These are the division templates, tank designs, air designs and ship designs worth copying after Thunder at Our Gates and its Regimental Companies. Each one works in both the open beta and the live version. Build the infantry baseline first, then add tanks, special forces or armor as your industry and caps allow.
Quick answer
| What | Answer |
|---|---|
| Battalion layout | Groups of 3 battalions |
| Defensive boost | 3 heavy weapons companies: defense 379 (+180) |
| Offensive doctrine | Large Unit Tactics for pure infantry |
| SPG savings | 280 SPGs versus 350 medium tanks |
| Best width | 35.6 combat width with Cold Weather Specialists |
| Best ship | Torpedo destroyers |
Start from a basic infantry template
Plain infantry needs no extra techs and costs almost nothing. Use it as-is for defensive divisions, for quiet fronts, and for important fronts where you win by putting a lot of divisions down.
Deploy battalions in groups of three. Before Thunder at Our Gates this made no difference. Now each group of three unlocks the Regimental Company slot 1:57. The slot does not grow with the battalion count, so a column of five battalions gives you exactly the same company as a column of three. Unlock the slot even if you leave it empty for now.
To turn the template into a real defensive line, run three columns of three and put heavy weapons companies in the regimental row. Three of them lift defense to 379, which is 180 more than the plain template 2:26.
From there, adjust to the front:
- Add support artillery when you need the division to deal more damage.
- Add support anti-air when the enemy holds air superiority over that front.
Make infantry hit hard with large unit tactics
Infantry can attack, but only with the right doctrine. Pure offensive infantry needs Large Unit Tactics 2:56. The result is cheap in production but expensive in manpower, so it suits countries with a large population and weak industry.
Build it in this order:
- required for pure infantry offense
- situational
- 3:52
- a must on any offensive infantry template
- more armor than regular armored recon Β· 4:19
The airborne light armor company is optional. A regular armored recon also works, but the airborne version adds more armor, and armor is the point here. With it, the division reaches a total armor of 10. Without the anti-air, the same template's piercing would be only 7, so armor at this level is enough to stop regular infantry from piercing you.
For the airborne light armor design, maximise soft attack and armor, the two stats that matter 4:48. If you have free slots, put armor skirts in one, since they raise both breakthrough and armor. Use the other for a smoke launcher if you want still more breakthrough.
Add armor, tanks or SPGs to infantry
Armored battalions turn infantry into a strong attacker. Groups of three are ideal here too, but not mandatory. A version with only three tank battalions has lower stats, costs much less, and still gets the armor and the anti-air regimental company 5:17.
| Version | Line | Strength | Cost | Catch |
|---|---|---|---|---|
| Infantry + tanks, groups of three | Infantry with armored battalions in threes | Highest stats of the infantry-tank builds | Highest | β |
| Infantry + 3 tank battalions | Infantry with a single group of tanks | Keeps the armor and anti-air | Much cheaper | Lower stats |
| Mountaineers + SPGs | Mountaineers with more armored battalions | Soft attack massively boosted; 35.6 width with Cold Weather Specialists | 280 SPGs where the tank version needs 350 medium tanks | Weak without the self-propelled support subdoctrine |
Every version takes the same support line:
| Company | Why it is there |
|---|---|
| Assault engineers | Terrain modifiers. Mandatory. |
| Support artillery | Soft attack. Mandatory. |
| Medium flame tank | Terrain modifiers. Mandatory. |
| Logistics | Supply use is high on this template. |
| Recon | Picked for its modifiers only; the tanks already supply the armor. |
| Light SPAA (regimental) | The most efficient way to add air attack. |
The light self-propelled anti-air regimental company can be built on the interwar light tank chassis, so it is cheap and available very early 6:13. It only unlocks when the division contains armored or motorized artillery, or motorized anti-tank battalions. That is why it rarely fits pure infantry, and why a few tank battalions make it possible.
The SPG version uses mountaineers because their much better organization lets the division carry more armored battalions. SPGs still have more soft attack than tanks, but the open beta nerfed them hard. They are now mostly worth building only with the self-propelled support subdoctrine, which still raises their soft attack and speed 7:11.
The self-propelled support subdoctrine requires No Compromise, No Surrender. Without that DLC you cannot take it, and SPGs are significantly weaker than tanks. Build the tank version instead.
SPGs and tanks use the same design, so the saving is in how many you need, not in unit cost: 280 SPGs where the tank version needs 350 medium tanks 8:06. Take Cold Weather Specialists and the combat width settles at 35.6, which makes this the strongest infantry template available right now.
Design tanks and SPGs for infantry divisions
One hull design serves both the tank and the SPG. It is an infantry design, so speed is irrelevant and reliability matters a great deal 8:35.
- Reaching 95% reliability is overkill, even after the open beta buffed it. You can drop that module, depending on your MIO perks and doctrines.
- Keep the diesel engine. It trades speed you do not need for reliability you do.
- On a tank, take the best radio you can for a large breakthrough gain. On an SPG, breakthrough is massively nerfed, so the radio does much less.
The open beta also freed up a slot. A heavy machine gun now gives minus 4% soft attack, so the second one you would have fitted is no longer worth its production cost 9:04. Choose something else for that slot:
| Free slot option | What it adds |
|---|---|
| Reliability module | Less attrition (preferred) |
| Easy maintenance | Reliability, if you can afford it (also nerfed) |
| Extra machine gun | A little soft attack |
| Armor skirts | Armor and breakthrough |
| Smoke launchers | Breakthrough |
| Fuel drum | Fuel capacity |
Reliability is the default pick 10:01. Infantry divisions suffer far more attrition than proper motorized ones, so low reliability on an infantry tank shows up as constant equipment losses.
Use mountaineers and special forces mixes
Pure mountaineers are the infantry template done better: stronger stats and much stronger terrain modifiers, pushed further by the assault engineers and flame tank 10:28. Two changes from the infantry layout:
- Swap logistics for a field hospital. Supply use is already low, and the hospital preserves manpower.
- Use recon rangers for still more terrain modifiers.
Normally you skip armor on the medium flame tank, because a flame tank takes minus 70% armor and the investment barely pays. This template has no other armor source, though, so armor it. The division then reaches 8.2 armor, almost all of it from the flame tank company, which is just enough against regular infantry 11:25.
Mountaineers and marines mix
Mixing marines into mountaineers gives the best land modifiers plus amphibious modifiers 11:54. In single player it is overkill; pure mountaineers are usually the better pick. If you build it:
- Drop assault engineers, because the marines bring pioneers.
- Keep recon rangers.
- Add artillery and super heavy artillery for soft attack.
Assault engineers, flame tanks and super heavy artillery are three special projects for the same land facility, so having all three is not realistic. Without assault engineers you need only two, which is very doable by 1940, so this mix can run both the flame tank and super heavy artillery.
Line artillery mountaineers
This variant swaps Cold Weather Specialists for Elevate the Mountaineers, which gives plus 20% soft attack to line artillery 12:51. Mountaineers cancel the terrain penalties that normally hold line artillery back. The template has very good organization and soft attack and falls a little short on breakthrough. In exchange it is much cheaper than tanks or SPGs and you can field it much earlier in a run.
Grow into your final template over a run
Early on, neither your special forces cap nor your industrial capacity will cover the 30 or 36 width templates 13:19. Build up to them:
Build fast armored divisions
The armored template combines strong stats with speed, and it works well even without the SPG subdoctrine. With this many armored battalions, low breakthrough stops being a problem and maximising soft attack is what counts 14:18.
Compared with armored templates from before Regimental Companies, remove one line of SPGs or tanks and add one line of motorized 14:46. That opens up better regimental company options:
| Regimental company | Take it when | Trade-off |
|---|---|---|
| Light SPAA | You lack air superiority | Must be designed for speed |
| Tank destroyers | You have air superiority | Adds breakthrough and soft attack, but needs another production line |
| Motorized heavy weapons | You want more breakthrough | Close to free |
Design the SPAA and tank destroyers to match your tanks' speed. One slow company slows the entire division.
The support designs follow the same rule:
- Flame tank: match the speed of your tanks and stop there. Fuel drums for capacity are optional; nothing else on it is worth investing in 15:45.
- Armored recon: speed must match the division, and the rest of its stats matter little because you take it for the modifiers. If you have one unlocked, add a module that raises hard attack and piercing, which your main tanks lack. That gives you an answer to the occasional enemy armored division 16:15.
Template marines, paratroopers and garrisons
Mountaineers are generally better than marines, so build marines mainly for naval invasions 16:43. A basic marine template or an 18 width one still gets excellent amphibious modifiers. If your country starts with marines, build them on the mountaineer templates above; they work the same way.
Paratroopers have the least room to customise. Make them 18 width with a couple of infantry guns, a field hospital and airborne light armor 17:13. That gives them some armor and decent enough stats to hold ground after they land.
Garrisons are a standard garrison cavalry template. Nothing about them changed.
Choose air and naval designs
Air
| Role | Early | Later |
|---|---|---|
| Fighter | The cannon design, once cannons are available | The usual F-2 |
| CAS | C-1 | C-2 |
With a range-oriented MIO, drop the range module on the fighter and fit another armor plate to improve its air defense 17:42.
On CAS you can swap the dive brakes for a third heavy bomb blocker. You gain ground attack and lose some air defense, which matters less on CAS 18:10. Bomb blocks also handle naval bombing decently.
Navy
Torpedo destroyers are the single-player meta. If you only make one ship design all run, make this one 18:33.
Pair them with light attack heavy cruisers carrying no armor, rather than light cruisers, which would give you a double layer of screens 18:40. Armor is wasted on them: heavy guns would pierce it anyway, and in the second row light piercing barely matters. The cruisers shred the enemy front line and the destroyers shred everything else. Make a heavy cruiser your pride of the fleet to use line of battle.
Submarines only distract enemy navies now. The exception is a dedicated cruiser or fleet submarine with anechoic tiles. Its visibility drops low enough to harass enemy fleets, especially in deep oceans 19:40.
Also worth knowing
- Heavy weapons companies are cheaper than they look. They draw only on infantry equipment, so they add a lot for the cost, and their organization penalty barely shows in practice.
- A cavalry division is a strong budget option. Nine cavalry battalions plus whatever support you can afford is cheap, slightly faster and slightly harder-hitting than plain infantry, and uses little supply. It suits sparse regions such as Italian Africa, Turkey, Iran, Iraq and the emptier parts of the USSR.
- Some countries should build cavalry anyway. Afghanistan gets +65% attack and +70% defense on cavalry even without doctrines, spirits or commanders. Hungary, Kumul Khanate, Italy and Poland also have strong cavalry bonuses, and none of the templates above use them.
Frequently asked
Why should I put battalions in groups of three in HOI4?
Since Thunder at Our Gates, three battalions in a row unlock the Regimental Company slot for that division. The slot does not scale with battalion count, so three battalions and five battalions give the same Regimental Company benefit, which makes groups of three the efficient layout.
Are SPGs better than medium tanks in infantry templates?
SPGs need less total equipment: a template that needs 350 medium tanks needs only 280 SPGs. After the open beta nerfs, though, they are mostly worth it only with the self-propelled support subdoctrine, which requires the No Compromise, No Surrender DLC. Without it, SPGs are significantly weaker.
Should I use mountaineers or marines?
Mountaineers are generally better than marines, with stronger stats and terrain modifiers. Marines make sense mainly for naval invasions, where a basic template or an 18 width template still gets strong amphibious modifiers.
Are heavy weapons companies worth adding to a division?
Heavy weapons companies draw only on infantry equipment, so they add a large amount of defense for little cost. Three of them take a basic infantry template to 379 defense, which is 180 more than the same template without them.
Is a cavalry division worth building?
A cavalry division of nine battalions plus whatever support you can afford is cheap, slightly faster, hits a bit harder than plain infantry and uses little supply. It is most attractive for countries with cavalry bonuses, such as Afghanistan, Hungary, Italy and Poland, and for sparse regions like Italian Africa, Iran, Iraq and parts of the USSR.
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