Catalog | 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.
King tiger
Semi historical tiger 2 heavy tank with some things to make it a working in game tank. We just have too few module slots to add the mg;s. Uses henschel with about 10 upgrades
stuka (1936)
Stuka
Тяжёлая дивизия
Абоба
True Socialist Road Runners
Between the Decentrilized army (I think its the peoples militia here IIRC,) and the Old reliable bonuses, Ethiopia can push this division not just to 6.9 infantry speed (Faster than horses,) but also give it +10% movement on all terrain from their public transit path. We aren't just creating an infantry division that is faster than horses. The extra 0.3 speed is from an equipment bonus, as making your infantry weapons with your support equipment manufacturer can provide a speed bonus while making the guns far cheaper. We are pushing the lower speed limits for mechanized 1, due to the absurd terrain modifiers we are simply too fast 4 u. Seriously, you can overrun enemy infantry, with infantry here. ________________ Of course, manufacturing helicopters is absurd from this start, but one must imagine the horses surprise when we outrun them. (That, and if I was willing to drop the gimmick support artillery for engineers, we would be faster on most terrain.)
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.
Super Breakthrough Rocket Artillery
So. MRA has 20 breakthrough + the 5 it gets from trucks post summer beta. For reference. Flying battery gives artillery +10% breakthrough in the summer beta, rapid emplacements is another 10% breakthrough.... 30 breakthrough.... Ok but... Recon rangers can actually push this further with another 15%, nice. So yeah, you can get nearly 100 breakthrough and 28 org off of 3 MRA post summer beta, in addition to the other benefits of MRA, like a lot of things exploding very fast. You can combine this with the crazy initiative you get from the flying batteries 3 bonus to make your cheap breakthrough artillery act like focus firing discount tanks, but with the vibe of AOE2 crossbows. Especially once you unlock the late game upgrade to Towed Rocket artillery 2 instead of Motorized rocket artillery, since then you can use a strong artillery designer instead of a motorized equipment designer for another 15% breakthrough. (Never take a MRA specific bonus on your motorized designer, TRA is just better later on.) Lastly, if you master armor with mobile warfare, you get one last 15% breakthrough. _______ The only flaw being, with this very high base org and low HP/Combat width, your casualties will be artificially inflated by bringing this unit. Well. That and it taking as much supply as a full unit of paratroops. Thankfully motorized infantry having hardness and 27.5 HP actually offsets this weakness post beta, motorized infantry are a great option for an artillery heavy div.
Super Heavier Orgwall
Earlier I posted a "Super heavy" orgwall I supposed was the highest organization in the game, using the irregulars doctrine+MTT. It turns out, the best buff to all special forces in the special forces doctrines is in sabotage party, if you are a nation with a large special forces budget like Chile, or a very high stat multiplier on your SF like Poland (+60% is possible there!), these are the ultimate SF orgwalls. REMEMBER, THIS IS NOT A FINISHED DIVISION. This is a doctrine for stupid org sf. Still, the doctrine here gives you two useful special forces: - Your cold weather specialists have better org and fit more men in a narrow front, where as your paratroopers actually are useful due to high HP/Breakthrough/Supply usages in the low 0.4 at width 30. - So say you are Chile with the ability to go nearly all special forces, a mountaineer swarm would be great for holding a front with a stronger foe, where as the paratroopers could reach a high breakthrough/attack and stack more men on a front with poor supply. - If you go mass mobi, you can take the victory or death spirit for -15% org loss below 25%, which, is funny but discouraged as this orgwall can almost kill itself from strength loss with this. I went superior firepower because stacking bonuses that make it more likely you roll tactical withdrawal is funny. __________ I'm using mobile infantry instead of irregulars, as the summer beta does buff mobile infantries leg infantry a bit. So I'm looking at this for an army with four arms on one of the +35% special forces cap countries...." Irregulars gives you higher stats in the current patch however. - A mountaineer defensive division. - A weird hybrid division that mixes mountaineers and the hyper-buffed cav from the summer beta. - A decent motorized division. - A "Landed, reinforced" paratrooper. I'll probably post these weirdest to most normal over time, while trying to focus on keeping all of these in one coherent doctrine/army group.
Mobile commando buzzsaw corps.
A division that does four things: - Achieves maximum coordination and high initiative (It will focus fire enemy divisions for rapid KO's to reinforce memes.) This is important as coordination and initiatives effects actually multiply together. On paratroopers, rangers, or mountaineers, you should be able to push initiative to the "Sorry, this is nonsense" levels with a good SF doctrine. - Stacks every motorized heavy weapons company bonus for a nice, fair, 20 (Pre-beta), ~24 breakthrough (post Beta) per motorized heavy weapons company. Cheapest breakthrough per IC possible. I might be missing a motor heavy weapons company nerf here, I can't keep up with the half a dozen hotfixes. - Has stupid HP and casualty trickleback, good supply for its combat width, it is hard to inflict losses on this division. - Good terrain movement modifiers, can just walk right in on harsh terrain under enemy cas.
melt no2
d
MELTING MELT
a
The BOILING DIVISON
aaaa
Mid-Game Breakthrough
A fairly mid-game build. Light tank breakthrough division with motorized to keep org, and motorized pulled artillery for soft attack (can replace it with support art, but with less soft attack). I'm a little iffy on support companies, I know armored engineer companies give good buffs to tanks and honestly it looks like it works really well in mountains, but it's probably super expensive. Either way, I'd definitely see what you lot do. I don't have much of the DLC, so I can't make tanks or planes, and I don't have access to flame tanks either. So keep that in mind.













