Best Defense Template 2026
Article · Defense template
Best defense templates in Hearts of Iron IV
Seven templates I actually built and ran in games: from cheap Infantry at 10 Combat Width to special forces on mountains and marshes. Not “hold a German tank fist”. Against normal AI the line holds.
Which template you need
For a minor
Infantry 10 CW
Take it if you are a minor and have almost no military factories for vehicles.
Armored Infantry 10 CW
Take it if you are a minor but already have 7–10 military factories on Medium SP Anti-Air.
Infantry 15 CW
Take it if you have 2–5 military factories on artillery and you want to counter-attack.
Rangers 15 CW
Take it if you stand in forest or jungle, not on plains.
For a major
Armored Infantry 20 CW
Take it on a normal front: the toughest template of the lot.
Mountaineers 25 CW
Take it if you hold mountains and hills. Almost useless on other terrain.
Marines 25 CW
Take it for marshes and landings. Do not hold dry plains or other terrain — no buffs there.
Which template to field
Infantry, Combat Width 10
- Cheap
- For a minor
- Defense
The cheapest backbone. 5 Infantry battalions, Engineer Company, Heavy Weapons Company in the regiment. The width fits every land terrain. Any country in the game can afford this. A micro-nation can drop Heavy Weapons Company if the research does not fit.
One such division will not hold an army. The trick is cost: you stamp them in bulk. A minor is covered by 2–5 per tile, a major from 6. Empty vs tanks: you need Support Anti-Tank. Support Artillery can go in companies if Organization allows (often after doctrines). Fine idea: you get Soft Attack.
Pros
- Low cost, you can stamp them in bulk.
- Little research: Heavy Weapons Company and Engineer Company.
- Combat Width fits terrain cleanly.
Cons
- Wins by numbers, not quality. One template will not hold a whole army.
- Useless vs tanks without anti-tank.
- You have to research Heavy Weapons Company.
| Resource | Per division |
|---|---|
| Manpower | 5540 |
| Infantry Equipment | 540 |
| Support Equipment | 35 |
| Combat Width | 10 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 66,480
- Infantry Equipment
- 6,480
- Support Equipment
- 420
Verdict. Take it as a minor if you have no vehicles. You can add Support Anti-Tank / Support Anti-Air / artillery in companies as needed — watch supply. It holds a moderately strong enemy if you have many of these divisions.
Armored Infantry, Combat Width 10
- Cheap
- Armor
- Defense
Stronger than naked 10 CW. 4 Infantry battalions, 1 Medium SP Anti-Air, Engineer Company. If the enemy has no tanks and no anti-tank, armor simply blocks part of the damage. SPAA also cuts the enemy-air debuff and shoots down planes. Organization is sad, but playable.
Make the SPAA template cheap and max the armor: One Man Turret and Basic Anti-Air Gun. Inter-War chassis is enough, you do not need 1938–40. On 10 military factories, in 1–2 years you stock SPAA for 24 such divisions. 1–2 of these per tile plus a couple of normal 10 CW — the line is already solid. A large major like Germany should look at Armored Infantry 20 CW.
The infantry subdoctrine raises Organization: then you can add Heavy Weapons Company if final Organization stays at 45 or above.
Pros
- Armor cuts part of enemy damage.
- Enemy air hurts less, and you shoot planes down.
- A minor can afford it.
Cons
- You need at least 7–10 military factories on SPAA.
- You have to research the anti-air gun.
- Will not hold a strong major.
| Resource | Per division |
|---|---|
| Manpower | 4800 |
| Infantry Equipment | 410 |
| Support Equipment | 30 |
| Medium SP Anti-Air | 40 |
| Combat Width | 10 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 38,400
- Infantry Equipment
- 3,280
- Support Equipment
- 240
- Medium SP Anti-Air
- 320
Verdict. Several times stronger on defense than Infantry 10 CW. I recommend it for war with almost any country. After subdoctrines, put Heavy Weapons Company if Organization does not drop below 45. With plain Infantry on the tile it holds well against a normal country, not a tank power.
Infantry, Combat Width 15
- Cheap
- Flexible
- Mid game
Bridge between 10 and 20 CW. 6 Infantry battalions, 1 Artillery, Engineer Company. It holds and it hits. Relatively cheap, but it eats artillery: do not put whole armies on it, or you will run 7+ military factories on artillery instead of the usual 1–3.
Pairing: 10 CW (armored or not) holds the front, 15 CW is the fist you poke with. Or 1–2 of these per tile mixed with tens — Soft Attack on defense. Width sits nicely in many terrains. As Germany in 1940 I held France this way: 2–3 on the border. Fits a mid minor to a mid major. If you attack with them a lot, put Cavalry Recon Detachment for terrain buffs. If the infantry subdoctrine is open and Organization is 50+, you can add Heavy Weapons Company or Support Artillery.
Pros
- Attacks and holds.
- Fits most countries.
Cons
- Needs a lot of artillery.
- Terrain penalties without recon.
| Resource | Per division |
|---|---|
| Manpower | 6800 |
| Infantry Equipment | 610 |
| Support Equipment | 30 |
| Towed Artillery | 24 |
| Combat Width | 15 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 40,800
- Infantry Equipment
- 3,660
- Support Equipment
- 180
- Towed Artillery
- 144
Verdict. Flexible middle. Defense and attack. Improves with Heavy Weapons Company, recon and company artillery if Organization can take it.
Rangers, Combat Width 15
- Cheap
- Flexible
- Special forces
Forest and jungle, not plains. 6 Rough Terrain Specialists battalions, 1 Artillery, Support Artillery and Engineer Company. Organization already lets you put artillery in companies. Any country, by the special-forces cap, fields at least 4 of these.
I used this as Portugal to hold Spain in the south. Research Rangers and the special-forces doctrine — then Heavy Weapons Company and recon. Minor and major both can. In forest it is clearly meaner than Infantry 15 CW.
Pros
- Attacks and defends.
- Easy to grow Organization and add companies.
- Stronger in forest than Infantry 15 CW.
Cons
- Needs a lot of artillery.
- Special-forces cap: you cannot field many.
| Resource | Per division |
|---|---|
| Manpower | 7100 |
| Infantry Equipment | 850 |
| Support Equipment | 30 |
| Towed Artillery | 36 |
| Combat Width | 15 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 28,400
- Infantry Equipment
- 3,400
- Support Equipment
- 120
- Towed Artillery
- 144
Verdict. A good division for a minor or a major to occupy forests or jungle. Add companies and regiment support if Organization is there.
Armored Infantry, Combat Width 20
- For a major
- Flexible
- Armor
Upgraded Armored Infantry 10 CW, now for a major. 9 Infantry battalions, 1 Medium SP Anti-Air, Engineer Company and Support Artillery. Hard to kick off a tile, especially if it is not alone. The AI usually needs several divisions focused on one tile to even scratch the paint. Best template in the article on a normal front, special forces aside.
It can counter-attack, but for attacking you want a breakthrough template. The infantry subdoctrine adds Organization, then Heavy Weapons Company and recon. 1–2 of these per tile, plus 2–3 other divisions and manual rotation — the enemy struggles to move the front. A minor usually cannot afford the size; a major can. Enemy anti-tank or tanks make it much worse — they pierce armor well.
Pros
- Holds very well thanks to armor.
- Can counter-attack thanks to artillery.
- Almost any major can afford it.
Cons
- Needs Medium SP Anti-Air.
- Enemy anti-tank and tanks cut the point of armor.
- Terrain penalties without recon.
| Resource | Per division |
|---|---|
| Manpower | 10100 |
| Infantry Equipment | 910 |
| Support Equipment | 30 |
| Towed Artillery | 12 |
| Medium SP Anti-Air | 40 |
| Combat Width | 20 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 60,600
- Infantry Equipment
- 5,460
- Support Equipment
- 180
- Towed Artillery
- 72
- Medium SP Anti-Air
- 240
Verdict. Strong template for a major. 1–2 per tile plus 2–3 others = very strong defense. Recon and Heavy Weapons Company if Organization is there. Usually too early for a minor.
Mountaineers, Combat Width 25
- For a major
- Flexible
- Special forces
King of the mountains. 11 Mountaineers battalions, 1 Artillery, companies: Support Artillery, engineers, Field Hospital. Two Heavy Weapons Companies in the regiments. Built for mountains and hills. One of these often holds several enemy divisions thanks to its buffs. Almost useless on other terrain — do not drag them onto plains. By the cap, any country fields at least 2.
Artillery gives Soft Attack for counter-attacks, the hospital cuts losses, heavy companies raise defense. A major template.
A minor can drop the hospital and one or two Heavy Weapons Companies — the width still fits mountains. Upgrade: a third Heavy Weapons Company and recon if you have Mountaineers research level 2–3 or the special-forces doctrine.
Pros
- Strong defense and attack in mountains.
- Loses few people.
- Can hold and hit.
Cons
- Lots of artillery and Support Equipment.
- Expensive.
- Useless on other terrain.
| Resource | Per division |
|---|---|
| Manpower | 13080 |
| Infantry Equipment | 1610 |
| Support Equipment | 70 |
| Towed Artillery | 36 |
| Truck | 20 |
| Combat Width | 25 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 26,160
- Infantry Equipment
- 3,220
- Support Equipment
- 140
- Towed Artillery
- 72
- Truck
- 40
Verdict. Strong mountain template for a major. A minor can afford it if you drop Heavy Weapons Companies and Field Hospital. You can make it stronger: another Heavy Weapons Company and recon if Organization is there.
Marines, Combat Width 25
- For a major
- Flexible
- Special forces
Same lineup as the mountain template, but this is the king of marshes. 11 Marines battalions, 1 Artillery, the same companies and two Heavy Weapons Companies. Also works on landings. Do not hold dry plains or other terrain — no buffs there. Cap is again at least 2 divisions for any country.
The minor cut is the same: drop the hospital and heavy companies if industry cannot take it. You can also upgrade — a third Heavy Weapons Company and recon after Marines research level 2–3 or the special-forces doctrine. Cost matches the mountain one.
Pros
- Strong defense and attack on marshes.
- Loses few people.
- Landings too.
Cons
- Lots of artillery and Support Equipment.
- Expensive.
- Useless on other terrain.
| Resource | Per division |
|---|---|
| Manpower | 13080 |
| Infantry Equipment | 1610 |
| Support Equipment | 70 |
| Towed Artillery | 36 |
| Truck | 20 |
| Combat Width | 25 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 26,160
- Infantry Equipment
- 3,220
- Support Equipment
- 140
- Towed Artillery
- 72
- Truck
- 40
Verdict. Marshes and landings, majors first. A minor — a lighter version without the hospital.
How I picked the templates
First I sketched a lot of variants. Then I tested them in a real game — whether they actually live in a full campaign, not only on paper. I checked if a minor or a major industry can field the template, and whether it really stands against the enemy.
I fiddled with width carefully: 10, 15, 20 and 25. Ten fits 50, 60, 70 and 80 Combat Width; I left 25 for mountains and marshes — base width there is 50, and this size feels more confident. Then I fitted economy: what you can build from scrap without real vehicles, where you already need Medium SP Anti-Air on 7–10 factories, and what only a large power can afford.
I did not smear special forces along the whole line — the cap does not allow it. So Rangers, Mountaineers and Marines only got the directions where terrain actually buffs them.
I tested every template in live games, not in a vacuum designer. If the division held cheap Infantry against normal AI — I kept it. If it only worked in perfect conditions and fell apart on the next tile — it was gone, no mercy.
Bottom line
Defense in HoI is not one “correct” template for every case. It is a line for your industry and a slice of special forces for the map. It will not hold top tanks — that is by design. Against the AI it is enough if you do not put one division per tile and do not mash all seven into one mess.