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HOI4 Thunder at Our Gates: What's in the DLC and What's Free

A breakdown of everything Thunder at Our Gates adds, split into what the paid expansion unlocks and what arrives free for every player in the accompanying update. Written for existing Hearts of Iron IV players deciding whether the expansion is worth buying and what they need to relearn either way.

Intermediate 12 min read 36 viewsUpdated 1 month agoby LongBeam
Adapted from πŸ”₯ NEW HOI4 DLC: Thunder At Our Gates – Finally a GOOD DLC? | HOI4 Guides

Thunder at Our Gates arrives as two things at once: a paid expansion and a free update that lands in every copy of Hearts of Iron IV. This guide separates the two, so you can tell what you are paying for and what is already sitting in your division designer. The changes most likely to alter how you actually play β€” regimental companies and the reworked special forces doctrines β€” are in the free half.

Quick answer

WhatAnswer
VerdictWeak paid content - the most useful changes ship free
New focus treesAustralia, the Dutch East Indies and Siam
New sub-doctrineDispersed operations, built for fighting without air superiority
Regimental companiesOne per row that holds at least three battalions
Soft attackInfantry guns 20, support artillery 30
Special forces XP120 experience before mastery perks can be unlocked at all
Mastery cost60 mastery per perk, cut from 100
Special forces capAround 270 late-run with expanded special forces, against 170 before

See what is paid and what is free

ChangeComes fromWhat it touches
Focus trees for Australia, the Dutch East Indies and SiamPaid expansionThree playable countries, all in the same corner of the Pacific
Army headquartersPaid expansionGenerals deployed on the map as their own unit
Ship captainsPaid expansionPromotions and medals, extended to the navy
Dispersed operationsPaid expansionOne new sub-doctrine in the operations branch
Regimental companiesFree updateEvery division template you build
Special forces doctrine reworkFree updateMarines, paratroopers, mountaineers and the special forces cap

The split is the important part. Nothing on the paid side changes how a normal campaign runs β€” it adds three countries you may never play and two systems you can ignore. The free update 4:47 is the half that reaches your existing saves, because both of its changes apply to units you already field.

Weigh up the three new focus trees

Australia, the Dutch East Indies and Siam are the three new trees. Siam's is noticeably smaller than the other two, and it carries limited wars β€” a mechanic that gives an isolated minor something to fight over, and the one genuinely good idea in the set.

This is the shape of one of the three focus trees that come with the paid DLC.

The problem is the region, not the design work. You start far from anything that decides the war, with almost no early expansion targets, so the opening years are spent building rather than taking. Australia is the widest of the three, with fascist and communist paths that branch properly 1:27, while the Dutch East Indies leans on its non-aligned route.

Australia's tree splits into several distinct chains from a shared opening run of foci.
Slow starter

Expect most paths to do very little before roughly 1940. Some of them do become powerful, but only in a campaign you intend to play out for years of game time. If you tend to end runs early, pick a different country.

New Zealand was not reworked, but it did gain a handful of extra focuses in the same update.

Get to grips with the new paid mechanics

An army headquarters puts a general on the map as a small separate unit, rather than leaving him as a portrait in the army panel. Divisions assigned to that headquarters get its buffs, and customising the headquarters unlocks abilities that only exist while the general is physically deployed.

Commanding officers, including army headquarters staff, are now managed from this expanded panel.
These are the kinds of bonuses a customised headquarters unlocks once a general is deployed.

A deployed general can be captured in combat, and capture is guaranteed if the unit is encircled 2:53. That is the failure mode to plan around: park headquarters behind the front, not in the province you are about to lose. A captured general comes back through a raid, through the intel network, or by taking the victory point he is held in.

Ship captains extend promotions and medals to the navy. A captain can be promoted to admiral and awarded medals in the same way an army officer is.

Ship captains get their own promotion button, bringing the medal system to the navy.

Dispersed operations is the one new doctrine option in the paid half. It sits in the operations branch and is built entirely around fighting without air superiority, trading fighter cover for resistance to enemy air.

Dispersed Operations leans on anti-air and CAS resistance rather than fighter cover.

Its multiplayer value is untested: taking it while you also hold air superiority may be much stronger than intended, and that will not be clear until it has been played properly.

Add regimental companies to your divisions

Regimental companies are a new row in the division designer, and they are free for everyone. Each battalion row that holds at least three battalions can take exactly one.

The new Regimental Support row sits below the battalions, ready to fill once a row has enough of them.
  1. three or more unlocks the slot
  2. 5:04
  3. infantry, cavalry, motorised, mechanised and artillery share one list; motorised artillery and armour get another
  4. frees the support slot for something stronger
  5. regimental companies add stats, not width
  6. no new equipment types: infantry equipment, support equipment, anti-air, artillery, rocket artillery

Adding more than three battalions to a row does not improve the company. The count only decides which companies are on offer, so there is no reason to bloat a row for a better version of the same thing.

This is the full list of regimental companies available once a row has enough battalions to unlock one.
Support slots still win

With all techs researched, infantry guns give 20 soft attack where support artillery gives 30 5:43, and without full tech the gap is wider. Treat regimental companies as extra capacity for the stats you could not fit, not as a replacement for a support company you already run.

Support Artillery's soft attack bonus is one of the reasons support companies still edge out regimental ones.

Rebuild your special forces around the new doctrines

Special forces now work like every other doctrine branch: pick a grand doctrine first, then choose among sub-doctrines, each carrying mastery perks to unlock.

Special forces now sit under a grand doctrine with sub-doctrines to pick, just like every other branch.

The consistency is welcome; the cost is that the old route is closed. Previously 360 experience unlocked special forces and all their perks, which meant a navy trained from day one could finish the marine perks without ever fighting. Now 120 experience only gets you to the point where mastery perks can begin unlocking 7:34, and mastery itself is earned almost exclusively by fighting with the special forces themselves.

Plan for that in your war schedule rather than your research. If you intend to lean on paratroopers or marines, commit them to real combat early, even in secondary theatres, or the tree stays half-open into the mid-game. Both perk unlocks and special forces cap growth are slower than they were.

Pick between expanded and elite special forces

Point in the runExpanded special forcesElite special forces
Immediately after picking4% capacity modifier, which needs a large army to mean anythingThe choice if you want a bonus that lands now
As a minor nationOften less than one extra divisionSame reasoning, more strongly
Mid-game, average armyTypically one or two extra special forces divisionsSteady value rather than scaling
Long campaign, large armyCap reached around 270 in a late communist China run, against roughly 170 before the updateNot where its value sits
A late-game communist China campaign pushes this cap far past what it would have been before the update.

The shape of expanded special forces is a percentage of something you do not have yet, so it is underwhelming when you pick it and overpowered by the time it compounds 8:59. Choose it only for a campaign you know will run long. For anything shorter, elite special forces gives you something usable in the years you will actually play.

Know what changed after feedback and what was pulled

Three balance changes landed between early access and release, all of them softening the special forces nerf:

  • Mastery gain was increased tenfold from its initial value.
  • Mastery perks were cut from 100 mastery to 60.
  • A special forces cap reduction was folded into the instant bonus of every sub-doctrine.

One larger change was written and then reverted before release: every subject automatically joining its overlord's wars 10:54. Subjects still have to be called in as before. The reversion is described as being in place for the time being, so it is worth re-checking after future patches rather than assuming it is settled.

Also worth knowing

Before you buy
  • Ship captains are less empty than they look. A captain picks up traits from the class of ship he served on, so a destroyer or submarine career produces an admiral specialised in that role. Naval medals also apply to far fewer units than army medals do, which makes each one worth more.
  • There may be nobody left to promote. Most historical officers who were still captains in 1936 already start the game as admirals, so the promotion system often has no candidates in the pool it was built for.
  • Medals cost 30 political power for a bonus to one division. That is poor value when you field hundreds of them; as a minor nation, where a single medal covers a real share of your army, the arithmetic changes.
  • Regimental companies pay off for very little equipment. In practice a useful bonus can cost on the order of 5 support equipment or 4 artillery, which is what makes freeing a support slot worthwhile rather than a wash.
  • New Zealand got extra focuses, not a rework. A few additional foci rather than a new tree, so do not plan a campaign around it.

Frequently asked

Is Thunder at Our Gates worth buying?

For most players, no. The paid half is three focus trees in a corner of the map with almost no early expansion options, plus army headquarters, ship captains and one new operations sub-doctrine, none of which change how a normal campaign plays. The changes that matter most, regimental companies and the reworked special forces doctrines, arrive in the free update whether the expansion is owned or not.

Do I need the DLC to get regimental companies?

No. Regimental companies come with the free update alongside Thunder at Our Gates, so every Hearts of Iron IV player gets the new division designer rows. The same applies to the reworked special forces doctrines.

Do puppets automatically join your wars now?

No. A change making every subject join its overlord's wars automatically was planned during development and pulled before release, at least for now. Subjects still have to be called in as before.

Are ship captains worth using?

They are cosmetic for most fleets but not entirely empty. Captains pick up traits based on the ship class they served on, so a career on destroyers or submarines produces an admiral specialised in that role, and naval medals apply to a much smaller number of units than army medals do. The catch is that most historical admirals who were still captains in 1936 already start the game as admirals, so there is little reason to promote anyone.

Which countries got new focus trees in Thunder at Our Gates?

Australia, the Dutch East Indies and Siam get the three new trees, with Siam's being the smallest of them. New Zealand received a small addition rather than a rework, gaining a handful of extra focuses.

DLCDivision DesignerFocus TreesHearts of Iron IVRegimental Companiesspecial forcesthunder at our gates

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