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.
Division recovery rate study: Armored Cars are cracked
**This is not an optimized division, but labbing out how to get one stat very high.** Armored cars have exceptionally high org regeneration with military police, mobile assault recon, and armored cavalry/armored spearhead as an interesting discovery. Going with armored cavalry also gives you practical buffs to their cost, which is very necessary. Peak recovery rate Superior firepower+Infiltration tactics+Armored spearhead+Mobile assault recon+Large unit tactics, where their solo recovery rate goes to triple that of infantry, which might be a useful property in ultra niche cases as their HP and organization are also not bad for a support unit, being the highest of the non-infantry options AFAIK. Especially since you know, you are hardening your boys in the field. Hardness is a stat. This is unlikely to be useful for sane players, but I found it interesting to try and figure out what's the peak recovery rate you could get with decent HP and org. (Honestly, if armored cars had MIO compatibility with truck and/or light tank manufacturers, and used something closer to 40 vehicles a unit instead of the current 60, they might be a decent general unit now with their monstrous recovery rate. If paradox reads this place.)
"Overwhelming Firepower" rapid mobilization showcase
If you get a 50% doctrine coupon, this division only costs 85 army experience to make using overwhelming firepower as a spirit, even if just temporarily. If you get two you can add an artillery doctrine and speed level it to max early game as artillery has a very high experience multiplier. Consider this a game mechanics lesson, and why I think superior firepowers a great new player doctrine. "Why?" Simple, if you need to rapidly build up an army for an early conflict many players struggle to get a mix of experience and other such factors to actually build up for the conflict. Overwhelming firepower gives you great control over your divisions to scale up quickly. "Where are the regiment supports?" Everything here cost 0 army experience after the army spirit was chosen. Add them as you can afford them. "Why this combat width?" I just unlocked all regiment slots here, more infantry or artillery costs you 0 army XP, you can tailor yourself to your front width. "How would I improve this?" Get to 55 AA as your experience improves, fill out the support companies with reasonable additions. "What doctrines should I use?" As this is a rush template for poorer defensive nations, cheap ones, defensive ones, but get your support/artillery one first as this has a 10x multiplier on its mastery gain, then your operations one, then infantry. If you are confident, you can pick aggressive ones. "Summer beta?" This division will have much higher breakthrough post summer beta with the artillery buffs. Great war infantry gets an awesome static +5 entrenchment buff here, which could be trolly and fun to play with. It also unlocks static defense, which would maximize the damage you are capable of on the defense.
One Free Amtrac
I am the zoom in the room and we go boom.
Bike BMX rush
all bike with giant speed buffs (8kph bike rush really)
I got 99 problems but my ballbearings ain't one.
`My bearings are explodin. (This is a swedish template, please understand. This is budget for them. 51% equipment capture ratio tho. Also your resistance target in your core swedish clay, like new jersey, will also be close to the sun with the +80% target you can hit other people with.)
Cheap fast attack
Somewhat fast and cheap division for 1940. Good soft attack and breakthrough. Doctorines grandbp, mobile inf, mob recon and assault, armd cav and grand assault. No own tank designs used.
Blitzkrieg Mech/moto with motorized rocket arty
I wanted to make mobile doctrine relevant again using off-meta and make rocket arty good too. The whole division might require intensive research in the early game, but I keep it cheap for any major in the game or nation with decent industry. You can start this with mounted infantry with tanks and then swap to moto/mech with rocket arty if you have enough fuel. The chopper is not required. Which other stats here should I increase? Keep in mind the tanks here are the base game, tier 1, so no kind of modifications, so the whole div would be much better in game after spending some army XP, that is why the speed is stuck at 6.6. The doctrines are: Mobile Warfare with Mobile Infantry, Flying Batteries, Streamlined Deployment and Mission Type Tactics.
Buffy-Chungus infantry HP/org stats
I recognise I am quite disappointed with this infantry div, I tried to do something effective but off-meta INF template... for that I used some underused doctrines; the whole of them are: SF with La.Un.Ta., Air Cav., Streamline Deployment and Mission Tactics. The only good stuff I recognise here are the HP, defence, and ORG, this unit is expensive so It wouldnt be affordable for minor nations or nations qwith lack of manpower... another thing worth to point out is the Speed, some doctrines increse the infantry base speed and I got it with heli and streamline deployment that give armoured support and armoured signal the bonus to add base speed for the leg infantry, but only to a shy 5.2... nothing to brat here. Any idea of how to improve this?
Regimental meme team supreme 1942
kaplap kaplap kaplap rout now rout now eeeeh~? not running away yet how gross. You are going to get overrun now if you don't turn tail and run away~! whats wrong why are you hiding behind cas~? you know that won't save you now~! (Those are artillery noises at the beginning, I promise.) I know this seems potent, but remember the stats are going to be a bit higher post summer beta. With variants this can be a good 30% cheaper. We will have more defense in the future. Thankfully, the line artillery soft attack on rangers seems to be working now. Thanks HOIDESIGNER. I'm sorry for the brain rot I hope you can recover from this emotionally and move on with your life.
28/W L.SPA
Rate It :D
This was supposed to be marines but I got carried away.
So the idea here was because the marine doctrines were kinda meh I was going to make a mountaineer/jager doctrine division that just turbo buffs marines using rangers, given the marine doctrines are so bad sometimes extra buffs on your ranger scout can overwhelm the stats you get from picking marines for your doctrine. This devolved into a rabbit hole where I used the terrain bonuses of commandos, flame tanks, assault engineers, and mixed special forces/regular infantry to create an abomination that doesn't care what terrain the enemy is defending on while having stupid high org and hp for the stats, but I had also turned recon rangers into the worlds ultimate artillery support unit so I decided to make our attack disgusting. Normally its borderline impossible to beat field engineering or assault recon for breakthrough, but because of the quirks of this build its all irrelevant may as well motorize the guns for that fat org. Post summer beta our defense and breakthrough also spike up from the flying batteries buff and the rocket artillery buff! Worth noting: The hard attack of this division should be higher than is shown, the commandos hard attack buff on light infantry doesn't seem to apply. 18% hard attack from 4 mio points. All arms at defense, etc etc. I also have no defined tank doctrine here, so there is room for a quarter more stats in breakthrough, or hard attack depending on what insane madman optimizations you make. It also had custom flame tanks/tank destroyers to optimize its breakthrough with my signature cost of almost nothing, but for some reason these are not saved here so we lost a lot of breakthrough, but I'm looking forward to post summer beta stats for those 160 attack 50 breakthrough MRA that I've meticulously optimized for.
PhreakierPhranks that are finally a decent use for armored cars via wheely dans sweatshop
So. Armored cavalry lets you buy an army spirit that gives 15% mechanized and armored car cost. With the right MIO you could massively increase anti-tank attack, reduce costs, and if you go superior firepower all arms at defense gives all infantry +25% hard attack on their infantry equipment. +18% hard attacks is available on the MIO, which means we have finally invented the anti-tank AK-47. That would lead to approximately 40% more hard attack than is shown here, this becomes a fast, tanky, organized meatgrinder of a division that still has piercing and the ability to attack effectively. The hard attack can become remarkably high for some division that doesn't have any dedicated anti-tank assets outside some wheely MF's. THE COST IS ALSO MUCH LOWER THAN SHOWN. Its only 100 army xp to half the cost of mechanized equipment, so not only is most gear pictured 15% cheaper. Some is 58% Cheaper than shown. I'll publish this again once we have army spirit, equipment variant, and MIO support. There is room for optimization, with assault engineers we lose too little for it to matter, but gain much better terrain modifiers. I was too excited to add them in because a useful way of incorporating armored cars in my divisions made me hurry instead of making the most carefully measured division in history.