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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.
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.
1940 Germany Breakthrough
Might be a bit too ambitious with what's possible in 1940's Germany, but with good doctrines that increase org, and with high enough HP, i think this can be a fairly alright template to break through the line. I don't have No Step Back, so that's why I didn't make custom tanks or added in SPxx or flame tanks. As always, give criticism, thank you.
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
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.
MELTING MELT
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The BOILING DIVISON
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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.
They Came from the down south (Quafar safari, the new sea people.)
"This looks a little expensive, are you sure this is something aussa can afford." Sure you can, after you rebuild the forts and cities you leveled completely destroying everything in your path. The sea peoples once ended the bronze age by wiping the slate clean and dealing with all nations but one, now its your turn, to wipe the slate clean with super heavy artillery. Practically no forms of defensible terrain are an appreciable obstacle with these bonuses, even if, by all accounts, this division is a meme. Oh yeah, you are taking "Utilizing our strengths" for the massive attack bonuses on irregulars by the way, no militia this run. Get yourself a commando and infantry leader advisor, and nothing will be able to really resist this units pushes. __________ You also have great bonuses with this doctrine to superheavy railway artillery, use them, even if you can't afford them.
Combat insertion Paratroopers
I notice people using 8 paratroopers but no one has explained why, you can add one more and open up a extra regimental support which can be used to massively buff soft attack, or if you want to use them purely for defence then I would put in heavy weapons companies
Germanowerfer
This is the germanowerver, it werfs germans. Inspired by the summer beta changes, where rocket artillery finally has a purpose, stabilizers and autoloaders are buffed, and I'm trying to tempt paradox to make the squeeze bore adaptor good sometimes. Intended doctrines+spirits: Self propelled support, Tank Destroyer force, direct fire support. You will be able to push this rocket platforms hard attack as self-propelled artillery to the moon, all the way to ~15 even (Maybe even 20... Its really hard to tell what it will look like post MIO.) While it pierces nothing, pair it with some tank destroyers, the enemies will be a fine paste left in your path. GO OUT THERE AND WERF GERMANS. But do not werf the germans, they want to get werfed, its their favorite summer time activity. Its why they storm our borders in mass migrations roughly every 20-40 years. The doich-want-to get weerrffd~ The jdoich just wanna get werfffed. (For the love of god what am I writing.)
US Island Hopping
Don't play US nor use amphibious mech or tanks much, so I'm not experienced enough to know how well this would be, but essentially it's an island hopping division for the US on Japan. Late enough to get the equipment necessary, logistics to keep supply in-case of red sea or negligence against their navy. Shovel to get buffs in amphibious terrain, might be expensive though. Amphibious tank for extra breakthrough and attack. This is just one of the other things I want to show to try to experiment more and push my skill. Give criticism of course. Thank you.
Reinforced Paratroops Strike Division
ROLEPLAY EXCUSE: Paratroopers division thats been landed and reinforced with heavy ground assets. ________________________________________________ PROPER EXPLANATION: Assault division that uses the paratrooper tech from last post to create a very cheap, and mildly narrow pushing unit while making the ABSOLUTE MOST of commandos HP and hard attack bonuses. The paratroopers make this division organized despite commando's penalty, and the combination of signal companies and other factors make this division absurdly tanky and capable of reinforce meming, as an all terrain strike force. The idea would be you'd use pure paratrooper divisions as intended to be ambush soldiers that do deep drops behind enemy lines, then switch things over to twice as many of the reinforced strike division once you link up with your paratroopers and save them from being stuck behind enemy lines. You are using both paratroopers high org and good combat stats to counter the only weaknesses of commandos, while taking advantage of too many stacking HP bonuses to make sure these units become veteran. __________________________ ADVANCED TECHNIQUES Go SF and all arms at defense if you are a large nation with a great SF multiplier, or a smaller nation trying to build an offensive fist, go for tip of the spear to make far more of these, as you can make 8 of these with the tip of the spear special forces cap bonus on its own. Four to five prior to you getting the SF cap reduction bonuses. In theory, you could even reinforce this with other special forces, mountaineers/marines, while having the paratroopers tank for your other SF assets, depending on the theater if you have spare cap open.





















