Best Cheap Templates 2026

Article · Cheap templates

Best cheap division templates in Hearts of Iron IV

Five ready templates for a small country. Medium tanks, two kinds of regular infantry, infantry with Medium SP Anti-Air, and a tiny cavalry division you do not send into a real fight. A great power like Germany can usually field heavier, more expensive divisions. This is about what a minor can actually afford.

Which template you need

For attack

Tanks 20 CW

For pushing. Ready closer to the war if you have about 10–20 Military Factories and Rubber for trucks. Take 2–4 of these divisions and attack one tile together. Against a great power stacking 5–10 divisions per tile, this is not enough.

Infantry 14 CW

The main cheap template from 1936. It can hold and attack with artillery. Fine against another small country. Against a strong Germany in 1941 it is already thin, and it does almost nothing to tanks.

For defense

Infantry 12 CW

Defense only. Park it against a very weak neighbor or on ports so nobody lands. No artillery — do not attack with it. Almost any country can start building it on day one.

Armor 10 CW

Also mainly defense, but it holds better: Medium SP Anti-Air in the template gives the division Armor, and enemy planes hurt less. Weak on attack. You need at least an Inter-War Medium Tank chassis and a few factories on SPAA.

Cavalry 2 CW

Do not put it in a fight: a real division shreds it instantly. Use it to garrison occupied land, to train lots of divisions and then switch the template, to take empty tiles, or to grow army size for a focus like Anschluss.

Which template to field

Five tabs below — all ready-made templates. First of all for a small country. If you are Germany, the USSR or the USA, you can usually build stronger, more expensive divisions. These five still help early or on a quiet stretch of front where the main war is not happening.

Tanks 20 CW

This template is for attacking. Cheap next to other tank divisions, still more expensive than regular infantry. A small country can field several by the time war starts if it is not trying to design the fanciest tank in the designer.

Division designer: 4 Medium Tank battalions and 6 Motorized Infantry battalions, Combat Width 20
4× Medium Tank, 6× Motorized Infantry, Engineer Company and Support Artillery on the right. 20 CW.
4× Medium Tank Motorized Infantry Engineer Company Support Artillery

Four Medium Tank battalions are 200 chassis (50 per battalion). Six Motorized Infantry battalions are 210 Trucks (35 per battalion) plus 600 Infantry Equipment. Support: Support Artillery wants 12 Towed Artillery and 300 manpower, Engineer Company wants 10 Infantry Equipment, 30 Support Equipment and another 300 manpower. Total per division: 9800 Manpower. That is no longer a small infantry division. Tanks and trucks are usually the bottleneck.

How hard it hits depends on the tank you built in the designer, not only on battalion count. An Inter-War chassis and a 1940 chassis do not hit the same. A small country often lacks research slots and factories to unlock Improved Medium Tank (the 1940 chassis) and Improved Medium Howitzer. That does not mean no tanks. You can run Inter-War Medium Tank: many countries already have it researched at start. Weaker than late-war tanks, but 2–4 of these at 6–7 km/h punch through another small country just fine.

A wedge means 2–4 of these divisions attack one tile together, not one each along the whole front. Alone they do little. Tanks 20 CW does not break a line like a fat 36 CW tank template. Against a great power with 5–10 divisions on every tile, this template will not carry you. Against a small country — yes, if several divisions hit the same tile. Spread them out one-by-one and you get a pretty truck column that stalls on enemy infantry.

Optional: Cavalry Recon Detachment if the division is slower than 6.4 km/h — horses will not slow it and they add terrain bonuses. Armored Recon Company makes sense if Military Factories can still spare Light Tanks for recon. Another option: swap Medium Tanks for Medium SP Artillery. Same Combat Width (2 per battalion), more Soft Attack into infantry. Playstyle choice.

Truck production needs Rubber. No Rubber — almost no trucks, Motorized Infantry has no vehicles, tanks crawl without them. Before 1938–1939 a small country usually cannot field this: you need Military Factories (ballpark ten or more), tanks and trucks.

Tanks 20 CW template cost
Resource Per division
Manpower9800
Infantry Equipment610
Support Equipment30
Towed Artillery12
Medium Tank200
Truck210
Combat Width20

Total for all divisions

Totals from the table above, for the chosen number of this template.

Manpower
29,400
Infantry Equipment
1,830
Support Equipment
90
Towed Artillery
36
Medium Tank
600
Truck
630
Pros
  • Cheap for a tank division: 200 tanks and 210 trucks, not a huge 36 CW template
  • Does not wait on a 1938 or 1940 chassis: Inter-War Medium Tank is enough
  • Almost any small country with about 10+ Military Factories can field it by the war
Cons
  • Will not break a front alone: you need 2–4 divisions on one tile
  • Trucks need Rubber
  • A small country usually cannot finish it before 1938–1939

Verdict. If they are fast and you hit one tile with several at once, you get a solid push against a country that is not a great power. One of these versus one enemy often does not wipe the tile. Recon and swapping tanks for Medium SP Artillery are optional.

Do not mix these up

Comparison of the five cheap templates
Template For what When
Tanks 20 CW Attack with several divisions on one tile, against a small country By the war, about 10+ Military Factories, Rubber for trucks
Infantry 14 CW Hold and attack From 1936, main template until about 1941
Infantry 12 CW Cheap defense and covering ports Day one, not for attacking
Armor 10 CW Defense: Armor from Medium SP Anti-Air, easier under enemy aircraft Interwar tank chassis and a few factories on SPAA
Cavalry 2 CW Garrison, switch template after training, empty tiles, army size Anytime, never a real fight

Do not mix jobs. Do not cover ports with tanks just because they are fast. Do not attack a capital with cavalry just because it is cheap. Do not launch a big offensive with Infantry 12 CW just because you have a lot of them. Infantry with SPAA does not replace a tank push: it holds, it does not break a front. Each template has one job.

Bottom line

A small country needs five cheap templates. Not ten almost-identical infantry ones. Infantry 14 CW is the 1936 workhorse: holds and can attack with Support Artillery. Infantry 12 CW is ports and a very weak neighbor, no artillery. Armor 10 CW is defense: little infantry, less damage thanks to Armor, easier under enemy aircraft. Tanks 20 CW is several divisions hitting one tile on an interwar chassis if you have factories and Rubber. Not a fat 36 CW tank template. Cavalry 2 CW is garrison, train many then switch template, and empty tiles. Do not send it into combat.