Games
Best Combat Widths In Hearts Of Iron 4
Summary
Table of Contents
- Combat Width 21 offers flexible options for incursions, balancing defense, and offense in most terrains.
- Combat Width 13 is suited for smaller unit counts, performing well in defensive lines in certain terrains.
- Combat Width 19 can reinforce defenses effectively, ideal for split attacks to support the defensive line.
With Hearts of Iron 4 considered one of the most comprehensive grand strategy games set in World War 2, fans of wargames may appreciate the level of depth the game offers, especially from the perspective of wartime production and overall warfare. After players research improvements and other advancements for their ground troops, they can engage in intense land battles against enemy forces – with much of their units’ strength reliant on Combat Width.
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Combat Width in the game is defined as the overall concentration of a faction’s ground forces. Terrain determines the base width and flanking width available to players, with elements such as flanking, naval attacks, and paradrops adding to a side’s Combat Width before engagements begin. Considering how Combat Width is determined by its encompassing battalions, fans may wonder just how much is “enough” when trying to engage enemies as practically as possible. With the game offering different engagement setups, just which Combat Widths are the most practical in the game?
Updated on January 12, 2025, by Rhenn Taguiam: With Hearts of Iron 4 about to release its Graveyard of Empires Country Pack sometime this Q1 2025, fans of the franchise will now be able to help Afghanistan, India, Iran, and Iraq become superpowers who refuse to bow down to existing empires at the time. However, while the nations will receive respective upgrades and new additions to their National Focii, fans need to make sure they can maximize these countries’ offerings – especially in combat. Thankfully, understanding the right Combat Widths to use in fights can help any nation stand a chance in intense wars – especially when Hearts of Iron 4 emphasizes logistics just as much as combat power. Among must-try Combat Widths include one decent for general flexibility, two defensive Widths for players to try, and one for specialized terrain.
1
Combat Width 21
Decent For General Flexibility
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
1.61 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
3.06 (6.76, 1.44, 0.25, 0.01) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
1.31 (0.25, 2.78, 0.25, 1.44) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
1.52 (4.00, 0.00, 0.25, 0.64) |
Urban (Attack from 1/2/3/4 Directions) |
0.25 (0.25, 0.25, 0.25, 0.25) |
Players looking for more flexible options for their Combat Width should consider opting for Combat Width 21 for their in-game incursions. While not necessarily providing the same flexibility as other higher-ranking Combat Widths, players who want a sizable unit for most terrain will appreciate something along the lines of a Combat Width 21 9/1 set up as a flexible enough arrangement for both defense and offense.
Due to geography, Combat Width 21 seems to be effective in Europe, especially when working in tandem with Combat Width 27 and Combat Width 42. Due to Forests being prevalent in Europe, opting for 4x 21w, 3x 27w, and 2x 42w should be able to accommodate this setup without suffering a lot of debuffs.
2
Combat Width 13
Useful Small Unit Comp For Specialized Terrain
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
1.76 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
0.16 (0.16, 0.16, 0.16, 0.16) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
0.40 (0.69, 0.01, 0.69, 0.16) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
2.51 (3.28, 3.28, 0.05, 0.16) |
Urban (Attack from 1/2/3/4 Directions) |
4.99 (5.82, 4.67, 4.30, 4.15) |
Players who want more of a smaller unit count for their divisions should consider Combat Width 13. Although not as optimal compared to the more suitable Combat Width 14 and the flexibility powerhouse that is Combat Width 15, fans of Hearts of Iron 4 gameplay can still find use for Combat Width 13 if they need an alternative to a small unit composition that still has some degree of overall efficiency.
Although Combat Width 13 suffers heavily in Urban settings as well as experiencing some disadvantages in 1-to-2-direction fights in Plains, Hills, and Deserts, the setup will see improvements when positioned in Marshes and Mountains as well as Forests and Jungles. In this regard, Combat Width 13 seems feasible when trying to plug in the defensive line from unconventional positions – something 13w allows with its minimal unit count.
3
Combat Width 19
Strong Multi-Direction Attacker To Support Defensive Line
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
1.41 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
1.12 (1.96, 0.02, 1.96, 0.41) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
2.92 (7.11, 0.31, 1.17, 0.02) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
0.73 (0.73, 0.73, 0.73, 0.73) |
Urban (Attack from 1/2/3/4 Directions) |
1.84 (3.52, 1.17, 0.47, 0.20) |
Although falling on the lower-numbered side on the scale among Hearts of Iron 4 unit arrangements, Combat Width 19 can be more of an emergency reserve and not a primary Combat Width of consideration due to the effectiveness of its neighbors – 18w and 20w.
However, one shouldn’t just immediately let 19w go, especially when taking into consideration the right terrain. One-directional attacks don’t seem to work as much with 19w, especially in terms of penalties in Forests and Jungles as well as Urban settings. However, two-direction and four-direction attacks from 19w seem decently performing in most other scenarios, making the division ideal for split attacks meant to reinforce defenses.
4
Combat Width 16
Underrated Meta Contender Decent For Defense
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
1.08 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
3.29 (7.84, 0.44, 1.44, 0.06) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
0.44 (0.44. 0.44, 0.44, 0.44) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
0.93 (2.04, 0.44, 0.08, 0.00) |
Urban (Attack from 1/2/3/4 Directions) |
0.18 (0.00, 0.44, 0.00, 0.16) |
While recent updates to Hearts of Iron 4 gameplay practically encouraged more flexible use of a variety of Combat Widths, fans of the game may have encountered others suggesting both Combat Width 16 and its close neighbor Combat Width 15 as among ideal unit comps to use in their skirmishes. And while the current meta seems to favor 15w units, one can’t underscore the potential of 16w with the right setup.
Being a smaller-sized composition, 16w works well with Mass Assault and Guerilla-based mixture of Infantry, Support AA, and Support Artillery divisions. Save for its disadvantage in one-direction attacks in Marsh and Mountains, 16w seems very ideal for holding the defensive line due to its room for further optimization.
5
Combat Width 11
Avoid Plains And Urban Environments
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
3.56 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
0.60 (1.00, 0.07, 1.00, 0.31) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
2.27 (2.98, 2.98, 0.01, 0.07) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
4.44 (4.96, 4.22, 4.04, 4.00) |
Urban (Attack from 1/2/3/4 Directions) |
6.93 (6.94, 6.01, 8.09, 10.18) |
Among lower-numbered Widths, it’s perhaps Combat Width 11 that is among the most practical to consider without dwelling too low on impractical penalties. As expected, their small numbers allow them to perform decently in Marshes and Mountains, as well as Forests and Jungles. However, Combat Width 11 does perform rather averagely in Plains, Deserts, and Hills, and may suffer from multi-directional attacks when engaging enemies in Urban environments.
2:31
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Another potential setback of a smaller Division as a whole in the grand strategy title would be having fewer Breakthrough and Defense, theoretically making them much easier to take out. In order to counteract this, gamers may play into the nature of smaller Divisions having better Organization and boosting overall damage with the help of Support Companies, albeit at the cost of more Manpower and Equipment.
6
Combat Width 24
Decent-Sized Division For Fillers
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
2.3925 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
5.47 (4.00, 7.84, 4.00, 2.31) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
1.68 (4.00, 0.44, 0.00, 1.44) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
0.90 (0.08, 2.04, 0.08, 0.94) |
Urban (Attack from 1/2/3/4 Directions) |
1.52 (4.00, 0.00, 0.25, 0.64) |
The potential strength of Combat Width 25 in Marsh and Mountains can make for a surprising revelation in the nature of its predecessor in Hearts of Iron 4 gameplay, as Combat Width 24 shares similarities with other Widths of having harsh penalties in the aforementioned region.
However, Combat Width 24 can potentially fill the gaps of Width 25 when it comes to one-directional conflicts in most other terrain. Moreover, this Width’s potential for being line-fillers can help them win fights more consistently assuming players are prepared for the temporary setback in terms of resource losses.
7
Combat Width 12
Decently Balanced, With A Slight Disadvantaged In Urban Fights
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
2.2575 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
2.16 (4.00, 1.44, 0.64, 0.31) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
0.18 (0.00, 0.44, 0.00, 0.16) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
2.08 (2.08, 2.08, 2.08, 2.08) |
Urban (Attack from 1/2/3/4 Directions) |
4.61 (4.24, 4.00, 6.24, 6.04) |
Despite being so close in terms of numbers to Combat Width 11, a Division of Combat Width 12 immediately performed better on various fronts. While it faces a disadvantage when attacking in Marshes and Mountains from one direction, it doesn’t receive as many penalties in other regions. Its potential performance in Hearts of Iron 4 drastically improves in the Plains and even more in Urban environments, although the latter remains its weakest terrain.
Should players want to maximize Combat Width 12, they can use their presence and accessibility to accommodate different combat situations. Their smaller numbers make them ideal for defense and quick production, allowing players to defend critical chokepoints while reinforcements are on the way. Their nature for easier line stacking and cycling allows them to plug in holes in combat, although players do need to take their easily-destructible nature into account.
8
Combat Width 14
Good Enough If Not Pushing For Width 15
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
1.295 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
1.38 (1.44, 1.44, 1.44, 0.01) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
1.37 (2.78, 0.79, 0.25, 0.07) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
0.18 (0.00, 0.44, 0.00, 0.16) |
Urban (Attack from 1/2/3/4 Directions) |
2.25 (2.25, 2.25, 2.25, 2.25) |
Unsurprisingly enough, the sheer efficiency of Combat Width 15 means its predecessor Combat Width 14 is likely going to perform with similar numbers. Stats-wise, Combat Width 14 does incur slightly more penalties in most terrain, especially Marshes and Mountains, as well as Urban environments. However, this Width outperforms Combat Width 15 in one-directional fights in the same terrain – a mostly negligible stat that players may use in specific situations.
Given its nature as a smaller Division size, Combat Width 14 is best used as more of a defensive measure, as larger Divisions have better offensive stats. Thanks to possessing more Organization, Combat Width 14 shares the advantage of a narrower-width Division being able to hold the line more efficiently. Not to mention, the potential higher Soft Attack of Combat Width 14 Divisions may also destabilize attackers much faster, hence their potential performance as a defensive Width.
9
Combat Width 18
More Penalties Vs Width 15, But Still Manageable
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
1.0625 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
1.96 (0.64/4.00/0.64/0.01) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
1.52 (4.00/0.00/0.25/0.64) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
0.08 (0.08/0.08/0.08/0.08) |
Urban (Attack from 1/2/3/4 Directions) |
0.69 (1.56/0.25/0.02/0.64) |
As a narrow-width Division just passing Combat Width 15, it makes sense for Combat Width 18 to possess similar advantages of a smaller-sized Division with some penalties on specific terrain in Hearts of Iron 4 gameplay. It’s in this regard that penalty distribution in Combat Width 18 is less than Widths 15 and 14, but has harsher penalties in specific directions in terrains (2 Directions in Marsh/Mountain, 1 Direction in Forest/Jungle, 1 Direction in Urban) compared to Width 14.
In this regard, players who want to settle for Combat Width 18 instead of going for Combat Widths 15 and 20 outright can use this Division Width as terrain fillers while they’re still forming their main line. Their smaller numbers allow players to transport and protect supply more efficiently, and their potential cost-effectiveness can help save valuable resources during combat.
10
Combat Width 40
Technical Number Ideal For Large-Scale Urban Conflict
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
6.59 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
8.49 (20.00/0.44/4.00/7.84) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
16.46 (33.33/11.11/0.00/0.44) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
2.04 (2.04/2.04/2.04/2.04) |
Urban (Attack from 1/2/3/4 Directions) |
0.00 (0.00/0.00/0.00/0.00) |
Due to how Urban Terrain already offers +20% Movement Cost on top of -30% Attack and -50% Enemy Air Support, players may as well take advantage of these penalties to opt for a battle based on numbers. This is the underlying logic of Combat Width 40, as its lack of penalty multipliers on Urban Terrain means players can try to go wild with large divisions to devastate enemies in these areas.
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Not to mention, the relatively manageable penalties on Plains, Hills, and Desert as well as Marsh and Mountains can make Combat Width 40 a tolerable heavy-hitter in these areas. The increased penalties for Forest and Jungle areas make Combat Width 40 not as practical in these locations.
11
Combat Width 35
Technical Possible Width To Deal With Plains, Hills & Desert
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
2.72 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
13.57 (30.00/6.67/0.25/1.44) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
2.78 (2.78/2.78/2.78/2.78) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
0.00 (0.00/0.00/0.00/0.00) |
Urban (Attack from 1/2/3/4 Directions) |
4.81 (9.77/2.78/0.88/0.25) |
While the Plains and the Lake remain as the more neutral of Terrain types in Hearts of Iron 4 gameplay, the Desert’s +5% Movement Cost and +15% Attrition, as well as the Hills’ +50% Movement Cost with -25% Attack, seem to be more bearable penalties compared to those possessed by other combat locations. In this regard, players can capitalize on the increased numbers of Combat Width 35 to potentially wreak havoc on enemy forces, at least provided they don’t step into Marsh and Mountains due to their innately large penalties.
2:31
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Among Combat Widths going towards the larger part of the scale (>30), Combat Width 35 makes for a reasonable middle ground, especially for increasing troop numbers. Width 35’s relatively manageable penalties mean players can balance these setbacks with the bonuses of division multipliers. With the right division composition, Combat Width 35 may be able to become the player’s main frontline or defensive force.
12
Combat Width 18
Secure Defense By Plugging Into Vulnerable Sections
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
0.73 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
1.96 (0.64/4.00/0.64/0.01) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
1.52 (4.00/0.00/0.25/0.64) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
0.08 (0.08/0.08/0.08/0.08) |
Urban (Attack from 1/2/3/4 Directions) |
0.69 (1.54/0.25/0.02/0.64) |
At first glance, players who want high-intensity grand strategy warfare might want to proceed with their Hearts of Iron 4 gameplay with more aggressive strategies. However, those who want to play safe in terms of securing both attack and defense might want to get Combat Width 18 units in reserve.
Compared to other Width setups, Combat Width 18 is more suitable for protective and defensive plays. Their small nature makes them weak in terms of overall firepower, but being cheaper allows them to be plugged into defensive lines and even garrisons more efficiently. Their compatibility across most Terrains due to minimal penalties also makes them suitable for backline plays, especially when players find themselves at a disadvantage.
13
Combat Width 20
Small And Sweet Number For Tactical City Fights
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
1.22 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
1.68 (4.00/0.44/0.00/1.44) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
0.51 (0.00/1.23/0.00/0.44) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
1.55 (2.04/2.04/0.00/0.08) |
Urban (Attack from 1/2/3/4 Directions) |
0.00 (0.00/0.00/0.00/0.00) |
While a game like Hearts of Iron 4 can encourage large-scale conflicts to take areas quickly, players who prefer to play it safe could use Combat Width 20 for a sweet spot in most incursions – especially for Urban Terrain, which generally offers low penalties at the onset. Given the 80/40 setup of Urban Terrain, Combat Width 20 can overwhelm foes with multi-directional strikes. Moreover, the nature of No Step Back wars being won by capturing Supply Hubs can work well with Urban-accommodating units, as many Supply Hubs are often in cities.
Not to mention, the rather low scale of penalties in other areas such as Marshes and Mountains make Width 20 reliable in supporting roles. While its lack of firepower makes it unideal for large-scale conflict, its size should be just right for supporting the backline or even flanks.
14
Combat Width 30
Technical Width To Dominate Forest & Jungle Incursions
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
2.73 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
4.00 (4.00/4.00/4.00/4.00) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
0.00 (0.00/0.00/0.00/0.00) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
3.86 (8.16/2.04/0.51/0.08) |
Urban (Attack from 1/2/3/4 Directions) |
0.89 (1.56/0.00/1.56/0.25) |
Considering the +50% Movement Cost of the Forest and Jungle Terrains on top of the -15% Attack and 0.08 Supply Flow Penalty imposed on combatants, Combat Width 30 seems like a technical sweet spot for Hearts of Iron 4 players who want to dominate a particular Terrain in land combat. At first glance, Combat Width 30 seems to lag compared to higher-number regiments. However, it’s in the relative lack of penalties where the Combat Width shines.
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Second to Forest and Jungle Terrains, Combat Width 30 doesn’t have as many penalties when used in Urban Terrains. Not to mention, it can theoretically perform reasonably well in Plains, Hills, and Desert, as well as the more movement-brutal Marsh and Mountain areas. As such, while Combat Width 30 is again not as efficient as higher-number Widths in terms of overall firepower, building them en masse could give players a more manageable edge in overall combat.
15
Combat Width 25
Technical Ideal For Marsh & Mountain Skirmishes
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
1.82 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
0.00 (0.00/0.00/0.00/0.00) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
2.78 (6.25/1.23/0.17/0.00) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
1.74 (0.51/3.63/0.51/0.00) |
Urban (Attack from 1/2/3/4 Directions) |
2.50 (6.26/0.17/0.88/0.00) |
The high base penalties of Marsh and Mountain Terrains related to Movement Cost (+100% to both), Attrition (+35%,+30%), and Attack (-40%,-50%) make them extremely dangerous for most unit setups in Hearts of Iron 4. This is also why Combat Width 25 is rather practical in these environments, as they suffer the least penalties in these locations. Moreover, their manageable penalties on other Terrains make them a relatively safe “middle ground” between large forces and smaller units, making this a more all-around Combat Width for most players to try.
Of course, this metric is only based on sheer penalties alone, meaning Doctrines, Technologies, and even division composition play a large role in determining the success of Combat Width 25 in combat. Setbacks here include the undeniably smaller numbers of Combat Width 25 compared to other unit compositions, as such making it ideal for them to be supplemented with backup or for them to act as heavy-hitting support.
16
Combat Width 15
Ideal For Non-Specialized Divisions
Properties |
Averaged Penalties |
---|---|
All Terrains, All Directions |
0.42 |
Marsh & Mountain (Attack from 1/2/3/4 Directions) |
1.52 (4.00/0.00/0.25/0.64) |
Forest & Jungle (Attack from 1/2/3/4 Directions) |
0.00 (0.00/0.00/0.00/0.00) |
Plains, Hills & Desert (Attack from 1/2/3/4 Directions) |
0.29 (0.51/0.00/0.51/0.08) |
Urban (Attack from 1/2/3/4 Directions) |
1.30 (3.53/0.00/0.10/0.25) |
Fans of Hearts of Iron 4 who want to find an adequate Combat Width to accommodate most combat situations should consider Combat Width 15. This isn’t to say that Combat Width 15 can take down most enemies, but this Width has the advantage of having the least penalties for terrain types and attack directions. In turn, the Width is ideal for players who want a safe unit composition to tinker with in situations.
At its core, its non-specialized nature means Combat Width 15 can be converted into almost any combat role. However, Combat Width 15 isn’t suggested for large-scale combat incursions due to disadvantages in terms of firepower and defense. In turn, they’re not suitable for hard-cementing frontline attacks or pure protections. Instead, the Width is more effective for fortifying defenses or surprise engagements to secure breakthroughs past the enemy’s divisions.
- Released
-
June 6, 2016
- OpenCritic Rating
-
Strong
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