Hearts of Iron IV

Hearts of Iron IV

63 ratings
Current templates for 1.15 UPDATE
By r1ver
This guide provides templates for playing with bots and some multiplayer.
Template statistics are shown on a fully upgraded doctrine. If you have any comments or what needs to be corrected, write in the comments
   
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Information
All templates and photos from this russian guide - https://steamcommunity.com/sharedfiles/filedetails/?id=3154157392
What kind of doctrine is it all based on?
In 95% of cases, it is played only on the second doctrine, we go to the right forking, because we will not put artillery in the division, it will be an additional company, and according to the second fork of your choice, it depends on who you are playing against, if the players are noobs, then you can use the second one.
Briefly about additional companies
Artillery is very cool, super powerful, the most effective and cheapest interrogation, adds a significant amount of anti—personnel attack, shove it everywhere


Anti—tank defense is useful against tanks with high armor, it helps to penetrate the enemy's armor, but it is absolutely not needed in the singleplayer, it can be used for multiplayer


Air defense is a very useful additional company if everything is sad with the air, reduces air damage by 75%, gives armor penetration and resistance to attacks by stormtroopers


The multiple launch rocket system is as cool as artillery, it gives a lot of anti—personnel attack and breakthrough, but it opens late



The sapper company is the second most important top additional company, useful in defense, especially for infantry divisions, provides fortification and bonuses for defense and attack on the ground

Flamethrower tank — opens in the second sapper company, gives bonuses to the terrain, medium flamethrower tanks give the most bonuses, useful for assault divisions, heavy and light flamethrower tanks are trash


Light tank reconnaissance company — a light tank in reconnaissance can significantly strengthen the anti-personnel attack of a division, but the main thing is that this tank needs to be upgraded, a default tank without improvement will be junk


An amphibious tank is a concept in the doctrine of the Airborne Forces, similar to the reconnaissance of light tanks, but much cooler according to statistics


Superheavy tanks — any kind of superheavy tanks are expensive junk


An armored vehicle with a reconnaissance company is trash, they do not give significant advantages over light tanks


A motorized reconnaissance company is useful because of the speed of movement, but it is always surpassed by a light reconnaissance tank, an extremely dubious additional company.


Mounted reconnaissance squad — less effective than armored and truck-mounted, does not justify its price, junk


Military police — useful in garrisons for suppression, replaces an infantry battalion in battle, giving protection and bonuses to restore the organization, situational in use, especially in multiplayer


Supply company — gives a bonus to supplies, which is especially useful in regions with limited supplies, it is pumped up, reducing the consumption of supplies by the division, however, it consumes trucks and additional equipment, which makes it situational, not needed in Western Europe, but very useful on the eastern front


Repair company — allows you to capture enemy equipment, which is quite useful for tanks, especially in multiplayer. This study also provides the "Ease of Maintenance" module, which reduces the cost of tank production by 5%


The hospital reduces losses and loss of experience, but it is expensive and ineffective, as well as the repair company occupies an extra slot and is useless.


Radio increases the chance of division rotation, which is supposedly useful in defense, but judging by the multiplayer, for France by the year 39, this upgraded rotation does not help at all and divisions do not rotate, so it's rubbish.


Rangers — opens in the doctrine of the miners, + 20% to mountain attack and + 20% to anti-personnel artillery attack, useful for divisions attacking in the mountains and in conjunction with artillery


Engineers — opens up in the doctrine of the Marines, give bonuses to landing and crossing rivers, as well as to attacking the jungle, useful for divisions carrying out amphibious assault, and in conjunction with the Marines


Assault troops — available only in Italy, increases infantry strength, which reduces losses

Skis and reindeer are available only for Scandinavians, useful in snowy conditions, but situational.
Infantry patterns
Infantry Patterns
The main meta template

14-16 is the width of the front, in the red square of your choice, depending on the situation, we put air defense, ATG or infantry for greater strength, or we may not put more divisions in the battle.

In additional companies, the infantry is based on artillery, a sapper company and a reconnaissance tank. Circled in yellow, this is optional.
MLRS opens quite late, if the rink is short-term, you can not pump them in. Fire guns add +10% to the attack terrain, if your divisions are only defensive, then they should not be installed.
And so in multiplayer, they can be shoved into additional companies for their place.


The homeless template




Motorized infantry template

14-16 front width, they are useless for holding the front, they are most practical for quick encirclement and quick capture by volunteers.
MLRS and a support company are optional.




The suppression pattern

The yellow color indicates the number of knights of your choice, the more the better the suppression of resistance. .

Special Forces templates
The miners' template is 24 the width of the front, as well as MLRS and a firebox, it will be possible to put anti-tank and anti-aircraft defense depending on the situation.

The green color indicates the rangers that open in the mining doctrine.

They can be made along the width of the front like regular divisions of 14-16 front width. They have a good organization.

The mountain rifle variant can also be mixed with tanks for more armor by placing them in the third row (marked in blue).


Marine template

MLRS are useful for landings. The engineer who opens in the Marine Corps doctrine, the top ones in the organization, is marked in green.


The Airborne Forces template
For landing in the rear, you can use 20 front widths to land in cities, but it is mainly used as infantry with excellent organization for those who have no problems with experience in aviation. The light amphibious tank, which opens in the airborne doctrine, is marked in green.

Tank Constructor
General terms and conditions:
1) We monitor the reliability indicator, below 60% is highly undesirable and we monitor the speed, the minimum for tanks is 7 km / h

2) We leave the usual riveted armor

3) Do not forget to select a military-industrial organization (bottom right tank icon)

A light tank can be used as a base and as a tank in an additional company, we must put 3 turrets, a direct support gun, a radio, a wet ammunition storage, the last 2 additional tanks of choice, I usually put 2 gas tanks, as they are useful for infantry divisions in an additional company.

Below is the Christie suspension and the diesel engine, I finish everything else with improvements. In an infantry tank, speed is not needed, so you can slow down to 4 km/h.⠀

For cheapness, you can install a wheel drive and easy maintenance (opens at the repair company)


A medium tankmet tank, it is the best in terms of price and quality.

We put a 3 tower, a direct support gun is suitable for bots, and if multiplayer or the bot has a lot of tanks (almost unrealistic), then we put an improved small cannon, after 39 years of opening the art improvement, we replace it with a medium howitzer or a medium cannon of your choice, however, reliability is lost due to the medium cannon, so we create a compromise.⠀We put simplicity in maintenance for cheapness.



A flame-throwing tank should always be based on a MEDIUM tank, additional modules for a breakthrough, however, for maximum cheapness, you can leave only the radio.


A heavy tank is quite expensive, but it is useful for long-term play, as well as for the average, we choose according to the situation. You can also switch to heavy guns.


A modern tank game tank that opens very late.


Floating tank for the landing template, optional additional modules, except for the outboard motor.


Amphibian is also for the landing template, additional modules are optional.

Tank Templates
Tank template, 11/6 with a front width of 34


The same template, but with a motorized, top-of-the-line version


Similar templates with light\heavy\Modern Tank template for landing and breaking rivers (download the doctrine of the Marines)
Aircraft Designer
The 36-37 fighter


The fighter of the year 40


Fighter for endgame


Stormtrooper 36-37 years


Stormtrooper 40 years


Stormtrooper for endgame


36-37 tactical bomber


Tactical bomber universal 40 of the year (if only bombing infrastructure, then we focus on strategic bombing)


The 36-37 strategic bomber


Strategic bomber of the year 40


Bomber for an aircraft carrier


A naval bomber. It sinks enemy boats well, and is necessary for naval powers.

Ship Designer
Pictures of ships from the KR Tech Extension mod
Aircraft Carrier


Superheavy battleship


Battleships. With steel problems, put the cannon on the level below


Light cruiser


The destroyer template is universal, but do it at your discretion, you can generally make cheap meat for exploration


Late Destroyer


The submarine can make a separate submarine for mines


Late submarines

Templates for 1.15
Land Cruiser (ratte)⠀

The end
Hope this guide helped you :D
Again thanks for author of this guide for information and photos. https://steamcommunity.com/sharedfiles/filedetails/?id=3154157392

Also you can join my telegram chanell. I will write about HOI4 and guides there - *Click*[t.me]

10 Comments
HelkMeat 7 hours ago 
If you research the SH SP artillery and use the mobile warfare doctrine the tank isn't expensive garbage, its just expensive
seashell Mar 26 @ 12:28pm 
you give a design for land cruiser but did not give a division template that has it
r1ver  [author] Feb 21 @ 9:52pm 
General Spanky, agreed! Width and organization are really important. Thanks for your comment ;)
Sibbey Feb 21 @ 8:22pm 
I feel like the templates are a little too stacked. Tanks work great even at a width of 18, especially against AI if you have any tanks at all you can conquer the world. Low width seems to work far better, I'm able to crank out a max potential of like 615 damage in my tank divisions with just 5 motorized and 5 medium tanks with engineer, artillery, and AA support. Plus it's way cheaper that way and you can produce an unlimited amount of whatever the hell you want as a nation with around 130 mils. Width and organization are way more important than any other stats.
r1ver  [author] Feb 10 @ 8:37pm 
cruel, I respect your comment but I use these templates always. And all.always good! Thanks for your big comment
cruel Feb 10 @ 12:39pm 
everything from this guide is not correct. the tank are the only okay part of this guide. your navy is the worst. having 25k IC ships with extremely expensive carriers and screens will make you have maybe 1-2 ships for war, making less expensive ships, like 1/4 of the cost, then converting a few months before war will insure you have good ships, and actually have ships out for war that can take on the AI.
r1ver  [author] Feb 5 @ 4:01am 
Tonus, you are welcome :steamhappy:
Adeptus Niaske Feb 5 @ 3:53am 
Thanks for the guide :ironfist:
r1ver  [author] Feb 2 @ 7:30am 
Kacper, no problems! Good luck :)
Kacper Feb 2 @ 5:07am 
Thank you! Im still a begginer and this helped me alot.