Best Marine Template 2026

Article · Marines template

Best Marines template in Hearts of Iron IV

Two working templates for the shore and the water: a light one for a minor, a heavier Marsh one for a major. Not the Marines role — finished templates.

Which template you need

First

For a minor

Light, no Trucks. For a small country, a beginner, or when you need Marines on several coasts and rivers at once. Almost any country can field at least four of these under the Special Forces limit.

Second

For a major

Heavier and dearer: more Artillery, a Field Hospital, Trucks. For a great power or a narrow front where you push through Marsh. Two divisions fill the tile.

How to choose. Unsure — take the minor one. The second only if Artillery, Trucks and Marines II are in reach, and you want one fat Marsh breakthrough, not many beaches at once.

What to field

Two templates. The first is for a minor, a beginner and a long front. The second is for a major or a tight Marsh, if industry can actually output Artillery and Trucks.

Marines 15-width

  • For a minor
  • For landings
  • For a long front

This is the template I build as a minor, when I am about to land, or when I need a long front along coasts and rivers. Simple, no vehicles, and the Special Forces limit usually lets any country field four of these from any start.

Division designer: Marines template for a minor, 6 Marines battalions and line Artillery
6 Marines battalions, line Artillery, Support Artillery and Engineer Company on the right.
6× Marines 1× Artillery Support Artillery Engineer Company

Marines are the spine: they hit on a landing, in Marsh and across a river. Line and Support Artillery add Soft Attack so the division does more than get wet — it actually pushes infantry. The Engineer Company is entrenchment, defense and terrain bonuses, plus a little attack on Amphibious. No Trucks: you do not need rubber.

Only six special-forces battalions. Any country can usually field at least four of these. That is enough for a Naval Invasion and river crossings to punch a bot. The division is fairly cheap on Manpower (7100). Artillery wants 36 per division: 24 from the line and 12 from the company — noticeable for a minor, but you field few of them, so it is livable.

Cost of the minor Marines template
Resource Per division
Manpower 7100
Infantry Equipment 910
Support Equipment 30
Artillery 36
Combat width 15
On a Marsh tile without overflow 3 (four already overflow)

Total for all divisions

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

Manpower
28,400
Infantry Equipment
3,640
Support Equipment
120
Artillery
144
Pros
  • Cheap enough on Manpower, and no vehicles.
  • Fits a minor: at least four divisions from almost any start.
  • Lands decently and fights in Marsh and on rivers.
Cons
  • Will not print thousands of Breakthrough — this is not a tank fist.
  • Already a lot of Artillery for a minor: 36 per division.

Verdict. A working template for a beginner, a minor or a wide front. Use it where it belongs: Marsh, a river crossing, a Naval Invasion. Not the prettiest stats in the designer — but it is built from what almost everyone already has. Marines II is worth it, or Organization and Soft Attack stay soggy.

Which of the two to take

The question is not which template hits harder on paper. The heavy one always hurts more. The question is whether you can field two to four divisions, the Artillery, the Trucks and the Special Forces cap without stripping the rest of the front of regular infantry.

Comparison of the two Marines templates
Item For a minor For a major
Line 6 Marines + 1 Artillery 8 Marines + 3 Artillery
Companies Support Artillery, Engineers Engineers, Field Hospital
Combat width 15 25
Per Marsh tile 3 without overflow 2 exactly
Special forces in the template 6 battalions 8 battalions
Minimum divisions on the base cap 4 3
Manpower 7100 10300
Artillery 36 72
Truck None 20
Who Minor, beginner, long front Major, tight Marsh

Marines can attack — landing, Marsh and river is their job, not “stand in port and wait for a steamer.” The minor template attacks “hard enough to take a beachhead.” The heavy one — “the Marsh is yours, if it is not tanks and if you have supply.” Do not drag either onto dry plains: no terrain bonuses, and you already spent the Special Forces cap.

Bottom line

You build Marines for water, not for “the whole line from sea to sea.” Six Marines, line Artillery, Support Artillery and Engineers is the working answer for almost everyone: landings, rivers, several points at once. Eight Marines, three Artillery, Engineers and a hospital — if you push Marsh and can feed guns and Trucks. Marines II is worth it on both: Organization and Soft Attack are not cosmetics.