Skip to content
Guides Factory
Theme

HOI4 Division Templates After the Thunder Rework

Concrete division templates and tank designs for the reworked division designer: how wide to build, which support companies to fit and in what order, and what to put in a tank, a garrison and an army HQ. Written for players who already know the division designer and want current numbers rather than an explanation of the interface.

Intermediate 19 min read 167 viewsUpdated 1 month agoby LongBeam
Adapted from All The New Meta Divisions | Ultimate Division Template Guide 2026

The division designer rework changed what a division should cost and how wide it should be, and small cheap templates now waste more manpower and industry than they save. This guide gives you a width for every role, the order to fill support slots in, tank designs with their stat priorities, and the throwaway templates — garrisons, army HQs, an encirclement mop-up division — that most players never bother designing.

Quick answer

WhatAnswer
Minimum width30 width for any division that will see standard combat
Offensive width36-38 width; anything between 30 and 38 performs about the same
RegimentsThree — five regiments give the same stats from regimental supports
Air attack55 air attack caps CAS damage reduction, up from 10
Support orderSupport AA, engineers, flame tanks, field hospitals, then artillery
Tank orgAbove 30-35 organisation, with 40 being very good
Tank speed4 km/h is the hard floor; 10 km/h is a comfortable single-player target
GarrisonsCheapest possible light tanks kept at 80% hardness

Pick a division width you can afford

Thirty width is the floor for anything that will fight a real battle, because 30 is the point where the template finally fits a full row of regimental support companies 1:00. Below that you are paying for battalions and getting none of the regimental stats.

Thirty width is the smallest template that still leaves room to add a full row of regimental support companies.
RoleWidthWhy this number
Filling holes, guarding ports20Pure delay. Cheap enough to build when you have three mil factories and two steel, and useful for nothing else.
Anything in standard combat30 minimumThe smallest width that fits a full set of regimental supports.
Offensive infantry and armour36-38The current meta band. Every battalion past 30 costs more manpower and IC for a marginal gain 5:47.
Paratroopers, cheap garrisonsExemptThese never fight a standard battle, so the 30 floor does not apply.

Anywhere between 30 and 38 performs about the same, so pick the width your industry supports rather than chasing an exact number.

Three regiments, not five. A fourth and fifth regiment give you more combat width, more raw stats and more cost, but the regimental support companies pay out the same either way — you are buying width, not efficiency.

Build the infantry division you will use most

This is the template that will make up most of an army: 36-38 width, three regiments, every support slot filled. Work down the slots in this order and stop when you run out of special project points or supply.

This expensive infantry template sits at 36 width, in the 36-38 range most single-player armies are built around.
  • cheap take it on every division
  • setup needs a special project or a design first
  • skip rarely worth what it costs
  1. 1:59
  2. 3:25
  3. 4:21

Regimental supports take heavy weapons companies by default: more breakthrough and more defence per slot than the alternatives.

Assault engineers trade some defence for extra breakthrough over the standard engineer company.
Supply first

Fighting in the Soviet Union or South America, swap a slot for a logistics company. If the division still runs dry, drop support AA rather than anything else — the helicopter brigade in that slot is worth 17% supply use reduction, and you can add air attack back with AA batteries on the regiments 5:19.

Hit the air attack breakpoint that stops CAS

Maximum CAS damage reduction now needs around 55 air attack. It used to be 10, so a template carried over from an older save is almost certainly under the line 2:27. One support AA battalion cannot reach 55 by itself, whatever it is designed as.

That does not make one support AA pointless. It buys a decent share of the reduction and still shoots planes down, and it is the correct baseline for a division that is only occasionally bombed. When the enemy is flying real numbers of CAS, swap every regimental support slot to AA batteries — that is another 90 air attack, which clears the breakpoint comfortably 2:56.

Swapping every regimental support slot to AA batteries pushes a division's air attack well past the 55 breakpoint.

Past 55 the damage reduction stops improving. Extra air attack only adds a chance to shoot down planes, so stacking it further is a choice to kill aircraft, not a defensive upgrade. Against an enemy with no air force at all, take the AA out entirely and spend those slots on combat stats 8:41.

Swap infantry for special forces, motorized or mechanized

Every variant below is the same base template with the battalions swapped and one or two support slots adjusted. You do not redesign from scratch.

The special forces version of the template swaps every infantry battalion for mountaineers, keeping the same layout.
VariantWhat changesWatch for
Special forcesReplace every infantry battalion with special forces; layout and supports stayMarines cut the naval invasion penalty, rangers suit jungle fronts
Armoured recon swapReplace support AA with an armoured recon companyRoughly 100 extra breakthrough if the recon light tank is designed for it 6:16
MotorizedSame layout as infantry, but logistics is mandatoryTaken for the supply use reduction, not the fuel. Helicopter transports are the fallback and keep the other slots free
MechanizedMotorized with heavier battalionsTwo to three times the industry for about double the defence and slightly better offence 7:14
Motorized artilleryArtillery battalions in a motorized shellRuns low on organisation; switch into flying batteries if you field it
Motorized divisions take a logistics company as a mandatory pick, not a situational one.
Speed mismatch

A flame tank at 7 km/h drags a motorized division down to its own speed. Raise the flame tank's engine until it matches whatever the division moves at, and check this again every time you upgrade the trucks 7:44.

Design tanks worth building

Two numbers frame every design. Tanks cannot be built below 4 km/h, and a tank at exactly 4 km/h cannot be pulled out of trouble. For single player, aim for around 10 km/h — Christie suspension gets you there for a cost of 4 breakthrough 9:38. Multiplayer designs go the other way and spend speed and reliability on combat stats.

DesignPriority statsVerdict
Self-propelled artillerySoft attack first, breakthrough secondThe workhorse. It carries a breakthrough malus, so soft attack has to lead
Medium tankSame priorities as the SPGFunctional, no longer meta
Breakthrough flame tankBreakthrough, engine matched to the divisionExpensive, but Armored Warfare, Armored Spearhead and Grand Assault together roughly double its breakthrough 12:35
Cheap flame tankCostEarly-game placeholder built to be converted later
Light reconSpeed, then breakthroughOnly has to keep up with the division it scouts for
Heavy tank70 breakthrough, 105 armour, 70 soft attackSlow, expensive, worse terrain maluses — and it takes tiles on contact
Modern tankNone availableCannot mount a main gun. Do not build it against the AI
Heavy tank destroyerArmour piercingThe current meta tank destroyer design
Armoured support companiesArmour main gun onlyFit nothing that slows the division down
Soft attack leads on a self-propelled artillery design, with breakthrough as the clear second priority.

New players should take easy maintenance and settle around 80-85% reliability. Losing a few points of armour to avoid micromanaging attrition is a good trade against the AI, and reliability is only cheap to ignore if you can replace losses out of production 10:36.

The breakthrough flame tank stacks small upgrade bonuses that add up to a large breakthrough gain once researched.
Slow and expensive, but a heavy tank crushes almost anything it hits on contact.

Set organisation and templates for tank divisions

Organisation is the number that decides whether a tank template works. Keep it above 30-35, and treat 40 as the target — self-propelled support combined with individual excellence gets a template to roughly 42 15:28. Add tank battalions only while your doctrines still hold the org above that line. A template with enormous stats and 25 org breaks off before it finishes a battle.

Tank destroyer templates come in two shapes, and which one you build is decided by the sky rather than the ground. With 100% green air, take the all-stats version: nothing is going to punish you for having no AA. With contested or hostile air, carry motorized AA instead and accept the slots it costs 15:00.

This tank destroyer template carries anti-air and armoured recon support for when air superiority is not guaranteed.

Armoured recon support earns its slot on any tank template for the stack of buffs it brings. Space marine divisions are the exception to all of the above: build them heavy on armour so that nothing on the field can pierce them, and accept that they do nothing else well 16:25.

Garrison the map for almost nothing

The absolute cheapest garrison is a single cavalry battalion, and it is fine if you have nothing to spare. The better one is a division of the cheapest light tanks you can design, kept at 80% hardness 16:55.

  1. 17:23
Fill the division with cheap light tanks first, then round it out with military police for suppression.

Add army HQs and an encirclement mop-up division

The standard army HQ division runs about 1,800 manpower and 120 industry, which is affordable at the point you need generals. The cheaper variant is perfectly good, and its lower command power cost matters more as your general count climbs — one expensive HQ is nothing, twelve of them is a command power problem 17:53.

Two Army HQ variants are on offer; swap out the Headquarters Staff support, since it currently does nothing.
Dead slot

The headquarters staff support company currently does nothing at all — it appears to be permanently on. Swap it for special operations coordination or signal staff on every HQ you design.

Add a motorized HQ variant for any general who has to keep pace with a fast front; a walking HQ behind a tank push spends the whole war catching up.

The last template is not a fighting division. Take armoured maintenance companies and fill the rest with as many light tanks as fit, and you get an 82% equipment capture ratio. Park it behind encirclements and let it collect the pocket's equipment — it will not survive a real battle and is not meant to see one 18:22.

Also worth knowing

Before you commit
  • The 30 width floor assumes a major's industry. Playing a minor, cheap 18 width infantry carrying only engineers and artillery or AA — sometimes without regimental supports at all — plus two or three strong tank divisions often beats a whole army of expensive templates you cannot replace.
  • Small divisions are still better on defence. Four 18 width divisions are unlikely to lose organisation at the same moment, and you can rotate them out one at a time to reorganise. Two 36 width divisions that break together lose the tile.
  • Army XP is now the binding constraint. Each template design costs around 200 XP, and the doctrine reductions are not enough to design a full army before the war starts. Air and navy XP will sit unspent while you cannot afford another land template. Pick two or three designs you will mass-produce and convert older templates instead of creating new ones.
  • Mechanized has a 50% cost reduction available, which brings a mech division to roughly half its listed price and makes it genuinely competitive with motorized. Its purpose is high defence and hardness to blunt pushes from a major, not raw offence.
  • Garrison light tanks can mount a flamethrower for about the cost of a heavy machine gun, which burns down resistance for extra suppression at almost no extra industry.
  • Regimental supports cost organisation and HP. Without the doctrines that give organisation back, a heavily supported infantry division turns into a worse tank division: high stats, low staying power.
  • Doctrines move these numbers enough to change the answer, particularly combat width reductions and the damage bonuses for self-propelled artillery and tank destroyers. Check your own tree before copying a width.
Unresolved

Two of these are genuinely contested. Heavy weapons companies win on breakthrough and defence per slot, but infantry guns cost less and push a division closer to 50 artillery pieces, and soft attack is never wasted while excess defence often is. Likewise, valuing breakthrough over soft attack is usually wrong in single player — 200 soft attack with 50 breakthrough tends to beat 150 of each, attacking and defending. And combat width itself is theatre-dependent: as a minor fighting in mountains, 25 width offensive divisions can outperform 30 while still working in jungle and forest.

Other division template guides

Frequently asked

Are 18 width divisions still viable in HOI4?

Yes, for defence. Four 18 width divisions holding a tile will rarely lose organisation at the same moment, so you can rotate them out one at a time to reorganise, whereas two 36 width divisions that both break lose the tile outright. They are also the practical choice for minor nations that cannot pay the manpower and industry bill for 30 width and above.

Is mechanized infantry worth building instead of motorized?

In single player, usually not. Mechanized costs several times the industry of motorized for roughly double the defence and slightly better offensive stats, which is a poor trade when motorized already holds a line. It becomes reasonable if you have taken the cost reduction that roughly halves its price, or if you specifically need the extra hardness to blunt pushes from a major like Germany or the Soviet Union.

Infantry guns or heavy weapons support company?

Heavy weapons is the stronger default because it gives more breakthrough and defence. Infantry guns are still a fine pick and give more soft attack for less industry, which suits cheap divisions and players who care more about killing than holding. Both are acceptable; heavy weapons wins on raw stats per slot.

Why am I always short on army XP now?

Designing a template costs around 200 army XP, and every division type and tank variant you want needs its own design. With the number of designs a full army now uses, it is common to run out before the war starts even while air and navy XP sit unspent. Prioritise two or three designs you will actually mass-produce and convert older templates rather than creating new ones.

Are modern tanks worth using?

No. Modern tanks cannot mount a proper main gun, which strips out the offensive stats that would justify their cost. There is no situation against the AI where a modern tank beats a medium tank design, and the heavy tank destroyer covers the niche in multiplayer.

Division templatescombat widthgarrisonshoi4support companiestank designsthunder at our gates

Read next

Hearts of Iron IVIntermediateTemplates

HOI4 Tank Designs and Templates 2026

This plan covers tank technology priorities, practical tank variants, and the division templates they fit into. It is for players who want a clear path from research and design choices to usable armored divisions.

16 min read 167Updated 1 month ago
Hearts of Iron IVIntermediateTemplates

HOI4 Meta Division Templates and Tank Designs

The division templates that competitive Hearts of Iron IV play settles on under the regimental support system, with exact battalion counts, regimental and support company slots for line-holder infantry, infantry bricks, shield infantry, marines, SPGs and heavy tank destroyers. It also covers the tank module layouts those divisions rely on, for players who can already open the division designer and want the compositions rather than an explanation of it.

18 min read 229Updated 1 month ago
Hearts of Iron IVIntermediateTemplates

HOI4 Special Forces Doctrines: Every Branch Ranked

The Thunder At Our Gates patch replaced the special forces doctrine system with one grand doctrine choice and a pair of sub-doctrines for each special forces type, and the branches are nowhere near equal. This guide ranks every option, gives the numbers behind each pick, and sets out the path to take for a standard special forces army.

17 min read 31Updated 1 month ago
Hearts of Iron IVIntermediateTemplates

HOI4 HQ Support Companies: The Best Army HQ Setup

Army headquarters give a general's whole army a set of commander bonuses, and only four support slots decide which ones. This guide ranks every HQ support company, names the three that belong in almost every HQ, and shows the proximity setting that keeps a general from being captured.

21 min read 135Updated 1 month ago

On this page