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Chilean Potential

So.... Chile can get +25% special forces cap, land of mountains, mountain guns, and well, night vision 1 early (If you rush night vision a few years early, you can take a focus in 1941 to instantly research night vision 2 if I'm reading this right.) You also have an artillery expert, and a commando advisor who is a good potential general in your army. (But you will need to earn your infantry expert.) This means with infiltration tactics you can have mountaineers that can make almost fully unimpeded night attacks at almost complete random, and this divisions mountain modifier is a good 6% higher than promised. That and well, the artillery buffs make breakthrough relatively cheap with fire concentration, rangers, rapid emplacement, and jager training. ***(Not sure if this is better than say, a budget field engineering build with airborn light armor filling a breakthrough role.)*** As is often true with special forces heavy armies, I'm going commandos to bloat the health pools up to offset the special forces low HP, as organization is seldom the issue with SF spam.

showcase special forces efficient
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Deepest Trench

Our heads are so far up our own rears we actually drowned in 1933.

showcase infantry defense +1
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True Socialist Road Runners

Between the Decentrilized army (I think its the peoples militia here IIRC,) and the Old reliable bonuses, Ethiopia can push this division not just to 6.9 infantry speed (Faster than horses,) but also give it +10% movement on all terrain from their public transit path. We aren't just creating an infantry division that is faster than horses. The extra 0.3 speed is from an equipment bonus, as making your infantry weapons with your support equipment manufacturer can provide a speed bonus while making the guns far cheaper. We are pushing the lower speed limits for mechanized 1, due to the absurd terrain modifiers we are simply too fast 4 u. Seriously, you can overrun enemy infantry, with infantry here. ________________ Of course, manufacturing helicopters is absurd from this start, but one must imagine the horses surprise when we outrun them. (That, and if I was willing to drop the gimmick support artillery for engineers, we would be faster on most terrain.)

showcase infantry speed +2
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Beefcake drop Incoming

Men who don't die, don't use supplies, and have 69 org!?!?!?!? (The whole point was negative supply use.) Nice. Fun fact, I believe they gave you a 10% hp on flying cavalry if you push the helicopters even further if you go that way in the beta, I haven't tested this bonus so I don't know if this is actually good yet (It might just be a bonus to the support companies non-existent HP, knowing paradox,) but more trickleback and immortal soldiers so yay? (Either that or its +10 hp...) I did just spot a bonus that lets the Ethiopian infantry run a good bit faster than cavalry, the socialist roadrunners need further optimization.

showcase special forces universal
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Super Heavier Orgwall

Earlier I posted a "Super heavy" orgwall I supposed was the highest organization in the game, using the irregulars doctrine+MTT. It turns out, the best buff to all special forces in the special forces doctrines is in sabotage party, if you are a nation with a large special forces budget like Chile, or a very high stat multiplier on your SF like Poland (+60% is possible there!), these are the ultimate SF orgwalls. REMEMBER, THIS IS NOT A FINISHED DIVISION. This is a doctrine for stupid org sf. Still, the doctrine here gives you two useful special forces: - Your cold weather specialists have better org and fit more men in a narrow front, where as your paratroopers actually are useful due to high HP/Breakthrough/Supply usages in the low 0.4 at width 30. - So say you are Chile with the ability to go nearly all special forces, a mountaineer swarm would be great for holding a front with a stronger foe, where as the paratroopers could reach a high breakthrough/attack and stack more men on a front with poor supply. - If you go mass mobi, you can take the victory or death spirit for -15% org loss below 25%, which, is funny but discouraged as this orgwall can almost kill itself from strength loss with this. I went superior firepower because stacking bonuses that make it more likely you roll tactical withdrawal is funny. __________ I'm using mobile infantry instead of irregulars, as the summer beta does buff mobile infantries leg infantry a bit. So I'm looking at this for an army with four arms on one of the +35% special forces cap countries...." Irregulars gives you higher stats in the current patch however. - A mountaineer defensive division. - A weird hybrid division that mixes mountaineers and the hyper-buffed cav from the summer beta. - A decent motorized division. - A "Landed, reinforced" paratrooper. I'll probably post these weirdest to most normal over time, while trying to focus on keeping all of these in one coherent doctrine/army group.

trivia orgmaxing special forces +1
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Ethiopian Socialist Road Runners

Between old faithful, Ethiopian balance of power, and Mass transit, you can actually get infantry to the 6.4 speed of cavalry. Cavalry has +20% breakthrough now too.... (Might be worth it still to go pure infantry due to +~40% infantry attack from spirits and balance of power.) Then we take mobile warfare, a speed army spirit, a good recon setup, and special forces to make a division specialized in overrunning enemies in rough terrain. As such, you can actually get special forces running with horses, utilizing the high org of horses, and the breakthrough bonus present in the summer beta, to pad out your special forces and get them to work with high front coverage (Yes this is insane...) Ethiopia also gets 40% more equipment capture ratio, and 3 generals with scavenger. So you can do some genuinely insane builds with your army in general having 40% across the board capture ratio without being bound by a capture ratio focus. (Your militia and irregulars are capped, so peoples army flat out isn't worth it.) _______ Refuge for the Spanish anarchists also gives you a great shot at getting crazy manpower growth, unlimited men. You don't need ideological loyalty, you can use subsidized contracts for dirt cheap armored cars. _______ Overtime, I'd motorize/mechanize the horses here, as the better stats and hardness will benefit you a lot, and well, the +~40% attack on infantry you get. Its a shame that the public transit path doesn't give you many claims to conquer Africa.... Just puppets.

showcase ethiopia speed +2
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Tip: Don't Sleep on Airborn Light Armor

So, airborn light armor has almost the full stats of a armored division with more than twice its tanks (75% at base,) and it benefits fully from tank doctrines, your special forces doctrine, and your operational doctrine. As such, an improved light tank (Not even an advanced one,) can give nearly 100 breakthrough here if built right. You can breakthrough meme with it, it gives so many stats it can even be worth it to throw out a % attack bonus you'd get from a proper recon company sometimes (This would let you use support doctrines like field engineering instead of assault recon, as an example.) Its just a really shredded addition especially for big infantry balls without any heavy guns backing them up, as a small budget of tanks can just be too many stats. POST SUMMER BETA: Yeah so, uh, current summer beta patch would give this a fat ~105 ish breakthrough with the buffs to the extra ammo stowage, and way more defense.

showcase trivia unit showcase +2
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Combat insertion Paratroopers

I notice people using 8 paratroopers but no one has explained why, you can add one more and open up a extra regimental support which can be used to massively buff soft attack, or if you want to use them purely for defence then I would put in heavy weapons companies

rate my build offense special forces
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Reinforced Paratroops Strike Division

ROLEPLAY EXCUSE: Paratroopers division thats been landed and reinforced with heavy ground assets. ________________________________________________ PROPER EXPLANATION: Assault division that uses the paratrooper tech from last post to create a very cheap, and mildly narrow pushing unit while making the ABSOLUTE MOST of commandos HP and hard attack bonuses. The paratroopers make this division organized despite commando's penalty, and the combination of signal companies and other factors make this division absurdly tanky and capable of reinforce meming, as an all terrain strike force. The idea would be you'd use pure paratrooper divisions as intended to be ambush soldiers that do deep drops behind enemy lines, then switch things over to twice as many of the reinforced strike division once you link up with your paratroopers and save them from being stuck behind enemy lines. You are using both paratroopers high org and good combat stats to counter the only weaknesses of commandos, while taking advantage of too many stacking HP bonuses to make sure these units become veteran. __________________________ ADVANCED TECHNIQUES Go SF and all arms at defense if you are a large nation with a great SF multiplier, or a smaller nation trying to build an offensive fist, go for tip of the spear to make far more of these, as you can make 8 of these with the tip of the spear special forces cap bonus on its own. Four to five prior to you getting the SF cap reduction bonuses. In theory, you could even reinforce this with other special forces, mountaineers/marines, while having the paratroopers tank for your other SF assets, depending on the theater if you have spare cap open.

commandos doctrine special forces offense +2
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Did you know? In terms of special forces HP compatibility....

Paratroopers are the highest HP possible leg special forces on most nations, being able to stack 27 base HP with +20% HP using commandos? Note: The empty regiment + Support company is just here as a showcase of how flexible this base template is. Fill this unit out to fit your front. ____________________________________________ This lets you have a unit that is both tanky and organized. However, do note you only get about 5% more HP than standard infantry, the value here is the org, high soft attack, and defense. Airborne light armor also gives 75% of the breakthrough of a full light tank unit while being dirt cheap. (Just don't worry about armor, you only get 25% more armor here than armored recon.) Paratroopers have two really unique traits of the special forces, being able to stack more HP modifiers than any other special forces unit that isn't a bathtub, and being able to achieve a defense multiplier that can be called simply "The moon." As such using line paratroopers as the body for a space marine division can be an oddly.... Ok choice? The high org and HP makes them a strong front for any other unit you want to mix them with that will protect your manpower and expensive equipment better than most other special forces options. ____________________________________________ It can be wise to have a paratrooper division that fights when it links up with your supply lines that you convert them to, and one that actually can airdrop. Since the high paratroop stats can make them oddly good as a general assault unit. Manpower rich nations probably want cold weather specialists instead, but this does come at the cost of fish-canning your men in a dense division that will bleed infantry equipment and manpower. This base template is 99% good for nations which are to put it bluntly "Quite poor." _________________________________ If you go for cheap bathtubs though, the synergy for your assault troops is real, and it can hurt your enemy, both have crazy high hp.

showcase efficient defense +2
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random bullshi go!!!!

(THIS IS A JOKE) completly random totally useless .... DO NOT USE THIS 1940 tech

challenge infantry mid-game +6
Template Built for v1.19

Mountaineer Division

With Cold Weather Specialists level 5

special forces