Hearts Of Iron 4 Army Composition

Hearts of Iron 4 can be unapologetic ally brutal to new wargamers with the sheer amount of systems involved, and especially after several DLCs and patches. Whether it’s figuring out how to structure your forces or what plan of action to take as an Allied state facing imminent doom in 1936, it can be quite a challenge.

  1. Hearts Of Iron 4 Army Composition Chart
  2. Hearts Of Iron 4 Best Army Composition

Luckily for you, that's where we come in! Now you have a handy guide to aid you in navigating the choppy waters of the second war to end all wars. Make sure you're up to speed with all the latest changes as of the 1.9.3. Patch.

Before we talk about the grand strategies that will fuel your world dominating/liberating campaign, it’s important to talk about the cogs in your war-machine. The level of control you have over the makeup of individual divisions and ships can be daunting, but as long as you follow the rules laid out to you, you will be conquering away in no time.

Well i know the hate trains gonna find me on this on, today im giving 10 hoi 4 tips based on waking the tiger, in this iron hearts 4 guide im showing you guy. Hearts of Iron IV is an epic historical simulator that allows you to experience the Second World War as any country, and perhaps, change history. These articles examine the benefits and drawbacks of playing as any of dozens of minor countries in HOI IV.

The Army

Arguably the most important part of an HOI4 military, most of the game’s combat mechanics revolve around divisions slugging it out with their evil counterparts on the opposing side. The most distinguishing feature between any two divisions is their makeup in the Division Designer. Here, you can add and subtract different types of battalions from a division, altering its combat stats and overall performance.

One of the most important considerations to take into account when designing a division is combat width. Each division will take up an amount of space on the battlefield, and having more divisions on a side in a fight will lead to reduced effectiveness, or will block reinforcements from joining the fight altogether. Most battlefields will have “combat width” of 80, meaning that optimal division sizes should be either 20 or 40, if you’re looking to min-max as much as possible (Note: if a province is attacked from multiple directions simultaneously, each new province will add 40 to the total allowed combat width, which means more units will be able to fight at once). Generally, frontline battalions will have a width of 2, the most common exceptions being dedicated anti-air and anti-tank battalions. These both cost 1 width as they’re not considered 'frontline' fighters. Artillery is the other main outlier, costing a heavy 3 width. If you’re approaching your comfortable limit, consider adding a support artillery company rather than an artillery battalion. These 'support' companies don’t bring as much firepower as their larger counterparts, but they add nothing to the total combat width of a division.

On the subject of support companies, two that are almost necessary to include are the engineer company and the recon company. The engineer company increases the amount a division can entrench itself, meaning that given enough time, a single division with an engineering team can become a major problem for an attacking force. Through research, the engineering team will also increase the general attack and defense of the division, particularly in rough terrain, i.e. urban environments, across rivers, forts, etc. The recon company provides simpler benefits: speed and reconnaissance. A division with a recon team will move 10% faster across every terrain type, meaning they can reach the fight faster. This is incredibly important for any division that can expect to fight, but particularly so for divisions that use vehicles. When your division does get into a fight, reconnaissance determines which tactic a side will pick in battle. The higher the reconnaissance value one side has in the fight, the higher the chance their general will pick a favorable or countering pick to the opposing force’s choice.

There are other considerations to take into account when forming a division, such as what your enemies’ divisions look like, and where you will be fighting them. For example, a division meant to fight tanks in European plains is going to suffer heavily if fighting infantry in African jungles. As such, here are some general tips to keep in mind when building divisions:

  • The more battalions a division has, the more supplies it will need, so “heavier” divisions will frequently suffer attrition in bad terrain. Try using smaller divisions, or adding logistics companies to reduce the negative effects of the environment.
  • All divisions that use trucks, half-tracks, or tanks should invest in a maintenance company. These companies will increase the reliability of the vehicles, meaning less are lost to attrition, and they will also capture a percentage of enemy equipment for you to use.
  • Anti-air companies/ battalions increase your air superiority in a province, but they will only target close air support aircraft, not aircraft with strategic bombing missions (presumably, they fly too high for the anti-air guns to shoot them down).
  • Standard “leg infantry” divisions are the most reliable and cost effective divisions you could hope for. You can build an infantry division to 20 width, add the necessary support companies, and then copy the template so you can alter it to fit your specific needs. Most of your divisions should be infantry divisions.
  • Motorized divisions are faster than mechanized divisions until the third halftrack becomes available, keep this in mind when looking for speed.
  • A division only travels as fast as its slowest part, so it may be wise to pair up a single super heavy tank battalion with an infantry division, as they move at the same speed.
  • A single anti-tank company with the most up-to-date guns can allow most divisions to pierce enemy armor.
  • Infantry has naturally higher organization than tank battalions and support gun battalions. As such, for campaigns that see units being in repeated battles, divisions with a higher ratio of infantry will be able to stay in the front lines longer.

For more information on divisions, I recommend checking out the Hearts of Iron 4 wiki page on the Division Designer & land combat stats.

Editor's Note:Grand (Strategy) Master T.J. Hafer also wrote a Division build guide for us that you can check out, although it's a tad outdated at the moment - part of the reason we decided to launch a new, more comprehensive tips guide for the game.

The Navy

The naval mechanics had a major overhaul thanks to the Man the Guns expansion, so don’t feel alone if you haven't played in a while and are confused about what’s new. Ships used to have a similar improvement structure to armored land vehicles and aircraft (which we’ll cover after this section) where a specific ship would be researched, then could be improved by spending experience points. Now hull types rather than whole ships can be researched, as well as the individual modules for ships. Every ship has an amount of slots that can be filled by these modules, but the catch is that ships will take longer to be built with advanced modules and higher amounts of modules overall. There are also restrictions on what ship types can equip certain modules. It doesn’t make much sense to put an aircraft hangar on a submarine, even though you really want to!

There are 5 main types of ship hulls: destroyer, cruiser, heavy, carrier, and submarine. There is a 6th hull type, the super heavy hull, but that only exists as an alteration of the 1936 heavy ship. These ships can vary widely in their roles based on what modules are placed on them, so we’ll go into a breakdown of the general capabilities of specific hull types.

Destroyers are light and fast ships that are some of the quickest to produce. They can be outfitted with some modest main guns, but the 2 main uses of destroyers are as torpedo boats and submarine hunters. Due to their speed, a large amount of destroyers can swarm enemy heavy ships and deal heavy damage with torpedoes. These fleets are relatively easy to build due to the short build time of destroyers, and everything but torpedoes can be stripped off the ship to make the build time even quicker, though this will render them ineffective in any other situation. Destroyers can also be outfitted with sonar and depth charges, which is the one way surface vessels can attack submarines. Curiously, due to naval battle AI, submarines will flee almost any battle with depth charge-equipped destroyers, being that the destroyers can actually hurt them. This means that as of the current patch (1.6.2), destroyers may actually function better as convoy raiders than submarines, because destroyers will not automatically flee the second a small enemy force appears (Note: thanks to Rimmy for pointing this out in his HOI4 video!). This will hopefully not be true forever, but keep this in mind for the near future.

Hearts Of Iron 4 Army Composition Chart

Cruisers are the most versatile of the hull types, with the ability to fill almost any role needed. Cruisers can be outfitted with heavy guns and armor, classifying them as heavy cruisers that can perform reasonably well as capital ships. Alternatively, they can have lighter guns mounted with a stronger engine, and they can pursue marauding destroyer packs, or they can have several anti-air batteries bolted to the deck as a means of creating a floating “no-fly zone.” But even though cruisers can cover many different bases, they don’t excel as much as the ship types that are meant to perform in those roles. Cruisers take longer to build than destroyers and aren’t quite as fast, and the heaviest cruiser will most likely lose a prolonged engagement with an enemy battleship. Even so, they can be a multi-tool for any situation, and can be refitted to change their role in the seas.

Heavy ships are the undisputed kings of the sea in the first several years of the game. They have access to the thickest armor and the largest guns out of all ship types, but they are generally slower than other ships, and take longer to build as well. The big guns on battleships are excellent at killing cruisers and other capital ships, but they are less accurate against destroyers. Battleships can trade some of their extra module space for smaller guns specifically meant to target lesser ships, but this lessens the effectiveness of the battleship in its primary role, which is to fight the enemy’s capital ships. Battleships also take a very long time to build compared to smaller ships, meaning that ships you begin construction on will likely be equipped with subpar tech by the time they launch. However, an old battleship is still a battleship, and can be very useful when working with a capable fleet.

Carriers are very straightforward as far as ships go: their sole purpose is to launch aircraft that will assist in combat. Aircraft are very effective against enemy fleets in large numbers, but a fleet with solid anti-air cover can severely inhibit a carrier’s ability to do its job. Outside of fighting specific anti-carrier fleets, carriers are arguably the strongest ship type in the game for the ability to project air power not only in battle, but in the sea region the carrier is operating in, or even the neighboring land province.

Much like battleships, carriers do take a long time to build, but battleships and some cruisers can make up for this time by performing carrier conversions that slap a flight deck onto these ships after removing the guns. They do not have the same aircraft capacity full carriers do, but they can be sufficient as support carriers. Carriers are vitally important to fleets in HOI4: if you don’t want to build any of your own, you should still plan to specifically target and kill enemy carriers. As of the most recent patch, fleets with the Carrier Air advantage impose positioning penalties on the opposing fleet as well

Speaking of killing enemy carriers, Submarines excel at hunting down enemy capital ships and shipping. They are also very, very cheap compared to other ships, so a fleet of submarines can quickly be assembled to threaten unprotected enemy ships.

General tips on building up a navy:

  • Submarines, destroyers, light cruisers, and eventually bombers can lay mines in naval regions if they have minelaying modules. It may be beneficial to build cheap ships that just have minelaying / minesweeping capabilities so you can quickly build up defenses or clear them out as the need arises.
  • Don’t be afraid to launch a ship then immediately send it to be refit with newer technology, the benefit of the newer tech can be worth the wait.
  • Air superiority will impact the effectiveness of naval missions, so provide air cover for your fleets when possible.
  • Build your fleet to counter the enemy fleet. If the enemy is focusing on building mainly capital ships, invest in torpedo technology. If the enemy likes swarms of smaller ships, build ships with many light guns that are more effective against those ships.
  • Research engines early, being faster than the enemy fleet will give your ships a huge advantage.
  • The bigger the ship, the more fuel it consumes. Ships with more advanced engines will use more fuel, so keep that in mind when your fuel is running dry.

The Air Force

The air power part of the combat trifecta is undoubtedly the most abstract, and has less moving parts than either of the other two dimensions. However, it is airpower that can be the determining factor in land or sea battles, so it is important to detail. Aircraft are split into 2 main trees, which I’ll refer to as the “light” and “heavy” trees.

The “light” tree has close air supports (CAS), fighters, and naval bombers. These aircraft are generally more agile and faster than the aircraft in the other tree, but have less heavy armaments and have shorter ranges than the heavy aircraft. These aircraft also have carrier variants that are generally slightly slower than their land-based counterparts, along with further reduced range. Light aircraft are meant to be deployed at the tactical level, or attached to an army so they follow them along the front as support.

The “heavy” aircraft consist of the heavy fighter, the tactical bomber, and the strategic bomber. These aircrafts have longer range and stronger armaments than the “light” aircraft, but consume more manpower, and are not as good at targeting specific units. “Heavy” aircraft, due to their range and their intended targets are generally better at the strategic level.

All aircraft can have variants that be upgraded in 4 categories: reliability, range, attack, and engine. Generally when creating a variant of an aircraft, it is beneficial to upgrade the category that the aircraft already is dominant in, in order to increase their strengths. For example, a fighter’s strength comes from its high agility, which both helps them to attempt attacks on enemy aircraft and avoid attacks from the enemy. Upgrading the agility of fighters would give them even more of an advantage over the enemy. However, the other categories do not need to be neglected for the “preferred” category, but every point sunk into an upgrade makes the next one more costly in experience points, so spend carefully!

General air composition tips:

  • Heavy fighters perform better in larger provinces due to their increased range, while regular fighters perform better in smaller regions.
  • Upgrading reliability on aircraft is always a smart move as this will decrease the amount of aircraft lost to accidents.
  • The strategic bomber is relatively expensive compared to the tactical bomber. It may be wise to build more of the less effective tactical bombers for strategic bombing in order to have enough aircraft bombing the enemy’s factories.
  • Heavy fighters are more expensive than regular fighters, but heavy fighters count more towards air supremacy for your side. Consider investing in a more agile heavy fighter to make more use of this effect.
  • If you have multiple air bases in an air region, investing in longer-ranged aircraft is less important so you can rebase the aircraft to where you need them.

What other guidance would you like to see? Let us know your top Hearts of Iron 4 tips in the comments!

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Intro

In this video I will cover several Infantry Division Layouts from World War II. Although certain parts of the content is tailored for Hearts of Iron players most of the information is military history, only the initial remarks are mostly Hearts of Iron and methodology specific, so just skip ahead on click on the annotation on the screen.

Hearts of Iron IV

Be aware though that these layouts are aimed at being as historical as possible within the Hearts of Iron division builder, thus I am not sure how well they work in HOI 4. This is first and foremost a military history channel, thus I am mainly here for the historical flavor, the German accent and not to support your ambitions in conquering the world, at least for now.
I won’t use the division builder, since I generally try to avoid any copyrighted material and it would actually make everything more complicated and time-consuming. Yet, you will get in one shot the proposed HOI 4 setup and the historical setup together, so you can basically copy it and also learn a bit about the real units too. On the homepage, you can find the proper high resolution screenshots of these layouts see the link on screen and in the description.

Methodology & Accuracy

Some words about methodology and accuracy, if you want to discuss these layout listen to this section very carefully and if you can’t wait for the layouts, you might skip ahead by clicking the button on screen.

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Well, figuring out the correct layouts can be quite complicated. Here are a few reason why. You need to be aware that some divisions – especially tank divisions – changed quite considerably throughout the war, thus I usually provide a date for each layout. Another major pitfall is the naming, what one country called a regiment was sometimes something different in another, thus this it was not as straightforward as it seems. Also there were even quite some difference within each country, e.g., a German tank division in 1939 had way more tanks than in 1941, or an US Army Battalion in 1942 was usually larger than an US Army Battalion after the reorganization of September 1943, well, except for two divisions of sixteen armored divisions.
Hence my approach was as follows, it consisted of looking at the data in hearts of Iron, checking the historical division layouts then compare these information to equipment and manpower tables to see if the numbers match for different units.

This process revealed quite some interesting information about hearts of Iron too. First I looked at the data of Hearts of Iron, namely how many manpower and equipment each unit had. This confirmed my assumption that the so called support companies are more like support battalions, only the three smallest ones the engineer, AA and artillery company have 300 men, the others have 400 or even 500 men. Whereas companies were usually around 100 to 200 men. Furthermore, the number of artillery guns for an artillery battalion in game is 36, whereas in real life this was the number of three battalions at least for the German and US Army Infantry division. I don’t know if this is an error on behalf of paradox or if an artillery battalion in game actually should represent a regiment or maybe it is for gameplay balancing reasons. For this video I assume that an artillery battalion in game, is also an artillery battalion historically, if this is not the case, just divide the number of proposed artillery battalions by 3 and you should be fine.

The second step was to look at the organization of these units and the third step was to look at the number of equipment tables and compare if it matches the organization, because the organization can sometimes be misleading. As an example. although an US Army infantry division didn’t have a dedicated anti-tank battalion like a German infantry division, but it had 57 anti-tank guns whereas the German division had only a few more with 75, but some these were also part of the recon battalion, so one might argue that the US Army Infantry division should have a dedicated anti-tank unit in-game if the German Infantry division has one or both should have none.
As you can see it is a bit complicated, thus, take all the following information with a grain of salt, because I had to use a wide variety of sources of different quality and level of detail, which is problematic in itself, but additionally the chances for errors increases due the variety and amount of data. To balance this, I usually added a short explanation why or why not I went with the proposed setup and provide the basic data for my reasoning.

German Infantry Division 1940

So, let’s get started, the Allied Grand Strategy in World War II was “Germany First” and it worked out, so let’s begin with a German Infantry Division from 1940.
It consisted of an Engineer Battalion, an Anti-Tank Battalion, a Recon battalion, an artillery regiment, which consisted of a heavy artillery battalion and 3 artillery battalions, additionally a signal battalion and finally 3 infantry regiments each with 3 infantry battalions. Now the division didn’t have a dedicated medical battalion, but it had 2 medical companies, a field hospital and two medical transport columns with almost 700 men in total, thus I would say this qualifies as a medical battalion. Additionally, it also had maintenance and logistics units attached. So this unit was very well equipped, the only unit type it definitely didn’t possess was an anti-aircraft unit, the division used solely heavy machine guns for anti-air defense. Now, the German infantry division had almost 17 000 men, whereas most other divisions have less than 15 000 men, thus my proposed HOI setup would be as follows:

For support units, an engineer, anti-tank, recon, signal and medical unit. The regular 3 times 3 infantry battalions should get an addition of 2 battalions due to the large amount of men in the division and finally 4 artillery battalions.
Note that for all divisions the non-combat units: logistics, medical and maintenance are the most debatable, because in my sources this information is often not included or limited. Furthermore, their functions sometimes were performed by non-divisional units in several armies.

Source: Buchner, Alex: The German Infantry Handbook 1939-1945 (amazon.com affiliate link)

Soviet Rifle Division 1941

I hope you have your Hammer and Sickle ready, next is a Soviet Rifle Division from April 1941.
It consisted of an a signal battalion, a medical battalion, a supply battalion, an Anti-tank Battalion, an anti-aircraft battalion, a Light Artillery Regiment with 2 battalions, a sapper battalion, one Howitzer Regiment with 2 battalions and 1 heavy battalion, a recon battalion and 3 infantry regiments with 3 battalions each. Yeah, this one seems to tick off all boxes. Yet, in total the division had only around 14500 (14454) men.

But let’s take a closer look at the data, now the number of five artillery battalions sound impressive and the firepower is also clearly more than that of the US and German unit. The number of heavy artillery above 150mm is the same, yet whereas the US and German units use 105 mm guns, the Soviets used 122mm howitzers although 4 less, but additionally they had several 76mm howitzers and cannons, which means that the firepower in artillery at least equal if not greater than the German division. Furthermore, the total number of 54 anti-tank guns is lower than the German division, but similar to the US setup.

Based on this data my proposed HOI setup is as follows:
For support units, an engineer, medical, recon, signal and logistical unit. Then the regular 3 times 3 infantry battalions, to these add one anti-tank and one anti-aircraft battalion. Finally, definitely 4 if not 5 artillery battalions.

Source: Sharp, Charles: Soviet Order of Battle World War II – Volume VIII

US Army Infantry Division 1943

Time for a little bit of freedom, so let’s look at the US Army Infantry division layout from July 1943. It consisted of a Medical Battalion, an Engineer battalion, a divisional artillery unit with a heavy artillery battalion and three artillery battalions. And finally 3 infantry regiments each with 3 infantry battalions. In total this division had around 13000 men.
Now, here is the problem the US Army division had a recon unit, a signal company, a quartermaster company and a maintenance company, but all these units had less than 200 men unlike the German units before. Yet, looking at the data I realized that the division in total had 57 anti-tank guns, which was just short of the 75 from the German division that had some in deployed in their recon battalion, hence my proposed HOI setup is as follows:

For support units, an engineer, an optional anti-tank and a field hospital unit. Then the regular 3 times 3 infantry battalions and finally 4 artillery battalions. Now, the German recon unit consisted to large part of cavalry and only a few armored cars, whereas the US unit had halftracks and 13 armored M8 cars, thus only could also argue that a recon unit could be added as an additional support unit.

Source: Stanton, Shelby: Order of Battle of the US Army in World War II

British Infantry Division 1939

Next up something for those people that love tea, the British Infantry Division in 1939 of the British Expeditionary Force. Now the British unit names were a bit different, they used the names Brigades and Regiments, although those units were usually had the manpower of Regiments and Battalions, I will use the original names, but symbols that are closing in representing their actual strength.

Hearts of iron 4 free

The division consisted of a Division Cavalry Regiment that was mechanized, an Engineer Battalion, a Divisional Artillery Unit that consisted of 3 field artillery regiments and one anti-tank regiment, furthermore a Supply Unit and a medical unit. And finally 3 infantry Brigades each with 3 infantry battalions. In total the division had a bit short of 14000 men.

Based on this information my proposed HOI 4 setup would be:
For support units, an engineer, a medical, a recon, an anti-tank and a logistics unit. Now, although the number of anti-tank guns was only 48, the unit had a large amount of anti-tank rifles and the French provided anti-tank guns for the British divisions, thus an anti-tank unit seem justified. Then the regular 3 times 3 infantry battalions and finally 3 or maybe 4 artillery battalions, because the British division fielded 72 field guns of the 18 and/or 25 pounder type. Furthermore, the unit was quite well motorized and even mechanized with 140 Bren carriers, thus one actually could replace the regular infantry with motorized or mechanized infantry.

Source: Nafziger (Note: that it lists 147 pieces of the 25mm anti-tank gun, a number that seems completely off and likely is, because it was a French anti-tank gun and I doubt they received so many of them.)

Japanese Infantry Division 1940 Standard B

Now the war situation may not necessarily develop to your advantage, nevertheless let’s look at the Japanese Infantry division Standard B around 1940, note that these division varied to a certain degree.

It consisted of an engineer regiment, a transport regiment, a recon or cavalry regiment, Division medical services, a field artillery regiment with 3 field artillery battalions and three infantry regiments with 3 battalions. Note that these artillery battalions were equipped with 75mm guns, thus having far less firepower than all other nations. Yet, these divisions had a very high amount of manpower, depending on the setup between 18000 to 21000 men, thus even outnumbering the German division by far.

Based on this data my proposed HOI setup is as follows:
For support units, an engineer, a medical, a recon and a logistical unit. The regular 3 times 3 infantry battalions should get probably an additional 6 battalions. Finally, I think one artillery battalion or at most 2 battalions considering the rather weak firepower of the 75mm howitzer in contrast to the equipment of other nations.

Source: Rottmann, Gordon: Japanese Army in World War II – Conquest of the Pacific 1941-1942

Italian Infantry Division 1940

Everyone loves Pizza, but I only can offer you one slice, time to look at the Italian Infantry division of 1940.
It consisted of an engineer battalion, a legion of fascist militia that consisted of two battalions, a regiment of artillery with light gun battalion, a light howitzer battalion and a regular howitzer battalion, finally two infantry regiments, which consisted of three battalions each. Yes, only two infantry regiments, this was the so called binary division layout the Italians used. It also had an anti-tank company, but in total just 24 anti-tank guns. In total this division had 13000 men. (In terms of artillery it had 12 guns with 100mm and 24 with 75mm.)
Now, my sources on this one are a bit varied, I have good German source with the overall numbers and high-level organization, but for more detailed information I rely on the Handbook on the Italian Military Forces from 1943, which was created by the US Military Intelligence during the war, so it might not be 100 % accurate, but so far these handbooks are usually quite reliable in terms of unit organizations.

Based on this information my proposed HOI 4 setup would be:
For support units, an engineer unit and with three eyes closed an anti-tank unit. For infantry, we use the 2 times 3 infantry battalions and add an additional 2 battalions, but maybe a third or even fourth, because the total number of men is similar to that of an US Army infantry division, which had way more support units. Finally, I think one or maybe two artillery battalions, because in total there were 24 guns with 75mm and 12 howitzers with 100mm present.

Source: Schreiber, Gerhard: S.56-62, in Deutsche Reich und der Zweite Weltkrieg, Band 3; Germany and the Second World War – Volume 3: The Mediterranean, South-East Europe, and North Africa 1939–1942 (amazon.com affiliate link)

Soruce: Handbook on the Italian Military Forces, August 1943, Military Intelligence Service – TME 30-420

French Infantry Division 1940

Well, after some Pizza, who doesn’t want to enjoy a baguette? So, let’s look at a French Infantry division of 1940:
It consisted of a recon group, a field gun regiment with 3 battalions, a howitzer regiment with one heavy howitzer battalion and a regular one, 3 infantry regiments with 3 battalions each. Additionally, there were several anti-tank companies with a total of 58 anti-tank guns and 2 engineer companies, which were originally organized in a battalion but reorganized in 1939.
In total the division had around 17 500 men. But note that in this case my sources are quite sparse and of limited quality.

Hence my proposed HOI 4 layout is as follows:
For support units, an engineer unit, an anti-tank unit and a recon unit. The regular 3 times 3 infantry battalions should get an additional 3 battalions, because the division has more men than the German division and also less support units. For the artillery battalions, I think three are in order, because it had 36 field guns with 75mm, 12 howitzers with 105mm and 12 howitzer with 155mm.
Source: Sumner, Ian; et. al: The French Army: 1939-45

Source: Nafziger

Polish Infantry Division 1939

So, in case you want to go into space, here is the Polish infantry division organization for 1939. In this case my data is way more limited than with the previous divisions, especially in terms of the support units, so keep a bit more salt ready.

The division consisted an Engineer Battalion, a light artillery regiment consisting of two light artillery battalions and one regular artillery battalion. Yet, it also had a small detachment with bigger guns, but overall it couldn’t compete with the US or German division in this regard. And as usually it had 3 infantry regiments each with 3 infantry battalions. It had several medical units, but I have no numbers, nevertheless I assume it would be sufficient for a medical battalion. Similar to the German division the Polish division has more than other countries with around 16 500 men.

Iron

The division had quite many companies attached, like several anti-tank, a bicycle, an MG, and a cavalry company. Thus, one could argue that these units qualify together as a recon and/or anti-tank unit, although the total number of anti-tank guns was only 27 guns, which is less than half of the US Infantry division anti-tank guns. Based on that data my proposed HOI setup is as follows:
For support units, an engineer, a medical, maybe a recon and with two eyes closed an anti-tank unit. The regular 3 times 3 infantry battalions should get two additional battalions, 2 artillery battalions and maybe a third artillery battalion.

Sources:
Ellis, Johen World War II – A Statistical Survey – The Essential Facts & Figures for All the Combatants, Edition: 1995 reprinted with corrections

Romanian Infantry Division 1941

And the last division layout for this video, the setup of the Romanian Infantry Division of 1941.
It consisted of a recon battalion, an engineer battalion, a field artillery regiment with 2 light battalions and a regular battalion, an artillery regiment with a light field artillery battalion and regular battalion and 3 infantry regiments with 3 infantry battalions each.
Additionally, it had an anti-tank and anti-aircraft company, furthermore each of the regiments had an anti-tank company, but these units were usually not sufficiently equipped. In total it would be around 30 anti-tank guns. About the signal and medical units, my source for the layout on the Romanian units is good, but it doesn’t include any non-combat units. Yet, since the author notes that the communication and many equipment was quite poor, one can assume that there was no state-of-the art signal unit present and the medical services were probably lacking. The division in total was a bit short of 17 000 men, thus it is quite a large force, especially considering the low numbers of additional units. (Source: Axworthy, Mark: Third Axis, Fourth Ally: Romanian Armed Forces in the European War, 1941-1945, p. 39-42)

Based on this information my proposed HOI 4 setup would be:
For support units, an engineer, a recon and with two eyes closed an anti-tank unit. The regular 3 times 3 infantry battalions should get probably an additional 3 battalions. Finally, I think two artillery battalions, because in total there were 36 field guns with 75mm and 16 howitzers with 100mm present.

Source: Axworthy, Mark: Third Axis, Fourth Ally: Romanian Armed Forces in the European War, 1941-1945

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Hearts Of Iron 4 Best Army Composition

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