Catalog

Browse and rate HOI4 division templates, tank designs, ship designs, aircraft designs and guides shared by the community. Get inspired to build your own and share them with the community.

Template

SHTATSSS

Just messing around, wanted to see how powerful i can make a mech/medium template. If you have any ideas or tweaks/changes, please post them below, I'd love to see it.

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Tank

What do you think

Is this a good late game medium for USA

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Template

Human Tanks (HP stacking info, mass assault.)

Yeah so, 43.6 HP per inf is possible on three units: Mechanized, Bathtubs, and irregulars. Turns out, the generic helicopter brigade lets you stack 3% extra HP over hospitals, and the individual excellence bonus. The follower up in the post beta world is motorized infantry, that should be capable of 39-40.5 Lastly, regular infantry/militia would be capable of 37.2, and paratroops with signal companies would have around ~36. The 10% HP modifier from operational reserves isn't applying in HOIDESIGNER.

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Pancake crew

While SP artillery breakthroughs getting cratered, alway rember, towed artillery breakthroughs big and meaty now. We just need to put our artillery in our artillery. The enemy can't stop you blazing it. We put our RAT (rocket artillery,) in our RAT (Regimental anti-tank.)

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Tank

Beta RAT

So two pending changes in the "Not all the way tested" beta are the regimental support anti-tank giving decent defense, and having even more penalized breakthrough, I thought it would be cute to design something that could be made early on that uses the bonuses there well. Improved hulls and the Stabilizer both give hard attack (5%, and 4%,) which makes it possible to push this thing up to almost 50 hard attack before you stack on some doctrine like mobile defense or tank destroyer support to rat harder. So while the stabs kinda wasted only giving 2 final breakthrough, its still possible to get to very high hard attack numbers here that of course. Only issue is if you want real breakthrough you'll need something like real tanks. As, fire support tanks breakthrough got giga nerfed. Well no, I can think of a suitable replacement pretty easily actually, but its kinda funny.

showcase beta hard attack +1
Template

Flying Around at the Speed of Sound

Speed? I am speed. 20.5 kph in plains and deserts. I originally just wanted something with moderately low supply and IC cost with a high speed to quickly secure large amounts of territory, flank in a most annoying fashion, and outrun reinforcements to their retreating tile when possible. With just enough breakthrough and defense to be be able to leverage that speed, org, and HP. Then I chose to make things as fast as possible, baring making your mechanized faster and dropping all the light tank's armor. Personally, I think 18.1 is more than enough, which lets you take Attached Wood Gas Generators and Fuel Efficiency in your Motorized Equipment and Fast Tank MIOs. If you don't have a fast tank mix, just try to match your trucks/mechanized for speed.

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Tank

HeroMode

So, a fun quirk of army HQ's is you can stack the stats of a tank and infantry weapons together, and it just so happens you can use cast armor and casting specialists to push heavy tanks to 99.4% hardness. In other words, your army HQ can have the equivalent of 1666 HP per unit against soft attacks and 5000 org for the whole unit. If your enemy lacks strong close air support, they cannot effectively kill this HQ. Obviously, such a majestic HQ tank should only be trusted with the most capable of industrial giants, like marmon-herrington.

showcase army hq universal +1
Template

Tour De Bucharest

where did romania go? Featuring the 13.2 hard attack self propelled artillery from earlier. The big meme guns. I did forget one major feature here: The 450ish IC discount we get from subsidized contracts.

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Tank

Light Spanksgeshuts

With mobile defense, and all the stat upgrades, you too can pull 16 hard attack from a light SPG while STILL cutting corners on your MIO. (Using support anti-tank and light tank recon for a grand total of +25% hard attack.) You then are left with the choice: Gigabuff the light tank recon while having decent self propelled guns with mobile recon, or gigabuff the SPG's with self propelled support. Its a low tech light tank you can make out of five techs. (Maintenence 1->2 Radio 1->2, artillery upgrade 1.) For this, an infantry tank or assault gun manufacturer should be vaguely interchangeable. ________________________ An alternative build is just deciding 13.2 hard attacks good enough, choosing streamlined deployment or armored cavalry (Armored cavalry would let you push this things cost down to 6,) and aiming for Airborn light armor instead of Armored recon companies. ________________________ NOTE: With these howitzer -> Hard attack spam hulls, we actually have a major advantage: We have such massive modifiers on our soft attack and hard attack that cutting corners practically doesn't impact our final attack scores a meaningful amount. We can reap the 10% discount, but aren't that impacted by its costs.

showcase offense speed +1
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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!

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Tank

Zippo Flakbus

While I considered a radio because 4 more stats is 4 more stats, keeping this thing almost too dirt cheap was my primary directive and the flat 6 cost is probably the best this thing could ask for. It mostly is here to pad out an armored fire support group with cheap trash that can keep up with mobile infantry with pontoon support equipment manufacturer made inf weapons.

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Template

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.

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