- 1 Nomenclature
- 2 Statistics
- 3 Stat Optimizations
- 4 Unit types
- 5 Equipment
- 6 Self-Propelled Variants
- 7 Division Examples
- 8 External Links
Historically the terms used in Hearts of Iron 4 had very different meanings for most of the countries. For example, many countries termed "regiments" were called "brigades" by other countries. Nowadays, "brigade" has various connotations and is in widespread usage as a tactical formation higher than the regiment.
So it is important to understand that the Nomenclature of Hearts of Iron might differ from the player country's miltiary.
Armies are composed of divisions, which is the smallest unit a player can directly control.
The composition of each division is specified by its Division Template. Templates can be created and edited, requiring Army Experience points for each change.
A division that has already been deployed can be switched to a different template at no Army Experience cost. But those can differ widely in equipment and size (turning a 10 width infantry division into a 40 width armor/mechanized Division); one has to consider how that will affect it's readiness:
- Already deployed equipment and manpower stays with the Division
- Excess of either is returned to the global pool.
- If new equipment is missing, then it has to be delivered via the reinforcement system.
New divisions are trained according to a template. If a template is changed, then already deployed and currently deploying divisions will automatically update their target (as if the template had been switched to a new one).
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 Groups & Regiments
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.
In addition to the Battalions, a Division may have up to 5 Support Companies. These often provide unique bonuses; stuff that cannot be otherwise obtained. Support Companies can be roughly put into 3 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
A division template may be specified as reserve, regular, or elite. Elite divisions will be prioritized for better equipment, followed by regular divisions and finally reserves. To have otherwise identical divisions be prioritized differently (e.g., units on campaign vs. those recovering or on guard in the homeland), simply duplicate the template, change priority, save the new template, and divisions can switch between them as desired and use that template. Note that once duplicated, you still have to pay experience to modify each template. Theatres can be prioritized or de-prioritized for reinforcements and upgrades as well, so assigning units to an army in a different theatre will achieve a similar effect.
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 actually fielded equipment. The Division designer will simply asume 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 Mothballs. 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.
- 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.
- HP. Known as "strength" in previous games. "HP" is an abbreviation for "hit points." This is the ability to absorb damage and is largely a function of manpower and role. Support companies/battalions have about 0-2 HP, artillery about 0.2-0.6, armor combat battalions 2 HP or so (though shielded with armor, the men are few), infantry combat battalions about 25 HP, mountaineers and marines 20 HP, and paratroops 22 HP (at game release). HP is the sum of all Battalions and Companies.
- Organization. The willingness of the unit to either continue their attack or continue to hold the province you place them in. Battles are always battles of Organization depletion 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.
- Organization is the average of all Battalions and Companies.
- 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. The sum 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 have more information about how their adversaries' forces are deployed and are more likely to pick better tactics for the situation.
- Suppression. How well the division will stop the formation of partisan forces and their activities. The sum of all Battalions and Companies
- Weight. How large or "heavy" the unit is. The higher the number, the more convoys are needed when in naval transfer and planes for paradropping them. Sum of all battalions and companies.
- Supply use. How much supply the unit consumes per day. Please read Supply on the significance of this. Sum of all battalions and companies.
- Reliability. While engaged in combat, there is a chance for all military equipment to break down. Higher reliability reduces the chance of breakdowns and accidents, which cause equipment loss in combat and from attrition. Average of all Equipment reliability.
- Trickleback. Normally Manpower that is lost in combat, just vanishes. While the Manpower pool does regrow to it's maximum, this is very slow. Trickleback is a portion of casualties that will be saved and are returned to the Manpower pool, conserving manpower.
- Exp. loss. How much experience is lost when a unit suffers casualties. A high negative is better. Note that there is additional XP loss for bringing in reinforcements.
- Soft attack. How many attacks made each hour against the soft parts of enemy division. Sum of all battalions and companies.
- Hard attack. How many attacks made each hour against the hard parts of enemy division. Sum of all battalions and companies.
- Air attack. Reduces the effectiveness of enemy aircraft making attacks against the division, the value of enemy air superiority, as well as shooting down enemy aircraft operating in the air region. See Air warfare for details. Sum of all battalions and companies.
- Defense. This stat gives the unit a chance to avoid some attacks while defending a province. That effectively allows it to stay on the defensive for longer, with less casualties. Sum of all batallions and companies.
- Breakthrough. This works like defense, except it applies when the unit is attacking a province. Sum of all battalions and companies.
- Armor. 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. A division's armor is equal to 30% of the highest armor in the division plus 70% of the average armor in the division. Armor is not a property of unit type, only of equipment.
- Piercing. Represents the ability of a division to pierce armor and pin down armored forces, restricing the movement. If the value is higher than enemy's armor value, 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 12% initiative, as from a level 1 signals company, speeds up 2%/day planning to 2.24%/day. Higher initiative also increases the chance of a division reinforcing during a battle.
- 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. How much width during combat the division takes up. The less width each division takes, the more divisions can fire at the enemy at the same time. But making many thin divisions also has it's tradeoffs. See Divisions for details. Sum of all Battalions.
- The normal maximum combat width in a battle is 80.
- If attacking divisions come from more then one region, then another 40 is added to the width.
- Only full divisions can join a fight.
- Fielding more divisions then the width supports results in penalties. So the Battle Interface will automatically put extra divisons into the reserve, to be used as fighting units lose organization or are wiped out.
- 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
- Due to these numbers, divisions widths of 5, 10 and 20 are common. But numbers divisible by 4 will also work.
- While most battalions take 2 width, this is not universally true. See Infantry Battalions, Artilleries for examples
- Hardness. How "hard" (armored) the division is—the proportion of hard attacks to soft attacks it receives. Different battalions have different levels of hardness, with, for example, infantry being very "soft" (0%), mechanized infantry being quite hard (50-70%) 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.
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: This one is based on the longest training time of any Battalion or Company.
- 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.
- 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 can not be changed, trained, given a different template or have their template adjusted if that would result in exceeding that cap
Often it is necessary to optimize a Division for a certain, likely battlefield or role. Doing so requires the mixing of the right Battalions and Companies.
Organization & Recovery
This is perhaps the single most important stat. And there are two groups of Battalions that are good at it: Foot Infantry and all Mobile Infantry.
Tanks, Artillery and Support companies are the parts that are lacking, sometimes severely so. So you need to bring just enough Manpower into the mix, to have an effective fighting force. However, note that a lot of doctrines actually offset those penalties for some specific Elements, allowing you to use them much more freely.
If you want anything more then the 4 km/h of an Infantry man, you have to limit yourself to the combination of Tank and Mobile Battalions that suits your needs. Even just a pure mobile infantry. Artillery has to be limited to support companies, and/or provided by motorized/tank variants.
Most infantry provides 1, while tanks and artillery provide 0.
However, the Cavalry provides 2 which can be buffed further with a Military Police Support Company. Yes, there is actually something Cavalry is good at - playing police! Do mind that they cost more supply and equipment, however, and even 5+MP company provides a solid reduction, perhaps more than you need. Speed should not be underestimated as it allows a few Divisions to pacify a large area - one uprising at a time.
This is the average of all equipment. For a lot of cheap equipment (Infantry Gear, Support Gear, Motorized) the 80% default is enough. However mechanized and tank divisions can benefit a lot from it, as they have the most expensive equipment.
Aside from investing XP into the reliability, the Maintenance company helps.
Infantry already provides plenty of soft attack/width. 1 Artillery easily provides 3 Infantry Battalions worth of Soft attack for half their width. Even light tanks and Mechanized lean more towards the Hard Attack side.
While everything - even the Infantry equipment - has some Hard attack, usually the soft/hard ratio is in favor of killing infantry.
Tanks shift the balance more onto the side of hard, the heavier the better. Anything with Piercing will also do good Hard Attack. AA can also be somewhat effective at dealing hard attack, being half the damage of a AT Gun.
Air might also be an option.
Obviously AA is good at this. It seems unlikely that Armor, Hardness, Defense or Breakthrough has any effect.
Simply put, tanks are the best at this stat. Heavier is generally better, but the Modern beats the superheavy. Artillery also provides a decent bit, but of course mechanized Infantry the most aside from tanks.
Infantry is the top thing here. However do note that specialized infantry is actually worse at it then base artillery. The need for mobility limits the buffs from support weapons passive research. Mechanized Infantry actually adds it's defense to the equipment derived one, easily beating 80 per Battalion.
As history has shown, tanks are not good defensive battalions (unless you can get an armor advantage).
If your armor can exceed the enemy's piercing, then relevant combat bonuses await. 30% of the armor value is determined by the single highest armor battalion, so throw in a single very high armor battalion for that. The rest depends on the average values; try going for high-level mechanized Infantry to provide a high "baseline".
If the enemy fields heavy armor, then you need heavy piercing. Piercing works like Armor in that the highest value matters (40%), so always try to throw in one battalion of something powerful.
AT guns provide the best piercing, up until the T2 Heavy Tank becomes available (1941). The T2 heavy tank actually has better AP then contemporary AT guns, especially on the Tank Destroyer (tank hunter) variant. Still, as you can field 2 AT guns per 2 width, that might still be enough to increase the average to what you need.
The other 60% is provided by the weighted average of all battalions, and will mostly come from Infantry equipment (either Infantry gear or Mechanized). Do get the passive "Infantry Anti-Tank" upgrades, as they apply to both and can double the piercing values.
Do be careful of mixing any AT gun companies with line battalions of either AT guns or tanks. This is because AT companies have lower piercing which will lower the overall average division piercing and Organization.
This is entirely based on how mechanized the army is. If you want a high value, then mix heavy tanks with higher mechanized infantry.
The Heavy Tank, Engineer Company and all Artillery except AA provides some bonuses. Super heavy tanks and to a lesser extent super heavy tank destroyers have by far the highest bonus. However, this uniquely has no penalties (as those are already rolled into the fortification mechanic itself).
Or "how to win D-Day".
As their name implies, Marines are the best Infantry for the job, followed by baseline infantry. All artillery Battalions suffer penalties, and Tanks based on heaviness. The engineer Company provides a huge bonus.
You will be dependent on Support companies for many strategic needs.
Every River is a little Amphibious assault. Units suffer half the penalty of Amphibious Assaults, but it is applied to movement as well. The only additional exception here is the Cavalry which actually performs worse then baseline infantry. Still, if an overrun is wanted, then it might be worth it.
Hill & Mountain Assault
The first choice of course are Mountaineers. Of the tanks, the lighter ones have a lower penalty. Mobile Battalions of all kinds also perform with lower penalties. All Infantry battalions only suffer movement penalties at worst.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.1.
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 equipment. For example, an artillery combat battalion adds +25% Soft Attack to artillery equipment while an artillery support company has a -40% to Soft Attack, and -50% to Hard Attack.
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 400% 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.
|Category||Unit||Icon||NATO Symbol||Base||Cost||Equipment Modifier||Category||Equipment Stats (for most basic equipment, advanced versions here: Equipment/Land units by year)|
|HP||Org.||Recov.||Suppr.||Weight||Supply||Width||Special Effects||Manpower||Training||Equip.||Speed||Soft Atk.||Hard Atk.||Air Atk.||Defense||Breakthr.||Armor||Pierce||Hardness||Production Cost|
|Infantry||Infantry||+25.0||60||0.3||+1.0||+0.5||+0.07||+2.0||1000||90||100 Infantry Equipment||Front line, foot infantry, all infantry, all army||4.0||+3.0||+0.5||+20.0||+2.0||1||0%||+30.0|
|Mountain||+20.0||70||0.4||+1.0||+0.5||+0.07||+2.0||1000||120||140 Infantry Equipment||+30% Breakthr.||Front line, foot infantry, all infantry, all army||4.0||+3.0||+0.5||+20.0||+2.6||1||0%||+42.0|
|Marines||+20.0||70||0.4||+1.0||+0.5||+0.06||+2.0||1000||120||150 Infantry Equipment||+30% Breakthr.||Front line, foot infantry, all infantry, all army||4.0||+3.0||+0.5||+20.0||+2.6||1||0%||+45.0|
|Paratrooper||+22.0||70||0.4||+1.0||+0.5||+0.06||+2.0||1000||150||130 Infantry Equipment||Front line, foot infantry, all infantry, all army||4.0||+3.0||+0.5||+20.0||+2.0||1||0%||+39.0|
|Anti-Tank||+0.6||0||+0.5||+0.10||+1.0||500||120||36 Anti-Tank||Front line, line artillery, all army||4.0||+4.0||+15.0||+4.0||+6.0||75||0%||+144.0|
|Anti-Air||+0.6||0||0.1||+0.5||+0.10||+1.0||500||120||30 Anti-Air||line artillery, all army||4.0||+3.0||+7.0||+17||+4.0||+1.0||25||0%||+120.0|
|Artillery||+0.6||0||0.1||+0.5||+0.20||+3.0||500||120||36 Artillery||+25% Soft Atk.||line artillery, artillery, all army||4.0||+30.0||+2.0||+10.0||+6.0||5||0%||+126.0|
|Rocket Artillery||+0.6||0||0.1||+0.5||+0.20||+3.0||500||120||36 Rocket Artillery||line artillery, all army||4.0||+40.0||+1.0||+12.0||+9.0||2||0%||+144.0|
|Mobile Battalions||Mot. R. Artillery||+0.6||0||0.1||+0.5||+0.28||+3.0||500||120||20 Mot. R. Artillery, 15 Motorized (Trucks)||line artillery, all army||12.0||+50.0||+1.0||+15.0||+12.0||2||0%||+277.0|
|Cavalry||+25.0||70||0.3||+2.0||+0.5||+0.12||+2.0||1000||120||120 Infantry Equipment||+60% Max Speed||Front line, all army||6.4||+3.0||+0.5||+20.0||+2.0||1||0%||+36.0|
|Motorized||+25.0||60||0.3||+1.0||+0.75||+0.11||+2.0||1200||90||100 Infantry Equipment, 50 Motorized (Trucks)||front line, all infantry, all army||12.0||+3.0||+0.5||+20.0||+2.0||1||10%||+155.0|
|Mechanized||+30.0||60||0.3||+1.0||+1.0||+0.14||+2.0||1200||120||100 Infantry Equipment, 50 Mechanized||+10% Soft Atk. and +400% Hard Atk.||Front line, all infantry, all army||8.0/10.0/12.0||+3.3||+2.5||+46.0||+6.0||10/15/20||12|| 50%
|Tanks||Light Tank||+2.0||10||0.3||+1.0||+0.20||+2.0||500||180||60 Light Tanks||Front line, tank, all armor, all army||10.0/12.0/14.0||+15.0||+4.0||+4.0||+26.0||10||10||80%||+480.0|
|Medium Tank||+2.0||10||0.3||+1.25||+0.22||+2.0||500||180||50 Medium Tanks||Front line, tank, all armor, all army||8.0/9.0/10.0||+22.5||+14.0||+5.0||+36.0||60||61||90%||+600.0|
|Heavy Tank||+2.0||10||0.3||+1.5||+0.30||+2.0||500||180||40 Heavy Tanks||Front line, tank, all armor, all army||5.0/6.0/6.0||+12.0||+12.0||+6.0||+36.0||70||35||95%||+1000.0|
|Super Heavy Tank||+2.0||10||0.3||+1.75||+0.40||+2.0||500||180||15 Super Heavy Tanks||Front line, tank, all armor, all army||4.0||+45.0||+45.0||+10.0||+74.0||145||146||99%||+1500.0|
|Modern Tank||+2.0||10||0.3||+1.5||+0.25||+2.0||500||180||50 Modern Tanks||Front line, tank, all armor, all army||10.0||+49.5||+32.0||+10.0||+84.0||130||131||98%||+1400.0|
|Light TD||+0.6||0||0.3||+1.0||+0.20||+2.0||500||180||30 L. Tank Destroyer||Front line, all armor, all army||12.0/12.0/14.0||+6.0||+10.0||+4.0||+1.0||10||50||80%||+180.0|
|Medium TD||+0.6||0||0.3||+1.25||+0.22||+2.0||500||180||24 M. Tank Destroyer||Front line, all armor, all army||8.0/9.0/10.0||+5.0||+20.0||+5.0||+1.3||60||88||90%||+288.0|
|Heavy TD||+0.6||0||0.3||+1.5||+0.30||+2.0||500||180||20 H. Tank Destroyer||Front line, all armor, all army||5.0/6.0/6.0||+6.0||+25.0||+4.0||+1.0||70||96||95%||+500.0|
|Super Heavy TD||+0.6||0||0.3||+1.75||+0.40||+2.0||500||180||7 SH. Tank Destroyer||Front line, all armor, all army||4.0||+12.0||+70.0||+7.0||+1.8||145||170||99%||+700.0|
|Modern TD||+0.6||0||0.3||+1.5||+0.25||+2.0||500||180||24 Modern Tank Destroyer||Front line, all armor, all army||10||+10.0||+42.0||+8.0||+2.0||130||165||98%||+672.0|
|Light SP Artillery||+0.6||0||0.1||+1.0||+0.40||+3.0||500||180||50 Light SP Artillery||All armor, all army||10.0/12.0/14.0||+42.0||+0.5||+4.0||+2.0||5||4||50%||+192.0|
|Medium SP Artillery||+0.6||0||0.1||+1.25||+0.44||+3.0||500||180||40 Medium SP Artillery||All armor, all army||8.0/9.0/10.0||+70.0||+1.0||+12.0||+6.0||35||5||65%||+240.0|
|Heavy SP Artillery||+0.6||0||0.1||+1.5||+0.60||+3.0||500||180||24 Heavy SP Artillery||All armor, all army||5.0/6.0/6.0||+70.0||+1.0||+4.0||+2.0||45||8||80%||+600.0|
|Super Heavy SP Artillery||+0.6||0||0.1||+1.75||+0.80||+3.0||500||180||10 SH SP Artillery||All armor, all army||4.0||+122.0||+3.0||+7.0||+3.5||100||9||90%||+600.0|
|Modern SP Artillery||+0.6||0||0.1||+1.5||+0.50||+3.0||500||180||40 Modern SP Artillery||All armor, all army||10||+120.0||+3.0||+8.0||+4.0||90||10||85%||+560.0|
|Light SP Anti-Air||+0.6||0||0.1||+1.0||+0.10||+1.0||500||180||15 Light SP Anti-Air||+50% Soft Atk.||All armor, all army||10.0/12.0/14.0||+3.0||+1.0||+15.0||+2.0||+2.2||5||5||50%||+150.0|
|Medium SP Anti-Air||+0.6||0||0.1||+1.25||+0.10||+1.0||500||180||12 Medium SP Anti-Air||All armor, all army||8.0/9.0/10.0||+6.75||+3.0||+22.0||+2.5||+2.5||45||40||65%||+144.0|
|Heavy SP Anti-Air||+0.6||0||0.1||+1.5||+0.10||+1.0||500||180||8 Heavy SP Anti-Air||All armor, all army||5.0/6.0/6.0||+6.75||+4.0||+17.0||+2.0||+2.0||45||25||80%||+200.0|
|Super Heavy SP Anti-Air||+0.6||0||0.1||+1.75||+0.10||+1.0||500||180||4 SH. SP Anti-Air||All armor, all army||4.0||+17.25||+9.0||+50.0||+3.5||+3.5||100||98||90%||+400.0|
|Modern SP Anti-Air||+0.6||0||0.1||+1.5||+0.10||+1.0||500||180||12 Modern SP Anti-Air||All armor, all army||10||+9.||+7.5||+50.0||+4.0||+4.0||90||100||85%||+336.0|
|Support||Anti-Tank||+0.2||0||0.1||+0.1||+0.08||300||120||24 Anti-Tank||Reduced values for support companies||Front line, support, all army||+2.0||+7.5||+2.0||37.5||+96.0|
|Anti-Air||+0.2||0||0.1||+0.1||+0.10||300||120||20 Anti-Air||Support, all army||+1.8||+4.2||+13.6||+2.4||+0.6||25||+80.0|
|Artillery||+0.2||0||0.1||+0.1||+0.16||300||120||12 Artillery||Support, artillery, all army||+14.4||+1.0||+5.0||+3.0||5||+42.0|
|Rocket Artillery||+0.2||0||0.1||+0.1||+0.16||300||120||24 Rocket Artillery||Support, artillery, all army||+25.6||+0.5||+6.0||+4.5||2||+96.0|
|Recon||+2.0||20||0.3||+0.1||+0.02||+1 Recon||500||120||40 Infantry Equipment, 10 Support Equipment||Support, front line, all army||+0.3||+10.0||+1.0||4||+52.0|
|Engineers||+2.0||20||0.3||+0.1||+0.02||+5 Max. Entrenchment, Improves fort and river combat||300||120||10 Infantry Equipment, 30 Support Equipment||Support, front line, all army||+1.5||+0.5||+22.0||+3.0||+123.0|
|Field Hospital||+2.0||20||0.3||+0.1||+0.05||+20% Manpower regained, -10% Experience lost from casualties||500||120||20 Motorized, 30 Support Equipment||Support, all army||+170.0|
|Logistics Company||+1.0||10||0.3||+0.1||-10% Supply Consumption||500||120||10 Motorized, 20 Support Equipment||Support, all army||+105.0|
|Maintenance Company||+1.0||20||0.3||+0.1||+0.03||+ 25% Reliability||500||120||25 Support Equipment||Support, all army||+100.0|
|Military Police||+1.0||0||0.3||+0.1||+0.02||+20% Suppression||500||180||40 Infantry Equipment, 10 Support Equipment||Support, all army||+3.0||+0.5||+20.0||+2.0||+52.0|
|Signal Company||+1.0||20||0.3||+0.1||+0.02||+5% Initiative||500||120||10 Motorized, 50 Support Equipment||Support, all army||+225.0|
- 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 the statistics of its equipment types. This may be modified by the unit itself; for example, support units get -90% to most combat statistics.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.1.
Armoured units have the following self-propelled variants in addition to the base "tank" type:
- Self-propelled anti-air (SPAA)
- Self-propelled artillery (referred to as SPA or SPG, sometimes SPART)
- Tank destroyer (TD)
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 lower for self-propelled per battalion. In terms of resources, tier 1+2 light tanks require the same amount of resources as the towed versions, plus one oil.
Motorized units have the following variant:
- Self-propelled rocket artillery
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.
A Division Calculator using data from this wiki can be found here: Division Calculator