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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.
"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.
Good breakthrough to cost
So i made a light tank, that has high breakthrough compared to its cost. (1940 tech)
One Free Amtrac
I am the zoom in the room and we go boom.
early game close air support
good early war cas
early game fighter
good against ai aircraft
1940 Fighter, Cannons with Drop Tank, 25/25 Weight/Thrust
For Industrialized nations that need a little more range on their fighters.
1940 Combat Fighter, 25/25 Weight/Thrust
Ideal for an industrialized nation that can continuously build airports as they advance to make up for the poor range of the fighters.
Bike BMX rush
all bike with giant speed buffs (8kph bike rush really)
I hate tanks ahhh TD (371 Piercing)
371 Piercing on full tech
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.)
Expensive Test Nav
Carrier launched fighters get big multipliers to their effectiveness in certain cases, so I wanted to try designing one that maximizes how expensive it is for a little extra power and performance. Honestly, I'm somewhat disappointed, paradox has given us almost zero leeway for alternative air based weapons other than heavy machineguns to feel worth it. What you get back is very small, but the costs are quite high in material, agility (Agility is so fundamentally vital here,) and all other metrics. This should be solvable but getting them to the table to is going to be the hard part for us. The air mechanics, while they are probably the most toxic in the game, are fundamentally fixable, worth fixing, and likely high yield for the work put into refining them. Most likely.
Fast Raid Battlecruiser.
Sequel To: https://hoidesigner.com/design/2ede1f18-4869-469d-9c95-6e8e87f0fcd5 A battlecruiser that uses the fact that 113mm dp secondaries have a typo in their speed stat alongside two useful doctrines "The new scool" and "fast battleships" to achieve a faster ship then my fast raid HC with much higher overall attack, and armor. With a good admiral, chief of staff, and raiding shipbuilder, you can get the visibility down to 11-13 and the speed close to 55, making the hit chance of enemy guns very low. Between the naval spirit "Surface Raiders", we have 50% screen without screens, giving enemy torpedoes a hit chance that is worse than the worst possible hitchance on its own, much of the enemy torps are lost to screens that don't exist. Lovely. The only flaw is you need fleet carriers somewhere to level this bonus, build them early on and exercise them to level 2 if possible. 50% screening efficiency also gives about 10% retreat speed and 20% gun accuracy. 60% is not possible here as our speed requires us to give up armored raiders, but I figure this is a worthy sacrifice for the delicious speed cheese. Our air attack is, regrettably, a bit worse then the previous ship, so the damage reduction against bombers will be a fair degree lower (~55% solo instead of ~65%,) but air attack was still a priority because this ship needs to be the highest form of naval dementia. On the plus side, our doctrines leave room for stronger than average destroyers as they also get a speed bonus, and its not like destroyer attack that isn't AA, charges, or torpedoes really means anything so the speed I'm happy calling a win. Not too sure if we want them actually screening, its more like they are dedicated fast submarine hunters. (I'd need to study how screen without screen works more intimately to decide whether these destroyers are actually worth it.)































