High Command lets the resistance field its own soldiers, not just an escort that follows one player. You buy a whole group at a barracks. You own that group outright. You can move it anywhere on the island from the map.
The group really exists in the world. It walks or drives to the spot you send it to. It fights whatever it meets on the way. It holds its ground even when no one is nearby to watch it.
You buy a group at a barracks standing on a base the resistance holds. Some bases already have a military barracks. You can also build a barracks at a base, like any other structure. It sits at the top of the build list on price: $20,000 plus timber, cement, steel and hardware.
The purchase action sits on the radio set inside the barracks, the same radio a recruitment tent carries. Any player at that base can use it. A barracks reduced to a ruin offers nothing until someone repairs it.
The purchase screen lists eleven groups, from small teams up to a rifle squad. Three of them arrive with a vehicle. Pick one and the server sends back a price and a breakdown: the recruit cost of every man in the group, the gear each of them needs, and, where the group has a vehicle, that vehicle at the full price a shop would charge.
A registered warehouse close to the barracks covers some of that gear from its own stock instead of charging you for it, and the quote shows how much it covered. A purchase also draws supporters out of the nearest town, so a town with no support left cannot raise a group there.
Each player has a cap on how many High Command soldiers they can hold at once. A purchase that would go over that cap fails before it takes your money, so a refusal never costs you anything.
The map draws every High Command group as a green symbol for every player: your own groups at full strength, other players' groups dimmed. You can switch the whole layer off from the map's layer panel.
Select a group and the map shows who owns it, its stance, how far it is from its destination, how far it is from you, and how many of its men are still alive.
You can order a group you own to the spot under the map cursor. You can cycle its stance through three settings:
A group on the move draws a dashed line to where it is going. A mark appears on its symbol while it fights the enemy, and an ammunition badge appears once it runs dry. The game refuses an order you give to a group another player owns.
Manage Groups, on the Overthrow main menu, lists the groups you own, their status, and how many of your soldier slots they use. From there you can show a group on the map, or dismiss it after a confirmation. Dismissing a group removes it, its vehicle and its orders from the world for good.
A group parked near a registered warehouse tops its own magazines back up from the stock held there, on its own, every so often. A group with a vehicle parked near a fuel source fills its own tank the same way. The group's owner pays for that fuel at the same price a player pays filling up by hand. A fuel depot the resistance built gives fuel for free.
You can hand recruits that are holding position to High Command instead of managing them one by one. See Handing Recruits to High Command on the Recruits page for how that works, and what it costs you.
Bases, camps and FOBs no longer take a bought garrison, and the menus that used to sell one are gone. You now hold ground by parking a High Command group on it in Defend stance. Unlike the old garrisons, you can pick a High Command group up and send it somewhere else at any time.
A campaign saved before this change loads without its old garrisons.