Best Motorized Division Template 2026
Article · Motorized Infantry template
Best Motorized Infantry templates in Hearts of Iron IV
2 ready templates I built myself and tested in a live campaign: a cheap one at 10 Combat Width and a pricier one at 20. This is not a tank fist. Motorized Infantry without tanks is weak in this game — but its speed still seals pockets.
Which template should you pick?
The first template is «Motorized Infantry» at 10 Combat Width. Grab it if you are playing a minor: when military factories are scarce, you either skip tanks or cannot afford them yet, but you still need a blitzkrieg. In this game this division will not break an enemy defense on its own. It has a different job: once someone else punches through a tile (tanks, artillery-backed infantry — whatever), these truck-borne divisions rush the rear and seal pockets. You can spam them in bulk because the template is cheap by design. Most strong players spam exactly this template when they want to play through Motorized Infantry.
The next template is «Motorized Infantry» at 20 Combat Width. Take it if you sit on plenty of military factories and play a major. This division costs more, but it both presses a tile hard and can then hold it against counterattacks. If you are a minor dead set on trying it anyway, drop the two «Heavy Weapons Company» — just so your industry can keep up with the template.
Bluntly: Motorized Infantry as a standalone division is weak in this game. At its best it runs alongside tanks in the same template, not instead of them. If you can already afford a 20 Combat Width template, you can almost certainly put together a tank template at the same width — and it will hit harder.
I would rather save up for tanks at 10 or 20 Combat Width than build Motorized Infantry templates. Tanks seal pockets with confidence, crack dug-in defenses, and generally win wars. Now to the templates themselves.
2 ready templates
Motorized Infantry, Combat Width 10
- Cheap
- Spammable
- For a minor
5 «Motorized Infantry» battalions and an «Engineer Company». A template for a minor if you want a fast blitzkrieg or are not fielding tanks at all. Breakthrough is not the point here. There is almost no Soft Attack: a single such division will not break a dug-in enemy head-on. Trucks bring the speed — and that speed makes pockets. The tactic is simple: breakthrough divisions (a tank template, or at least an infantry template that can punch) tear a hole, and these divisions rush the rear en masse, cut supply and seal the pocket. I deliberately skipped Combat Width 2, 6 or 8: those divisions get wiped out entirely the moment the enemy counterattacks them. A 10-width division can still hold the tile for a while after taking it.
The template is cheap by design. If the division gets encircled deep in the rear — annoying, but no disaster: you are not losing hundreds of tanks. Almost any country that can build Trucks can afford it. You can slot Support Artillery into the support slots or a «Heavy Weapons Company» into the regiment. I usually skip both: the division gets pricey fast, and the whole point is spamming it in bulk and not mourning every lost division.
Pros
- Thanks to the price tag, you can field a great many divisions.
- After taking a tile, it keeps holding it for a while instead of getting wiped on the spot.
- The Combat Width fits the terrain without extra pain.
Cons
- If it pushes deep into the rear, the division usually just gets destroyed.
- It will not crack a defense solo: there is almost no Soft Attack.
- The enemy only needs to engage it — and it is easily pinned down.
| Resource | Per division |
|---|---|
| Manpower | 6300 |
| Infantry Equipment | 510 |
| Truck | 175 |
| Support Equipment | 30 |
| Combat Width | 10 |
Total for all divisions
Total from the table above, for the number of divisions of this template you pick.
- Manpower
- 75.600
- Infantry Equipment
- 6.120
- Truck
- 2.100
- Support Equipment
- 360
Verdict. Take it if you are a minor and can build Trucks. The concept is cheap long «worms» across enemy ground: losing one such division will not sink the campaign. Do not expect this template to break the front on its own.
Motorized Infantry, Combat Width 20
- Expensive
- Specialized
- For a major
10 «Motorized Infantry» battalions, Support Artillery and an «Engineer Company» in the support slots, two «Heavy Weapons Company» in the regiment. This is no longer a cheap throwaway template. A template for a major: the division can both press an enemy tile and then hold it against counterattacks — not just race past. That is why losing it stings in this game. Do not push it deep into the rear: the enemy will readily encircle and destroy it, and that already hurts. The «worms» on the map turn out nicer than the 10-width's, but this is still no tank wedge.
If you are a minor dead set on this template anyway, drop the two «Heavy Weapons Company» — otherwise your factories may not keep up with the Trucks and Support Equipment. An upgrade once your Organization allows: a «Motorized Recon Company», so terrain hits you less hard. Just never mount a «Cavalry Recon Detachment» — it nearly halves the division's speed. A template for enthusiasts: if your industry already sustains this motorized template, it will almost certainly sustain a tank template at 20 Combat Width too — and top players pick that one far more eagerly. Motorized Infantry without tanks is weaker in a fight: faster than foot infantry, but it punches worse than a proper tank.
Pros
- Can both assault a tile and dig in on captured ground.
- «Worms» and pockets come out more reliably than with the 10 Combat Width template.
- The Combat Width fits the terrain well.
Cons
- Pricey: lots of Trucks, Support Equipment and Manpower.
- Losing even one division already hurts.
- If you can build this — build a tank template at 20 Combat Width instead.
| Resource | Per division |
|---|---|
| Manpower | 13080 |
| Infantry Equipment | 1070 |
| Towed Artillery | 12 |
| Truck | 350 |
| Support Equipment | 40 |
| Combat Width | 20 |
Total for all divisions
Total from the table above, for the number of divisions of this template you pick.
- Manpower
- 78.480
- Infantry Equipment
- 6.420
- Towed Artillery
- 72
- Truck
- 2.100
- Support Equipment
- 240
Verdict. Take it if you are a major and want Motorized Infantry for both brawling and blitzkrieg. Do not drive the division deep into the rear on its own. A «Motorized Recon Company» fits in once Organization allows. If your factories already sustain this template — spend them on tanks at 20 Combat Width instead.
How I picked the templates
First I sketched a few Combat Width and composition variants. Then I test-drove them in a live campaign: not a «pretty number in the Division Designer», but whether the Motorized Infantry division actually rolls across enemy ground, whether the Trucks keep up, and whether it collapses under the first counterattack.
I tuned Combat Width separately. The 10 exists to spam in bulk and slip into the rear without going broke. The 20 already assaults and holds the tile. I wanted Combat Width 36 as a third template: fatter on paper. In practice that Motorized Infantry could not crack even the first defensive echelon, while by that point the 20 Combat Width template had already punched the hole. So I cut 36 from the lineup.
I also checked who can even sustain this. Running a minor with few factories — only the cheap 10 fits the bill. Running a major with factories already tooled for vehicles — the 20 is buildable, but then be honest with yourself: would those same factories do more as Medium Tanks or SPGs? Motorized Infantry without tanks in the same template is weak in this game: you keep the speed, you lose the tank's punch.
Bottom line
Motorized Infantry in Hearts of Iron 4 means speed and pockets — not a substitute for a tank wedge. Running a minor with few factories — spam the cheap 10 and do not expect it to break the enemy defense on its own. Running a major and already affording a 20 Combat Width template — you can almost certainly afford tanks at the same width too, and they will hit harder. Do not drive the 20-width Motorized Infantry deep into the rear in a lone column: the loss will sting, and you still get no tank-grade punch.