Combat
Hearts of Iron 2 does not seek to model combat on a highly detailed, microscopic level. You do not control individual soldiers, squads, platoons, companies or even battalions. In Hol2 you will issue orders to divisions (or whole armies) and your battles will represent a contest for the control of much larger regions of land (provinces) rather than individual beachheads or buildings. The actual hand-to-hand fighting occurs behind the scenes: in your CPU: and your progress is displayed using graphic and numeric feedback as each combat ensues.
Movement is Attack for Land Battles
A significant change in actual battle mechanics has been introduced in Hearts of Iron II. In previous Paradox games: and in many other strategy games, for that matter: a land force would be ordered to engage an enemy in a neighbouring province, mcve there, and then upon its arrival a combat would ensue. The loser would then retreat from the province and the victor would remain. This is not the case in Hol2. Instead, the game employs the concept of "movement is attack" in all land-based battles.
Combat is Initiated as soon as a land force begins to move towards an enemy province that is being defended. The battle will rage on until one of the sides has gained the upper hand, at which point either the aggressor's movement is discontinued (if it loses) or the defending force begins to withdraw and the victorious attacker conducts its movement into the province and assumes control. This system alleviates a number of common issues (such as being unable to tell where an enemy unit is moving until it is too late) and also offers a number of new operational possibilities for both the attacker and the defender. Forces in adjacent provinces may support the armies involved in the battle, and behind-the-lines reserves may be positioned to make a last-ditch effort to shore up the defences. Air and naval battles, hovvever, do not use this combat method and will contest an air or sea zone while jointly occupying it.
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