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
Division Designer: cheap tank template, 2 Medium Tanks and 3 Motorized Infantry, Combat Width 10
2 “Medium Tank” battalions, 3 “Motorized Infantry”. “Engineer Company” and Support Artillery on the right.
2× Medium Tank Motorized Infantry Engineer Company Support Artillery

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.
Cost of tanks Combat Width 10
ResourcePer division
Manpower5200
Infantry Equipment310
Towed Artillery12
Truck105
Support Equipment30
Medium Tank100
Combat Width10

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.

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.