Best Breakthrough Template 2026

Article · Breakthrough template

Best Breakthrough templates in Hearts of Iron IV

Four ready templates for when the front is there to be ripped, not held: which tanks to field, when Motorized Infantry is enough, and why a minor puts one Medium Tank into infantry.

Which template you need

First

Tanks 36 CW

For a major, and not from 1936. Germany by 1941 can comfortably run 40–48 of these if Military Factories are not smeared across everything. Rips the front, makes huge pockets. Too early for a minor: look at Combat Width 20 first.

Second

Tanks 20 CW

Same idea, fewer tanks. 4 Medium Tank battalions and 6 Motorized Infantry. Crushes a minor and a weak major. Against another great power’s dense line it is already thin. The minor’s real pain is not factories, it is research slots: tank, trucks and companies have to be unlocked before the war.

Third

Motorized Infantry 20 CW

Infantry on trucks, no tanks. Speed is huge: find a hole, punch, run the pocket. It will not crack strong defense. It wants a lot of Trucks, and Rubber too. After hundreds of games I would rather give those trucks to the 20 CW tank template.

Fourth

Armored infantry 20 CW

9 Infantry battalions and 1 Medium Tank battalion: 50 tanks per division. Moves at infantry speed, so no blitzkrieg. For a minor before the world war: Argentina vs Brazil — yes; the USSR in 1941 — no. The gap between naked infantry and real tanks.

How to pick. Unsure, but you have at least a few Military Factories on Medium Tanks — take the second template, Combat Width 20. The first is when you are already a major and can outfit 36 CW. I rarely field tankless Motorized Infantry: Breakthrough is higher than infantry, but tanks are another planet. The fourth is if tanks are catastrophically scarce and you still have to attack the neighbor.

Which template to field

Four tabs. Breakthrough in the designer is not the Breakthrough line on the map (that is a separate order). Here it is the division stat: almost all of it sits in tanks. Two or three battalions of proper Medium Tanks in a mixed division often do more than a whole Motorized Infantry division without them. Combat Width is how much room the division takes in a fight: a typical tile is around 80, a 20 CW division takes a quarter, 36 CW almost half.

Tanks, Combat Width 36

  • For a major
  • Offense
  • Tank

The gold standard I run as a great power once the factories have stopped complaining. 8 Medium Tank battalions, 10 Motorized Infantry battalions, companies built for attack. Supply is not “it’ll be fine”: without a Logistics Company the column is on starvation rations fast, and Breakthrough on paper stays on paper.

Division Designer: tank Breakthrough template, 8 Medium Tanks and 10 Motorized Infantry, Combat Width 36
8 Medium Tank battalions, 10 Motorized Infantry. Companies on the right: Support Artillery, Assault Engineer Company, Medium Flame Tank Company, Armored Recon Company and Logistics Company.
8× Medium Tank 10× Motorized Infantry Support Artillery Assault Engineer Company Armored Recon Company

Why not regular engineers. Assault Engineer Company is built for forts: without it and without Medium Flame Tank Company, terrain starts punishing you as if the tanks were plywood. The flamethrower is not cosmetics. Armored Recon Company eats Light Tanks (24) and slightly eases those same terrain penalties.

Logistics Company matters more than pretty camouflage here. A 36 CW tank division eats Supply like a herd of elephants. Without logistics you sit out of supply a lot, and then even 400 Medium Tanks in the division still drive like a tractor with no diesel. Armored Cars for logistics: 20 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, 40 Support Equipment. Plenty of soldiers in it, but on the attack it actually loses few of them: Breakthrough is high, the enemy often cannot answer. Not much of a defensive template — though in practice it holds well. Later you swap Motorized Infantry for Mechanized Infantry: slightly tougher stats and more vehicles, even more expensive.

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. If the industry is not there, do not play hero: open the Tanks 20 CW tab.

Cost of the Combat Width 36 tank template
ResourcePer division
Manpower17900
Infantry Equipment1000
Support Equipment40
Towed Artillery12
Truck360
Armored Car20
Light Tank24
Medium Tank400
Medium Flame Tank15
Combat Width36

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 so hard that holding this division is very difficult.
  • Loses little manpower on the attack.
  • Can make huge pockets if infantry closes the flanks in time.
Cons
  • Very expensive: 400 Medium Tanks per division.
  • Ready by mid-to-late game, not the first national focus.
  • Majors only: a minor goes bankrupt here.

Verdict. Insanely strong, but not everyone can feed it. For attack, for a major, around mid-game. With Mechanized Infantry it gets meaner. No factories — do not copy it “to look pretty in the Division Designer.”

How to use it

Do not stretch 12 of these one-by-one across Europe. Make a fist: several divisions on one tile, you punch through — immediately into the rear onto supply hubs and railways, infantry closes the pocket. This is not a defensive wall: if the enemy counterattacks a starving wedge with no logistics, the “gold standard” turns into scrap metal fast.

Which of the four to take

Do not look at “who has the bigger number in the designer.” Look at who you are and who you are pushing. A major by 1941 — first template, Combat Width 36. A minor that actually stacked Medium Tanks — second, 20. No tanks, Rubber is there — third, and I would still haggle. Almost no tanks, weak neighbor — fourth. You can “break through” with infantry, but it is slow, bloody and usually wasted: Breakthrough as a stat barely grows.

Comparison of four Breakthrough templates
Parameter Tanks 36 CW Tanks 20 CW Mot 20 CW Armored infantry 20 CW
In the regiments8 Medium Tanks, 10 Motorized Infantry4 Medium Tanks, 6 Motorized Infantry10 Motorized Infantry9 Infantry, 1 Medium Tank
CompaniesArtillery, assault engineers, flame, recon, logisticsEngineers, artilleryArtillery, engineersEngineers, artillery
Combat Width36202020
Medium Tanks400200None50
Trucks360210350None
Manpower1790098001260010100
SpeedLike Motorized Infantry with tanksLike Motorized Infantry with tanksVery highLike Infantry
When to take itMajor, mid-gameMinor by the warNo tanks, Rubber is thereFew tanks, weak enemy

After Breakthrough do not stand in the punched tile “admiring it.” Go for the rear: railways, ports, supply hubs. A pocket works when the enemy has nowhere to retreat and nothing to eat, not when you simply won one fight. Tanks 36 does this loudly. Tanks 20 — quieter, same idea. 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 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 the factories can feed, and do not try to replace with infantry what tracks do in HoI.