Land units

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Divisions[edit]

Armies are composed of divisions, the most basic unit of land warfare. The composition of each division is specified by its Division Template, where divisions can be created and modified by spending land experience, or can be switched to a different template at no Army Experience cost (e.g., the cost for converting a cavalry division to a motorized or armored division is providing the extra men equipment). The primary components of divisions were regiments of several battalions or brigades of one or two regiments. For example, the "square" or "rectangular" divisions of WW1 typically had two brigades each of two regiments of infantry plus other assets. By World War 2, however, infantry divisions were typically "triangular," meaning three regiments and other assets were directly under the division commander without the need for an intermediate brigade level. What many countries termed "regiments" were called "brigades" by other countries. Because "brigade" has various connotations and is in widespread use today as a tactical formation higher than the regiment, the Wiki uses "regiment" as the technical term for each column of battalions in a division template. "Brigade" appears often in the name of a formation or in an informal way, such as to describe a division template with the strength of a brigade.

Regiments, battalions, and companies[edit]

Each division consists of one to five combat regiments (template columns) and up to five support companies (the left-most column). In turn, each combat regiment is composed of up to five battalions (the template squares filled with the icon type of the troops it represents). It costs 5 XP to add a battalion to a division, regardless if it is placed in an existing or new regiment. Adding a battalion of a different unit type (infantry, mobile, or armored) adds a penalty of 20 XP per additional unit type.

A division may have any number of the same unit type for combat battalions as can fit in the division, but only up to one of each unit type for support companies (i.e., only one logistics company, only one signals company, etc.).

Equipment priority[edit]

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 prioritised or de-prioritised for reinforcements and upgrades, so assigning units to an army in a different theatre will achieve a similar effect.

Statistics[edit]

Base[edit]

  • Maximum speed. The division travels at the speed of its slowest combat battalion. Support battalions 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).
  • Organisation. The ability to hold ground and fight effectively. During battle a division will lose organisation. When organisation reaches zero, a division will be overrun and be forced to retreat.
  • Recovery rate. Known as "morale" in previous games. The speed at which the division regains organization.
  • Recon. Contributes to reconnaissance during battle. Generals with a reconnaissance advantage 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. Infantry has a suppression value of 1, while mounted infantry has a value of 2. Military police companies provide a bonus modifier of 20% to the suppression value of the division. Therefore, an efficient security division or brigade will have just one MP company and a number of cavalry units that fits the needs of the situation. One suppression point is needed per victory point in the province.
  • Weight. How large or "heavy" the unit is. The higher the number, the more convoys are needed when in naval transfer.
  • Supply use. How many supplies the unit consumes per day.
  • Reliability. Higher reliability reduces the chance of breakdowns and accidents in mechanized equipment. Reliability can be increased by Maintenance (support) battalions.
  • Trickleback. Trickleback represents the proportion of combat casualties that are saved and returned to the manpower pool instead of being lost completely. Field hospital companies increase this value.
  • Exp. loss. How much experience is lost when a unit suffers casualties. Lower is better. Field hospital companies reduce this value.

Combat[edit]

  • Soft attack. How many attacks made each hour against the soft parts of enemy division.
  • Hard attack. How many attacks made each hour against the hard parts of enemy division.
  • Air attack. Reduce the effectiveness of enemy aircraft making attacks against the division as well as shoot down enemy aircraft.
  • Defense. Known as "defensiveness" in previous games. A unit's ability to defend itself without taking damage.
  • Breakthrough. Known as "toughness" in previous games. A unit's ability to avoid damage from enemy fire while attacking.
  • 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. 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 defensive structures and entrench to better defend against an enemy attack. Entrenchment level information is accessed by mousing over the vertical blue Entrenchment Bar on the right of the spade-over-shield icon located to the right of the Experience Bar in the Division Overview (F1). This appears while one or more divisions have been selected. In that view, a tooltip lists the current and maximum entrenchment bonus of the dug-in division and the daily increase while they remain in position and continue to dig in (e.g., 2%/day) as well as the modifiers in effect. The entrenchment bonus is lost once the division moves. When attacking, it uses the plan preparation modifier shown by the other blue bar to the left. Engineer companies and doctrine modifiers can have a large effect on the entrenchment bonus.


  • 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.
    • The maximum combat width in a battle is 80 within the territory where the battle is located, plus an additional 40 for each army joining in from an adjacent territory. The game mechanics do not allow part of a division to join a battle, but it is possible for divisions to exceed available combat width, resulting in combat penalties to the whole force proportional to the exceeded width. Divisions which would inflict too great a penalty will not join the battle until more width is available. Designing divisions with combat widths that are divisors of both 80 and 40 (8, 10, 20, etc.) will ensure that the maximum number of troops can participate in battles with no penalties.
      • For example, with a division combat width of 17, four divisions can participate. However, 17 * 4 = 68, leaving either 12 unused combat width or forcing a fifth division to exceed combat width by 5, penalizing the entire army.
      • Another example that is less serious is a division width of 16. In this case, it divides 80, so most of the time it works. However, it does not divide 40, so only 32 (16 * 2) combat width could join from adjacent territories.
      • One of most cumbersome divisions that can be made is an Infantry Division that fills every box in the division designer with one Infantry Battalion, yielding the maximum of 25 battalions. This division will use 50 combat width and will therefore be forced to fight alone, because a second division of 50 combat width will not fit within the 30 combat width that remains. In addition, a division that uses 50 combat width will be too big to join in from adjacent territories. A 25-battalion infantry division is very resilient, possessing high HP and defense (and Field Hospitals can be used to further enhance this) but it is extremely cumbersome to handle as it cannot be supported by other similar-sized divisions and its low breakthrough will make it even harder for it to advance. On top of that, a 25-battalion Infantry division will require a lot of manpower to fill up.
      • Note, however, that the game files contain combat width modifiers by terrain type. While these are not actually applied as of version 1.0, they may be applied at some point in the future, which would complicate these considerations significantly. Specific division widths may have much reduced significance in more open country where battlefields are wider and troop density is lower, while width would be even more important in more restrictive battlespaces, giving the edge to smaller divisions which will not suffer penalties from taking up too much combat width.
      • Field Marshals with the Offensive Doctrine trait will reduce their own divisions' combat width by 10% when attacking, potentially allowing more divisions to participate in battle.
  • Hardness. 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.

Equipment cost[edit]

Each division will require a certain amount of manpower, equipment, and training time to produce.

Terrain modifiers[edit]

Main article: Terrain

Terrain can influence the performance of different unit types.

Unit types[edit]

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 ManpowerManpower Training Equip. Speed Soft Atk. Hard Atk. Air Atk. Defense Breakthr. Armor Pierce Hardness Production Cost
Infantry Infantry Infantry.png NATO infantry.png +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 Mountaineers.png NATO mountain.png +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
Marine Marine.png NATO marine.png +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 Paratroop.png NATO paratroop.png +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 Anti-tank.png NATO anti-tank.png +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 Anti-air.png NATO anti-air.png +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 Artillery.png NATO artillery.png +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 Rocket artillery.png NATO rocket artillery.png +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 Motorized rocket brigade.png NATO motorized rocket brigade.png +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 Cavalry.png NATO cavalry.png +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 Motorized.png NATO motorized.png +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 Mechanized.png NATO mechanized.png +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%
60%
70%
+530.0
Tanks Light Tank Light tank.png NATO light tank.png +2.0 10 0.3 +1.0 +0.20 +2.0 500 180 60 Light Tanks +50% Soft Atk. 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 Medium tank.png NATO medium tank.png +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 Heavy tank.png NATO heavy armor.png +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 Super heavy tank.png NATO super heavy armor.png +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 Modern tank.png NATO modern armor.png +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 Light tank anti-tank.png NATO light tank anti-tank.png +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 Medium tank anti-tank.png NATO medium tank anti-tank.png +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 Heavy tank anti-tank.png NATO heavy armor anti-tank.png +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 Super heavy tank anti-tank.png NATO super heavy armor anti-tank.png +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 Modern tank anti-tank.png NATO modern armor anti-tank.png +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 Light tank artillery.png NATO light tank artillery.png +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 Medium tank artillery.png NATO medium tank artillery.png +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 Heavy tank artillery.png NATO heavy armor artillery.png +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 Super heavy tank artillery.png NATO super heavy armor artillery.png +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 Modern tank artillery.png NATO modern armor artillery.png +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 Light tank anti-air.png NATO light tank anti-air.png +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 Medium tank anti-air.png NATO medium tank anti-air.png +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 Heavy tank anti-air.png NATO heavy armor anti-air.png +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 Super heavy tank anti-air.png NATO super heavy armor anti-air.png +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 Modern tank anti-air.png NATO modern armor anti-air.png +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 Support anti-tank.png NATO support anti-tank.png +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 Support anti-air.png NATO support anti-air.png +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 Support artillery.png NATO support artillery.png +0.2 0 0.1 +0.1 +0.16 300 120 24 Artillery Support, artillery, all army +14.4 +1.0 +5.0 +3.0 5 +84.0
Rocket Artillery Support rocket artillery.png NATO support rocket artillery.png +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 Recon.png NATO recon.png +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 Engineer.png NATO engineer.png +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 Field hospital.png NATO field hospital.png +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 Logistics company.png NATO logistics company.png +1.0 10 0.3 +0.1 -10% Supply Consumption 500 120 10 Motorized, 20 Support Equipment Support, all army +105.0
Maintenance Company Maintenance company.png NATO maintenance company.png +1.0 20 0.3 +0.1 +0.03 + 25% Reliability 500 120 25 Support Equipment Support, all army +100.0
Military Police Military Police.png NATO military police.png +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 Signal company.png NATO signal company.png +1.0 20 0.3 +0.1 +0.02 +5% Initiative 500 120 10 Motorized, 50 Support Equipment Support, all army +225.0

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 the statistics of its equipment types. This may be modified by the unit itself; for example, support units get -90% to most combat statistics.

Self-Propelled Variants[edit]

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.

Division Examples[edit]

External Links[edit]

A Division Calculator using data from this wiki can be found here: Division Calculator

Another Division Calculator can be found here: Division Builder Calculator
A third Division Calculator that includes bonuses from research can be found here