Best Breakthrough Template 2026
Article · Breakthrough templates
Best Breakthrough templates in Hearts of Iron IV
Four tested, ready-made templates for when the front has to be ripped open: which tanks to field, when Motorized Infantry is enough, and why a minor puts a single Medium Tank into its infantry.
How to pick a template from the list?
Template 1 — «Tanks 36 CW.» For a major, and not from 1936. Germany by 1941 can comfortably run 40–48 of these if you don't spread your factories thin. Rips the front and makes huge pockets. This is usually what top players field as a major. Too early for a minor: check the 20 CW tank template first.
Template 2 — «Tanks 20 CW.» Same idea, fewer tanks. 4 Medium Tank battalions and 6 Motorized Infantry. Crushes minors and weak majors. Against another great power's dense line it's already a bit weak. The minor's real pain is not factories, it is research slots: the tank, the trucks and the companies have to be unlocked before the war to produce these divisions in time.
Template 3 — «Motorized Infantry 20 CW.» Infantry on trucks, no tanks. Speed is huge: find a hole, punch, drive off to make a pocket. It will not crack strong enemy defense. It wants a lot of Trucks, and Rubber for building them too. From my own games I would say those same trucks are usually better handed to the 20 CW tank template.
Template 4 — «Armored Infantry 20 CW.» 9 Infantry battalions and 1 Medium Tank battalion: 50 tanks per division. The tanks move at infantry speed, so no blitzkrieg. Good for a minor before the world war: Argentina vs Brazil — yes, the USSR in 1941 — no. It is a step between «plain» infantry and real tanks.
How to pick. Unsure, but you have at least a few Military Factories on Medium Tanks — take Template 2, Combat Width 20. Template 1 if you are already a major and can feed 36 CW tanks. I rarely field tankless Motorized Infantry: Breakthrough is higher than infantry, but it's still nowhere near tanks. Template 4 if tanks are scarce and you still have to attack the neighbor.
If you are new to HoI4 and understand little here, look at the «Tanks 20 CW» division template. It does not demand insane skills but is still pretty good. Just concentrate these divisions instead of spreading them along the whole front. Now let us look at the templates themselves.
4 ready-made Breakthrough templates
Four tabs below. «Breakthrough» in the designer is a stat, not the Breakthrough line on the map (that one is a separate order). Almost all Breakthrough sits in tanks. Two or three battalions of good Medium Tanks in a mixed division often do more than a whole Motorized Infantry division without them. Combat Width is how much room a division takes in a fight. A typical tile is around 80: a 20 CW division takes a quarter, a 36 CW one almost half.
Tank division, Combat Width 36
- For a major
- Offense
- Tank
This is the gold standard I run as a major once you have enough factories. 8 «Medium Tank» battalions and 10 «Motorized Infantry» battalions, support companies built for attack. Supply is tight here: without a «Logistics Company» the division runs out of supply fast, and all that Breakthrough is only on paper.
Template description
Why not regular engineers? The «Assault Engineer Company» is built in HoI4 for attack, the division's main job. Without it and without the «Medium Flame Tank Company,» terrain punishes you hard, as if the tanks were made of plywood. The «Armored Recon Company» uses Light Tanks (24) and slightly softens those same terrain penalties.
The «Logistics Company» matters a lot here. A 36 CW tank template eats a huge amount of Supply. Without logistics you'll often be out of supply, and then even 400 Medium Tanks ride like a tractor with no diesel. Logistics costs 20 Armored Cars per division.
Per division: 17 900 Manpower, 1000 Infantry Equipment, 360 Trucks, 400 Medium Tanks, plus 15 Medium Flame Tanks, 24 Light Tanks for recon, 12 Towed Artillery and 40 Support Equipment.
Plenty of soldiers in it, but on the attack the division loses few of them: Breakthrough is high, and the enemy often cannot answer in time. Not an ideal defensive template, though in practice it holds well. Later you swap Motorized Infantry for «Mechanized Infantry»: the stats are a bit tougher and there are more vehicles, but it costs more too.
This is not a minor’s starting template and not «spam it by September 1939.» Mid-to-late game, a major, lots of Military Factories. No such industry — take the «Tanks 20 CW» tab.
| Resource | Per division |
|---|---|
| Manpower | 17900 |
| Infantry Equipment | 1000 |
| Support Equipment | 40 |
| Towed Artillery | 12 |
| Truck | 360 |
| Armored Car | 20 |
| Light Tank | 24 |
| Medium Tank | 400 |
| Medium Flame Tank | 15 |
| Combat Width | 36 |
Total for all divisions
Totals from the table above, for the chosen number of this template.
- Manpower
- 214 800
- Infantry Equipment
- 12 000
- Support Equipment
- 480
- Towed Artillery
- 144
- Truck
- 4 320
- Armored Car
- 240
- Light Tank
- 288
- Medium Tank
- 4 800
- Medium Flame Tank
- 180
Pros
- Rips the front: it's very hard to hold against this division.
- Loses little manpower on the attack.
- Makes huge pockets if infantry closes the flanks in time.
Cons
- Very expensive: 400 Medium Tanks per division.
- Arrives by mid-to-late game, not by your first national focus.
- Majors only: a minor goes bankrupt.
Verdict. A very strong template, but not everyone can feed it. For attack, for a major, around mid-to-late game. With «Mechanized Infantry» it gets even stronger. No Military Factories — do not copy it.
How to use it
Do not stretch 12 of these one-by-one across Europe. Mass them into a fist: several divisions on one tile. You break the front — straight into the rear, onto supply hubs and railways, while infantry closes the pocket. This is not a defensive wall: if the enemy counterattacks a starving wedge, the «gold standard» turns into scrap metal fast.
Tank division, Combat Width 20
- For a minor
- Offense
- Tank
The slimmed-down version of the 36 CW tank template. 4 Medium Tank battalions, 6 Motorized Infantry battalions, the simplest support companies: Engineer Company and Support Artillery. More modest stats, harsher terrain penalties. But a minor can stamp out a few by the time war comes — enough that it no longer has to hold the front with plain infantry.
Template description
On Breakthrough this is still tanks, not plain infantry. The 36 CW template is meant to pressure other majors; this one is for a minor and a weak major: blitzkrieg, hole, pocket. You won't crack a great power's dense defense with one of these — hit with several on one tile.
The support companies are simple on purpose: they sit in almost every infantry template, and a minor does not need to unlock a flame tank. If factories allow, add the «Armored Recon Company» — terrain penalties ease a bit. You can also slot in a «Logistics Company» if a research slot is free: the division eats a bit more Supply than regular infantry.
Per division: 9800 Manpower, 610 Infantry Equipment, 12 Towed Artillery, 210 Trucks, 30 Support Equipment and 200 Medium Tanks. Early game in HoI4 a minor can hardly afford this. By the time war comes it's feasible, if you don't spread your research thin all at once. Trucks need Rubber: no Rubber — no Motorized Infantry, and the tanks barely crawl.
I would not claim this division easily breaks a strong major, but in practice I have pulled it off. For example, there was a game where, as Portugal, I liberated all of France with 6 such divisions against Germany. I got lucky that Germany was busy fighting the USSR, which is what let those tanks work.
| Resource | Per division |
|---|---|
| Manpower | 9800 |
| Infantry Equipment | 610 |
| Support Equipment | 30 |
| Towed Artillery | 12 |
| Truck | 210 |
| Medium Tank | 200 |
| Combat Width | 20 |
Total for all divisions
Totals from the table above, for the chosen number of this template.
- Manpower
- 39 200
- Infantry Equipment
- 2 440
- Support Equipment
- 120
- Towed Artillery
- 48
- Truck
- 840
- Medium Tank
- 800
Pros
- A minor can afford several divisions by the war.
- Breaks a front against a minor and a weak major.
- No heavy research like a flame tank.
Cons
- Will not crack very strong defense.
- Terrain penalties bite: too few companies to offset them.
- Usually cannot be built at game start.
Verdict. For a minor — a good working wedge. A major can do something meaner. The hard part is not «drawing» the template, it is researching the tank and trucks and putting them on factories before the war. Do not forget Supply: the division eats a lot.
How to use it
Mass a wedge of several divisions on one tile, take it, then roll into the rear to make a pocket. Don't spread them out one-by-one along the front: you get an expensive column that bumps into someone else's infantry and stops. Against a major holding 5–10 divisions per tile this is not enough — stack more wedges, or stay off the main sector.
Motorized Infantry, Combat Width 20
- For a minor
- Versatile
- Fast
10 «Motorized Infantry» battalions, support companies — Support Artillery and Engineer Company. Honestly, Breakthrough here is higher than with plain infantry. But I don't recommend this template all that often. Almost always those same Trucks and factories are better spent on the 20 CW tank template. This template does not rip a front like tanks. It finds a weak spot, hits there and, thanks to speed, makes a pocket.
Template description
Speed is this division’s main trump card. Stats are modest, but the cost is high: 350 Trucks per division. In HoI4 trucks need Rubber. It eats less Supply than tanks — already a plus. Terrain penalties exist; if factories allow, add a Motorized Recon Company.
You can add 1–2 Medium Tank battalions — it gets a bit better. But I still usually build a proper 20 CW tank template: Breakthrough there is much better. This template is a compromise for when there are no tanks but you already need to attack and make pockets.
Per division: 12 600 Manpower, 1010 Infantry Equipment, 12 Towed Artillery, 350 Trucks and 30 Support Equipment. More manpower than the 20 CW tank template needs. There is Breakthrough, but a tank wedge is still far off. It does not crack dense enemy defense. It can hold its own on defense, though.
| Resource | Per division |
|---|---|
| Manpower | 12600 |
| Infantry Equipment | 1010 |
| Support Equipment | 30 |
| Towed Artillery | 12 |
| Truck | 350 |
| Combat Width | 20 |
Total for all divisions
Totals from the table above, for the chosen number of this template.
- Manpower
- 75 600
- Infantry Equipment
- 6 060
- Support Equipment
- 180
- Towed Artillery
- 72
- Truck
- 2 100
Pros
- Huge speed: the pocket is made on wheels, not on foot.
- Breakthrough without tanks — better than plain infantry.
- A minor can field it if Rubber and Trucks are there.
Cons
- Will not crack strong defense.
- Lots of Trucks: 350 per division.
- The 20 CW tank template is almost always better value for Breakthrough.
Verdict. It can hold the line, and it can fake a blitzkrieg. It will not crack a dense line. Better build a tank template at 20 CW, and do not think 10 trucks equal 4 Medium Tanks.
How to use it
Do not hit the strongest sector. Find a thin spot, slip through — straight into the rear while the enemy moves up his reserve. If there is no hole in the enemy's defense, this template will hardly create one with speed alone. Speed helps after the front is broken, not instead of it.
Armored Infantry, Combat Width 20
- For a minor
- Versatile
- Slow
Armored Infantry: 9 «Infantry» battalions, 1 «Medium Tank» battalion. Engineer Company and Support Artillery in the companies. Division speed is like regular infantry — there will be no fast encirclement. Infantry is the backbone and the defense, while the tank gives the whole division Armor and a little Breakthrough. You can attack, just not like a tank wedge.
Template description
That's only 50 Medium Tanks per division. Not 200, not 400. A minor can often afford one before the big war, even on an Inter-War Medium Tank chassis: most countries have it researched at start. You will not take the USSR in 1941 with this, but a minor neighbor — easily. The nasty terrain penalties stay: a single tank battalion brings them along.
Skilled players usually build these or similar templates when playing a small minor. They build them first and foremost for Breakthrough and division Armor, which lets them punch through enemy defense better.
This is a middle-ground template between real tanks and regular infantry. Mid-game you still attack with it, until you've got some solid tank wedges. Later it is usually swapped for the 20 CW tank template. Manpower 10 100, rifles 910, artillery 12, Support Equipment 30.
| Resource | Per division |
|---|---|
| Manpower | 10100 |
| Infantry Equipment | 910 |
| Support Equipment | 30 |
| Towed Artillery | 12 |
| Medium Tank | 50 |
| Combat Width | 20 |
Total for all divisions
Totals from the table above, for the chosen number of this template.
- Manpower
- 80 800
- Infantry Equipment
- 7 280
- Support Equipment
- 240
- Towed Artillery
- 96
- Medium Tank
- 400
Pros
- It has Armor: the division can block up to 50% of the damage.
- Breakthrough is decent for infantry — you can attack a weak enemy.
- A minor often fields it before the war, even on an Inter-War tank chassis.
Cons
- Low speed: you will not make a pocket quickly.
- Will not crack a strong enemy.
- You still need tanks.
Verdict. An acquired taste. A minor, a weak neighbor, a bit of Armor and a bit of Breakthrough. Not a replacement for a tank wedge. When you have more factories — move to the «Tanks 20 CW» tab.
How to use it
Slowly pressure weak or medium enemy defense, don't go raiding the enemy's rear. Let regular infantry close the flanks: in HoI4 this template is better on the attack than on defense. Do not expect a fast blitzkrieg — infantry speed is not enough for that, however pretty the Medium Tank looks in the designer.
Comparing all the templates
Do not look at «who has the bigger number in the designer.» Look at who you are and who you're up against. A mega-major by 1941 — take Template 1, Combat Width 36. A minor that actually managed to build up Medium Tanks — Template 2, 20 CW. No tanks but Rubber is there — Template 3. Very few tanks and a weak neighbor — Template 4. You can «break through» with infantry, but it is slow, bloody and usually wasted: Breakthrough as a stat barely grows.
| Parameter | Tanks 36 CW | Tanks 20 CW | Motorized Infantry 20 CW | Armored Infantry 20 CW |
|---|---|---|---|---|
| Regiments | 8 Medium Tanks, 10 Motorized Infantry | 4 Medium Tanks, 6 Motorized Infantry | 10 Motorized Infantry | 9 Infantry, 1 Medium Tank |
| Companies | Artillery, assault engineers, flame tanks, recon, logistics | Engineers, artillery | Artillery, engineers | Engineers, artillery |
| Combat Width | 36 | 20 | 20 | 20 |
| Medium Tanks | 400 | 200 | None | 50 |
| Trucks | 360 | 210 | 350 | None |
| Manpower | 17900 | 9800 | 12600 | 10100 |
| Speed | Like Motorized Infantry with tanks | Like Motorized Infantry with tanks | Very high | Like Infantry |
| When to take it | Major, mid-game | Minor by the war | No tanks, Rubber is there | Few tanks, weak enemy |
After the Breakthrough do not linger in the tile you broke through. Go for the rear: railways, ports and supply hubs. A pocket works when the enemy has nowhere to retreat and nothing to eat, not when you simply won one fight. The 36 CW template does it loudly, the 20 CW one more quietly, but by the same principle. Motorized Infantry can drive around if the hole is already there. Infantry with one tank widens the hole slowly and almost never closes the pocket itself.
Bottom line
If you need Breakthrough — you need tanks. Not necessarily a 36 Combat Width division right away: a minor is fine with 20 CW and several divisions on one tile. Motorized Infantry without tanks is faster than infantry, but those Trucks often feel wasted on it. One Medium Tank in infantry is a crutch until a real wedge. Field what your Military Factories can feed, and do not try to replace with infantry what tanks do in HoI4.