Best Infantry Template 2026
Article · Infantry division templates
Best infantry division templates in Hearts of Iron IV
Ten infantry templates I built and ran myself in single-player HoI: cheap defense for a minor, an armored infantry division through “Medium SP Anti-Air”, attack at Combat Width 15 and 36. This is not the Tank Designer and not an SP Artillery template — it is the lineup in the Division Designer.
This is an article on the infantry division template in HoI: what to put in the Division Designer so the front does not fall apart and so you have something to attack with. Not about the Tank Designer and not about “which gun to hang on SP Artillery” — about the division lineup.
A regular infantry division holds the front with numbers and cheapness. It does not need factories for armor: rifles, engineers, sometimes artillery. An armored infantry division is the same infantry, only “Medium SP Anti-Air” or “Medium SP Artillery” sits inside, and armor counts for the whole division.
The infantry division templates below are laid out by Combat Width: from the cheap ten to the fat 36. The armored infantry division template is separate tabs “Armor 10”, “Armor 20” and “Armor 36”. You pick the infantry template by country: a minor does not copy the USSR, a major does not live on one ten for the whole war.
In the tabs: a screenshot from the designer, the lineup, pros and cons, cost. If you already know why you need infantry — you can leave this block closed.
Which template to pick
One thing before the cards: companies and regiments are the same on the cheap infantry template and on the fat one. Companies — support slots on the right: “Engineer Company”, “Support Artillery”, “Field Hospital”, “Cavalry Recon Detachment”. Regiments — what hangs on the regiments themselves, at the bottom: “Heavy Weapons Company”, “Infantry Guns”. They eat Organization, Infantry Equipment and Support Equipment. If Organization after you build the template is sad or military factories cannot cope — drop the regimental companies. The division gets simpler, but at least it goes to the front fully equipped, not with holes.
For a minor
Take it if there are almost no factories: stamp them in packs and close the front with numbers.
Take it if you can already run cheap “Medium SP Anti-Air”: this is an armored infantry division, not a tank.
Take it if you want both to stand and sometimes hit: a weak major can feed it too.
Take it when you mostly need attack, not a deaf wall.
For a major
Take it for defense if you are a weak or medium major.
Take it not for the whole army, but for important stretches of the line.
Take it when SP Anti-Air already comes off the line and you need hard defense.
Take it if there are no special forces and you have to fight in mountains or marsh.
Take it for the attack when factories and doctrines are no longer whining.
Take it only as a mega-major like the USSR: infantry plus “Medium SP Artillery”.
Infantry division templates
Infantry, Combat Width 10
- For a weak minor
- Cheap
- Defense
The cheapest defensive infantry division template. Five “Infantry” battalions and “Engineer Company”. No tanks, no artillery, no regimental companies. Almost zero research: everyone has infantry from 1936, you unlock engineers early. Combat Width 10 stacks into any land tile as a pack: you are not “holding the front with one fist”, you flood the line with numbers.
One such division will not hold an army. The trick is the price. A minor builds them by the dozen. Against another minor put several on a tile, not one. Against tanks there is no Soft Attack and no armor: if the neighbor already has tanks, you can later add “Support Anti-Tank” to the companies if Organization allows. You can also add “Support Artillery” after doctrines — a bit of Soft Attack appears, but the division gets more expensive and starts eating Towed Artillery.
There are no regiments here on purpose. If you really want “Heavy Weapons Company” — put it only when Organization does not fall through the floor and Support Equipment is actually being stamped. Otherwise drop it: a full cheap division is better than a pretty template with holes.
Pros
- It costs almost nothing, you can stamp them in packs.
- Little research: infantry and “Engineer Company”.
- Width 10 packs a tile conveniently.
Cons
- It wins with numbers, not quality. One division will not close the front.
- Empty against tanks until you put anti-tank.
- Almost no Soft Attack: the counterattack is weak.
| Resource | Per division |
|---|---|
| Manpower | 5300 |
| Infantry Equipment | 510 |
| Support Equipment | 30 |
| Combat Width | 10 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 63 600
- Infantry Equipment
- 6 120
- Support Equipment
- 360
Verdict. Take it as a weak minor if there is no equipment. Make many. Watch Supply: even a cheap pack eats if you stuff the tile full. Anti-tank and Support Artillery — only if Organization and factories allow.
Armored infantry, Combat Width 10
- For a minor
- Armor
- Defense
This is an armored infantry division template, not a tank one. Four “Infantry” battalions, one “Medium SP Anti-Air” battalion, “Engineer Company”. The division lives off SP Anti-Air armor: if the enemy has no tanks and anti-tank, armor simply does not let part of the damage through. SP Anti-Air also cuts the penalty from enemy air and shoots planes down. Organization is sadder than on the naked ten, but playable.
Make the SP Anti-Air design itself cheap, armor to the max. An interwar chassis is enough: you do not have to wait for 1938–40. A light gun and a basic anti-air piece are a fine idea — you are not building a “tank killer”, you hang armor on infantry. A few military factories on SP Anti-Air — and in a year or two you have vehicles for a pack of these divisions. 1–2 armored ones sit well on a tile with regular tens beside them.
No regiments. “Heavy Weapons Company” is worth adding only after the infantry subdoctrine, if final Organization does not collapse. If industry cannot feed SP Anti-Air — go back to naked 10 CW, do not copy armor “because it looks pretty”.
Pros
- Armor cuts part of enemy damage.
- Less pain from aircraft, plus it shoots planes down.
- A minor can afford it on an interwar chassis.
Cons
- You need military factories and anti-air gun research.
- Organization is worse than on naked infantry 10.
- One such tile will not hold a strong major with tanks.
| 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. On defense clearly tougher than the naked ten. Take it toward the war if SP Anti-Air actually comes off the factories. Interwar chassis, armor first. “Heavy Weapons Company” — only if Organization after doctrines does not fall through the floor.
Infantry, Combat Width 14
- For a minor
- Weak major
- Flexible
A flexible infantry division template: seven “Infantry” battalions, “Engineer Company” and “Support Artillery” in the companies, “Heavy Weapons Company” and “Infantry Guns” in the regiments. Combat Width 14. This is no longer “just stand”. Soft Attack appears from artillery in the company and Infantry Guns in the regiment. Defense is alive too: more men than on the ten, engineers dig.
Take it as a confident minor or a weak major when you have a couple of military factories on artillery and Support Equipment. The division can both take a tile back and not fall apart at once if poked. This is not a tank wedge and not mountaineers: it works on plains and ordinary forest, it does not promise miracles on marsh.
The regiments here are exactly the case I wrote about above. “Heavy Weapons Company” and “Infantry Guns” eat Organization and equipment. If after you build the template Organization falls so the division dies in a minute of combat, or factories cannot close the queue — drop the regimental companies. You will have seven infantry, engineers and Support Artillery left: poorer in attack, but the template will go to the front whole.
Pros
- It holds and it hits: you do not need two different templates at the start.
- A confident minor and a weak major can feed it.
- You can drop the regiments if Organization or industry cannot feed them.
Cons
- You need research of regimental companies and artillery.
- Support Equipment and Towed Artillery are no longer “free”.
- A fat major with tanks will push this width through if there are few tiles.
| Resource | Per division |
|---|---|
| Manpower | 8020 |
| Infantry Equipment | 740 |
| Support Equipment | 35 |
| Towed Artillery | 16 |
| Combat Width | 14 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 64 160
- Infantry Equipment
- 5 920
- Support Equipment
- 280
- Towed Artillery
- 128
Verdict. A good mid template if you do not want to live on the ten alone. It holds and it hits. If the regiments cannot be fed — drop “Heavy Weapons Company” and “Infantry Guns”, do not break the whole army for two icons.
Infantry, Combat Width 15
- For a minor
- Offense
A mostly offensive infantry division template for a minor. Six “Infantry” battalions, one “Artillery” battalion, “Engineer Company” and “Support Artillery” in the companies. Combat Width 15. Soft Attack here is already clearly higher than on 14 CW without line artillery: an “Artillery” battalion is not a support company, it is a full piece of the division.
You can defend with this too, but the idea is different. You do not flood the front with dozens of cheap fives. You gather a wedge of several such divisions and hit one tile, more often another minor or a thin stretch. Supply already needs watching: artillery eats supplies hungrier than naked infantry.
No regiments. You can add “Cavalry Recon Detachment” if Organization after doctrines allows: terrain penalties a bit softer, attack in forest and hills hurts less. If Organization will not fit or there is no Support Equipment — do not put recon.
Pros
- There is Soft Attack: you can attack, not only stand.
- A minor can feed it if there are factories on artillery.
- You can add recon later, the template does not break from that.
Cons
- More expensive than the ten: rifles, artillery, Supply.
- In deaf defense a pack of tens is often better value.
- No armor: enemy tanks cut you if there is no anti-tank.
| Resource | Per division |
|---|---|
| Manpower | 7100 |
| Infantry Equipment | 610 |
| 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
- 42 600
- Infantry Equipment
- 3 660
- Support Equipment
- 180
- Towed Artillery
- 216
Verdict. Take it when a minor needs to attack, not only paint over the line. “Cavalry Recon Detachment” — if Organization allows. If artillery cannot be fed — sit on 10 or 14, do not copy the fifteen on credit.
Infantry, Combat Width 18
- For a weak major
- Defense
A strong defensive infantry division template for a weak or medium major. Nine “Infantry” battalions, “Engineer Company” and “Support Artillery” in the companies, three “Heavy Weapons Company” in the regiments. Combat Width 18. Lots of men, trenches from engineers, heavy companies add fire support at regiment level. This is a line you are no longer ashamed to put against a regular AI, if you do not leave tiles empty.
Do not confuse it with an attack. Soft Attack is less than on the fifteen with an artillery battalion. You hold. A counterattack is if the enemy himself is spent, not because the division is a “tank in camouflage”. Supply is medium: not an elephant, but not free soup either.
Three “Heavy Weapons Company” is a fat chunk. They eat Organization and Support Equipment. If Organization after doctrines is still low or military factories cannot close the queue — drop one or all three.
Pros
- Lots of infantry: the line holds longer than the ten.
- Heavy companies strengthen defense without SP Anti-Air and SP Artillery.
- A weak and medium major actually stamps this.
Cons
- Three regimental companies hit Organization and equipment.
- Attacking with this is worse than with the fifteen or 36.
- No armor: tanks without anti-tank will be unpleasant.
| Resource | Per division |
|---|---|
| Manpower | 10320 |
| Infantry Equipment | 1000 |
| Support Equipment | 45 |
| Towed Artillery | 12 |
| Combat Width | 18 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 82 560
- Infantry Equipment
- 8 000
- Support Equipment
- 360
- Towed Artillery
- 96
Verdict. Defense for a weak and medium major. Drop the three “Heavy Weapons Company” if Organization or equipment cannot feed them. You do not need this template on the whole map: important stretches — yes, holes are better closed with something cheaper.
Infantry, Combat Width 20
- For a medium major
- Defense
- Important stretches
A strong defensive infantry division template for a medium major. Ten “Infantry” battalions, the same companies: “Engineer Company” and “Support Artillery”, again three “Heavy Weapons Company” in the regiments. Combat Width 20. Fewer of these fit on a tile than tens of width 10. But one division is already a “brick”: lots of men, holds longer.
Important: this is not a template for the whole army. If you cover every hex from sea to sea with it, Infantry Equipment and Support Equipment factories will start crying, and Supply may not cope. Put it on direction capitals, on narrow bottlenecks, on tiles the AI likes to hit. The rest of the line is cheaper to cover with 10 or 18.
Drop the three “Heavy Weapons Company” with the same logic as on 18: if Organization is low or the equipment queue does not close — take the regiments off. Ten infantry with two support companies is still width 20 and still holds better than the naked ten.
Pros
- A fat infantry wall on an important tile.
- A medium major can feed tens of these, not hundreds.
- You can lighten the regiments without breaking the width-20 idea.
Cons
- Expensive to close the whole front with this.
- Supply on thin logistics is no joke anymore.
- No armor, little attack.
| Resource | Per division |
|---|---|
| Manpower | 11320 |
| Infantry Equipment | 1100 |
| Support Equipment | 45 |
| Towed Artillery | 12 |
| Combat Width | 20 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 67 920
- Infantry Equipment
- 6 600
- Support Equipment
- 270
- Towed Artillery
- 72
Verdict. For a medium major on important stretches, not every tile. Drop the three “Heavy Weapons Company” if Organization or equipment cannot feed them. The rest of the front is cheaper to cover with a lighter template.
Armored infantry, Combat Width 20
- For a major
- Armor
- Defense
A very strong defensive armored infantry division template for a major. Nine “Infantry” battalions, one “Medium SP Anti-Air”, “Engineer Company” and “Support Artillery” in the companies, two “Heavy Weapons Company” in the regiments. Combat Width 20. The division again lives off SP Anti-Air armor, not off a medium tank from the Tank Designer. If the AI has no proper anti-tank and tanks, armor cuts part of the damage. Plus SP Anti-Air works against the air.
Build the SP Anti-Air cheap, put the weight on armor. A 1938 or 1940 chassis already fits: you are a major, interwar is not enough if the war drags. Do not hang an expensive gun on SP Anti-Air “because the attack number looks pretty” — you want armor on an infantry division, not a duel with someone else’s tank wedge. Factories for SP Anti-Air must be separate, not the last three after air and tanks.
Drop the two “Heavy Weapons Company” if Organization after doctrines is still thin or equipment is not being stamped. Keep the SP Anti-Air: without it this is just infantry 20 with a hole in width and no armor. If SP Anti-Air cannot be fed at all — do not take this template, sit on naked 18–20.
Pros
- SP Anti-Air armor plus lots of infantry: the line stands hard.
- Enemy air punishes less.
- A major with factories on SP Anti-Air can feed this.
Cons
- You need a 1938–40 SP Anti-Air chassis and factories for it.
- Enemy anti-tank and tanks devalue the armor.
- Not a template for every hex: you will not stock SP Anti-Air for the whole line.
| Resource | Per division |
|---|---|
| Manpower | 10580 |
| Infantry Equipment | 970 |
| Support Equipment | 40 |
| 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
- 63 480
- Infantry Equipment
- 5 820
- Support Equipment
- 240
- Towed Artillery
- 72
- Medium SP Anti-Air
- 240
Verdict. Hard defense for a major that already runs SP Anti-Air. Chassis 1938–40, armor first. Drop the two “Heavy Weapons Company” if Organization or equipment cannot feed them. Do not copy it onto the whole line.
Infantry, Combat Width 25
- No special forces
- Mountains and marshes
- Flexible
An infantry division template for when special forces are not happening. Eleven “Infantry” battalions, one “Artillery”, and in the companies “Engineer Company”, “Support Artillery” and “Field Hospital”. Combat Width 25 — exactly the size the game often uses for mountaineers and marines. There are no mountaineer battalions here, and no marines either. Engineers still cut terrain penalties, the hospital returns men, artillery gives Soft Attack. On mountains and marshes regular infantry is still penalized, but you can live if special forces are not unlocked, the cap is gone, or you simply do not want a second research branch.
The flexibility here is honest: stand, and sometimes hit. This does not replace a mountaineer division in the Alps and does not replace marines on a landing. This is “I have no special forces, and the front is already in mountains / marsh”. On dry plains a cheaper 18–20 is better: here you have extra men, trucks for the hospital, an artillery battalion.
No regiments. The hospital eats Trucks and Support Equipment. If industry cannot feed “Field Hospital” — drop it. Organization after the hospital is usually even easier. Do not drop artillery if you can stamp it: without Soft Attack this is just fat infantry 22 CW that counterattacks poorly.
Pros
- You can fight in mountains and marsh without mountaineers and marines.
- The hospital saves men on bloody terrain.
- Artillery gives Soft Attack.
Cons
- This is not special forces: no mountain or landing buffs.
- Expensive and wide for plains.
- You need artillery, trucks and equipment for the hospital.
| Resource | Per division |
|---|---|
| Manpower | 13320 |
| Infantry Equipment | 1200 |
| Support Equipment | 75 |
| Towed Artillery | 36 |
| Truck | 20 |
| Medium SP Anti-Air | 40 |
| Combat Width | 25 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 53 280
- Infantry Equipment
- 4 800
- Support Equipment
- 300
- Towed Artillery
- 144
- Truck
- 80
- Medium SP Anti-Air
- 160
Verdict. Take it if there are no special forces and you have to fight in mountains or marsh. Drop “Field Hospital” if there are no trucks and equipment. On plains a cheaper 18–20 is better.
Infantry, Combat Width 36
- For a major
- Offense
A strong offensive infantry division template for a major. Fifteen “Infantry” battalions, two “Artillery” battalions, and in the companies “Engineer Company”, “Support Artillery”, “Cavalry Recon Detachment” and “Field Hospital”. Combat Width 36. This is already a fist: lots of Soft Attack, lots of men, recon eases terrain a bit, the hospital returns losses after the meat grinder. Few of these fit on a tile — usually two. You hit a chosen stretch, you do not smear 36 across the whole front.
I left the last company slot empty on purpose. “Support Anti-Air” goes there if the sky is red, or “Support Anti-Tank” if the enemy has tanks. Do not hang both at once “just in case”: Organization may not be enough, equipment will smear — and in that case you would have to sacrifice another company, because you cannot put more than five. Watch the front, put one.
No regiments — it is fat enough. If Organization after doctrines is still thin, drop hospital or recon first, not line artillery: without two “Artillery” battalions the template stops being offensive. If industry cannot feed 68 towed guns per division — do not take 36, sit on 15 or on defense 20.
Pros
- Lots of Soft Attack: the infantry actually attacks.
- Recon and hospital help on a bloody stretch.
- Empty company slot: anti-air or anti-tank for the situation.
Cons
- Expensive: men, rifles, a pile of artillery, trucks.
- Supply on a thin branch sits down easily.
- Not a template for the whole line — only a wedge.
| Resource | Per division |
|---|---|
| Manpower | 17960 |
| Infantry Equipment | 1550 |
| Support Equipment | 70 |
| Towed Artillery | 68 |
| Truck | 20 |
| Combat Width | 36 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 71 840
- Infantry Equipment
- 6 200
- Support Equipment
- 280
- Towed Artillery
- 272
- Truck
- 80
Verdict. An attack for a major when artillery already flows like a river. The fifth company slot — “Support Anti-Air” or “Support Anti-Tank”, not both at once. Drop hospital and recon if equipment and trucks cannot feed them. Do not smear the line with this.
Armored infantry, Combat Width 36
- For a mega-major
- Offense
- Armor
A very strong offensive armored infantry division template. For a mega-major like the USSR. Fifteen “Infantry” battalions, three “Medium SP Artillery” battalions, and in the companies “Engineer Company”, “Support Artillery”, “Cavalry Recon Detachment” and “Field Hospital”. Combat Width 36. This is still an infantry division in the Division Designer: the SP Artillery sits in the regiments as fire-support battalions, not as a separate “SP Artillery template” from the Tank Designer. Three “Medium SP Artillery” pour Soft Attack, the infantry holds Organization and men, and the SP Artillery armor helps you not crumble under return fire as fast as naked artillery.
A subdoctrine like “Self-propelled Support” feeds such divisions better. Without it SP Artillery still works, but worse. You need separate factories: 120 medium SP Artillery per division is not “leftovers after tanks”. Always watch Supply. The empty company slot is again for “Support Anti-Air” or “Support Anti-Tank”: red sky or enemy tanks, not both slots at once.
No regiments. If Organization or industry cannot feed it, drop the hospital and recon. Do not drop the three SP Artillery “to get cheaper” — then it is just infantry 36 without the point of this template. If SP Artillery as a class cannot be fed — take naked infantry 36 with two artillery battalions. This template is early for a minor: wrong factories, wrong doctrines.
If you want, you can swap SP Artillery for medium tanks. Then the weight is on Breakthrough, not Soft Attack, which can even be better for infantry.
Pros
- A pile of Soft Attack plus SP Artillery armor on an infantry division.
- Hospital and recon keep the wedge in a long attack.
- Empty company slot for anti-air or anti-tank.
Cons
- Only a mega-major: 120 SP Artillery per division.
- Supply sits down easily without logistics on the map.
- Late research of the SP Artillery chassis and doctrines.
| Resource | Per division |
|---|---|
| Manpower | 18100 |
| Infantry Equipment | 1550 |
| Support Equipment | 70 |
| Towed Artillery | 12 |
| Truck | 20 |
| Medium SP Artillery | 120 |
| Combat Width | 36 |
Total for all divisions
Total from the table above, for the chosen number of divisions of this template.
- Manpower
- 54 300
- Infantry Equipment
- 4 650
- Support Equipment
- 210
- Towed Artillery
- 36
- Truck
- 60
- Medium SP Artillery
- 360
Verdict. Only for a huge country like the USSR, when SP Artillery is already possible. Fifth company slot — anti-air or anti-tank. Drop hospital and recon if equipment cannot feed them. Early for a minor and a medium major.
How I picked the templates
First I cut away the Tank Designer. In HoI that is another window: there is no “tank template” here and no “SP Artillery template” as a separate vehicle. There is an infantry division template: “Infantry” battalions, sometimes one “Medium SP Anti-Air” battalion or several “Medium SP Artillery” inside the same division. SP Anti-Air at width 10 and 20 is cheap armor for defense. SP Artillery at 36 is Soft Attack for a mega-major. Those are different roles, so they are not dumped into one “for every case” template.
I split countries by industry, not by ego. A tiny minor is fine with width 10. A confident minor — 14 or 15 if it hits itself. A weak and medium major — 18 and 20 to defend important tiles. The fat fist 36 is when factories already produce well. Width 25 I left aside: it is a crutch if there are no mountaineers and marines and the front is already in mountains or marsh. Special forces are better; infantry templates at 25 CW — if there are no special forces.
I put the regimental “Heavy Weapons Company” and “Infantry Guns” where they actually strengthen the division, and I wrote it right there: drop them if Organization falls or industry cannot feed them. The empty company slot on both 36s is not forgetfulness. Support Anti-Air and Support Anti-Tank depend on the sky and on whether the enemy has tanks. In single-player I watched whether industry copes, whether the template defends or attacks the line, whether the war even needs it. Do not copy all ten as a pack into multiplayer: people build harder and more situational.
Bottom line
An infantry division in HoI holds the front with numbers at Combat Width 10 and hits in a wedge at 15 or 36. A minor starts with a cheap infantry template, takes armor 10 if it has factories for SP Anti-Air, and 14 or 15 if it has artillery. A major puts 18–20 on important tiles, armor 20 if SP Anti-Air is already rolling, and 36 when it wants to attack itself. Width 25 is if you have no special forces and the terrain is nasty. Drop the regimental companies when Organization or factories cannot feed them. Fill the empty slot on 36 with Support Anti-Air or Support Anti-Tank according to the war, not both in advance. Without Supply a fat template goes dumb the same way a tank one does.