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
Information
What kind of doctrine is it all based on?
Briefly about additional companies
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
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
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Motorized infantry template
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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 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).
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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
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
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 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
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
The end
Again thanks for author of this guide for information and photos. https://steamcommunity.com/sharedfiles/filedetails/?id=3154157392
And that wraps up our share on Hearts of Iron IV: Current templates for 1.15 UPDATE. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by r1ver, who deserves all the credit. Happy gaming!