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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.
30w Mediums
Higher Org and HP than meta, worse attack and IC cost than meta. Inoffensively applicable
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.
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.
Hard attack 200
it has 200 hard attack my 1st project here it should be good aginst tanks idk didint test have fun
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.
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.)
Horthy's Pocket Pirates
Tried to Max out the breakthrough of the marine commandos (12 bt,) Mot HW companies (20 bt,) rocket artillery (40 bt, you know, normal things,) with a decent ALA compliment here. A division born of Horthy's love for the sea, and rockets apparently. So many rockets.... For those of you used to my normal divisions, I apologize for giving this a normal level of HP here instead of my psychopathic near 500 standard this time. I made up for it by making sure aircraft die if they blink near you.
Square Trench Rats
A build that uses Irregulars to slowly grind out ridiculously high org and breakthrough for the cost. While irregulars needs three doctrine milestones to really give you any benefit here, it does eventually get one of the best orgs and very solid breakthrough/soft attack bonuses here! (With some of the pending beta changes, you might be able to achieve far greater breakthrough with mobile warfare, if you want a violent pushing unit here.) Alongside you know, recruitable pop. 5% battle phase breakthrough from smoke and fire. _________________________________ Practically speaking, this doctrine will give a very hard early game before achieving apotheosis. Mobile infantry will give vaguely the same stats, but with worse soft attack by 20 points. Built to hold, and definitely what we in the business would call "Obsolete" when viewed from a historical lens, the high org does mean the enemy will potentially shred these guys if you get pinned down if you don't take advantage of a more expensive airborn armor design to armor meme underequipped enemy units. I should probably post my ALA design, its a bit expensive as its fast enough to go with "Mobile infantry," but it was designed for cheap reliable breakthrough. (What's fun is, you know, you can push it to give up to 30 armor in ALA with a more expensive advanced light tank.)
du yu liek mukips?
its ok i was already gnawing your legs off before you could even respawnd. lookie, right one rolling on floor already, left one soon too. while you might not see soon, know the joys of pokemon will continue for at least another 3 years before they bomb another two releases
Pykrete battlecarrier.
- It costs twice as much as the equivalent carrier. - Its slower than a brick at sea. - You should never build this. + Space efficient designs I believe lets us get 90 deck size (+1 deck), space efficient designs is pretty good on carriers you leave a little under-decked making them less cost ineffective. + Your capital line will give it screening bonus giving it great accuracy for wiping enemy screens. + Uses regular planes, not naval planes. + Resists weather penalty. + Truly global range. + Its very swaggy and it makes you look cool.
Maygar Hussars (Aka the smell of Magyar and napalm in the morning.)
So... Yeah. Hungary has probably the strongest support equipment manufacturer in the game, allowing for some of the funniest mobile infantry setups in the game. Also like, 30% breakthrough for infantry weapons. Also, the motorcycles milestone makes all your support eq and rifles 15% cheaper. They have bicycles. Assault, breakthrough, bicycles. (If only support equipment manufacturers 5% speed went on support eq too.)
Beefcake drop Incoming
Men who don't die, don't use supplies, and have 69 org!?!?!?!? (The whole point was negative supply use.) Nice. Fun fact, I believe they gave you a 10% hp on flying cavalry if you push the helicopters even further if you go that way in the beta, I haven't tested this bonus so I don't know if this is actually good yet (It might just be a bonus to the support companies non-existent HP, knowing paradox,) but more trickleback and immortal soldiers so yay? (Either that or its +10 hp...) I did just spot a bonus that lets the Ethiopian infantry run a good bit faster than cavalry, the socialist roadrunners need further optimization.














