbratar, you can get lucky and just fastdrop a para unit, and no one is there. it not a bad idea to have two para generals, one for 27wPAR-(NG)(RT)(AR) times six, and one for 2wPAR times six.

the 2wPAR is kind of a "fire and forget" weapon. if no ones there, its yours, otherwise they all die fast. but i have successfully claimed gilbratar, malta and crete with a 2wPAR drop. no ones home. Ive also seen plenty get wiped, its really a roll of the dice. often i do this while the naval invasion is planning, kind of a recon para drop. see if anyones even there. they are cheap to produce, and since you dont even care about training, you can just push them out green.

once the lines start to stalemate, rotate in a regular general with 24 divisions of 10wINF-(NG) plus whatever, and pull out your wedge general. reform your special forces army group and move on to another stalemate.

everything above is just my opinion.

As always, have a nice day.
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Date Posted: Apr 17, 2022 @ 2:31am
Posts: 6