Special Orders AntiPartisan Duty

You may order any type of division to engage specifically in anti-partisan duty. Doing so will double their suppression value and thus greatly reduce the effects and likelihood of partisan activities in any occupied provinces. This order is given just as each of the other special orders is done, using the Ctrl and right-click Orders Interface or by selecting it from the drop-down list when you click the orders box. You will almost certainly wish to assign your garrison divisions to anti-partisan activities, since this will maximise their suppression abilities.

Special Forces: Garrisons A garrison force is a somewhat unique division that is limited to one very important specialised function: anti-partisan duties. Garrison divisions can only move via the strategic reinforcement order (which allows them to reach any other province that is linked by a friendly land route to their current location) or by loading them onto a transport and then off-loading them at a destination port. They can participate defensively in a battle if they are attacked, but otherwise they are exclusively used for suppressing partisans: a task at which they excel. Placing a garrison division in an occupied province and assigning them to anti-partisan duty will provide at least double (if not triple!) the suppression value of any other type of unit. If you are pursuing an aggressive course of conquest, make sure you have lots of these forces available.

Special Forces! Marines Marines are a special type of infantry division who are trained specifically for assaulting coastal provinces (although they also enjoy some benefits when operating in swampy terrain), While any type of division may be carried by transports and may participate in an invasion, marines receive greatly reduced penalties during an amphibious assault. Remember also that it Is a province's coastal fortifications: not land forts: that are used when defending against an Invasion from the sea, An additional consideration Is that there is a cumulative penalty for amphibious assaults where each division committed to the attack receives a progressively higher penalty. This may be offset by having your larger naval vessels conduct a shore bombardment mission during the assault, which will reduce the defenders' effectiveness.

Marines are also treated as having a limited degree of Intrinsic self-transport capability over short distances of water, allowing them to conduct attacks along chains of Islands without the need for dedicated naval transport vessels. Theycannottraverse large stretches of water, butthey can move short distances by themselves. If you're fighting in the Pacific, marines are nearly indispensable,

Special forces: Paratroopers Paratroopers are lightly armed infantry divisions that are quite weak and Ineffective when on the ground; however this Is the only unit In Hol2 that is capable of being loaded on an air transport and it is when they are used for airborne Invasions In support of a larger offensive that they truly shine. As we discussed In the envelopment subsection above, paratroopers present an additional angle of attack that will give the defenders an extra 10% envelopment penalty to both their attack and defence effectiveness. Paratroopers also ignore the normal penalty for attacking a province with land or coastal fortifications: although they are subject to an airborne attack penalty themselves, representing the rather "hit and miss" disorganisation of such missions In that era.

Airborne assaults can be made behind enemy lines If you feel that you can gain a strategic advantage by cutting off supply or capturing an enemy base. Keep In mind that they will be out of supply and In a very perilous situation, so their chances of survival will be very slim. On occasion, though, the sacrifice may be worth It.

Special Forces: Mountaineers Another specialised Infantry division Is the mountaineers. These units perform just like regular infantry divisions In most cases; however, they excel at moving and fighting In rugged terrain or bad weather and suffer much lower penalties to supply efficiency. If you must engage in battles in these conditions, consider assigning the task to your mountaineers.

Special Forces: HQ Divisions An HQ division Is a large, mobile command and logistic control centre that must be assigned directly to a senior ranked field officer (general or field marshal) for their effects to become active. All three effects will apply to all land forces that are either located in the same province or In an adjacent province; and they will apply even If an adjacent force is attacking Into a more distant province! The three effects are:

  • All officers will be able to command double their rank's normal limit of divisions before overstacking effects occur (i.e. before divisions that they command lose the trait and skill bonuses, or suffer the nasty 75% overstacking combat penalty).
  • All divisions will receive a modest boost to their ESE. They will move faster, suffer lower attrition rates, regain their organisation more rapidly, have a small combat bonus, etc.
  • The chance of a favourable combat event occurring during battle will be significantly Increased.

I should point out that an HQ division's Intrinsic combat capabilities are very poor. This Is a unit that represents strategic and logistics personnel, communications, supply management rear area medical recovery facilities, etc. I would recommend keeping It away from the front lines and using Its tremendous capabilities to greatly improve your abilities across a much broader front.

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