Best Tank Division Template 2026
Article · Tank division templates
Best tank templates in Hearts of Iron IV
Five templates I built myself: two for a minor and three for a major. All on a medium chassis. This is single-player. Not every template is worth taking into multiplayer.
Which template you should take
For a minor
Tanks 10 CW
Take this if you are a weak minor and you have few factories.
Tanks 20 CW
Take this if you are a strong minor and you want a proper wedge.
For a major
Tanks 36 CW
Take this if you are a strong major and you need Breakthrough.
Mix 36 CW
Take this if you need both Breakthrough and Soft Attack.
SP Artillery 36 CW
Take this with the “Self-propelled Support” subdoctrine when you need to grind infantry.
Tank templates
Tanks, Combat Width 10
- For a weak minor
- Cheap
- Tank
A very cheap tank template. Take this if you are a weak minor: you need few tanks and trucks. A top tank design is not needed here. An Inter-War hull is often enough — many countries have it from the start. Almost any minor can field several of these divisions. One of them does not rip the front. You stack a wedge of 3–4 divisions and hit one tile: that usually hurts another minor a lot, and you get a blitzkrieg.
Division HP is low: if the enemy hits back, it folds fast. Against a major it is already weak. Terrain punishes you: forests, hills, rivers cut the attack. If Organization is fine, you can add recon — terrain penalties get a bit softer. This wedge does not eat much Supply.
Pros
- Very cheap.
- Works on an Inter-War hull.
- Will rip another minor if you hit in a wedge.
Cons
- Low division HP.
- Already weak against majors.
- Terrain debuffs.
| Resource | Per division |
|---|---|
| Manpower | 5200 |
| Infantry Equipment | 310 |
| Towed Artillery | 12 |
| Truck | 105 |
| Support Equipment | 30 |
| Medium Tank | 100 |
| Combat Width | 10 |
Total for all divisions
Total from the table above, for the number of divisions of this template you pick.
- Manpower
- 20,800
- Infantry Equipment
- 1,240
- Towed Artillery
- 48
- Truck
- 420
- Support Equipment
- 120
- Medium Tank
- 400
Verdict. A strong template if you are a weak minor. Weak against a major. Stack 3–4 divisions into a wedge and hit. Supply use is not that high. Recon — if Organization allows.
Tanks, Combat Width 20
- For a strong minor
- Tank
Take this if you are a medium or strong minor. It will not print thousands of Soft Attack. But it is already a proper tank-attack spine: a hole in the defense, speed, a pocket. It punches a strong minor fairly easily. Sometimes it is enough even for a weak or medium major. As Germany in 1941 I once broke Soviet defense with this template and closed a big pocket. Special Projects are not needed.
An Inter-War Medium Tank still rolls, but I strongly recommend at least a 1938 chassis: otherwise armor, speed and reliability already feel poor. The wedge is 2–5 of these divisions on one tile. Terrain punishes you again. You can add recon if industry can feed it. Supply is medium: not starvation, but not “you can forget it” either.
Pros
- Will break a weak or medium major if you hit in a wedge.
- Does not need Special Projects.
- Eats Supply moderately.
Cons
- You want at least a 1938 hull.
- Weak against a very strong major.
- Terrain debuffs.
| Resource | Per division |
|---|---|
| Manpower | 9800 |
| Infantry Equipment | 610 |
| Towed Artillery | 12 |
| Truck | 210 |
| Support Equipment | 30 |
| Medium Tank | 200 |
| Combat Width | 20 |
Total for all divisions
Total from the table above, for the number of divisions of this template you pick.
- Manpower
- 39,200
- Infantry Equipment
- 2,440
- Towed Artillery
- 48
- Truck
- 840
- Support Equipment
- 120
- Medium Tank
- 800
Verdict. Take this if you are a strong minor and you are hitting a weak or medium major. 2–5 divisions in a wedge — a big pocket. You can add recon if you have factories. Terrain punishes you, Supply is medium.
Tanks, Combat Width 36
- For a major
- Top
- Tank
A very strong, top tank template. Take this if you are a strong major like Germany: lots of factories, late research already unlocked. Breakthrough is huge: the division can hit for a long time without burning out. HP is high too. “Assault Engineer Company” and “Medium Flame Tank Company” cut terrain penalties, so forests and rivers already hurt less. A 1940 Medium Tank chassis and an Improved Medium Howitzer are very welcome. The wedge is small: 1–3 of these divisions, and you can roll the enemy like a towel.
Supply is the main thing here. Without “Logistics Company” the column starves fast. Always watch supplies on the map. There is no AA in the template: you need green air, or enemy planes cut the attack. If the sky is red, you can put an “Anti-Air Battery” in the regiment. For defense, if Organization allows, you can add a “Heavy Weapons Company”. Late research is required: this is not a 1938 template.
Pros
- Huge Breakthrough.
- High HP.
- Minimal terrain debuffs.
Cons
- Heavily depends on Supply.
- Needs green air.
- Needs late research.
| Resource | Per division |
|---|---|
| Manpower | 17900 |
| Infantry Equipment | 1000 |
| Towed Artillery | 12 |
| Truck | 360 |
| Support Equipment | 40 |
| Medium Tank | 400 |
| Armored Car | 20 |
| Light Tank | 24 |
| Medium Flame Tank | 15 |
| Combat Width | 36 |
Total for all divisions
Total from the table above, for the number of divisions of this template you pick.
- Manpower
- 53,700
- Infantry Equipment
- 3,000
- Towed Artillery
- 36
- Truck
- 1,080
- Support Equipment
- 120
- Medium Tank
- 1,200
- Armored Car
- 60
- Light Tank
- 72
- Medium Flame Tank
- 45
Verdict. A killer template if you are a strong major. Build it on a 1940 hull plus an Improved Medium Howitzer. Watch Supply and the sky. “Anti-Air Battery” — if the sky is red. “Heavy Weapons Company” — for defense, if Organization allows.
Mix, Combat Width 36
- For a major
- Top
- Mixed
A killer template for a strong major. This is not “tanks only” and not “guns only”. Four “Medium Tank” battalions hold Breakthrough: the division can attack for a long time. Four “Medium SP Artillery” battalions pour Soft Attack: the bot’s infantry burns faster. Against normal AI this is a very good fist. It is hard to stop. You can calmly finish the war on this division even into 1950, if the factories feed it.
You must watch Supply. Without supplies efficiency drops hard: SP Artillery and tanks both drive like empty cans. I recommend green air: there is no AA in the template. If the sky is red, you put an “Anti-Air Battery” in the regiment. If Organization allows — a “Heavy Weapons Company” for defense. The “Self-propelled Support” subdoctrine is exactly for this mix: SP Artillery starts working as it should. Late research and a 1940 chassis are needed here too: you will not build this on cheap Inter-War gear.
Pros
- Huge Breakthrough.
- High HP.
- Minimal terrain debuffs.
Cons
- Heavily depends on Supply.
- Needs green air.
- Needs late research.
| Resource | Per division |
|---|---|
| Manpower | 17900 |
| Infantry Equipment | 1000 |
| Towed Artillery | 12 |
| Truck | 360 |
| Support Equipment | 40 |
| Medium Tank | 200 |
| Medium SP Artillery | 160 |
| Armored Car | 20 |
| Light Tank | 24 |
| Medium Flame Tank | 15 |
| Combat Width | 36 |
Total for all divisions
Total from the table above, for the number of divisions of this template you pick.
- Manpower
- 53,700
- Infantry Equipment
- 3,000
- Towed Artillery
- 36
- Truck
- 1,080
- Support Equipment
- 120
- Medium Tank
- 600
- Medium SP Artillery
- 480
- Armored Car
- 60
- Light Tank
- 72
- Medium Flame Tank
- 45
Verdict. Take it if you are a strong major and you want both Breakthrough and Soft Attack against the bot. Watch Supply and the sky. “Anti-Air Battery” — if the sky is red. “Heavy Weapons Company” — for defense, if Organization allows.
SP Artillery, Combat Width 36
- For a major
- Top
- SP Artillery
Take this if you are a strong major and you took the “Self-propelled Support” subdoctrine. Nine “Medium SP Artillery” battalions are a pile of Soft Attack. That fist smears the bot’s infantry wall. Breakthrough is lower than on pure Medium Tanks: SP Artillery hits “soft” targets, but it takes a hit worse than a tank. Against naked infantry this is often even nicer than pure tanks. Against someone else’s tank wedge it is not the same.
Supply decides again. SP Artillery eats supplies greedily. Without “Logistics Company” and without a green Supply stripe the division goes dumb. There is no AA in the template either: you need green air. If the sky is red — an “Anti-Air Battery” in the regiment. If Organization allows — a “Heavy Weapons Company” for defense. Late research, a 1940 medium chassis and a proper gun on the SP Artillery are required. Too early for a minor: the factories and the subdoctrine are the wrong ones.
Pros
- A lot of Soft Attack against infantry.
- High HP at Combat Width 36.
- Small terrain penalties thanks to flame tanks and Assault Engineers.
Cons
- Heavily depends on Supply.
- Needs green air.
- Less Breakthrough than pure Medium Tanks. Needs late research.
| Resource | Per division |
|---|---|
| Manpower | 17900 |
| Infantry Equipment | 1000 |
| Towed Artillery | 12 |
| Truck | 360 |
| Support Equipment | 40 |
| Medium SP Artillery | 320 |
| Armored Car | 20 |
| Light Tank | 24 |
| Medium Flame Tank | 15 |
| Combat Width | 36 |
Total for all divisions
Total from the table above, for the number of divisions of this template you pick.
- Manpower
- 53,700
- Infantry Equipment
- 3,000
- Towed Artillery
- 36
- Truck
- 1,080
- Support Equipment
- 120
- Medium SP Artillery
- 960
- Armored Car
- 60
- Light Tank
- 72
- Medium Flame Tank
- 45
Verdict. Take it if you are a strong major, you took “Self-propelled Support” and you want to grind infantry with Soft Attack. Watch Supply and the sky. “Anti-Air Battery” — if the sky is red. “Heavy Weapons Company” — if Organization allows.
How I picked the templates
First I decided: all templates only on a medium chassis. Light Tanks are too papery. Heavy Tanks are too slow and expensive for this line. Then I split countries. A tiny country is fine with Combat Width ten. A solid minor — twenty. A strong major — thirty-six.
I did not give a minor SP Artillery on purpose. The “Self-propelled Support” subdoctrine feeds self-propelled guns well, but a minor is more often better with “Field Engineering”: trenches, forts, less pain on terrain without a pile of vehicles. A major can afford Self-propelled Support — that is why it gets a mix and pure SP Artillery.
I ran this in single-player, not in a vacuum designer. I watched whether the wedge punched the first line, whether trucks were enough, and whether the division stalled without Supply. I would not take all of these templates into multiplayer: people there build harder, and “against the bot until 1950” is no longer an argument.
Bottom line
Tanks in HoI hit in a wedge, not one division along the whole front. If you are a weak minor — the cheap ten, 3–4 on a tile. If you are a strong minor — the twenty. If you are a strong major — Combat Width 36: pure tanks when you need Breakthrough; mix when you need both Breakthrough and Soft Attack; SP Artillery when you took “Self-propelled Support” and you grind infantry. Without Supply and without green air a fat template does not work.