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Reinforced Paratroops Strike Division

W

Walsst  ·  13 views  ·  2026-08-21

Reinforced Paratroops Strike Division
Base Stats
Speed--
HP--
Org--
Recovery--
Recon--
Suppression--
Weight--
Supply--
Reliability--
Rel. Bonus--
Trickleback--
Exp. Loss--
Combat Stats
Width--
Soft Atk--
Hard Atk--
Air Atk--
Defense--
Brkthrough--
Armor--
Piercing--
Initiative--
Entrench--
Equipment Cost
Manpower--
Training--
Fuel Use--
Fuel Cap--
Eq. Capture--
Production Cost: --
Terrain
Plains
A D M
Plains
Forest
A D M
Forest
Hills
A D M
Hills
Mountains
A D M
Mountains
Desert
A D M
Desert
Jungle
A D M
Jungle
Marsh
A D M
Marsh
Urban
A D M
Urban
River
A D M
River
Amphib.
A D M
Amphib.
Fort
A D M
Fort
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.

Comments

W
Walsst OP 2026-08-21
0
Note: The 10% light infantry hard attack on anti-tank batteries still doesn't seem to apply, this will be a notable bonus, since this actually applies at the infantry initialization instead of the equipment initialization. This is the Commandos III bonus. (The MIO and All arms at defense buff the actual rifles hard attack by 25% and 18% respectively, infantry anti-tank weapons and commandos stage 3 bonus applies a pair of 50% bonuses to the light infantry themselves. I'd expect a net bonus of ~286% hard attack from infantry weapons here with all factors completed here.) (This is a estimation here, the proper actual behavior takes more testing because it could be higher or lower: If there is more than two phases we will gain some exponentiation here and its stronger, if the game somehow all calculates bonuses additive here this will of course, be lower at 243%) The end result will be major in that, 20-40ish hard attack is nothing to sneeze at, but minor in that, a 300% bonus on something small is still not incredible. It would be nice to do the concrete testing needed to know how many multiplicative phases are here in reality eventually however.