Catalog | HOI4 Division Templates

Browse and rate player-created HOI4 division templates. From infantry to armored divisions across all types of terrains. Get inspired to build your own and share them with the community.

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I know this is a weird way to showcase a tank design but...

Yeah you can get heavy SPG's up to 28.5 hard attack per brigade with mobile defense. Yeah. Its expensive. But. Think of how stylish it is!

showcase tank
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So, Armored Car org can get kinda crazy.

Yeah I'd have never guessed armored cars could hit 38 organization, basic armored cars cost about as much as artillery while only using twice as many per unit as you'd use artillery, but you can get a 15% discount on them at least. This... Makes their sustainment costs oddly decent since, you have to remember, they add hardness, 5 HP (1/4th that of a special forces unit,) and they do get 20% all stats up from you researching artillery techs. I'd still love minor reworks to put them more in focus for high rubber nations (IE: A lower cost as a tradeoff for them using 1 rubber, replacing their armor upgrade with the mechanized cost reduction but making it so they have four useful variant sliders instead of three that work and one that's a meme,) but this is the first time I've looked at their cost and thought "This isn't unreasonable." Oh yeah, the basic armored cars stats seem to be missing from the database, researching that tech seems to do nothing. This is likely because the sites struggling to parse paradox's files for armored cars, where the second armored car is the "Default" one rather than the first.

showcase
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Assault Anti-Tank!?!?!?

So.... I never thought I'd be pushing anti-tank to be a breakthrough asset, yet here we are: ~9 breakthrough per 1 combat width. Its almost as dense as mechanized, and a good 7 org more per combat width then properly maximized tube artillery, (Albeit, it loses to fire concentrated tube artillery here.) Tank destroyer force gives MOT At a disturbing amount of breakthrough, and fire concentration of all things... Makes it just an oddly good source of generic all around firepower. I'm in awe. Lets you push it too 13 org, which is one of the highest possible for non-motorized artillery. (Note: Flying battery only buffs rocket and tube artillery org, so the 23 possible there is not available for actual anti-tank guns.) I do think I see a funny bug, anti-tank has 5% hardness, but its showing as 0.5% hardness, this division does mitigate a quarter of sort attacks via its hardness. (Also, I was testing the Anti-Tank battery hard attack bonus on individual excellence, and it seems to have stopped working for light infantry again after we renamed it from commandos to individual excellence again.)

showcase italy offense +2
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a little overkill lol

Just something i threw together to make some absolute behemoth. I don't have no step back, so no self propelled vehicles, unfortunately. But I mostly wanted to experiment with the armored engineer and maintenance companies.

rate my build offense tank +1
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This was supposed to be a port garrison.

This was supposed to be a port garrison. This was supposed to be a port garrison. This was supposed to be a port garrison. This was supposed to be a port garrison. This was supposed to be a port garrison. This was supposed to be a port garrison. This was supposed to be a port garrison. This was supposed to be a port garrison. This was supposed to be a port garrison. But I got carried away lol. I kept most mio's at size 5 and didn't use one for the tanks, milage may vary, I chose a deliberately weak/low org infantry doctrine to give you a generic feel for how this will perform across a variety of division types. (Mobile infantry will make the org high, irregulars too, assault infantry would need adjustments but could potentially be strong, and well, you could overstack if this used LUT.)

showcase rate my build infantry +1
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The magyars are tired/juiced (Speedy rangers.)

Yeah so, the hungarians having a good support eq manufacturer lets you make your rangers go pretty decently fast with what we in the business call "Good terrain modifiers." Also very good coordination, OK initiative. (~+15% from doctrines on both!) I gave up on HP to get a unit with a better density/ability to cram into forests.

showcase speed infantry +2
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Honey I juiced the mountaineers

11-14 breakthrough assault mountaineers with 16 breakthrough RATS. Combined with the cheapest trash light tanks and medium flametanks, generic MIO's.

showcase special forces universal +1
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Hard attack 200

it has 200 hard attack my 1st project here it should be good aginst tanks idk didint test have fun

rate my build mid-game universal
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Honey I juiced our RAT

So yeah, commandos, rapid domination, and fire concentration all stack crazy amounts of breakthrough on regimental artillery, obsoleting most need to invest in the support weapons technology as almost does not matter at all! As such, we get these Juiced RAT-s, regimental support companies with up to 16 breakthrough each and too much soft attack. For a change of pace, I went with motor infantry here because they might still get a 10% HP buff soon, a little cozy rapid domination with our RAT. (Yes, this doesn't optimally use our bonuses from concentrated firepower, but I'm not crying over the 1.6 combat width, just think, leg infantry can be even stronger.) _________________________________________________ With superior firepower+Rapid emplacement you get 16 per rat, mobile warfare frees up your army spirit slot and you get 17.2 per rat at maximum rat potential, but this only results in 3 breakthrough increase due to the loss in line artillery stats. _________ If the summer beta mobile warfare generic armor buff is adopted, things get spicier, with a maxim RAT breakthrough being around ~18.4 (Not to mention, the discounted light tanks could enable you to get 100 breakthrough off of a cheapo support company.) This would be kinda funny, given how superior firepower only really holds any place at all due to its good defensive stats (As its attack bonuses are limited in current patch,) and the tactical withdraw tactic. So we would have giga juiced mobile warfare + grand assault, and a SF that's mostly focused around tactical cheese holds.

showcase motorized infantry universal +1
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Coptertroopers

Would it be cool if you could make units, that get deployed by helicopters?

showcase offense
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Assault Mech

So yeah, with all arms anti-tank defense you can get mechanized infantry to almost be 1/1 soft attack and hard attack, after me having taken several doctrine paths that max out the soft attack of mechanized. That and, +30% breakthrough on mech for that sweet 26 breakthrough per inf unit. (Once you level up the mech here to max, here we are only getting ~19.8 breakthrough.) This is using 1939 inf weapons still. Mind you, I'm using an MIO on them with giant soft attack bonuses and limited hard attack, because funny. I think our only MIO milestone giving "Hard attacks" is just a pistol cartridge (9x25mm cartridge lol.) In theory, this can be twice as strong if you replace your artillery with a bunch of self propelled guns or tanks due to some doctrine quirks. I didn't want to design self propelled guns for this for 30 minutes. (Tank hard attacks EXTREMELY JUICED, 10% armored recon, + 10% mobile defense, +5% SPAT.... Plus all the tech and MIO bonuses.) Orgs a little low, but still within reasonable limits for a hard and in charge unit. Also, there is the mech variants allowing for another 50% discount to be stacked here so this is a much cheaper unit than shown (~7500.)

showcase rate my build speed +2
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PARATROOPER for singleplayer

This is probably the best paratrooper template you can get in singleplayer. The light tanks as support are both paradroppable : The light flame tank comes from No Step Back DLC, glider tank comes from Arms Against Tyranny DLC. These two allow you to stack about 150flat breakthrough on that div. Use the "Sabotage party" para doctrine in elite forces. The doctrines are pretty basic : GBP, Individual excellence and Grand assault are the main parts, the arty and tank subdocs don't matter much. Only GBP and grand assault are really important as IE can be safely replaced with little impact but, if you do, consider swapping the logi company for radio company (HP buff from the para doctrine) If you plan on using it in singleplayer, simply add a single regimental Anti Tank gun for piercing. Don't hesitate to force attack when landing, the HP is high specifically for that.

meta showcase offense