Best Motorized Division Template 2026

Article · Motorized Infantry template

Best Motorized Infantry templates in Hearts of Iron IV

Two ready templates I built myself and ran in a campaign: a cheap one at 10 Combat Width and a fatter one at 20. This is not a tank fist. Motorized Infantry without tanks is weak in this game — but with the speed you can still make pockets.

Which template you should take

The first template is “Motorized Infantryat 10 Combat Width. Take it if you are playing a minor: few military factories, you either do not want tanks or cannot feed them yet, and you still need blitzkrieg. This division will not punch enemy defense by itself. Its job is different: when someone has already broken the tile (tanks, infantry with artillery — does not matter), these divisions on trucks drive into the rear fast and close pockets. You can stamp out a lot of them, because the template is cheap on purpose.

The next template is “Motorized Infantry” at 20 Combat Width. That one is already for a major: more expensive, fewer divisions, but the division both hits the tile and can hold it afterwards. If you are a minor and you really want to try this one, drop the two “Heavy Weapons Company” units — so you can even begin to afford the template.

Honestly: Motorized Infantry as a standalone division is weak in this game. It works properly with tanks, not instead of them. If you can already afford a template at 20 Combat Width made of Motorized Infantry alone, you can almost certainly field a tank template at the same width — and it will be stronger. Tanks are better.

Which template to field

Motorized Infantry, Combat Width 10

  • Cheap
  • Mass
  • For a minor
Division Designer: cheap Motorized Infantry template, 5 battalions, Combat Width 10
5 “Motorized Infantry” battalions. “Engineer Company” on the right.
5× Motorized Infantry Engineer Company

Five “Motorized Infantry” battalions and an “Engineer Company”. A template for a minor if you want a fast blitzkrieg or you are not fielding tanks at all. The point here is not Breakthrough. There is almost no Soft Attack: one of these divisions will not punch a dug-in enemy head-on. Trucks give speed. The tactic is simple: attacking divisions (tanks, or at least infantry that can hit) make a hole, and these divisions drive into the rear in packs, cut supply and close the pocket. I deliberately did not make Combat Width 2, 6 or 8: those divisions fall apart too fast if the enemy counter-attacks them. A ten can still hold the tile a little after the capture.

The template is cheap on purpose. If the division gets surrounded deep in the rear — annoying, but not a disaster: you are not losing hundreds of tanks. Almost any country that can produce trucks can afford this. You can add Support Artillery in the companies or a “Heavy Weapons Company” in the regiment. I usually do not: the division gets expensive immediately, and the whole idea is to stamp out many and not feel sad about every lost one.

Pros
  • Because of the price you can field a lot of divisions.
  • After capturing a tile it still holds it a bit instead of scattering at once.
  • Combat Width sits on terrain without extra pain.
Cons
  • If it drives far into the rear, the division often just gets destroyed.
  • It will not break defense alone: there is almost no Soft Attack.
  • The enemy only needs to start an attack on it — and it stops easily.
Cost of Motorized Infantry Combat Width 10
ResourcePer division
Manpower6300
Infantry Equipment510
Truck175
Support Equipment30
Combat Width10

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 you can produce trucks. The idea is cheap long “worms” across enemy land: losing one division should not break the campaign. Do not expect this template to punch the front by itself.

How I picked the template

First I sketched a few Combat Width and composition variants. Then I ran them in a real campaign: not “the number in the Division Designer looks pretty”, but whether the Motorized Infantry division actually drives across enemy land, whether there are enough trucks, and whether it falls apart from the first counter-attack.

I fiddled with Combat Width separately. The ten is there so you can stamp out many and enter the rear without going broke. The twenty already hits and holds the tile. Combat Width 36 I wanted as a third template: fatter on paper. In practice that Motorized Infantry could not even break the first defensive line, while the 20 Combat Width template still made a hole. So I dropped 36.

I also looked at who can even feed this. If you are a minor and you have few factories — only the cheap ten and trucks. If you are a major and factories already sit on vehicles — the twenty can be built, but then it is more honest to ask yourself whether those same factories are better spent on Medium Tanks. Motorized Infantry without tanks is weak in the game: you get speed, you do not get a tank’s punch.

Bottom line

Motorized Infantry in Hearts of Iron 4 is speed and pockets, not a replacement for a tank wedge. If you are a minor and you have few factories — stamp out the cheap ten and do not expect it to punch the line by itself. If you are a major and you already feed a template at 20 Combat Width — you can almost certainly also feed tanks at the same width, and they will be stronger. Do not send expensive Motorized Infantry far into the rear as a single column: the loss will hurt, and you still do not get a tank’s punch.