Hearts of Iron IV

Hearts of Iron IV

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Tank Guide
By locomotivakanajambe
A detailed guide trying to explain the Tank Designer
   
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Information about the guide
Originally posted by Gabi:
Hello! i'm gonna do my best to update the guide if some thing aren't very good integrated or explained, if i have some gramatical or other mistake please report in the comments, thanks!
Basics About Chassis
Designing an armored vehicle is a balance of attack, speed, armor, reliability, cost, resources and more. Some may want a tank based on speed and power. Others may want an impenetrable steel block. But what matters is which modules and aspects you use to your advantage.
Modern Tank Chassis
Modern Tank Chassis
  • Year: 1945
  • Base Speed: 4.5 km/h
  • Reliability: 160.0%
  • Armor: 75
  • Production Cost (only chassis): 6.00
Super-Heavy Chassis
Super-Heavy Chassis
  • Year: 1943
  • Base Speed: 2.5 km/h
  • Reliability: 130.0%
  • Armor: 85
  • Production Cost (only chassis): 24.00
Amphibious Tank Details
Amphibious Tank
  • Year: 1938
  • Base Speed: 4.0 km/h
  • Reliability: 110.0%
  • Armor: 15
  • Production Cost (only chassis): 4.50
Heavy Tank Chassis
Heavy Tank Inter-War
  • Year: 1918
  • Base Speed: 4.0 km/h
  • Reliability: 100.0%
  • Armor: 30
  • Production Cost (only chassis): 10.00

Heavy Tank Basic
  • Year: 1934
  • Base Speed: 3.5 km/h
  • Reliability: 100.0%
  • Armor: 35
  • Production Cost (only chassis): 10.00

Heavy Tank Improved
  • Year: 1940
  • Base Speed: 4.0 km/h
  • Reliability: 115.0%
  • Armor: 55
  • Production Cost (only chassis): 10.00

Heavy Tank Advanced
  • Year: 1943
  • Base Speed: 4.0 km/h
  • Reliability: 130.0%
  • Armor: 75
  • Production Cost (only chassis): 12.00
Medium Tank Chassis
Medium Tank Inter-War
  • Year: 1918
  • Base Speed: 4.0 km/h
  • Reliability: 75.0%
  • Armor: 25
  • Production Cost (only chassis): 2.50

Medium Tank Basic
  • Year: 1934
  • Base Speed: 4.0 km/h
  • Reliability: 100.0%
  • Armor: 35
  • Production Cost (only chassis): 2.50

Medium Tank Improved
  • Year: 1940
  • Base Speed: 4.0 km/h
  • Reliability: 130.0%
  • Armor: 45
  • Production Cost (only chassis): 3.20

Medium Tank Improved
  • Year: 1943
  • Base Speed: 4.5 km/h
  • Reliability: 160.0%
  • Armor: 75
  • Production Cost (only chassis): 4.00
Light Tank Chasis
Light Tank Inter-War
  • Year: 1918
  • Base Speed: 4.0 km/h
  • Reliability: 80.0%
  • Armor: 5
  • Production Cost (only chassis): 1.00

Light Tank Basic
  • Year: 1934
  • Base Speed: 4.0 km/h
  • Reliability: 95.0%
  • Armor: 10
  • Production Cost (only chassis): 1.25

Light Tank Improved
  • Year: 1940
  • Base Speed: 4.5 km/h
  • Reliability: 110.0%
  • Armor: 15
  • Production Cost (only chassis): 1.60

Light Tank Advanced
  • Year: 1943
  • Base Speed: 5.0 km/h
  • Reliability: 130.0%
  • Armor: 20
  • Production Cost (only chassis): 2.00
How a design is completed
If you don't think something is correct you can report it in the comments and i will check the problem!


This is what you will see first when clicking in the Create variant button:
To add a Gun, press the hard left + button here you will see this:








Here i will choose Small Armaments, after that this should be on your screen

I will choose the Automatic Cannon, in the red marked area you can see the buffs and the debuffs this upgrade gives, in the blue marked area you can see how much XP this upgrade costs, in the white marked area you can read some details about this upgrade and the exact buffs and debuffs this upgrade gives


Next we will go to the Turrets, click on the red marked image.


After that we choose what turret we think matches the best on our tank, you can see the buffs / debuffs in the right part of the picture.



We will go into the special modules,


After we clicked in any + we will get into this

I will gonna show you only the Special Modules because from my opinion radios are easy to understand, just use the most updated version and the Secondary Turrets almost useless.

In the picture i circled some good Special Modules for begginers, dont forget to use the radio i personally think is one of the best special modules giving you over 30% breaktrough only at level 2


Now, we will go into the Suspensions, if you need Reliability ( if you dont know what this is, is like a life span for your tanks, if you have it higher, the tank will be destroyed harder) i will recommend Torsion Bar, If you need Speed the Christie Suspension is the best option for you, for some better breaktrough the interleaved suspension is your choice and the default suspension is the Bogie, i will choose the Torsion Bar ( the suspension is like the purpose of your tank)


Next is the armor.

The Cast Armor is for highly armored tanks but very costly, Riveted is a good choice giving you nice buffs, The best Armor is the Welded, if you are thinking why just look at his upgrades.


We reached the Engine upgrades, here we got very much engines to pick from, just look at every buff and debuff and pick the best for your purposes


Now we will change the Armor thickness and Engine speed

I'm just changing it random but you can change it as you want
And that is how you can make a tank design, if you want to make a Tank Destroyer or Self Propelled Anti-Air just look at these photos:


You need to have the gun researched





And That's how to do a SPAA design


It's the same for Artillery and Tank Destroyer but you need to pick the Howitzer or Close Support Gun ( for Artillery) from light / medium / heavy Armaments

For Tank Destroyer you can pick either the cannon or the High Velocity Cannon from Light / Medium / Heavy Armaments


Originally posted by Gabi:
I hope you understand how to make a simple tank now! <3
Main Gun
Informations about the main gun:
A tank's weapon is one of its most distinguishing features in conjunction to all its others. In addition to providing most, if not all, the firepower of the vehicle, the main gun also determines which role(s) the design can fill. Anti-Air guns prevents the design from being used as a regular tank, while artillery weapons allow the design to fielded as a Tank or as Self-Propelled Artillery and high-velocity and most regular Cannons allow the choice between Tank or Tank Destroyer role.

  • Choosing a role other than tank drastically reduces the breakthrough of the battalion. Other than that, there are only minor differences in the base stats depending on the role chosen, other than the extra width of artillery. But depending on technology, doctrines and leaders, different roles may get very different bonuses.

Categories of main guns:

'Regular' Cannons

Cannons are all-round weapons with good all-round stats for soft and hard attack, good piercing and a moderately low price. They are outperformed by a more specialised cannon for a given situation, but in turn outperform the specialised weapon in other areas, meaning they're never an awful choice, the Cannon can be obtained by researching artillery










Anti-infantry/howitzer cannons

Generally larger calibre and low velocity, these weapons are intended to fire large shells. Large shells, as per the square-cubed law, can carry exponentially more explosive filling than a smaller calibre shell. As such, these weapons are ideal to destroy soft targets, but their low shell velocity dramatically inhibits their ability to engage other armored units.

This category includes weapons with high soft attack and little to no hard attack and piercing.

Like with Anti-tank weapons, and unlike cannons, the "Next level" of howitzer demands increasing chassis requirements. It starts off as capable of being mounted in small turrets, but the most advanced version requires a large turret or medium fixed superstructure to handle, and the intermediary howitzers need medium turret or light fixed superstructure to handle. This makes designing Self-Propelled (SP) artillery somewhat synergistic with the nature of this line of weapons.

All of these allow the SP artillery role and can be obtained by researching artillery

Anti-Tank Cannon
  • High-velocity cannons use their increased shell velocity to more effectively pierce heavier armor. To achieve this, a gun is made longer, or more propellant is added; but as a consequence, the calibre of the weapon is smaller to keep recoil at a sustainable level. As such, the reduced shell size reduces the power of high-explosive shells, represented in-game by their low soft attack.
Similar to Anti-infantry cannons, these increase in size as they advance, meaning only a larger hull and turret can sustain them. If intended to be mounted on tank destroyers, this is of little issue, as a fixed superstructure can handle a larger gun on a smaller chassis.

These enables the SP TD role and can be ubtained by researching Anti-tank



Anti-air Guns
  • AA guns are anti-air weapons adapted to a tank chassis, giving the crew a mobile and armored platform to shoot down planes with. Sadly, the AA gun does not seem to be a fast-firing "Heavy machinegun", so they are ineffective against ground targets.
Mutually exclusive with any role except SP AA and can be obtained researching Anti-air



Fast-Firing ground-targeting weapons
  • For a period while tanks were still rare and the armored doctrine still immature, the idea of a tank to be armed as a mobile pillbox was considered. As such, they were armed only with machine guns, or the larger autocannon, and intended to mow down infantry, whilst other units capable of dealing with tanks dealt with opposing armor.
Machine guns are incredibly inexpensive if used as a main armament, but have low stats overall and minimal anti-armor ability.

Automatic cannons, which are somewhere between a large-calibre heavy machinegun or a small and rapid-fire cannon, have greatly increased (relative) anti-armor capability of machineguns whilst retain cost-effective soft attack, but still are inferior in hard attack compared with "true" cannons, can be obtained by researching Anti-air


Flamethrowers spew flames at the enemy. Due to their nature, a tank must get impractically close to any target if it intends to hit anything with a flamethrower, but the nature of this weapon means it is effective when engaging immobile fortifications to burn-out dug-in units.

There is only one flamethrower module, which has absolutely no hard attack power and minimal soft attack.

Flamethrowers
  • Flamethrowers uniquely adapt to the size of the tank chassis, but this only effects the bonuses given as a flame tank company rather than its attack power, can be obtained by researching Rocket Artillery
Basic information about Turrets
Turrets are the main source of breakthrough. Do note that roles other than tank reduce breakthrough a lot.

To summarize:
    A fixed super-structure allows a gun one size larger to be mounted, has the highest reliability, and provides some additional defense, but sacrifices breakthrough. Its cost is equivalent to a 2-man turret. An AA gun cannot be mounted in a fixed super-structure, since it cannot track the target or elevate the gun far enough to hit planes.
  • The 1-man turret is cheapest, but also has the smallest bonuses. Medium 1-man turrets also have a penalty to attack.
  • The 3-man turret is the most expensive and has a penalty to speed, but also has the best breakthrough. It's the option to choose if cost and speed don't matter.
  • The 2-man turret is intermediate in bonuses and cost, but compared to the 3-man turret it has no speed penalty, making it perhaps the best option for fast tanks, unless they also need to be very cheap.
    The tradeoffs for super heavy turrets are similar.
Special Modules
    Special modules come in three types: Extra turrets, radios and special modules.
  • Extra turrets enable the ability to mimick real-world inter-war designs.
  • Radios boost breakthrough and defense.
  • Special modules do a little bit of everything.


    Types of Radios

    Basic Radio:
  • Year: 1936
  • Breaktrough: +15%
  • Defense +25%
  • Production Cost : 0.50


    Improved Radio:
  • Year: 1938
  • Breaktrough: +30%
  • Defense +45%
  • Production Cost : 1.50


    Advanced Radio:
  • Year: 1940
  • Breaktrough: +45%
  • Defense +65%
  • Production Cost : 2.50





    Additional Guns:
  • Soft Attack: 2.0
  • Production Cost : 0.50

    Amphibious Drive:
  • Year: 1941
  • Technology: Amphibious
  • Production Cost: 2.00+ 10.0%
  • Allows amphibous role, forbids any other role
    Can only be mounted on light, medium and heavy chassis


    Armored Skirts:
  • Technology:Armor
  • Year: 1936
  • Armor: 2.0
  • Breaktrough: 3.0
  • Production Cost 0.50

    Auto-Loader:
  • Technology:Artillery, AA or Anti Tank
  • Year: 1943
  • Defense: 4.0
  • Breaktrough: 4.0
  • Production Cost : 2.50

    Dozer Blade:
  • Technology:Support Engineer
  • Year: 1939
  • Entrenchment: 1
  • Production Cost : 1.00

    Easy Maintainance:
  • Technology:Support Maintainance
  • Year: 1939
  • Reliability: 10.0%

    Extra Ammunition Storage:
  • Year: 1939
  • Breaktrough: 2.0
  • Defense: 4.0
  • Reliability: -10.0%
  • Production Cost : 1.00

    Armored Skirts:
  • Armor: +20.0%
  • Production Cost 1.00

    Smoke Launchers:
  • Defense: 2.0
  • Breaktrough: 1.0
  • Production Cost 0.50


    Squeeze-bore Adaptor
  • Technology: Anti-tank
  • Year: 1939
  • Piercing: +10.0%

    Stabilizer:
  • Technology: Computing
  • Breaktrough: 5.0
  • Production Cost 2.00

    Wet Ammunition Storage:
  • Reliability: 15.0%
  • Production Cost 1.00



    Small Cannon:
  • Speed: -0.25 km/h
  • Reliability: -10.0%
  • Soft Attack: 5.0
  • Hard Attack: 3.0
  • Armor: -5.0%
  • Breaktrough: 2.0
  • Production Cost 2.00

    HMG:
  • Reliability: -5.0%
  • Soft Attack: 3.0
  • Hard Attack: 1.0
  • Breaktrough: 1.0
  • Production Cost 1.00
Suspensions
  • Suspensions are the mechanical component of how the tank body would be kept above the ground and kept moving. Specifically, it determines how the suspension can handle terrain changes, and the complexity of such a component. Several inventors developed seperate and unique ways to accomplish this, with each having their own strengths and weaknesses. In-game, there are 4 "Main" suspension types for a tank: The simple Bogie, the reliable Torsion bar, the nimble Christie and the sturdy but difficult maintenance Interleaved.

  • Non-tracked suspensions are only available for Light chassis. They are very cheap, somewhat unreliable, and have low hardness; they will take increased damage from weapons effective against infantry (Conversely, this means they take less from anti-tank weapons).

    Of the various tracked suspensions, Christie is a good source of speed, relative to a gasoline engine.

Tracked Suspensions:
  • Modules:
  • Bogie Suspension -/
  • Christie Suspension - +20.0%
  • Interleaved Roadwheels, Torsion Bar- /


    Non-Tracked Suspension:
  • Modules:
  • Half-Track Suspension: - Technology: Mobile Infantry ; Year: 1940; Reliability: -10.0%; Prod Cost: -5%
  • Wheeled Suspension: - Technology Trucks; Year: 1936; Reliability: -20.0%; Prod Cost: -10%
Armor
  • The armor module of tanks describes the processes used during the construction of the tank. Riveted armor uses rivets to join armor plates; welds use welds, and cast armor casts the hull or turret of a tank as one piece. Each has its own strengths and drawbacks, represented in-game with the stats for effective armor (modifying armor value %), Production cost, and the base breakthrough and defense.

  • The armor investment (-)(+) modifies the armor value, and by extension the additional breakthrough value.

  • "Sloped armor" (Special module) can boost the armor value further, though it takes up a module slot, and marginally increases production cost.

Armor Type:

  • Cast Armor: - Armor: +50.0%; Breaktrough: 4.0; Defense 4.0; Production Cost: +20.0%
  • Riveted Armor: Armor: +00.0% Breaktrough: 2.0 Defense 2.0;Production Cost: -20.0%
  • Welded Armor: Technology: Armor; Year: 1934 Armor: +40.0% Breaktrough: 2.0 Defense 2.0

    Special Armor Module:
  • Armor: +20.0%; Production Cost: +10.0%
Engines
Engine:

  • Diesel Engine; Reliability: 25%; Production Cost: 1
  • Gas Turbine; Year 1944; +0.5km/h +25% Reliability: -10%; Production Cost: 3
  • Gasoline Engine; +0.5km/h +15%; Production Cost: 1
  • Petrol-Electric Engine; Reliability: -50%; Breaktrough: +2.0 +15%; Defense: 2.0 15% Production Cost: 2
5 Comments
Baracko Barmer 24 Nov, 2022 @ 1:45am 
Thanks!
locomotivakanajambe  [author] 24 Nov, 2022 @ 1:37am 
Yes it matters, personally i will choose medium it is kinda cheap and its good, if you can afford much factories you can use heavy and if you don't have much factories use light
Baracko Barmer 24 Nov, 2022 @ 1:26am 
Do you happen to know if the class matters? Light, Medium or Heavy.
locomotivakanajambe  [author] 24 Nov, 2022 @ 12:05am 
If you want something cheap just add flamethrower and 1 man turret. If you want something more good just add some support things
Baracko Barmer 23 Nov, 2022 @ 9:19pm 
Hey, thanks for this!
I was wondering about the creation of "support tanks". What kind of design should I go for with flame tanks? Do things like speed, armor or other stats matter here?