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Land units
Contents [hide] This is a community maintained wiki. If you spot a mistake then
you are welcome to fix it.
1 Nomenclature
1.1 Division
1.2 Battalion
1.3 Battalion group and regiment
1.4 Support company
2 Statistics
HoI4 Wiki Main Page 2.1 Base stats
Style guidelines
2.2 Combat stats
Recent changes
2.3 Other Stats
Random page
2.4 Equipment cost
Paradox links 2.5 Terrain modifiers
- Wikis 3 Unit types
- Forums 4 Equipment
- Mods
5 Self-Propelled Variants
Tools 6 Division Examples
What links here
Related changes
Special pages Nomenclature [edit]
Printable version
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.
Permanent link
Page information
The terms used in the game (e.g. regiment, brigade) have historically had different meanings in the militaries of different countries. This section explains the significance of these terms as they are defined for this game.

Division [edit]

Main article: Division

Armies are composed of divisions, which is the smallest unit a player can directly control.

Battalion [edit]

Each division consists of 1-25 battalions - also sometimes called line battalions. This is the main fighting force, and the primary source of most statistics. The primary drain of manpower and equipment.

Battalion group and regiment [edit]

All battalions belong to a specific classification or group, such as "Infantry Battalion", "Mobile Battalion" and "Armored Battalion".

Regiments are the "columns" in the template designer. Battalions from different groups must be in different regiments (columns). There is no other effect of regiments. And, as there are 5 regiments/columns but only 3 groups, it is never an issue. There are many other
reasons not to use all 25 battalion slots and/or mix more then 1-2 battalion Groups anyway.

Support company [edit]

In addition to the battalions, a division may have up to 5 support companies. These often provide bonuses that cannot be otherwise obtained. Support companies can be roughly put into 4 unofficial groups:

Artillery, which provides limited artillery tree capabilities for divisions that cannot afford to bring mainline artillery battalions along.
Basic support, which only needs support equipment
Motorized support, which needs support Equipment and some motorized
Recon, which can be Cavalry (infantry weapons, support), motorized (infantry weapons, support, and motorized), armored car, or light tank

Statistics [edit]

This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.

Based on the Battalions, each division has a number of values. The calculation of the final values ranges from simple Addition (Summation), Averages, and Worst to "it is complicated" (Armor and Piercing).

Do keep in mind that some values are also defined by the actual fielded equipment. The Division designer will simply assume the "best" equipment is used. But between equipment loss and capture as well as limited production relative to casualties, often much older
gear might be pulled out of storage. While that will result in every soldier having something to fight with, it will drastically reduce the values. And of course for some divisions, intentional limiting of the usable equipment might be advisable.
In other languages Most of these stats can be improved by building an armored variant (includes tanks and other armored derivatives). However, be aware that increasing one stat will adversely affect a different stat. Reference Variant and Variant Upgrading and Variant Armored units.
Deutsch Researching Land doctrine can also increase stats.
Español
Français Base stats [edit]
Polski
Português Maximum speed. The division travels at the speed of its slowest battalion. Support companies are not counted in this calculation; they are assumed to have the same mobility as the rest of the division.
Русский HP. "HP" is an abbreviation for "hit points." This is the ability to absorb damage and is largely a function of manpower and role. HP (manpower & role) and equipment are also tied to "strength" in the game. Division HP represents how many hits or damage the division
can take before it is destroyed and is the sum of all the HP of its battalions and companies. Battalions of Mechanized Infantry have 30 HP; Cavalry, Infantry, and Motorized Infantry have 25 HP; Paratroopers 22 HP; Mountain Infantry and Marines 20 HP; Tanks 2 HP;
and line artillery of all kinds have 0.6 HP. Among support elements, Recon, Engineers, Logistics and Field Hospitals have 2 HP; Military Police, Maintenance and Signal companies have 1 HP; and Support Artillery, Anti-Tank, and Anti-Air have 0.2 HP. When a division
takes damage to its HP, the combat stats are reduced proportionally; for example, a division at half of its maximum HP can only use half of its maximum possible attacks or defenses in combat. What is obvious from these numbers is that tanks and artillery are
relatively fragile when it comes to absorbing damage, and it is high-manpower battalions such as infantry of various kinds that enable divisions to take serious damage and continue fighting until their organization is gone. Reference Land battle Damage dealing.
Organization. Known as "morale" in previous games, organization is the readiness of a division to perform combat (the willingness of a unit to either continue attacking or to continue holding the province that they are defending). Organization of a division is the
average of all the battalions and companies. Since infantry battalions have much higher organization than other battalion types, it is generally a good idea to mix in some infantry with them; this is especially true of the harder divisions such as tanks (try to use
motorized or mechanized battalions as leg infantry will slow your movement speed). Moving a division causes organization loss at the rate of -0.2 organization per hour (reference Defines NMilitary HOURLY_ORG_MOVEMENT_IMPACT). Organization may also be
lost through attrition or lack of supply (reference Attrition and accidents Organization loss and Logistics Out of supply penalties). A division without organization cannot operate as it is supposed to; it cannot stay in combat or move properly. Battles are always battles of
Organization depletion (reference Land battle Damage dealing) and, depending on who the attacker is, reaching 0 has one of two effects:
If the attacker, then the division will stop attacking and will either stay in, or return to, the region it came from. Any movement progress is lost. It cannot be ordered to attack again until Organization has recovered a decent amount.
If the defender, then the division will try to flee - leaving the province to the nearest friendly one. If it cannot leave the province, then it will simply be taken out of the fight until all combat in that province ceases or it is overrun.
Recovery rate. All divisions that are not in combat regenerate Organization at a fixed rate. This stat is additional regeneration on top of that, allowing a division to be better prepared for more combat. A division can suffer from a recovery rate penalty if it lacks supply.
Reference Logistics Out of supply penalties. The average of all battalions and companies.
Recon. Contributes to reconnaissance during battle. In any combat the side with a reconnaissance advantage (from divisions and the general) over their enemy has more information about how their adversaries' forces are deployed and are more likely to pick better
Stop! Cookie time tactics for the day (reference Combat tactics). Adding a recon support company will give an extra reconnaissance points bonus to the commander in charge of your division during battle. Reference Support Companies technology.
Suppression. Ability to suppress local resistance (reference Occupation). How well the division will stop the formation of partisan forces and their activities. The sum of all battalions and companies.
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Weight. How large or "heavy" the unit is. The higher the number, the more convoys are needed when in naval transfer and the more planes are needed to drop paratroopers. The sum of all battalions and companies.
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Supply use. How much supply the unit consumes per day. Please read Supply on the significance of this. Adding a Logistics support company will reduce your division's daily supply consumption. Reference Support Companies technology. The sum of all battalions
continue to use this website.
and companies.
Reliability. Reliability is the resistance to military equipment breakdown and subsequent loss. Higher reliability reduces the chance of equipment breakdown and loss during combat or from attrition. Reference Land battle Damage dealing and Attrition and accidents.
Incorporating a Maintenance support company (reference Support Companies technology) into your division will grant a bonus to each equipment type's reliability.
Trickleback. Normally Manpower that is lost in combat, just vanishes. While the Manpower pool does regrow to its maximum, this is very slow. Trickleback is a portion of casualties that can be saved and returned to the Manpower pool, conserving manpower. This is
provided by the Field Hospital support company. Reference Support Companies technology.
Exp. loss. How much experience is lost when a unit suffers casualties. A high negative is better. A Field Hospital support company can reduce experience loss from casualties. Reference Support Companies technology. Note that there is additional XP loss for
bringing in reinforcements.

Combat stats [edit]

Soft attack. How many attacks made each hour against the soft parts of an enemy division. In combat, this stat gives the number of attacks the unit can make against a target with low hardness (such as infantry or cavalry) instead of high hardness, armored targets
(such as tanks and tank variants). The sum of all battalions and companies.
Hard attack. How many attacks made each hour against the hard parts of an enemy division. In combat, this stat gives the number of attacks the unit can make against a target with high hardness (such as tanks and tank variants). The sum of all battalions and
companies.
Air attack. How much damage a unit can do against enemy airplanes. It can reduce the effectiveness of enemy aircraft attacking your division (capability of shooting down enemy aircraft). High air attack can also help to counter enemy air superiority effects. The sum
of all battalions and companies.
Defense. Known as "defensiveness" in previous games. This stat represents the number of defenses the division has when defending a province, that is, how many attacks it can avoid. When a division has no defenses left, it is more probable that it is hit when in
combat and cannot hold its defensive position as well. Higher defense allows a division to hold the line longer with fewer casualties. Sum of all battalions and companies.
Breakthrough. Known as "toughness" in previous games. This works like defense, except it applies when the division is attacking a province. This stat represents the number of defenses the division has when attacking, that is, how many of the defender's attacks it
can avoid. When the division has no defenses left, it is more probable that the division will be hit when in combat and cannot sustain the offensive as well. Higher breakthrough allows a division to continue attacking the line more effectively. The sum of all battalions
and companies.
Armor. It halves the number of soft and hard attacks made against the division if the attacking division's piercing is less than the defending division's armor. Higher armor than the enemy's piercing will also increase the number of unit attacks in combat and change the
organization damage dice roll per attack from 1d4 to 1d6 as the unit can move around the battlefield more freely without getting pinned or damaged. A division's armor is equal to 30% of the highest armor in the division plus 70% of the average armor in the division (or
rather from testing, 70 % of the combined divisions armor divided by number of battalions + 1). Armor is not a property of unit type, only of its equipment.
Piercing. Represents the ability of a division to pierce armor and pin down armored forces, restricting the movement. If the value is higher than the enemy's armor value, then the division suffers no penalty to its attacks. A division's piercing is equal to 40% of the
highest piercing in the division plus 60% of the weighted-average piercing of all battalions in the division.
Initiative. Higher initiative speeds up battle planning, so 20% initiative, as from a level 1 signals company, speeds up 2%/day planning to 2.4%/day. Higher initiative also increases the chance of a division joining a battle from the reserves.
Entrenchment. Represents the ability of a unit to build temporary defensive structures like trenches and pick favorable defensive positions like hills, to better defend against an enemy attack. Entrenchment level is mentioned in the army selection. Divisions build up
entrenchment hourly when not engaged in combat and stationary (not moving). It provides a massive bonus when defending the province, going as far as an outright force multiplier.
Combat width. Represents the room that the division takes up while fighting at the front line. In order to fit into battle, the division needs to fit into the combat width provided by the battlefield (typically 80 width). The less width that each division takes, the more
divisions that can fire upon the enemy at the same time. However, making many thin divisions also has it's tradeoffs. Different battalion types increase the combat width of a division by a different amount. For example, infantry and armored battalions use 2 width,
artillery battalions use 3 width, and anti-tank and anti-air battalions use 1 width. Support companies do not increase the combat width of a division (see Divisions for details). The Mass Assault doctrine tree has options that reduce the combat width of infantry battalions
(from 2 width to 1.6 width). The Field Marshal Offensive Doctrine trait also reduces combat width when on the attack. The sum of all Battalions. Combat width notes:
The normal maximum combat width provided by the battlefield is 80.
If attacking divisions come from more than one province, then another 40 width is added to the battlefield for each province.
Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. However, numbers divisible by 4 will also work well.
Only full divisions can join a fight.
Fielding more divisions than the battlefield width supports will result in penalties. When this happens, the Battle Interface will automatically put these extra divisons into reserve.
Frontage Reduction can reduce the amount of width taken up by divisions, thus allowing more to be used or slightly bigger divisions to be fielded.
Hardness. Represents what proportion of the division is made up of battalions which are armored and protected, that is, how "hard" (armored) the division is—the proportion of hard attacks to soft attacks it receives. Different battalions have different levels of
hardness, for example, infantry being very "soft" (0%), mechanized infantry being quite hard (60-84%) and super heavy tanks being very hard (99%). Multiply this with the attacker's hard attack and multiply 1-hardness (i.e. softness) with the attacker's soft attack to
find out how many attacks are made against the division. Divisions with high hardness will suffer more hard attacks and fewer soft attacks. Divisions with low hardness will suffer more soft attacks and fewer hard attacks.

Other Stats [edit]

Fuel capacity: How much fuel a unit can store. Higher fuel capacity means that the unit will be able to operate at full capacity longer when it lacks fuel supply.
Fuel Usage: How much fuel a unit uses while it is operating. Land units with fuel consumption will consume fuel in idle as well, but combat, movement, or training will further increase the consumption.
Paradrop: A simple true/false check if the division can be paradropped. For it to be true, all Battalions must be Paratroopers. However, Companies can be mixed in freely.
Special Forces Cap: All Special Forces Battalions are under a country cap. Divisions cannot be changed, trained, given a different template or have their template adjusted if that would result in exceeding that cap. Reference Infantry technology Special forces.

Equipment cost [edit]

Each division will require a certain amount of manpower, equipment, and training time to produce. Most of these values are simply a sum.

However, training time is the exception. It is based on the longest training time of any Battalion or Company. Reference Army planner Training and Command Group Exercise.

Terrain modifiers [edit]

Main article: Terrain

Terrain can influence the performance of different unit types in offense, defense and even movement. Terrain modifiers are averaged between all Battalions, but the Support Companies (Engineer and Recon only) are additive.

Unit types [edit]

This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.

NOTE: The table below is not fully accurate. The table below is prepared using first generation equipment. Detailed information for subsequent generations will be found in Land units by unit and for a comparison of equipment of equivalent generation: Land units by year.
Generally non-combat statistics are defined per battalion. But combat statistics are a function of equipment and thus not static. Additionally, battalions add modifiers to its equipment. For example, a Marine combat battalion adds +30% Breakthrough to its infantry
equipment while an artillery support company has a -40% Soft Attack, -40% Hard Attack, -40% Defense, and -40% Breakthrough to its artillery equipment.

Things are a little more complicated for Mechanized battalions. They use both Weapon and Mechanized equipment and the stats are a sum of both pieces of equipment (with a 10% bonus to Weapon Soft Attack and 500% bonus to Weapon Hard Attack).

Anti-air, anti-tank, and artillery are available as battalions placed in the brigade columns, or as support companies in the support column. Support companies of AA, AT, or Arty have fewer guns than line battalions. Divisions can have both support and line versions.
However, since a line battalion puts out more firepower than a smaller support unit, many commanders would prefer to have the extra firepower of a full battalion and leave the support slot open for a specialist company.

Base Cost Equipment Stats (for most basic equipment, advanced versions here: Equipment/Land units by year)
NATO Equipment
Category Unit Icon Special Category Soft Hard Air Fuel Fuel Prod Unit
Symbol HP Org. Recov. Suppr. Weight Supply Width Training Equip. Modifier Speed Defense Breakthr. Armor Pierce Hardness
Effects Manpower Atk. Atk. Atk. Capacity Usage Cost

Front line,
100 Infantry foot infantry,
Infantry +25.0 60 0.3 +1.5 +0.5 +0.07 +2.0 1000 90 4.0 +3.0 +0.5 +20.0 +2.0 1 0% 0 0 +43.0 Infantry
Equipment all infantry,
all army
100 Infantry Front line,
Equipment, +60% Max foot infantry,
Bicycle +25.0 60 0.3 +2.0 +0.5 +0.07 +2.0 1000 90 6.4 +3.0 +0.5 +20.0 +2.0 1 0% 0 0 +83.0 Bicycle
10 Support Speed all infantry,
Equipment all army
Front line,
140 Infantry +30% foot infantry,
Mountain +20.0 70 0.4 +1.0 +0.5 +0.07 +2.0 1000 120 4.0 +3.0 +0.5 +20.0 +2.6 1 0% 0 0 +60.2 Mountain
Equipment Breakthr. all infantry,
all army
Front line,
150 Infantry +30% foot infantry,
Marines +20.0 70 0.4 +1.0 +0.5 +0.06 +2.0 1000 120 4.0 +3.0 +0.5 +20.0 +2.6 1 0% 0 0 +64.5 Marines
Equipment Breakthr. all infantry,
Infantry all army
Front line,
130 Infantry foot infantry,
Paratrooper +22.0 70 0.4 +1.0 +0.5 +0.06 +2.0 1000 150 4.0 +3.0 +0.5 +20.0 +2.0 1 0% 0 0 +55.9 Paratrooper
Equipment all infantry,
all army
Front line,
36 Anti-
Anti-Tank +0.6 0 +0.5 +0.10 +1.0 500 120 line artillery, 4.0 +4.0 +15.0 +4.0 75 0% 0 0 +144.0 Anti-Tank
Tank
all army
line artillery,
Anti-Air +0.6 0 0.1 +0.5 +0.10 +1.0 500 120 30 Anti-Air 4.0 +3.0 +7.0 +19.0 +4.0 +1.0 25 0% 0 0 +120.0 Anti-Air
all army
line artillery,
Artillery +0.6 0 0.1 +0.5 +0.20 +3.0 500 120 36 Artillery artillery, all 4.0 +25.0 +2.0 +10.0 +6.0 5 0% 0 0 +126.0 Artillery
army
Rocket 36 Rocket line artillery, Rocket
+0.6 0 0.1 +0.5 +0.20 +3.0 500 120 4.0 +30.0 +1.0 +12.0 +9.0 2 0% 0 0 +144.0
Artillery Artillery all army Artillery
36 Anti-
Motorized Tank, 50 line artillery, Motorized
+0.6 0 +0.5 +0.15 +1.0 500 120 12.0 +4.0 +15.0 +4.0 75 10% 46.08 1.20 +269.0
Anti-Tank Motorized all army Anti-Tank
(Trucks)
30 Anti-Air,
Motorized 50 line artillery, Motorized
+0.6 0 0.1 +0.5 +0.15 +1.0 500 120 12.0 +3.0 +7.0 +19.0 +4.0 +1.0 25 10% 46.08 1.20 +245.0
Anti-Air Motorized all army Anti-Air
(Trucks)
36 Artillery,
Motorized 50 line artillery, Motorized
+0.6 0 0.1 +0.5 +0.30 +3.0 500 120 12.0 +25.0 +2.0 +10.0 +6.0 5 10% 46.08 1.20 +251.0
Artillery Motorized all army Artillery
(Trucks)
36 Rocket
Truck-drawn Truck-drawn
Artillery, 50 line artillery,
Rocket +0.6 0 0.1 +0.5 +0.28 +3.0 500 120 12.0 +30.0 +1.0 +12.0 +9.0 2 10% 46.00 1.2 +269.0 Rocket
Motorized all army
Artillery Artillery
(Trucks)
20 Mot. R.
Mot. R. Artillery, 15 line artillery, Mot. R.
+0.6 0 0.1 +0.5 +0.28 +3.0 500 120 12.0 +36.0 +1.0 +15.0 +12.0 2 10% 50.688 1.32 +277.5
Artillery Motorized all army Artillery
Mobile (Trucks)
Battalions
120 Infantry +60% Max Front line,
Cavalry +25.0 70 0.3 +2.0 +0.5 +0.12 +2.0 1000 120 6.4 +3.0 +0.5 +20.0 +2.0 1 0% 0 0 +51.6 Cavalry
Equipment Speed all army
150 Infantry +40% Max Front line,
Camelry +30.0 70 0.3 +2.0 +0.6 +0.10 +2.0 1000 160 5.6 +6.0 +1.0 +22.0 +3.0 4 0% 0 0 +75.0 Camelry
Equipment Speed all army
100 Infantry
Equipment, front line, all
Motorized Motorized
+25.0 60 0.3 +1.0 +0.75 +0.11 +2.0 1200 90 50 infantry, all 12.0 +3.0 +0.5 +20.0 +2.0 1 10% 46.08 1.20 +168.0
Infantry Infantry
Motorized army
(Trucks)
100 Infantry +10% Soft
Front line, 60%
Mechanized Equipment, Atk. and Mechanized
+30.0 60 0.3 +1.0 +1.0 +0.18 +2.0 1200 120 all infantry, 8.0/10.0/12.0 +3.3 +2.5 +46.0 +6.0 10/15/20 12 72% 92.16 2.40 +440.0
Infantry 50 +400% Hard Infantry
all army 84%
Mechanized Atk.
100 Infantry Front line,
Amtrac Amtrac
+30.0 60 0.3 +1.0 +1.0 +0.18 +2.0 1200 120 Equipment, all infantry, 7.0 +7.2 +1.5 +48.0 +7.0 10 15 192.0 4.0 +450.0
Battalion Battalion
50 Amtrac all army
Front line,
60 Armored
Armored Car +2.0 10 0.3 +2.5 +0.8 +0.14 +2.0 500 180 all infantry, 9.0 +6.0 +2.0 +2.0 +12.0 3 6 65% 30.67 0.8 +240.0 Armored Car
Cars
all army
Front line,
60 Light tank, all
Light Tank +2.0 10 0.3 2.5 +1.0 +0.20 +2.0 500 180 10.0/12.0/14.0 +13.0 +4.0 +4.0 +26.0 10 10 80% 92.16 2.40 +480.0 Light Tank
Tanks armor, all
army
Front line,
Medium 50 Medium tank, all Medium
+2.0 10 0.3 2.5 +1.25 +0.22 +2.0 500 180 8.0/9.0/10.0 +19.0 +14.0 +5.0 +36.0 60 61 90% 138.24 3.60 +600.0
Tank Tanks armor, all Tank
army
Front line,
40 Heavy tank, all
Heavy Tank +2.0 10 0.3 2.5 +1.5 +0.30 +2.0 500 180 5.0/6.0/6.0 +15.0 +12.0 +6.0 +36.0 70 35 95% 168.96 4.40 +1000.0 Heavy Tank
Tanks armor, all
army
Front line,
15 Super
Super tank, all Super
+2.0 10 0.3 2.5 +1.75 +0.40 +2.0 500 180 Heavy 4.0 +38.0 +45.0 +10.0 +74.0 145 146 99% 384.00 10.00 +1500.0
Heavy Tank armor, all Heavy Tank
Tanks
army
Front line,
50 Modern tank, all
Modern Tank +2.0 10 0.3 2.5 +1.5 +0.25 +2.0 500 180 10.0 +33.0 +32.0 +10.0 +84.0 130 131 98% 192.00 5.00 +1400.0 Modern Tank
Tanks armor, all
army
increased
Front line,
attack (+20% 50
Amphibious tank, all Amphibious
+2.0 10 0.3 +1.0 +0.20 +2.0 marsh, +30% 500 180 Amphibious 7.0 +13.0 +4.0 +4.0 +26.0 20 10 80% 192.00 4.00 +500.0
Tank armor, all Tank
river, +50% Tanks
army
amphibious)
Front line,
Light Tank 30 L. Tank Light Tank
+0.6 0 0.3 1.0 +1.0 +0.20 +2.0 500 180 all armor, all 10.0/12.0/14.0 +6.0 +10.0 +4.0 +1.0 10 50 80% 46.08 1.20 +240.0
Destroyer Destroyer Destroyer
army
Medium Front line, Medium
24 M. Tank
Tank +0.6 0 0.3 1.25 +1.25 +0.22 +2.0 500 180 all armor, all 8.0/9.0/10.0 +5.0 +20.0 +5.0 +1.3 60 88 90% 69.12 1.80 +288.0 Tank
Destroyer
Destroyer army Destroyer
Tanks Front line,
Heavy Tank 20 H. Tank Heavy Tank
+0.6 0 0.3 1.25 +1.5 +0.30 +2.0 500 180 all armor, all 5.0/6.0/6.0 +6.0 +25.0 +4.0 +1.0 70 96 95% 84.48 2.20 +500.0
Destroyer Destroyer Destroyer
army
Super Front line,
7 SH. Tank Super
Heavy Tank +0.6 0 0.3 1.25 +1.75 +0.40 +2.0 500 180 all armor, all 4.0 +12.0 +70.0 +7.0 +1.8 145 170 99% 192.00 5.00 +700.0
Destroyer Heavy TD
Destroyer army
24 Modern Front line,
Modern Tank
+0.6 0 0.3 1.25 +1.5 +0.25 +2.0 500 180 Tank all armor, all 10 +10.0 +42.0 +8.0 +2.0 130 165 98% 96.00 2.50 +672.0 Modern TD
Destroyer
Destroyer army
Light SP 36 Light SP All armor, Light SP
+0.6 0 0.1 1.25 +1.0 +0.40 +3.0 500 180 10.0/12.0/14.0 +34.0 +0.5 +4.0 +2.0 5 4 50% 46.08 1.20 +288.0
Artillery Artillery all army Artillery
Medium SP 36 Medium All armor, Medium SP
+0.6 0 0.1 1.5 +1.25 +0.44 +3.0 500 180 8.0/9.0/10.0 +42.0 +1.0 +5.0 +3.0 45 5 65% 69.12 1.80 +432.0
Artillery SP Artillery all army Artillery
Heavy SP 24 Heavy All armor, Heavy SP
+0.6 0 0.1 1.5 +1.5 +0.60 +3.0 500 180 5.0/6.0/6.0 +55.0 +1.0 +4.0 +2.0 45 8 80% 84.48 2.20 +600.0
Artillery SP Artillery all army Artillery
Super Super
12 SH SP All armor,
Heavy SP +0.6 0 0.1 1.25 +1.75 +0.80 +3.0 500 180 4.0 +85.0 +3.0 +7.0 +3.5 100 9 90% 192.00 5.00 +1200.0 Heavy SP
Artillery all army
Artillery Artillery
Modern SP 40 Modern All armor, Modern SP
+0.6 0 0.1 1.5 +1.5 +0.50 +3.0 500 180 10 +80.0 +3.0 +8.0 +4.0 90 10 85% 96.00 2.50 +1120.0
Artillery SP Artillery all army Artillery
Light SP 15 Light SP All armor, Light SP
+0.6 0 0.1 0.75 +1.0 +0.10 +1.0 500 180 10.0/12.0/14.0 +3.0 +1.0 +15.0 +2.0 +2.0 5 5 50% 23.04 0.60 +150.0
Anti-Air Anti-Air all army Anti-Air
Medium SP 12 Medium All armor, Medium SP
+0.6 0 0.1 0.8 +1.25 +0.10 +1.0 500 180 8.0/9.0/10.0 +6.75 +3.0 +22.0 +2.5 +2.5 45 40 65% 34.56 0.90 +144.0
Anti-Air SP Anti-Air all army Anti-Air
Heavy SP 8 Heavy SP All armor, Heavy SP
+0.6 0 0.1 0.75 +1.5 +0.10 +1.0 500 180 +50% Soft 5.0/6.0/6.0 +6.75 +4.0 +17.0 +2.0 +2.0 45 25 80% 42.24 1.10 +200.0
Anti-Air Anti-Air all army Anti-Air
Atk.
Super Super
4 SH. SP All armor,
Heavy SP +0.6 0 0.1 0.75 +1.75 +0.10 +1.0 500 180 4.0 +17.25 +9.0 +50.0 +3.5 +3.5 100 98 90% 96.00 2.50 +400.0 Heavy SP
Anti-Air all army
Anti-Air Anti-Air
Modern SP 12 Modern All armor, Modern SP
+0.6 0 0.1 2.0[1] +1.5 +0.10 +1.0 500 180 10 +13.5 +7.5 +50.0 +4.0 +4.0 90 100 85% 48.00 1.25 +336.0
Anti-Air SP Anti-Air all army Anti-Air
Front line,
Support 24 Anti- Support
+0.2 0 0.1 +0.1 +0.08 300 120 support, all +2.0 +7.5 +2.0 63.7 0 0 +96.0
Anti-Tank Tank Anti-Tank
army
Support Support, all Support
+0.2 0 0.1 +0.1 +0.10 300 120 20 Anti-Air +1.8 +4.2 +15.2 +2.4 +0.6 25 0 0 +80.0
Anti-Air army Anti-Air
Support,
Support Support
+0.2 0 0.1 +0.1 +0.16 300 120 12 Artillery artillery, all +15.0 +1.2 +6.0 +3.6 5 0 0 +42.0
Artillery Artillery
army
Support Support, Support
12 Rocket
Rocket +0.2 0 0.1 +0.1 +0.16 300 120 artillery, all +15.0 +0.5 +6.0 +4.5 2 0 0 +48.0 Rocket
Artillery
Artillery army Artillery
40 Infantry
Cavalry Support, Cavalry
Equipment,
Recon +2.0 20 0.3 +0.1 +0.02 +1 Recon 500 120 front line, all +0.3 +10.0 +1.0 1 0 0 +57.2 Recon
10 Support
Company army Company
Equipment
40 Infantry
Equipment,
Motorized Support, Motorized
10 Support
Recon +2.0 20 0.3 +0.1 +0.02 +1.5 Recon 500 120 front line, all +0.3 0.05 +2.0 +1.0 1 10% 46 1.2 +107.2.0 Recon
Equipment,
Company army Company
20
Motorized
Armored Car Support, Armored Car
24 Armored
Recon +2.0 20 0.3 +0.1 +0.02 +2 Recon 500 120 front line, all +0.6 +0.2 +1.0 +6.0 3 6 65% 30.67 0.8 +96 Recon
Cars
Company army Company
Light Tank Support, Light Tank
24 light
Recon +2.0 20 0.3 +0.1 +0.02 +1 Recon 500 120 front line, all +1.3 +0.4 +2.0 +13.0 10 10 80% 92 2.4 +192 Recon
tanks
Company army Company
Reduced
+5 Max.
values for
Support Entrenchment,
10 Infantry support
improves fort Support,
Engineer Equipment, companies Engineer
+2.0 20 0.3 +0.1 +0.02 & amphibious 300 120 front line, all +1.5 +0.5 +22.0 +3.0 1 0 0 +124.0
Company 30 Support Company
combat, adds army
Equipment
defense
bonus
+20%
Manpower
20
regained,
Field Motorized, Support, all Field
+2.0 20 0.3 +0.1 +0.05 -10% 500 120 0 0 +170.0
Hospital 30 Support army Hospital
Experience
Equipment
lost from
casualties
-10% Supply 10
Logistics Consumption, Motorized, Support, all Logistics
+1.0 10 0.3 +0.1 500 120 0 0 +105.0
Company -5% Fuel 20 Support army Company
Consumption Equipment
+ 5%
Reliability,
Maintenance 25 Support Support, all Maintenance
+1.0 20 0.3 +0.1 +0.03 +5% 500 120 0 0 +100.0
Company Equipment army Company
equipment
capture ratio
40 Infantry
Military +20% Equipment, Support, all Military
+1.0 0 0.3 +0.1 +0.02 500 180 +3.0 +0.5 +20.0 +2.0 1 0 0 +56.0
Police Suppression 10 Support army Police
Equipment
10
Signal Motorized, Support, all Signal
+1.0 20 0.3 +0.1 +0.02 +20% Initiative 500 120 0 0 +105.0
Company 20 Support army Company
Equipment

Equipment [edit]

Main article: Equipment

Equipment is produced by Production Lines. All units use Equipment of some sort. An Equipment Type is a more abstract grouping, such as Medium Tanks. A Division that has a Division template that uses Medium Tanks can use any type of Medium Tank Equipment to fill
its Equipment needs. The statistics of a unit are determined by the statistics of its equipment types. This may be modified by the unit itself; for example, support units typically get penalties to most combat statistics.

Self-Propelled Variants [edit]

This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.

Armored units have the following self-propelled variants in addition to the base "tank" type:

Self-propelled anti-air (SPAA).


Self-propelled artillery (SPA or SPART). Also commonly known as self-propelled gun (SPG).
Tank destroyer (TD). Also lesser known as self-propelled anti-tank (SPAT).

These are found as additional research option tabs on the tank icon in the research tree.

Compared with the towed versions, self-propelled battalions provide the following benefits:

Speed - Towed battalions have a speed of 4.0 km/h (although towed support units match division speed).
Damage - With the exception of AA, considerably higher damage is available.
Armor - General increase in armor values for the division.
Hardness - Towed versions have 0% Hardness.
Reliability - Self-propelled vehicles can have their Reliability stat upgraded. Towed versions are locked at 80%.
Cost - The Production Cost is generally higher for self-propelled variants per battalion, but converting obsolete tanks to self-propelled versions is much cheaper and faster to produce than their towed counterparts in addition to conserving valuable resources.

Motorized units have the following variant:

Motorized rocket artillery.


Motorized artillery.
Motorized anti-tank.
Motorized anti-Air.

Having the ability to switch an existing tank production line to self-propelled variants efficiently is one reason why it may be advisable to divide production of a tank among multiple production lines.

Division Examples [edit]

Historical Divisions

Mechanics
Politics Ideology • Faction • National focus • Ideas • Government • Puppet • Diplomacy • World tension • Civil war • Occupation • Intelligence agency

Production Trade • Production • Construction • Equipment • Fuel

Research and technology Research • Infantry technology • Support Companies technology • Armor technology • Artillery technology • Land doctrine • Naval technology • Naval doctrine • Air technology • Air doctrine • Engineering technology • Industry technology

Military and warfare Warfare • Land units • Land warfare • Division designer • Army planner • Command group • Commander • Battle plan • Combat tactics • Ship • Naval warfare • Aircraft • Air warfare • Experience • Attrition and accidents • Logistics • Manpower • Nuclear bomb

Map Map • Province • Terrain • Weather • State

Events Events

1. ↑ forum:1395828

Categories: 1.5 Units

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