Best Paratrooper Template 2026

Article · Paratrooper template

Best paratrooper template in Hearts of Iron IV

Two ready Paratroopers templates: what to build in the Division Designer, how they differ, and which to take if you just started.

Which template you need

First

Lots of small divisions

Works for any country. You drop a swarm, sit on railways, and wait for the main army to walk in. If the enemy attacks right away, this division is almost certainly dead. That is fine: 2,000 manpower and 260 Infantry Equipment is a cheap loss.

Second

A bit tougher, to hold a tile

When you cannot give the tile up at once: a Supply Hub, a port, or a capital. Engineers and Heavy Weapons Companies add a little Defense; Airborne Light Armor puts armor on the whole division. The cap only fits 4 of these. A few enemy divisions will still kick you off.

How to choose. Unsure? Take the first one, two battalions. Ten tiles in the enemy rear usually do more than one stronger division that regular infantry still wipes. The second template is worth it once you can time the main army and you are ready to research the Special Forces doctrine and build Light Tanks.

What to put in the designer

Two templates. A paradrop needs Transport planes, the Paratroopers I technology, and enough Air Superiority in the region (70%) — otherwise you cannot even issue the Paratroop Order. Do not put Artillery in line battalions or support: it cannot drop. That is why these divisions attack poorly. They exist to grab tiles, not to punch a front. More divisions means more tiles.

Paratroopers, Combat Width 4

  • Cheap
  • Mass
  • Any country

This is the template I run most. Not because it fights well — it fights badly. Two Paratroopers battalions, no Support Companies. Combat Width 4. The Special Forces cap starts at 24 battalions, so you can field 12 of these. Twelve occupied railway tiles hurt the enemy more than one fat paratrooper division sitting in open country.

Division Designer: cheap paratrooper template, 2 Paratroopers battalions and no Support Companies
2 Paratroopers battalions. No Support Companies: only what can drop without doctrines or tanks.
2× Paratroopers

One Paratroopers battalion is Combat Width 4, 1,000 manpower and 130 Infantry Equipment. Two battalions: 2,000 men and 260 rifles. Skip Support Companies — each one spends men and gear, and this template is about staying cheap. You want as many divisions as possible so you can sit on as many tiles as possible.

In combat this division almost always loses. If the enemy walks infantry onto you, you get pushed and often wiped: there is nowhere to retreat, you are already behind their line. The loss is small; you can rebuild it. The drop works when you took the tile and the main army got there. If the army is late, the divisions just die.

If they die, it still hurts less than losing expensive ones. These divisions are meant to be expendable: grab as many tiles as you can.

Cost of the cheap paratrooper template
ResourcePer division
Manpower2000
Infantry Equipment260
Combat Width2
Special Forces battalions2
Divisions from the base cap12

Total for all divisions

Total from the table above, for the number of divisions of this template you pick.

Manpower
24,000
Infantry Equipment
3,120
Pros
  • Very cheap: 2,000 manpower and 260 Infantry Equipment.
  • Any country can field 12 of these from the base Special Forces cap.
  • More divisions means more tiles taken and more supply cut.
Cons
  • Barely holds in combat.
  • Most fights end with the division destroyed.
  • Will not hold the tile if the enemy attacks at once.

Verdict. Start here. Drop where the main army will arrive soon. If you throw the drop first and only then wonder how to save it, you will lose all 12 divisions.

How to use it

These divisions are cheap and you have many of them — drop them deep in the rear, not on the front line. The point is not to win a fight. It is to take useful tiles: railways, ports, capitals, air bases. The farther from the front and the more important the tile, the longer the enemy sits without supply, and the more troops they have to peel off the line to dig you out.

Do not land next to packed enemy infantry: they delete you and you get nothing. Draw troops away, take a capital if you can, then wait or hop neighbouring tiles until the main army arrives.

Map: cheap paratrooper divisions dropped deep behind the line on important tiles
First template: far from the front, on useful tiles in the rear.

Which of the two to take

Do not pick by which template looks stronger in the Division Designer. The second always fights harder. Ask how many tiles you will take, and whether the main army arrives while the drop is still alive. I take the first more often: 12 divisions on railways wreck enemy supply worse than 4 tougher paratrooper divisions that regular infantry still clears sooner or later.

Comparison of the two paratrooper templates
Stat Lots of divisions To hold a tile
In the regiments2 Paratroopers battalions6 Paratroopers battalions + two Heavy Weapons Companies
Support CompaniesNoneEngineer Company, Airborne Light Armor
Combat Width212
Special Forces battalions26
Divisions in the base cap124
Manpower20007280
Infantry Equipment260850
Light TanksNone24
When to take itYou want many tilesYou need to hold one important tile

Right after the drop, do not expect the division to fight like regular infantry. If it is encircled (enemy on every side — a pocket), Defense drops 30%. For the first 48 hours after a paradrop, combat is another 30% worse — that is how drops work, not a bad template. So the first template is not supposed to win fights. It is supposed to sit on a railway while the enemy goes without supply. The second shrugs those penalties off a little better. It does not cancel them.

After you land, do not camp: keep taking ground and pull enemy troops toward you.

Bottom line

Paratroopers are for landing in the rear, not for attacking the front. Two battalions and no Support Companies is the default: 12 divisions, cheap, lots of tiles. Six battalions, Engineers, two Heavy Weapons Companies and Airborne Light Armor — if one important tile has to last a couple of days. No Artillery in either template: you cannot paradrop it. A good drop is the one that hurts enemy infrastructure most: railways, Supply Hubs, air bases.