Hearts of Iron IV

Hearts of Iron IV

2,489 ratings
Division Templates, Tank Designs, Aircraft Designs, and Metas (Bolivar 1.14+)
By Nost
A collection of all division templates and tank & aircraft designs for any minor and major nation. This guide is singleplayer oriented and used for causal gameplay.
45
36
129
7
7
10
8
8
10
9
7
4
3
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Announcements


The guide is now updated following Trial of Allegiance DLC and Bolivar Patch!

Thank you for re-visiting my guide!
Important Information Before Reading Further Down


The combat width meta has drastically changed after the release of Arms Against Tyranny. You may have remembered the old combat width meta (21w and 42w), aren't you? There are now additional viable combat widths you can use. The exception is that any template with combat width lower than 12 and higher than 40 as it isn't efficient.

While you are reading further down, please treat my suggestions as literal suggestions. I do not intend to make them as hard-and-fast rules. The final stats in templates are influenced by researched land doctrine, and the final stats in designs are also influenced by MIO. For this reason, I do not research any doctrine and do not receive any bonuses from MIO in my templates and designs below.

I will update the division templates and designs each time any patch directly affects and alters their values.
Foot Template Suggestions


This section shows the optimal templates used to populate the front lines for defensive and offensive purposes.

Garrison
In-game Template:
Support
Combat
-
5 x Infantry Battalions

Notes: Guard your coastal ports or supply hubs against potential naval invasions or airborne invasions with a stack of 10-width garrisons.

Upgrade Possibilities: Add engineer company, support anti-air, and support artillery. You may add more Infantry Battalions to make it 12w to 20w.


Infantry 6-1, 15-Width
In-game Template:
Support
Combat
Engineer
6 x Infantry Battalions
Anti-Air
1 x Artillery Battalion
Artillery
-

Notes: This template has the most optimal combat width, so it serves as all-purpose infantry.

Upgrade Possibilities: You can add more infantry battalions to make it 21w to have higher and better stats.


Infantry 9-0, 18-Width
In-game Template:
Support
Combat
Engineer
9 x Infantry Battalions
Anti-Air
-
Artillery
-

Notes: This template serves for larger and defensive infantry. It is best to use as a standard frontline infantry to populate on the front.


Infantry 9-2, 24-Width
In-game Template:
Support
Combat
Engineer
9 x Infantry Battalions
Anti-Air
2 x Artillery Battalion
Artillery
-

Notes: This template serves for larger and offensive infantry.

Upgrade Possibilities: Add more support companies, especially Rangers via mountaineers special forces doctrine. You can change this template with 8 infantry battalions and three artillery battalions with 25-width for better attack capabilities. Alternatively, you can make it 30w by adding more artillery battalions.

Marines 9-0, 18-Width
In-game Template:
Support
Combat
Engineer
9 x Marines Battalions
Anti-Air
-
Artillery
-

Notes: This template serves as specialized infantry used to engage in wet terrain and perform amphibious invasions. 18w is a good size to start with.

Upgrade Possibilities: Add more support companies. You can make it 24w or 30w by adding more artillery battalions. Swap engineer to pioneers if you unlock it in marines special forces doctrine.


Mountaineers 12-1, 25-Width
In-game Template:
Support
Combat
Engineer
12 x Mountaineers Battalions
Anti-Air
1 x Anti-Air Battalion
Artillery
-

Notes: This template serves as specialized infantry to maneuver through and engage in rough terrain.

Upgrade Possibilities: Add more support companies. You can change this template with 8 mountaineers battalions and three artillery battalions for better attack capabilities.


Paratroopers 9-0, 18-Width
In-game Template:
Support
Combat
Engineer
9 x Paratroopers Battalions
Anti-Air
-
Artillery
-

Notes: This template serves as specialized infantry to have slightly better stats than regular infantry. They are very powerful when paradropped into the field if you unlock the paratroopers' traits in special forces doctrines. 18w is a good size to start with.

Upgrade Possibilities: I recommend adding airborne light tanks as another support company when you can. You can make it 24w or 30w if necessary.
Mobile Template Suggestions


This section shows the optimal motorized, mechanized, and armored templates used to break through the frontlines effectively.

Motorized 9-2, 24-Width
In-game Template:
Support
Combat
Engineer
9 x Motorized Battalions
Anti-Air
2 x Motorized Rocket Artillery Battalion
Artillery
-

Notes: Motorized infantry is harder and faster version of infantry but expensive. It is suitable to accompany armored units while they are pushing the front. If you choose to not research the motorized rocket artillery, you can use regular motorized artillery instead.

Upgrade Possibilities: When you research and unlock the mechanized technology, you can swap motorized to mechanized as you can afford it. They are more expensive but provide higher attack, armor, and hardness. You can swap motorized rocket artillery with SP artillery tanks. Add more support companies as you want. You can make it 30w by adding more motorized artillery battalions.


Light Armoured, 24-Width
In-game Template:
Support
Combat
Engineer
7 x Light Tank Battalions
-
5 x Motorized Battalion

Notes: This template is your starter tank unit. Use your existing armored division template with light tanks battalions and edit it. You can use this template until until 1941 and switch to medium tanks template.


Armoured, 35-Width
In-game Template:
Support
Combat
Engineer
8 x Medium Tank Battalions
-
8 x Motorized Battalion
-
1 x Medium SP Artillery

Notes: This template is your starter tank unit. Use your existing armored division template and edit it. This template works with all land doctrines except mobile warfare. If you use mobile warfare doctrine, you can trade motorized/mechanized for more tanks. If you choose to not produce Self-Propelled Artillery tanks, you can replace it with motorized infantry or motorized artillery.

Upgrade Possibilities: Get and add maintenance support company as soon as possible since the tank designs started with lower reliability. Logistics support company is also needed to minimize the supply penalty. You can downgrade the combat width to 30 or 34 if you want.


Armoured w/ Mech, 35-Width
In-game Template:
Support
Combat
Engineer
8 x Medium Tank Battalions
Maintenance
8 x Mechanized Battalion
Logistics
1 x Medium SP Artillery

Notes: This template serves as stronger offensive front-line tanks. If you choose to not produce Self-Propelled Artillery tanks, you can replace it with mechanized.

Upgrade Possibilities: Medium flame tanks and light tanks as support companies will boost stats greatly, so add them if you can afford. You can downgrade the combat width to 30 or 34 if you want.


Modern Armoured, 35-Width (Lategame)
In-game Template:
Support
Combat
Engineer
8 x Modern Tank Battalions
Maintenance
8 x Mechanized Battalion
Logistics
1 x Modern SP Artillery

Notes: This is a late-game front-line tank template. It is strong enough break through the front lines. Always invest into it when you can afford. If you choose to not produce Self-Propelled Artillery tanks, you can replace it with mechanized.

Upgrade Possibilities: Medium flame tanks and light tanks as support companies will boost stats greatly, so add them if you can afford. You can downgrade the combat width to 30 or 34 if you want.


Amphibious Armored, 36-Width
In-game Template:
Support
Combat
Engineer
10 x Amphibious Medium Tank Battalions
Maintenance
8 x Amtracs Battalion
Logistics
-

Notes: This template serves to perform naval invasion with strong breakthrough. It can also be used to advance across rivers. Invest it as a late-game tank template when you can afford.

Upgrade Possibilities: Medium flame tanks and light tanks as support companies will boost stats greatly, so add them if you can afford. You can downgrade the combat width to 30 or 34 if you want. Swap engineer to pioneers if you unlock it in marines special forces doctrine.
Off-Map Templates for Resistance Suppression


This section shows the optimal templates used to suppress the resistance effectively. This only applies if you have La Resistance DLC.

Cavalry
In-game Template:
Support
Combat
-
1 x Cavalry Battalion

Notes: You only need a single cavalry battalion in this template. It is economically efficient to suppress the resistance from earlygame to midgame.


Cavalry Military Police
In-game Template:
Support
Combat
Military Police
20 to 25 x Cavalry Battalions

Notes: Fill the whole template with cavalry battalions. Military Police support company applies to every battalion with a suppression bonus which is extremely useful in your world conquest. This template costed a lot of XP to build, so keep that in your mind, and you can select Proper Heritage as Spirit of the Army which makes cavalry battalions free to add for only 35 Army XP. Extra line battalion slots can only be unlocked with doctrine.


Armored Car Military Police
In-game Template:
Support
Combat
Military Police
20 to 25 x Armored Car Battalions

Notes: Fill the whole template with Armored Cars battalions. Unlike 25 x Cavalry Military Police, they provide hardness and strong suppression (93.7 suppression with fully upgraded Military Police support company). The Military Police support company applies every battalion with a suppression bonus which is extremely useful in your long-run world conquest. The Armored Cars are effective at saving manpower at the cost of Armored Cars. This template costed a lot of XP to build, and the Armored Cars are very expensive to produce, so keep that in your mind. Extra line battalion slots can only be unlocked with doctrine.


Light Tank Military Police
In-game Template:
Support
Combat
Military Police
20 to 25 x Light Tank Battalions

Notes: Fill the whole template with Light Tanks battalions. Unlike 25 x Cavalry Military Police, they provide hardness and strong suppression (93.7 suppression with fully upgraded Military Police support company). The light tanks are cheaper than the armored cars and have more hardness which means saves more lives. Extra line battalion slots can only be unlocked with doctrine. Please select interwar light tanks to equip for this template particularly. Refer the design below.


Interwar Light Tank Military Police Design
In-game design:
Part Type
Part
Chassis
Interwar Light Tank
Turret
One Man Turret
Main Armament
Heavy Machine Gun
Special Features
-
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
0
Armor Value
0
Tank Design Considerations


Tank design is really complicated since there are too many factors to consider, so there is a rule of thumb when designing economical and optimal tanks. I usually follow this guideline below:

1. The tank should not be too expensive to produce, so you can field as many tanks as possible.

In my opinion, the cost to produce light tanks between 1936-1941 has to be around 3-9 Industrial Capacity (IC). The medium tanks between 1938-1943 should cost around 10-22 IC, and the heavy tanks between 1940-1943 should cost around 22-40 IC. I tend to follow the optimal IC ranges very loosely when playing singleplayer mode. The optimal IC range for each type of tank is pretty opinionated, so use whatever way you see fit.

2. Reliability must not be below 60% and should not exceed 100%.

You should make the reliability as close to 100% as possible if your tank design is really expensive (>30 IC), so the tank divisions will not suffer slower reorganization and attrition & combat losses caused by reliability penalty. Due to previous reliability nerf, I urge you to get a maintenance support company in your template as soon as possible, so it will boost reliability by 20% at maximum.

3. When designing the tank, its speed should be at least or equal to 6.0-8.0 km/h.

That way the tanks can catch up with speedy motorized and mechanized trucks, which makes your tank division faster enough to push and encircle. There is an exception to the higher speed; the tanks used as the support company or as the battalion in the foot templates do not need that high speed. Heavy tanks are perfect for that because they do not have to meet that speed since heavy tanks are trading speed for higher armor. Any speed value more than 8.0 km/h is really unnecessary and wasted in my personal opinion.

4. More Soft Attacks or More Hard Attacks & Piercing?

In singleplayer, your tank divisions will face more infantry divisions than tank divisions. Your goal in singleplayer is to maximize soft attack as much as possible. For example, you can swap medium cannon with a medium howitzer on the medium tank to increase soft attack and to melt infantry divisions faster. Adding more MGs is another way. To this day, vanilla AI isn't intelligent enough to field more tank divisions unless you use a mod that enhances AI. In multiplayer, however, you will face plenty of tank divisions, so your goal is to balance both soft attack and hard attack or produce tank destroyers with higher hard attack and piercing.

5. Armor and Breakthrough

How much you want to invest in armor on the tank is your personal preference. In singleplayer, it might not be necessary and should be less to keep the cost cheaper; however, in multiplayer, it may be absolutely necessary. In either mode, if you know AI or a real player does produce anti-tanks or tank destroyers, then your goal is to have more armor stat of your tank than the piercing stat of the foe.

Breakthrough, in other words, is defense on offense. More breakthrough is better and allows the tank division to continue attacking the line more effectively without taking any damage, but only if it exceeds the foe's attack stats. Your goal is to try and maximize breakthroughs.

Conclusion

At the bottom line, your goal in designing tanks is to balance the cost and stats. It is no easy feat because the approaches to tank designs in singleplayer and multiplayer are too much different, but this guideline provides a clear direction in designing the tank you want to deploy.

Okay, I am showing you the tank designs I have used in my tank templates as suggestions primarily for singleplayer.
Light Tank Design Suggestions



1934 Light Tank Design
In-game design:
Part Type
Part
Chassis
Basic Light Tank
Turret
Two Man Turret
Main Armament
Small Cannon
Special Features
-
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Rivted
Engine Type
Gasoline
Engine Value
2
Armor Value
3


1936 Light Tank Design
In-game design:
Part Type
Part
Chassis
Improved Light Tank
Turret
Three Man Turret
Main Armament
Improved Small Cannon
Special Features
Basic Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
2
Armor Value
4


1941 Light Tank Design
In-game design:
Part Type
Part
Chassis
Advanced Light Tank
Turret
Three Man Turret
Main Armament
Improved Automatic Cannon
Special Features
Advanced Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
5
Armor Value
5


Recon Light Tank Design (Advanced Chassis)
In-game design:
Part Type
Part
Chassis
Advanced Light Tank
Turret
Three Man Turret
Main Armament
Improved Small Cannon
Special Features
Advanced Radio
Special Features
Dozer Blade
Special Features
Smoke Launchers
Special Features
Fuel Drum
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
5
Armor Value
5


Airborne Light Tank Design (Advanced Chassis)
In-game design:
Part Type
Part
Chassis
Advanced Light Tank
Turret
Three Man Turret
Main Armament
Improved Small Cannon
Special Features
Advanced Radio
Special Features
Dozer Blade
Special Features
Smoke Launchers
Special Features
Fuel Drum
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
0
Armor Value
10

Medium Tank Design Suggestions



1938 Medium Tank Design
In-game design:
Part Type
Part
Chassis
Basic Medium Tank
Turret
Two Man Turret
Main Armament
Improved Small Cannon
Special Features
Basic Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
3
Armor Value
4


1938 Medium Destroyer Design
In-game design:
Part Type
Part
Chassis
Basic Medium Tank
Turret
Medium Fixed Superstructure
Main Armament
Basic High-Velocity Cannon
Special Features
Basic Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
3
Armor Value
4


1938 Medium SP Artillery Design
In-game design:
Part Type
Part
Chassis
Basic Medium Tank
Turret
Medium Fixed Superstructure
Main Armament
Medium Howitzer
Special Features
Basic Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
4
Armor Value
3


1938 Medium SP Anti-Air Design
In-game design:
Part Type
Part
Chassis
Basic Medium Tank
Turret
Two Man Turret
Main Armament
Basic Anti-Air Gun
Special Features
Basic Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
0
Armor Value
0


1940 Medium Tank Design
In-game design:
Part Type
Part
Chassis
Improved Medium Tank
Turret
Three Man Turret
Main Armament
Improved Medium Cannon
Special Features
Advanced Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
6
Armor Value
4


1940 Medium Destroyer Design
In-game design:
Part Type
Part
Chassis
Improved Tank
Turret
Medium Fixed Superstructure
Main Armament
Improved High-Velocity Cannon
Special Features
Advanced Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
5
Armor Value
6


1940 Medium SP Artillery Design
In-game design:
Part Type
Part
Chassis
Improved Medium Tank
Turret
Medium Fixed Superstructure
Main Armament
Improved Medium Howitzer
Special Features
Advanced Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
4
Armor Value
4


1940 Medium SP Anti-Air Design
In-game design:
Part Type
Part
Chassis
Improved Medium Tank
Turret
Two Man Turret
Main Armament
Improved Anti-Air Gun
Special Features
Advanced Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
0
Armor Value
4

Medium Tank Design Suggestions Continued



Medium Flame Tank Design (Improved Chassis)
In-game design:
Part Type
Part
Chassis
Improved Medium Flame Tank
Turret
Light Turret: One Man Turret
Main Armament
Flamethrower
Special Features
Dozer Blade
Special Features
-
Special Features
-
Special Features
Fuel Drum
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
8
Armor Value
0


1943 Medium Tank Design
In-game design:
Part Type
Part
Chassis
Advanced Medium Tank
Turret
Three Man Turret
Main Armament
Improved High-Velocity Cannon
Special Features
Advanced Radio
Special Features
Sloped Armor
Special Features
Smoke Launchers
Special Features
Wet Ammunition Storage
Suspension
Torsion Bar
Armor Type
Welded
Engine Type
Gasoline
Engine Value
17
Armor Value
6


1943 Medium Destroyer Design
In-game design:
Part Type
Part
Chassis
Advanced Medium Tank
Turret
Medium Fixed Superstructure
Main Armament
Advanced High-Velocity Cannon
Special Features
Advanced Radio
Special Features
Sloped Armor
Special Features
Smoke Launchers
Special Features
-
Suspension
Bogie
Armor Type
Welded
Engine Type
Gasoline
Engine Value
15
Armor Value
6


1943 Medium SP Artillery Design
In-game design:
Part Type
Part
Chassis
Advanced Medium Tank
Turret
Medium Fixed Superstructure
Main Armament
Heavy Howitzer
Special Features
Advanced Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
15
Armor Value
5


1943 Medium SP Anti-Air Design
In-game design:
Part Type
Part
Chassis
Advanced Medium Tank
Turret
Two Man Turret
Main Armament
Advanced Anti-Air Gun
Special Features
Advanced Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Gasoline
Engine Value
8
Armor Value
3


1943 Amphibious Medium Tank Design (Advanced Chassis)
In-game design:
Part Type
Part
Chassis
Advanced Medium Tank
Turret
Three Man Turret
Main Armament
Improved Medium Cannon
Special Features
Advanced Radio
Special Features
Amphibious Drive
Special Features
Smoke Launchers
Special Features
Wet Ammunition Storage
Suspension
Torsion bar
Armor Type
Welded
Engine Type
Gasoline
Engine Value
17
Armor Value
6
Heavy Tank Design Suggestions



1934 Heavy Tank Design
In-game design:
Part Type
Part
Chassis
Basic Heavy Tank
Turret
Two Man Turret
Main Armament
Small Cannon
Special Features
Heavy Machine Gun
Special Features
Heavy Machine Gun
Special Features
-
Special Features
-
Suspension
Bogie
Armor Type
Riveted
Engine Type
Diesel
Engine Value
5
Armor Value
4


1940 Heavy Tank Design
In-game design:
Part Type
Part
Chassis
Improved Heavy Tank
Turret
Three Man Turret
Main Armament
Improved Heavy Cannon
Special Features
Advanced Radio
Special Features
-
Special Features
-
Special Features
-
Suspension
Torsion Bar
Armor Type
Welded
Engine Type
Gasoline
Engine Value
11
Armor Value
7


1943 Heavy Tank Design
In-game design:
Part Type
Part
Chassis
Advanced Heavy Tank
Turret
Three Man Turret
Main Armament
Advanced Heavy Cannon
Special Features
Advanced Radio
Special Features
Sloped Armor
Special Features
Smoke Launchers
Special Features
Wet Ammunition Storage
Suspension
Torsion Bar
Armor Type
Welded
Engine Type
Gasoline
Engine Value
14
Armor Value
9

Modern Tank Suggestions



Modern Tank Design
In-game design:
Part Type
Part
Chassis
Modern Tank
Turret
Modern Turret
Main Armament
Advanced High-Velocity Cannon
Special Features
Advanced Radio
Special Features
Sloped Armor
Special Features
Smoke Launchers
Special Features
Easy Maintenance
Suspension
Torsion Bar
Armor Type
Welded
Engine Type
Gasoline
Engine Value
9
Armor Value
7


Modern Tank Destroyer Design
In-game design:
Part Type
Part
Chassis
Modern Tank
Turret
Modern Turret
Main Armament
Advanced High-Velocity Cannon
Special Features
Advanced Radio
Special Features
Sloped Armor
Special Features
Smoke Launchers
Special Features
Easy Maintenance
Suspension
Torsion Bar
Armor Type
Welded
Engine Type
Gasoline
Engine Value
9
Armor Value
7


Modern SP Artillery Design
In-game design:
Part Type
Part
Chassis
Modern Tank
Turret
Modern Turret
Main Armament
Heavy Howitzer
Special Features
Advanced Radio
Special Features
Sloped Armor
Special Features
Smoke Launchers
Special Features
Easy Maintenance
Suspension
Torsion Bar
Armor Type
Welded
Engine Type
Gasoline
Engine Value
9
Armor Value
7


Modern SP Anti-Air Design
In-game design:
Part Type
Part
Chassis
Modern Tank
Turret
Modern Turret
Main Armament
Advanced Anti-Air Gun
Special Features
Advanced Radio
Special Features
Sloped Armor
Special Features
Smoke Launchers
Special Features
Easy Maintenance
Suspension
Torsion Bar
Armor Type
Welded
Engine Type
Gasoline
Engine Value
9
Armor Value
7
Aircraft Design Considerations


Fortunately, unlike tank designs, aircraft designs are less complicated and more straightforward, at least for me. The aircraft meta is somewhat similar to the tanks meta. I follow this guideline as a rule of thumb in designing aircraft:

1. The aircraft should be not too expensive to produce, so you can field as many aircraft as possible.

Warplanes are the most important equipment that can change the course of the war, so the cost of production is a prioritized concern. The Industrial Capability (IC) should be smaller, so it permits replacing the losses faster and making it cost-efficient. If the IC is too expensive, depending on the type of aircraft, then it is harmful in long run, so urgent changes in aircraft design are necessary to make.

2. The fighter's stats should have more air attack and air defense to win air war.

To achieve air superiority, the fighters should achieve higher air attack and air defense, so they can minimize air losses and enhance the air-kill ratio. Speed and agility are secondary essentials.

3. Multirole vs. Specialized.

This narrows down to a situation of yours while playing a nation. Is your nation small with a weak industry? Stick to producing multi-role aircraft like the multirole fighter that can do both air superiority and CAS operations. Is your nation big with a stronger industry? Stick to producing specialized aircraft, so, let's say, you should produce pure fighters and pure CAS planes. Make sure the fighters have higher stats to compete for their air superiority operations and make sure the CAS planes have higher stats for their CAS operations.

Conclusion

Depending on the nation you are playing, you should focus on producing cheap and efficient multirole or specialized warplanes with higher stats as possible to win the air war.

Okay, I am going to show you my aircraft designs as suggestions
Fighter Design Suggestions



1936 Fighter Design
In-game design:
Part Type
Part
Airframe
Basic Small Airframe
Engine Type
1 x Engine II
Main Armament
4x Machine Gun
Secondary Weapons
4x Machine Gun
Special Features
-
Special Features
-

Available Special Features to Add (High to Low Priority):
  • Armor Plates
  • Either Self-Sealing Fuel Tanks OR Drop Tanks


1940 Fighter Design
In-game design:
Part Type
Part
Airframe
Improved Small Airframe
Engine Type
1 x Engine III
Main Armament
4 x Heavy Machine Gun
Secondary Weapons
4 x Heavy Machine GunI
Secondary Weapons
2 x Heavy Machine Gun
Special Features
-
Special Features
-
Special Features
-

Available Special Features to Add (High to Low Priority):
  • Armor Plates
  • Either Self-Sealing Fuel Tanks OR Extra Fuel Tanks
  • Drop Tanks


1940 Carrier Fighter Design
In-game design:
Part Type
Part
Airframe
Improved Carrier Airframe
Engine Type
1 x Engine III
Main Armament
4 x Heavy Machine GunI
Secondary Weapons
4 x Heavy Machine Gun
Secondary Weapons
2 x Heavy Machine Gun
Special Features
-
Special Features
-
Special Features
-


1944 Fighter Design
In-game design:
Part Type
Part
Airframe
Advanced Small Airframe
Engine Type
1 x Engine IV
Main Armament
4 x Heavy Machine Gun
Secondary Weapons
4 x Heavy Machine Gun
Secondary Weapons
4 x Heavy Machine Gun
Secondary Weapons
-
Special Features
-
Special Features
-
Special Features
-
Special Features
-

Available Special Features to Add (High to Low Priority):
  • Extra Fuel Tanks
  • Armor Plates
  • Self-Sealing Fuel Tanks
  • Drop Tanks


1944 Carrier Fighter Design
In-game design:
Part Type
Part
Airframe
Advanced Carrier Airframe
Engine Type
1 x Engine IV
Main Armament
4 x Heavy Machine Gun
Secondary Weapons
4 x Heavy Machine Gun
Secondary Weapons
4 x Heavy Machine Gun
Secondary Weapons
-
Special Features
-
Special Features
-
Special Features
-
Special Features
-


Modern Fighter Design
In-game design:
Part Type
Part
Airframe
Modern Small Airframe
Engine Type
1x Engine IV
Main Armament
2 x Cannon II
Secondary Weapons
2 x Cannon II
Secondary Weapons
-
Secondary Weapons
-
Special Features
-
Special Features
-
Special Features
-
Special Features
-

Upgrade Possibilities: You can add one more 2 x Cannon II to the Secondary Weapons slot to increase air attack at the cost of agility if weight permits.

Available Special Features to Add (High to Low Priority):
  • Extra Fuel Tanks
  • Armor Plates
  • Either Self-Sealing Fuel Tanks OR Drop Tanks
Close Air Support Design Suggestions



1936 CAS Design
In-game design:
Part Type
Part
Airframe
Basic Small Airframe
Engine Type
1 x Engine II
Main Armament
Bomb Locks
Secondary Weapons
Bomb Locks
Special Features
Dive Brakes
Special Features
-

Available Special Features to Add:
  • Either Self-Sealing Fuel Tanks OR Light MG Defense Turret


1940 CAS Design
In-game design:
Part Type
Part
Airframe
Improved Small Airframe
Engine Type
1 x Engine III
Main Armament
Heavy Bomb Locks
Secondary Weapons
Heavy Bomb Locks
Secondary Weapons
Rocket Rails
Special Features
Dive Brakes
Special Features
-
Special Features
-

Available Special Features to Add (High to Low Priority):
  • Either Extra Fuel Tanks OR Drop Tanks
  • Either Self-Sealing Fuel Tanks OR Heavy/Light MG Defense Turret


1940 Carrier CAS Design
In-game design:
Part Type
Part
Airframe
Improved Carrier CAS Airframe
Engine Type
1 x Engine III
Main Armament
Armor Piercing Bomb Locks
Secondary Weapons
Armor Piercing Bomb Locks
Secondary Weapons
-
Special Features
Dive Brakes
Special Features
-
Special Features
-


1944 CAS Design
In-game design:
Part Type
Part
Airframe
Advanced Small Airframe
Engine Type
1 x Engine IV
Main Armament
Heavy Bomb Locks
Secondary Weapons
Heavy Bomb Locks
Secondary Weapons
Rocket Rails
Secondary Weapons
Rocket Rails
Special Features
Dive Brakes
Special Features
-
Special Features
-
Special Features
-

Available Special Features to Add (High to Low Priority):
  • Extra Fuel Tanks
  • Either Self-Sealing Fuel Tanks OR Heavy MG Defense Turret
  • Either Armor Plates OR Drop Tanks


1944 Carrier CAS Design
In-game design:
Part Type
Part
Airframe
Advanced Carrier CAS Airframe
Engine Type
1 x Engine IV
Main Armament
Armor Piercing Bomb Locks
Secondary Weapons
Armor Piercing Bomb Locks
Secondary Weapons
-
Secondary Weapons
-
Special Features
Dive Brakes
Special Features
-
Special Features
-
Special Features
-

Naval Bomber Design Suggestions



1936 Naval Bomber Design
In-game design:
Part Type
Part
Airframe
Basic Small Airframe
Engine Type
1 x Engine II
Main Armament
Light Torpedo Mountings
Secondary Weapons
-
Special Features
Floats
Special Features
Extra Fuel Tanks


1936 Carrier Naval Bomber Design
In-game design:
Part Type
Part
Airframe
Basic Carrier Naval Bomber Airframe
Engine Type
1 x Engine II
Main Armament
Light Torpedo Mountings
Secondary Weapons
-
Special Features
-
Special Features
-


1940 Naval Bomber Design
In-game design:
Part Type
Part
Airframe
Improved Small Airframe
Engine Type
1 x Engine III
Main Armament
Medium Torpedo Mountings
Secondary Weapons
-
Secondary Weapons
-
Special Features
Floats
Special Features
Extra Fuel Tanks
Special Features
-

Available Special Features to Add:
  • Either Armor Plates OR Drop Tanks OR Self-Sealing Fuel Tanks


1940 Carrier Naval Bomber Design
In-game design:
Part Type
Part
Airframe
Improved Carrier Naval Bomber Airframe
Engine Type
1 x Engine III
Main Armament
Medium Torpedo Mountings
Secondary Weapons
-
Secondary Weapons
-
Special Features
-
Special Features
-
Special Features
-


1944 Naval Bomber Design
In-game design:
Part Type
Part
Airframe
Advanced Small Airframe
Engine Type
1 x Engine IV
Main Armament
Heavy Torpedo Mountings
Secondary Weapons
-
Secondary Weapons
-
Special Features
Floats
Special Features
Extra Fuel Tanks
Special Features
-
Special Features
-

Addition:

Available Special Features to Add (High to Low Priority):
  • Drop Tanks
  • Either Armor Plates OR Self-Sealing Fuel Tanks
  • Once Air-Ground Radar II is researched, either replace Floats with AG Radar II or keep it somewhere else.


1944 Carrier Naval Bomber Design
In-game design:
Part Type
Part
Airframe
Advanced Carrier Naval Bomber
Airframe
Engine Type
1 x Engine IV
Main Armament
Heavy Torpedo Mountings
Secondary Weapons
-
Secondary Weapons
-
Special Features
-
Special Features
-
Special Features
-
Special Features
-

Tactical Bomber Design Suggestions



1936 Tactical Bomber Design
In-game design:
Part Type
Part
Airframe
Basic Medium Airframe
Engine Type
4 x Engine II
Main Armament
Medium Bomb Bay
Secondary Weapons
Medium Bomb Bay
Secondary Weapons
-
Secondary Weapons
-
Special Features
Light MG Defense Turrets 2x
Special Features
-
Special Features
-
Special Features
-


1940 Tactical Bomber Design
In-game design:
Part Type
Part
Buffs
Airframe
Improved Medium Airframe
Engine Type
4 x Engine III
Main Armament
Medium Bomb Bay
Secondary Weapons
Medium Bomb Bay
Secondary Weapons
-
Secondary Weapons
-
Special Features
Heavy MG Defense Turrets 2x
Special Features
-
Special Features
-
Special Features
-
Special Features
-

Upgrade Possibilities: Add two Rocket Rails modules to the remaining slots of secondary weapons. It will improve ground attack value at little cost.


1944 Tactical Bomber Design
In-game design:
Part Type
Part
Airframe
Advanced Medium Airframe
Engine Type
4 x Engine IV
Main Armament
Medium Bomb Bay
Secondary Weapons
Medium Bomb Bay
Secondary Weapons
-
Secondary Weapons
-
Secondary Weapons
-
Special Features
Cannon Defense Turrets 2x
Special Features
-
Special Features
-
Special Features
-
Special Features
-

Upgrade Possibilities: Add three Rocket Rails modules to the remaining slots of secondary weapons. It will improve ground attack value at little cost.
Maritime Patrol Bomber Design Suggestions



1936 Maritime Patrol Bomber Design
In-game design:
Part Type
Part
Airframe
Basic Large Airframe
Engine Type
4 x Engine II
Main Armament
Light Torpedo Mountings
Secondary Weapons
-
Secondary Weapons
-
Secondary Weapons
-
Special Features
Flying Boat
Special Features
Light MG Defense Turret 2x
Special Features
-
Special Features
-
Special Features
-


1940 Maritime Patrol Bomber Design
In-game design:
Part Type
Part
Airframe
Improved Large Airframe
Engine Type
4 x Engine III
Main Armament
Medium Torpedo Mountings
Secondary Weapons
Medium Torpedo Mountings
Secondary Weapons
-
Secondary Weapons
-
Secondary Weapons
-
Special Features
Flying Boat
Special Features
Extra Fuel Tanks
Special Features
Heavy MG Defense Turret 2x
Special Features
-
Special Features
-
Special Features
-


1944 Maritime Patrol Bomber Design
In-game design:
Part Type
Part
Airframe
Advanced Large Airframe
Engine Type
4 x Engine IV
Main Armament
Heavy Torpedo Mountings
Secondary Weapons
Heavy Torpedo Mountings
Secondary Weapons
-
Secondary Weapons
-
Secondary Weapons
-
Special Features
Extra Fuel Tanks
Special Features
Cannon Defense Turret 2x
Special Features
Air-Ground Radar II
Special Features
-
Special Features
-
Special Features
-

Strategic Bomber Design Suggestions



1936 Strategic Bomber Design
In-game design:
Part Type
Part
Airframe
Basic Large Airframe
Engine Type
4 x Engine II
Main Armament
Large Bomb Bay
Secondary Weapons
-
Secondary Weapons
-
Secondary Weapons
-
Special Features
Light MG Defense Turret 2x
Special Features
Light MG Defense Turret 2x
Special Features
-
Special Features
-
Special Features
-


1940 Strategic Bomber Design
In-game design:
Part Type
Part
Airframe
Improved Large Airframe
Engine Type
4 x Engine III
Main Armament
Large Bomb Bay
Secondary Weapons
Large Bomb Bay
Secondary Weapons
-
Secondary Weapons
-
Secondary Weapons
-
Special Features
Heavy MG Defense Turret 2x
Special Features
Heavy MG Defense Turret 2x
Special Features
-
Special Features
-
Special Features
-
Special Features
-


1944 Strategic Bomber Design
In-game design:
Part Type
Part
Airframe
Advanced Large Airframe
Engine Type
4 x Engine IV
Main Armament
Large Bomb Bay
Secondary Weapons
Large Bomb Bay
Secondary Weapons
-
Secondary Weapons
-
Secondary Weapons
-
Special Features
Cannon Defense Turret 2x
Special Features
Cannon Defense Turret 2x
Special Features
Bomb Sights II
Special Features
Radio Navigation II
Special Features
Air-Ground Radar
Special Features
-

Terrains in a Nutshell
Marsh

The combat width in the marsh is 50 with 25 additional. The efficient multiples are 25 and 15, so the 25-width or 15-width divisions can stack up to maximum without suffering the terrain plenty.

Mountain

The combat width in the mountain is 50 with 25 additional. The efficient multiples are 25 and 15, so the 25-width or 15-width divisions can stack up to maximum without suffering the terrain plenty.

Forest

The combat width in the forest is 60 with 30 additional. The efficient multiples are 30, 20, and 15, 12, and 10. 30-width, 20-width, 15-width, 12-width, or 10-width divisions can stack up to maximum without suffering the terrain plenty.

Jungle

The combat width in the forest is 60 with 30 additional. The efficient multiples are 30, 20, and 15, 12, and 10. 30-width, 20-width, 15-width, 12-width, or 10-width divisions can stack up to maximum without suffering the terrain plenty.

Plains

The combat width in the hills is 70 with 35 additional. The efficient multiples are 35, 14, and 10. 35 -width, 14-width, or 10-width divisions can stack up to maximum without suffering the terrain plenty.

Desert

The combat width in the hills is 70 with 35 additional. The efficient multiples are 35, 14, and 10. 35 -width, 14-width, or 10-width divisions can stack up to maximum without suffering the terrain plenty.

Hills

The combat width in the hills is 70 with 35 additional. The efficient multiples are 35, 14, and 10. 35 -width, 14-width, or 10-width divisions can stack up to maximum without suffering the terrain plenty.

Urban

The combat width in the urban is 80 with 40 additional. The efficient multiples are 40, 20, and 10, so the 40-width, 20-width, or 10-width divisions can stack up to maximum without suffering the terrain plenty.
Closing & My Other Guides
This section concluded the guide. Thank you for reading my guide. I hope you find this guide helpful. Please leave a comment if you disagree with some of the templates or want to leave thoughtful feedback. You are welcome to make suggestions to add templates.

Best Regards,

~Nost

Navy Guide
https://gtm.you1.cn/sharedfiles/filedetails/?id=2182500905
Have Questions?
Post them in the comment section!

196 Comments
andrelechove 18 Sep @ 3:15am 
@Nost, have you ever thought of doing the same guide for BlackICE mod? :3. If not, I was wondering, how did you come up with all of this, just so that I can make the same and play BlackICE the most optimal way ?
Gar 12 Sep @ 12:16pm 
@The Bouncer of SCP: SL This is what the guide says:

This narrows down to a situation of yours while playing a nation. Is your nation small with a weak industry? Stick to producing multi-role aircraft like the multirole fighter that can do both air superiority and CAS operations. Is your nation big with a stronger industry? Stick to producing specialized aircraft, so, let's say, you should produce pure fighters and pure CAS planes. Make sure the fighters have higher stats to compete for their air superiority operations and make sure the CAS planes have higher stats for their CAS operations.

In a nutshell, a Multirole plane is one that can do both CAS (bomb divisons) and CAP (kill planes) by having both bombs and normal guns in their design, switching from one and the other as you see fit.
The Bouncer of SCP: SL 8 Sep @ 3:23pm 
What exactly is a "multirole plane"?
Nost  [author] 7 Sep @ 11:16am 
Ah, I see your situation in Spain. I think it's fine to keep the field hospital. You can include it in your offensive infantry templates for attacking if they have an available slot. You should invest in making 34/W armored divisions with tanks and mechanized trucks if you can afford it. Your tanks and mechanized trucks will take less causalities, with a higher hardness bonus when attacking and pushing the Soviet line. You should also produce CAS aircraft to support your offense, and it will help a lot. Construct more railroads to improve your supply situation. Attack the line with your tanks. Have your 24W infantry templates support your tanks in the offense. You will push faster and more efficiently with your tanks supported by CAS aircraft.
󠁳 ⁧HardLimiter 7 Sep @ 10:22am 
That´s why I want to play "safe" without many deaths.
I already have V2 at the border.
Japan is still winning against him, that´s why I want to stop him right now, before allies have no chance too. (UK in war with USA, so usa can´t help)

I´m pretty sure I´ve your 18W and 24W as defend and attackers.
I could remove hospital for save MP and make few trucks for a faster push right to moscow from leningrad.

You don´t need to answer to everything here.
I´m happy if you have a template for me in this situation. :)
I gave my def inf hospital and my off have supplies, because the rail problems there.
I mean, I can remove them again, build rails while pushing and spend this MP into arm. trucks or mech inf?
󠁳 ⁧HardLimiter 7 Sep @ 10:22am 
I´ve no problem with your longer text, it´s helpful.
I ask because I´ve a "good" run with spain for attacking soviet.
I´m in war with japan but I´ve no border to them. (They are in war with all nations)
I try to get an achievement but the war must be over.
That´s why I try to attack japan over soviet to get it.

I have finland, balkan and a border to romania.

I don´t know which templates are good for a fast push to moscow.
I use your normal def/off for holding and attacking (INF only).
I think I can overrun them fast in north because they have no rails there, I bought all borders full with rails for supplies.
I´ve not enough MP (because neutral), that´s why I want to push fast and def until I reach moscow.
This should be buff me and debuff him over time.

But this is too deep right now.
I have enough ressources and trucks,weapons in my storage.
The only problem is my manpower.
Nost  [author] 7 Sep @ 9:25am 
My advice to you for this is always to stay adaptable and make necessary adjustments to your templates as you are in the war. See which support companies will help and put to good use in some battle environments. Low supply? Use logistics. Losing a lot of equipment to attrition and need to capture enemy equipment in defense? Use maintenance.

You do not have to fill your infantry companies with all five support companies as they impact organization stat and supply usage. You can always swap a support company for others.

Pardon my wall of text. I very much want to help you to think about it a little deeper. It is all about the opportunity cost.
Nost  [author] 7 Sep @ 9:25am 
I would use it when playing France, Italy, or Austria-Hungary, where their manpower is limited but has a decent industry size. I would couple it with maintenance support, with bonuses from the Grand Battleplan doctrine.

Almost all of my infantry templates included engineers, arty, and AAA support companies for a reason. They are a no-brainer since they make the templates better to annihilate the enemy divisions faster. Engineers for the entrenched bonus. Arty for soft attack bonus. AAA for minimizing enemy air support plenty since almost every nation produces CAS aircraft.
Nost  [author] 7 Sep @ 9:25am 
Hi @HardLimiter, this is my subjective judgment, but the field hospital provides a nonsignificant benefit. It mostly depends on what nation you are playing. The big nations with ample manpower don't need it, and they can use other useful support companies like logistics, signal, or recon in the infantry templates. The field hospitals are expensive for the minor nations with weak industries and less manpower because they cost more equipment and manpower to operate that support company. If the industry gets bigger and manpower is a primary concern, you can get it for your infantry divisions.

Field hospitals provided a bonus to HP, which means it gains and retains more experience and preserves some equipment from losing in the battles. You have to decide whether it is worth investing in the field hospitals or you can invest in other more useful support companies. You can fill out only up to five support companies. Keep that in mind.
󠁳 ⁧HardLimiter 7 Sep @ 8:40am 
I posted few posts about attackinng/defending and little bit help in this steam forum.
A guy asked me what are my templates and I showed him this guide, because I already use it for years.
He told me, that the templates are "fine" but there is missing a big thing to be "good".
He said that these inf templates need better supports like hospital for save manpower and logistics for wars like soviet with low supply.
These things are a mus thave as supports.
That what few ppl told me.

Can someone confirm this? Is this really better?
because others say that this reduce org. and this is the important thing.

Nost, can you say something to this?