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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.
ПТ-ТЯЖ ДИВИЗИЯ
Это пт-сау дивизия с упором на урон по танкам и ничего более
Minimum Viable Product (Anti-Artillery propaganda)
Not really meant to be a practical design, but I'm going to compare it to other early game options for a player. Essentially, I'm just looking at how brittle/desperate the line artillery situation is. Since artillery's only argument over tanks is hypothetically saving on costs, but when it comes to resources, one of the more likely limiting factors you will run into, line artillery isn't even justified. - With all bonuses, this can be almost -40% as expensive as advertised on nearly generic nations. -15% from an army spirit, -15% from the most common mio, +~20% from the most common mio. - The iron use is only 40% worse than infantry weapons 2 before you add the MIO in. think about that last point. - The tech costs to improving are also less, as your anti-aircraft research will inevitably scale this and your AA guns, and you need radios for reinforcing. - It fits in your doctrines better, it doesn't compete with field engineering and assault recon, it gets its own slot. - It lets you minmax your regiments more, as spaa regiment supports are mind-numbingly strong even with nerfs. - Its defenses are better than artillery due to the extra hardness and a bigger breakthrough priority. - You don't need rubber/trucks to run this with cavalry. You can run diesel versions on infantry to cheaply eliminate attrition. The key reason to go artillery is if you know the enemy is so weak that you can push them from the start of the war with few casualties, or you can't pay the IC tax to save resources. Its more trade efficient so the real cost is fuel during offensive operations, as saving on trade lets you scale your industry and have more industry long term. Let the tracks roll.
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.)
Early game destroyer
Well rounded early game destroyer, relatively fast and cheap. Can enter production in like mid 1936 earliest
Breakthrough exploiter 1942
Breakthrough exploiter division for mid to late game. No docktorines
Light breakthrough exploiter 1942
Light tank to exploit breakthroughs.
Fast Gaslight Destroyer
A ship that exploits aircraft AI to create "Targets of opportunity" that aren't opportune. Enemy air targets ships with less than 5 air attack disproportionately to their HP, so this ship design in spirit is trying to maximize its rate of being targeted while reducing the damage it takes with minimal air attack. The low air attack here would make the proportional targeting rate per hp for this ship about as bad as an escort carrier with 5 air attack, which is crazyness! A ship like this is unlikely to draw focused fire due to its numbers, leading to what we call in the business "Enemy naval bombers who pick bad targets and don't accomplish much" By fielding this with a backup destroyer with strong air attack, a ship like this can be strongly protected from air attacks from battle group air attack stacking while causing the enemy air power to make bad targeting choices, dealing scattered and ineffective damage to ships which aren't effective or efficient targets for enemy air power, while inflicting enemy air losses. Especially if paired with allied interceptors or escort carriers with fighter wings, as the enemy air attack disruption would result in enemy aircraft often failing attacks that weren't inflicting substantial industrial losses anyhow. (Just make sure escort carriers have a minimum of 5 air attack!)
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
Brusing for a cruising (AA landcruiser.)
Legitimately an optimized land cruiser. You may wonder "What is this for and why would you build it." Its simple, its able to shoot down 99.75% of close air support. Its a brick of stats that cheaply removes the air war from the game for people who really have grown tired and just want to battleplan. It is budget if you get the breakthrough points for it, as the AA you would need to match this vehicle in performance would consume an industrial capacity that is dozens of times more expensive. The artillery needed to tie with it also matches it in cost. Yes, the metal cost is depressing, but for a land cruiser its relatively chill. If you lack 4 breakthrough points you can give up 5 soft attack and make it much cheaper though by replacing the railway artillery for a simple 3 breakthrough version. At least 1942 and definitely banned in your local server.
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.

























