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.
1940 Tank Division 24W
240soft, 58.7 hard, 66.8 pierc, 70 hardness, 273 breakthrough, achieved with 6 mechanized 1, 1 x medium good 17 IC tank (one i published) and 5 x light close support 8IC hardness and soft attack booster, also some support is included
It is raining men and bullets. SF with: Commandos, Air Cav. & Inf. Tact.
I was surprised by the stats I could get for a unit such as this that underperfomance in comparison to mountainers and marines, so I seek how to better it with underused subdoctrines too. SF doesn't give me the top SA, but increases a lot the defence, HP and org of the unit. Any performance ideas? Also, some ideas for what an armour subdoctrine should use this unit?
Fire Rain and Thunder speed (MW with: Mo.In/Fly.Bat/Ar.Ca & Ra.Dom)
I wanted to make some viable options and not so expensive in IC but intensive in research for a 1940 fast elite unit with underused doctrines and units. How fast could I go with SA and Defense? Feel free to give me some feedback about any unit, especially about support units and regimental guns.
the kind of template the AI makes
yes
I hate planes
For when you hate planes
ПТ-ТЯЖ ДИВИЗИЯ
Это пт-сау дивизия с упором на урон по танкам и ничего более
Deepest Trench
A goofy test of how much % entrencment I can stack, 15% per infantry division, 20% per regimental support company, 2% per armored unit, 30% from the commander, 10% from army spirits. Defensive postures gives more flat multiplier and org, but I'm thinking about the +5 base entrenchment in the coming summer beta here as our multiplier is extremely high already due to grand battleplan having become an entrenchment nuke. This +5 base sets it up so if we stack all modifiers (Defense in depth, gwi) we could reach a base of ~23 entrenchment. (Really poor nations might use mastery rushes on infantry to get this +5 entrenchment instead of using engineers, to save support equipment.) This divisions too expensive, too low hp, but its attack multiplier when it holds is quite nice. Its the sort of division you use to make an attack to expensive to sustain instead of aiming to hold. Stats are with practically base technology. Still, this is more here to demonstrate how goofy the new mechanics are. Recently superior firepowers been seen as "better for defense" and gbp "better for offense", but you can achieve nuclear entrenchment with gbp with its new entrenchment bonus most likely (If its not non-functional.)
Breakthrough exploiter 1942
Breakthrough exploiter division for mid to late game. No docktorines
my soviet 41 infenteri div
This infantry division certainly requires research but is highly versatile while remaining cost-effective. It boasts a high recovery rate, allowing for rapid reorganization, and suffers reduced XP loss; consequently, despite casualties, these divisions quickly become veterans.
Germany WC garrison
you dont need the stormtroopers, they just give a tiny suppression bonus. the tanks are for hardness
Carpool Tunnel Syndrome
If only the website let me add my landcruiser design to this division this joke would be perfect as we'd have like +400 stats.
Commando/Ranger Assault Team 1938 (Error: Doctrines didn't save.)
Doctrine compatible division templates in the comments. Doctrines did not save: Fixed Version https://hoidesigner.com/designer?share=edfa4df2-36e0-4610-b9d4-7a611e3d5bc5 1942/doctrines maxed version https://hoidesigner.com/designer?share=df514a3f-1cc5-42c5-85bd-f6be048df56e A doctrine built in anticipation of the summer beta changes. Achieves hp and breakthrough via using tech coupons that are guaranteed to be available by 1938 to go ahead of time on getting motor rockets as this unit has become much more "Fire" than it once was. Don't be afraid to use some traditional artillery while you have a rocket shortage. Regular artillery is also very buffed. There is a spirit of the army giving artillery equipment 10% more breakthrough with grand battle plan, so you can use that for offensive wars, but in a defensive war, **********go superior firepower and all arms at defense as this doesn't just kill enemy tank divisions a lot, it doubles the odds of you rolling the most broken defensive tactic in the game.********** The anti-tank techs are selected not because we rush them, but to simulate the effects of the first four MIO points in infantry technology. If you are properly threatened by tanks, you can have much more hard attack in the 1942 era once you get these techs properly. Commandos and infiltration tactics are used to offset the terrain penalties artillery has, to boost org, and to allow you to crit enemy divisions at night as this is 1938... Rocket artillery lets you easily crit people even at night with these terrain modifiers. Note: - This levels two special forces branches to 2/3, you likely will sacrifice some economy for army experience generation here because you need it. - Get assault engineers 4head. - Expect inf weapons 2 and flame tank shortages.