Cold War Milsim · Strategy · Cosmo Cheats

Arma Reforger

The supply truck wins more matches than the marksman. Here is why, and how to be the person driving it.

Most guides to Bohemia Interactive’s Cold War sandbox tell you to walk slowly and use cover. That is true of every milsim and it will not help you. What separates a Reforger match you win from one you spectate is an economy: supplies come out of a handful of generators at a fixed rate, they are spent on spawns and structures and every magazine you draw, and they only reach the front line if somebody physically drives them there. Sitting on top of that economy is a radio map that decides which objectives you are even allowed to seize. This guide is written against the 1.8 stable branch (1.8.0.13, released 3 September 2026), after the 1.6 rework in October 2025 turned Conflict into HQ Commander and introduced MSAR, and after the 1.7 Partisan update in May 2026 made the FIA a playable third faction. Numbers move between patches; the shapes below do not.

Diagram: the sections of this page, in the order they appearA vertical timeline. A numbered spine carries eight marks, read from the top down: "Where Reforger Stands", "Pick The Right Scenario", "The Supply Economy", "MSAR & Rank", "Radio Coverage", "Everon, Arland, Kolguyev", "Zeroing & Wind" and "Weight, Pace, Concealment".01Where Reforger Stands02Pick The Right Scenario03The Supply Economy04MSAR & Rank05Radio Coverage06Everon, Arland, Kolguyev07Zeroing & Wind08Weight, Pace, Concealment
Figure 1. The eight sections of this page, drawn in the order the page presents them. The page runs to 12 in all.

01 · Where Reforger Stands

Three patches reshaped this game in under a year. If your knowledge predates October 2025, most of it is stale.

Arma Reforger began in May 2022 as a technology preview: two factions, one island, a thin Conflict mode and an engine nobody had shipped a game on yet. Treating it as that game in 2026 will actively mislead you. Three updates in eleven months rebuilt the parts of it you interact with most.

Update 1.6 on 30 October 2025 is the big one. It added the autumn island of Kolguyev, shipped Operation Omega (a five-episode single-player campaign set in 1989 that puts you behind Soviet lines as US special forces), rebuilt Conflict into the HQ Commander structure where bases are deployable rather than fixed objectives, introduced MSAR as a personal equipment allowance separate from team supplies, and made wind affect bullets, rockets and mortars. It also brought in the RPG-22, the RPG-75, mortars and static weapons, M14 and PMN-4 mines, hand flares and deployable sandbags.

Update 1.7 on 28 May 2026, the Partisan update, made the FIA a playable third faction in Conflict on all three islands, overhauled vehicle physics (weights, suspension, torque), added strafing inertia to kill side-to-side spam, slowed sprinting through thick vegetation, added a reconnect queue for the server-full problem, and let a single player unflip a vehicle using a nearby repair truck. Update 1.8 landed on 13 August 2026 and shipped the first iteration of Far Hide, which conceals distant characters lying in grass so a prone soldier stops being a silhouette at 750 metres, gave specialist roles real speed bonuses at their own job, made dying cost 30 rank progression points, and brought the game to the Microsoft Store with Xbox Play Anywhere. The 1.8.0.13 point release on 3 September 2026 is the current stable build on top of it.

The practical result: sprint-strafing wins fewer duels than it did, going prone in a field is finally worth doing, dying is no longer free, and the person who understands supply routing has more influence on the scoreboard than the person with the best aim.

  • Stable branch, 1.8.0.13 1.8 arrived 13 August 2026; the 1.8.0.13 point release followed on 3 September 2026. Bohemia runs a public Experimental branch alongside stable (1.8.0.5 Experimental went out on 29 July, three weeks before 1.8 itself), so features appear there well before they land. If a video contradicts your client, check which branch it was recorded on.
  • Your role now has a speed bonus From 1.8 the job you picked is mechanically faster at its own work: medics inspect and treat quicker and can load casualties into vehicles, logistics personnel load and unload supplies quicker, vehicle crew repair and rearm and refuel quicker, and engineers build structures and deployables quicker. Picking the role that matches the job in front of you is now worth real seconds, not just flavour.
  • Patch cadence Roughly two major numbered updates a year with a steady drip of point releases between them. Expect the arsenal, supply costs and vehicle handling to shift each time; expect the radio and logistics architecture to stay.
  • Enfusion, not the Arma 3 engine Reforger is Bohemia’s live proving ground for Enfusion and for Arma 4. That is why it ships changes fast and why some systems feel half-built: they are being tested on you, deliberately.
  • 1980s equipment, no modern kit M16A2 and AK-74, not M4s and AK-12s. No thermals, no laser rangefinders, no GPS. Every navigation and ranging problem is solved with a paper map, a compass and reticle markings.
  • 31 official scenarios Six Conflict, three HQ Commander, three Combat Ops, eight Capture and Hold arenas, three Game Master, two co-op PvE, five Operation Omega episodes and one tutorial. Official scenarios carry the strongest PC and Xbox crossplay guarantees.
  • Sessions run 45 minutes to many hours Combat Ops missions land around 45 to 60 minutes. A full Conflict match on Everon can run most of an evening. Join with the time you actually have; leaving a logistics run half-finished hurts your side.
  • Crossplay, with caveats PC and Xbox share servers on official scenarios. Modded servers usually do not, because Xbox mod handling differs. 1.7 raised Xbox mod capacity to 50 GB, which widened the overlap but did not remove it.

02 · Pick The Right Scenario

Joining the 128-player Everon Conflict as your first match is the single most common way people bounce off this game.

Combat Ops Start here · co-op PvE · 8 recommended
  • Combat Ops Everon
  • Combat Ops Arland
  • Combat Ops Kolguyev
Bring
A compass, two bandages and an hour. No human opponent is punishing your first ten mistakes.
Take
Randomised objectives across the island, a real navigation problem, and the muscle memory for stamina, zeroing and treating wounds.

Missions run roughly 45 to 60 minutes. Do three of these before you touch PvP and you will arrive in Conflict already knowing how to walk, shoot and bandage.

Conflict & HQ Commander The main event · PvPvE · up to 128
  • Conflict Everon: 40 recommended, 128 max
  • Northern, Southern, Western Everon and Arland: 32 recommended
  • HQ Commander on Everon, Arland and Kolguyev
Bring
A working microphone and the willingness to spend your first hour driving a truck instead of holding a rifle.
Take
Base seizure gated by radio coverage, an economy you can personally strengthen, and a rank that resets when the match ends.

Conflict Montignac (24 recommended, 48 max) is the sensible first PvP scenario: the same systems on a compressed slice of Everon, so the map stops being the hard part.

Game Master Curated · 20 recommended, 64 max
  • Game Master Everon
  • Game Master Arland
  • Game Master Kolguyev
Bring
Either a curator with a plan, or the patience to follow one. A Game Master server without an active curator is an empty island.
Take
Anything the curator builds in real time: training lanes, ambush scenarios, company-scale assaults, helicopter practice.

This is also the best place to learn to fly. Spawn yourself a UH-1H on an empty Game Master session and crash it thirty times where nobody is counting on you.

  • Capture and Hold arenas Eight purpose-built small maps (Briars Coast, Montfort, Concrete Plant, Almara, Simon’s Wood, Le Moule, Camp Blake, Morton) at 12 recommended and 32 max. Pure infantry gunfights with no logistics layer. Good for a short session or for practising engagements.
  • Operation Omega Five episodes, 4 recommended and 8 max, playable solo or co-op. Set in 1989 on Kolguyev. It is the closest thing to a guided tutorial with stakes, and it teaches the island before you fight over it.
  • Air Support and Elimination Two small co-op PvE scenarios at 4 recommended and 8 max. Air Support is built around flying transport, fire support and logistics runs, which is exactly the practice a would-be pilot needs.
  • The Training scenario One recommended player, four max. Twenty minutes here covers zeroing, the inventory, the radio menu and vehicle controls. It is dull. Do it anyway; every one of those systems has a keybind you will not guess.
  • Read the server description Reforger servers vary more than almost any other shooter: vanilla, heavily modded, roleplay units, PvE only, whitelisted. The description and the mod list tell you which one you are joining before you commit an hour.
  • Recommended count beats max count The recommended figure is the population the scenario was balanced for. A 128-player Everon Conflict at 40 players feels enormous and empty; the same scenario at 110 is a traffic jam of supply trucks. Both are legitimate, but pick knowingly.

03 · The Supply Economy

Supplies are your spawn, your rifle, your relay and your helicopter. Everything competes for the same pool.

Here is the mental model that makes Conflict click. Your faction has one Main Operating Base that produces supplies on a clock: about 200 every five minutes, which is roughly 40 a minute, and only while that base has storage room left. That is the entire baseline income for a side that might have sixty players on it. It is not enough. It was never designed to be enough.

Everything else has to be taken. Harbours and airfields, once captured, receive shipments of 1,000 to 3,000 supplies every ten to fifteen minutes, which is an order of magnitude more than the home base produces. Neutral FIA supply depots sit scattered across the terrain with AI defenders on them and regenerate over time. Civilian caches hide in barns, garages and attics, marked by a wooden sign reading ZASOBOVACI STANICE, and pay out exactly once. Decommissioning a structure or vehicle at a maintenance point refunds part of what it cost.

Then comes the part nobody wants to do: supplies exist at the place they were generated, not where they are needed. A captured harbour full of 7,000 supplies is worthless to a squad fighting twelve kilometres inland until somebody loads a truck and drives it there. That drive is the game. A player who runs three clean logistics rotations in an hour has contributed more than a player with twenty kills, and the scoreboard in the reworked Conflict now partly agrees with that.

  • Main bases generate supplies Around 200 every five minutes, and only while storage is available. If your main base is capped out, the clock stops and you are burning income for nothing. Spend it or ship it.
  • Harbours and airfields Shipments of 1,000 to 3,000 arrive every ten to fifteen minutes at a captured harbour or airfield, up to a cap around 7,000 depending on how many storage containers stand there. Taking one is the single largest economic swing available to you.
  • Neutral FIA depots Independent depots hold supplies and AI defenders. Clear the defenders before you back a truck in, or you will lose both the truck and the load. They regenerate, so a depot on your side of the line is worth revisiting.
  • Civilian caches Hidden stashes in ordinary buildings, one-time loot, no regeneration. Small individually and meaningful collectively if your squad picks them up on the way through a village rather than driving past.
  • Decommissioning refunds Breaking down a structure or a vehicle at a maintenance point returns part of its cost. Before abandoning a forward position, strip it. Leaving 1,500 supplies of buildings for the enemy to capture is a double loss.
  • Capacity ceilings A US base tops out around 8,300 supplies across all its services and a Soviet base around 9,300, with individual services capped separately (a command post around 1,000, a supply depot 3,000, an ammunition depot 2,100). Build storage before you complain about income.
  • Spawning is an expense Respawning at the main base costs nothing. Respawning at a forward base charges the supply value of the kit you are wearing. A squad that dies repeatedly in expensive loadouts drains the same pool that would have paid for the relay they needed.
StructureSupply costBuild it when
Small Fuel Supply Point50Immediately at any position vehicles pass through. The cheapest thing on the list and the reason a returning truck does not have to drive all the way home.
Light Vehicle Maintenance Point150Early at a staging base. Repairs jeeps and trucks, and lets you decommission captured or surplus vehicles for a partial refund.
Supply Depot175First or second build at any base you intend to keep. Holds around 3,000 supplies, which is the difference between a base that can act and one that hoards nothing.
Radio Relay250The moment you take a position beyond your coverage edge. It extends radio range, which unlocks the next objective and the ability to respawn here. Nothing else competes for this slot.
Living Quarters250At your busiest forward base. It halves spawn cost there, so it pays for itself in roughly a dozen respawns and keeps paying for the rest of the match.
Field Hospital250At the base nearest a contested front. Wounded players walking back from a fight recover fully instead of dying to attrition and re-spending on a new loadout.
Heavy Vehicle Maintenance Point300Once armoured vehicles are in play. A BTR-70 sitting on blown tyres is a wasted requisition; a repair point turns it back into a rolling gun.
Ammunition Supply Point325After the relay and the depot. Holds around 2,100 and keeps a forward arsenal usable without a truck run for every magazine.
Command Post500At a base you intend to command from. Expensive for around 1,000 storage, so build it for the command function rather than the capacity.
Helipad750Only when you have a pilot who can actually land. The most expensive common structure in the list and dead weight without someone flying from it.

Costs shift between patches. Treat this as build priority, not gospel, and read the figure in the build menu before you commit.

04 · MSAR & Rank

Since 1.6 you have a second, personal wallet. Most players discover it by failing to spawn in the loadout they just saved.

  • MSAR is personal, not shared Military Supply Allocation by Rank is your individual allowance for drawing equipment. It sits on a separate ledger from your base’s shared supplies. A fully stocked base cannot fix an empty personal allowance, and a full allowance cannot conjure a charge the base cannot cover.
  • Seven ranks, session-scoped Renegade, Private, Corporal, Sergeant, Lieutenant, Captain, Major. Ranks reset when the match ends, so there is no long-term grind and no reason to hoard. Earn it and spend it inside the session.
  • The allowance ladder On vanilla stable 1.7.0.54 the maximums ran Renegade 0, Private 85, Corporal 115, Sergeant 150, Lieutenant 185, Captain 235, Major 300. Earlier builds used lower figures (Private 65, Corporal 100, Sergeant 135), so check your own arsenal screen rather than a year-old video.
  • Refills go to the threshold, not the cap Every 600 seconds, if you are below your rank’s threshold, you top up to that threshold only. A Sergeant sitting at 20 refills to 30, not to 150. This is the mechanic that catches people out; passive regeneration will never rebuild a big loadout.
  • Delivering supplies refills you fastest Experience from supply delivery converts directly into personal allowance, capped at your maximum. The logistics run is not charity: it is the fastest way to afford the launcher you want.
  • Saving a loadout is not affording it A 140-point loadout saves fine as a Sergeant because 140 is under the 150 maximum. Selecting it at 20 available still fails. Read your current number, not your ceiling, before you plan a push.
  • Rank gates the heavy assets Sergeant is the practical threshold for requesting a BTR-70, a Humvee with a .50 calibre mount, or the Mobile HQ. If your side has nobody at Sergeant an hour in, nobody is doing objectives and the armour never arrives.
  • How rank is actually earned Seizing bases, delivering supplies, building, healing, repairing and simply being near squadmates doing objectives. Kills are the least efficient route. The system is deliberately biased towards players who make other players work.
  • Renegade means zero Renegade status carries a 0 maximum and a 0 refill threshold, which locks you out of the arsenal entirely. It is what team damage gets you. There is no faster way to make yourself useless for a whole match.
  • Dying costs 30 rank points Update 1.8 attached a 30-point rank penalty to every death, with one carve-out: being killed by a teammate does not penalise the victim. This is the change that makes the careless solo push expensive in a way it was not in 2025. Two bad peeks can drop you back below the threshold that lets you request armour.

05 · Radio Coverage

You cannot seize a base outside your faction’s radio signal. The coverage map is the real objective map.

  • Coverage gates capture Radio signal radiates outward from your main base and is extended by communication stations at military sites, relay towers, and deployed Mobile Command Units. A base outside coverage simply refuses to be seized no matter how many of you are standing on it.
  • Relay first, always The instant a position falls, somebody builds the 250-supply relay. It extends the coverage bubble, unlocks the next objective in that direction, and turns the position into a respawn. Delaying this is how a successful assault becomes a stranded squad.
  • Handheld radios reach about 1.3 km The AN/PRC-68 (US, 1.3 kg, 32 to 68 MHz) and the R-148 (Soviet and FIA, 3 kg, 38 to 54 MHz) live in your inventory. Fine for talking inside a squad that is actually together; useless for talking to a base you walked away from.
  • Manpack radios reach about 2 km The AN/PRC-77 (US, 9 kg), R-107M (Soviet, 18.5 kg) and RF-10 (FIA, 3.1 kg) occupy the backpack slot and cost around 50 supply points. The Soviet set is the heaviest object most players will ever carry; budget for it in your weight, not just your allowance.
  • Two channels by default You spawn with a group channel and a platoon channel. Each faction uses its own encryption, so enemy traffic reaches you as static. Keep tactical chatter on group; platoon is for things every squad needs to hear.
  • The keys nobody teaches you G opens the radio select menu; the scroll wheel steps frequency in 0.5 MHz increments; Q and E jump between presets. Hold Caps Lock to transmit, double-tap it to lock transmission open, and use Left Ctrl with Caps Lock to push through the manpack specifically.
  • Deployed backpacks are destructible Where a server enables it, a manpack can be deployed as a forward squad spawn for around 200 supplies. It is a physical object the enemy can shoot. Place it behind terrain, out of line of sight from the objective, never on the crest you are fighting over.
  • Mobile HQ, one per faction The command truck both extends the coverage network and acts as a forward spawn, and only one can be active per side. Losing it is a strategic event, not an inconvenience. Park it in dead ground behind a ridge, never on a road junction.

06 · Everon, Arland, Kolguyev

Learn Everon’s road network before anything else. Navigation is a skill here, not a minimap.

  • Everon, 12.8 by 12.8 km The flagship terrain and a rebuild of the island from the original Cold War Assault. Around eighteen villages and towns across forest, farmland, hills and coast. Big enough that vehicles and logistics stop being optional and start being the entire match.
  • Montignac is the hinge One of Everon’s largest settlements, sitting on the crossroads that connects the northern peninsula to the rest of the island. Whoever holds Montignac dictates whether the other side can move north by road at all. It also has its own compressed Conflict scenario.
  • Saint Pierre, Lamentin, Morton Saint Pierre is the other major population centre. Lamentin has the dockyards and industrial ground, which means containers, cover and supply value. Morton is a farming and fishing village on the south coast and a common early foothold.
  • Arland, 5.94 by 5.94 km About 31 km south-east of Everon. Two main villages, Arleville and Beauregard, and one large airfield. Roughly a fifth of Everon’s area, so fighting concentrates fast and the logistics drive is short. The right map for a 90-minute session.
  • Kolguyev, 12.8 by 12.8 km Added in 1.6. A decaying former Soviet mining colony in autumn: windswept pines, barren ridges, skeletal trees and dried grass, with a dormant volcano, hot springs and abandoned coal mines. Sparse cover on the ridges makes movement between treelines genuinely dangerous.
  • Sparse vegetation changes the fight Everon’s dense summer foliage lets a careless squad get away with a bad bound. Kolguyev’s thinner autumn cover does not. Move by treeline and contour there, and accept that the direct route across open ground is how squads get erased.
  • Map and compass, no GPS There is no marker following you around. You orient by grid, road junction, church spire and ridge line. Ten minutes spent learning to resect your position from two landmarks removes the most common cause of a squad walking into its own artillery or the enemy’s base.
  • Weather and light are tactical The day-night cycle and weather run on the server, not on your preference. Fog and low cloud ground the helicopters and compress engagement distances; a clear night turns any light source into a target indicator. Plan the assault around the sky you have.

07 · Zeroing & Wind

Missing at 400 metres is usually not aim. It is a sight set to the wrong distance and, since 1.6, a crosswind you did not read.

  • The AK-74 battle zero is 440 m The default rear-sight notch is marked with the Cyrillic letter P for postoyannaya, meaning permanent. It is zeroed to 440 metres, and the doctrine behind it is to aim at the target’s belt line and let the trajectory do the rest inside that band. Do not reflexively change it.
  • Adjusting zero Page Up and Page Down on keyboard, or the d-pad on controller, while aiming. Settings step through 100, 200, 300, 400, 500, 600, 700, 800, 900 and 1000 metres alongside the battle-zero notch. Set it before the fight, not during.
  • Wind moves your round Since update 1.6 wind affects bullets, rockets and mortar shells. At rifle distances it is a nudge; on a 700-metre marksman shot or a mortar mission it is the difference between a hit and a crater in the next field. Watch grass and smoke before a long shot.
  • The PSO-1 ranges for you The Soviet SVD’s 4x PSO-1 carries a stadiametric rangefinder scaled for a standing figure from 200 to 1,000 metres. Bracket the target between the curve and the baseline, read the number, dial that zero. It is the closest thing either side has to a laser.
  • US marksman optics The M21 SWS in 7.62x51 feeds from 20-round magazines under an ART II auto-ranging telescope at variable 3 to 9x. The M16A2 takes either the Colt 4x20 carry-handle scope or the Aimpoint 2000 red dot, and fires three-round burst or semi rather than full automatic.
  • Support weapons need a bipod The M60 in 7.62x51 feeds 100-round belts and the PKM fires the same 7.62x54R as the SVD. Both are near-uncontrollable standing and genuinely dominant deployed. If you take the machine gun, commit to lying behind something and staying there.
  • Automatic rifles split the difference The M249 SAW in 5.56 and the RPK-74 in 5.45 (45-round magazines, shared with the AK-74) give a squad suppression without the machine gunner’s immobility. On the move, this is the role that keeps heads down while the assault element bounds.
  • Anti-armour options The disposable M72 LAW in 66 mm HEAT for the US, the reusable RPG-7 with PG-7VM warheads for the Soviets, plus the RPG-22 and RPG-75 added in 1.6. Against a BTR-70 or BRDM-2 these are decisive; carrying one changes what your squad can contest.
  • Mines and static weapons Update 1.6 added M14 and PMN-4 anti-personnel mines, mortars, static weapons, hand flares and deployable sandbags. Mines on the approach road to a forward base do more for a defence than two extra riflemen standing in it.
  • What 1.8 handed the defender Any player can now deploy razor wire, which is the cheapest way to close a gap in a perimeter or funnel attackers into a lane you already cover. The PKMN mounts on the 6T5 tripod with or without the 1P29 optic, and the US Army picked up underbarrel smoke grenades in several colours, which are as useful for marking a position to your own side as for screening a move.

08 · Weight, Pace, Concealment

Eight magazines feels responsible. It is the reason you arrive at the fight winded and lose it.

  • The 55 kg wall Carried weight past roughly 55 kg makes movement speed fall off sharply, and around 60 kg it collapses to a slow walk with a jog for a sprint. Your character body is already 90 kg before kit. Weigh your loadout in the arsenal screen; the number is right there.
  • Pace numbers worth knowing An unloaded infantry jog sits around 3.8 m/s and a sprint around 5.5 m/s. Over a 600-metre bound that is a difference of roughly 50 seconds. Encumbrance eats into both and into how long you can sustain either.
  • Scavenge rather than carry The habit that separates experienced players: leave the base with four magazines, not ten, and take ammunition off casualties as you advance. You spend less allowance, move faster, and the resupply is lying on the ground in front of you anyway.
  • Strafing has inertia now Update 1.7 added side-to-side inertia specifically to stop strafe spam in gunfights. You cannot flick left and right to break aim any more. Winning a duel is about who is already aimed at the right piece of ground, not who jiggles faster.
  • Bushes slow you down Also from 1.7: sprinting through thick vegetation is slowed. The shortcut through the hedgerow is now a real cost, which makes covered routes a genuine tradeoff between concealment and time rather than a strict upgrade.
  • Far Hide rewards going prone The 1.8 system conceals distant characters against grass, so lying in a field no longer makes you an obvious silhouette to someone glassing from 750 metres. Prone in grass at range is finally worth what it should always have been worth.
  • Sound is a position report Sprinting, reloading and vaulting all carry. Voice chat propagates at realistic distance, which means an enemy ten metres past the wall hears your squad discussing the breach. Lower your voice when you are close; it genuinely works.
  • Do not peek the same corner twice If a round came at you, your position is known and pre-aimed. Break contact, move laterally under cover, and reappear somewhere that forces them to re-acquire. Repeating a peek is the most reliable way to die in this game.

09 · Casualty Care In Order

There is a correct sequence. Doing it out of order wastes the item and drops the patient again inside ten seconds.

The order is tourniquet, bandage, fluids, stim, then pull the tourniquet back off. Every step exists for a reason and the failure mode of each one is specific.

The tourniquet is your fastest intervention and it only slows bleeding: it is a holding action while you get a bandage on, and it cannot go on a head, chest or abdomen wound. It also restricts leg movement and adds weapon sway while it is fitted, which is exactly why you remove it once the limb is bandaged. It is reusable, so leaving it on a stabilised casualty costs you the next one too.

The bandage is the only thing that actually stops bleeding, and it works anywhere on the body. Fluids restore lost blood volume over roughly 90 seconds and does nothing whatsoever about an open wound, so reaching for it before the bleed is sealed is pouring fluid into a leaking bucket. The stim cuts pain and sway and speeds recovery, and over an unconscious casualty it is what wakes them up fastest. A patient with critically low blood, though, may not regain consciousness at all until fluids have started rebuilding volume; the stim alone will not lift them.

  • Tourniquet, 0.02 kg, reusable Limbs only. Dramatically slows bleeding rather than stopping it. Costs you sprint on a legged casualty and accuracy on an arm. Carry several: they come back to you and they are effectively weightless.
  • Bandage, 0.1 kg, single use The only permanent bleed stop, usable on every body part including head and torso. Two per non-medic is the floor, not the target. Running out mid-firefight is the most common way a healthy squad dissolves.
  • Fluid bag, 0.5 kg Rebuilds blood volume over about 90 seconds through an arm line. Never before the wound is sealed. That 90 seconds is a long time in the open, so drag the casualty behind something solid first.
  • Stim, 0.02 kg Cuts pain, reduces weapon sway, accelerates recovery, and is the single fastest way to bring an unconscious teammate back. Ineffective on its own when blood is critically low.
  • Reading the screen Vision desaturates towards grey and the field of view narrows as you lose blood. Colour draining out is not an effect, it is a countdown. Treat it the moment you notice, not after you finish the engagement.
  • Unconscious is not dead An incapacitated player has severely limited vision and no movement, and cannot treat themselves at all. Recovery needs a teammate, or slow regeneration if blood loss was not critical. Somebody has to physically walk to them.
  • Fractures and arm hits A leg fracture removes sprinting entirely. An arm injury adds weapon sway that will not settle. Both are survivable and both make you a liability on an advance; say so on the radio instead of quietly falling behind.
  • Medics trade firepower for bag space A real medic carries surplus bandages, multiple tourniquets, several fluid bags and stims, and compensates with a lighter weapon such as an M16 carbine or an AKS-74U. If you want to win gunfights, do not take the role.
  • Field hospitals close the loop A 250-supply field hospital restores a walking wounded player fully. That is a player who does not die, does not respawn, and does not re-spend supplies on a new loadout. It is an economic building as much as a medical one.

10 · Vehicles & The Run

No tanks, no jets. The heaviest thing on the field is an armoured car, and the most important thing is a truck.

  • What is actually in the game Jeeps and light utility (M151A2, Humvee, UAZ-469, UAZ-452), transport trucks (M923A1, Ural-4320), wheeled armour (BTR-70, BRDM-2) and two helicopters. There are no main battle tanks, no infantry fighting vehicles and no fixed-wing aircraft in vanilla. Bohemia’s July 2026 dev report frames the 1.7 physics rework as groundwork for future additions “such as for tracked vehicles”, which is a hint and not a promise. Plan around the vehicle list your client actually has.
  • Truck capacity is the number that matters The M923A1 and the Ural-4320 each haul up to 1,500 supplies, raised in update 1.3. A UAZ-452 cargo variant carries around 800, light utility vehicles 180 to 315, small off-road 30 to 180, and armoured carriers only 160 to 230. One truck run is worth roughly seven jeep runs.
  • Helicopters as lifting gear The UH-1H and the Mi-8MT carry roughly 300 to 1,000 supplies depending on configuration, and go over the ambush on the road instead of through it. A competent pilot is worth more to the supply line than to the assault.
  • Loading and unloading Use the contextual action at the vehicle’s rear, or the inventory screen. Fill completely before you leave; a half-loaded truck spends the same twelve minutes on the road as a full one and exposes the same driver to the same ambush.
  • Clear the road before the convoy FIA roadblocks, ambush positions and anti-tank mines sit on the main routes. Send recon ahead and disarm mines rather than driving around them, because a mine you drove around is still there for the next truck.
  • Driving got rebuilt in 1.7 The Partisan update overhauled vehicle weights, suspension and torque. Heavy trucks now behave like heavy trucks: they understeer into ditches and take real distance to stop. If your muscle memory is from 2025, recalibrate on an empty road.
  • Unflipping without a crowd Since 1.7 a single player can right an overturned vehicle using a nearby repair truck. That turns the classic solo-logistics disaster from a lost 1,500-supply load into a five-minute delay.
  • Flying, honestly Collective for lift, W and S to pitch, A and D to roll, Q and E for tail rotor yaw, and constant small pedal corrections in the hover. Autohover (X by default) holds altitude and arrests drift, but it overrides your collective, so disengage it before any deliberate climb or descent. Learn this on an empty server, not with six people in the back.
  • Shooting from the bed Since 1.6 you can climb around a moving vehicle and fire from the back. It is genuinely useful for a convoy escort and genuinely fatal if the driver rolls it. Brace the good angle, not the fashionable one.

11 · Playing The FIA

A pistol, one spare magazine and a shopping list. The 1.7 faction is the most interesting thing in the game and the least forgiving.

  • You start with almost nothing Spawning FIA gives you a handgun, a spare magazine and a list pointing at randomised hidden caches. There is no arsenal to draw from and no objective marker telling you what to do. The first fifteen minutes are a scavenging problem, not a combat problem.
  • The caches carry everything Hidden stashes hold uniforms, vests, weapons, ammunition, mines, medical items, crew-served weapons and deployable tents. Cache positions randomise each match, so route planning off a previous session will send you to an empty barn.
  • Tents are your infrastructure A deployed tent becomes a hideout you can spawn at, anywhere on the map, as long as it stays stocked. You have no main base advantage; what you have is the ability to appear somewhere the conventional factions were not watching.
  • Hide the hideout properly A tent in a field is a tent the first patrol finds. Put it in dead ground, off the road network, away from the objectives you intend to hit, and accept the extra walk. The moment it is found you are back to a pistol.
  • Czech-pattern small arms The FIA field the Sa 58P and folding-stock Sa 58V in 7.62x39, the UK vz. 59L machine gun in 7.62x54R, and the RPG-7V1. Everything else comes off bodies: taking US and Soviet weapons in the field is the intended progression, not an exploit.
  • The RF-10 is the light radio At 3.1 kg the FIA manpack is by far the lightest of the three, against 9 kg for the AN/PRC-77 and 18.5 kg for the R-107M. When you are already moving light and fast, that weight advantage compounds across a whole match.
  • Fight the supply line, not the base You will not win a symmetrical engagement against a supplied platoon. You will take a 1,500-supply truck off a lonely road, mine the approach, and make a conventional faction spend an hour securing a route it assumed was safe.
  • Playable on all three islands The 1.7 update made FIA selectable in Conflict on Everon, Arland and Kolguyev, with new units and loadouts. Numbers on a given server vary, so expect an asymmetric match rather than a balanced three-way.

12 · Mistakes That Lose Matches

Every one of these is common, and every one of them is cheaper to fix than to keep paying for.

Most of what goes wrong in a Reforger match is not a skill gap. It is a small number of repeated decisions that each look reasonable in the moment and cost your side supplies, tempo or a base. The list below is ordered by how much damage each one does over an hour of play, not by how obvious it is.

The single largest one is simply not driving. There is a version of this game where you queue for a rifle slot, walk towards contact, die, respawn, and repeat for two hours while your side slowly loses because no forward base ever has anything in it. If you spend your first hour learning the road network with a full truck, you will understand the map, bank rank and personal allowance faster than anyone shooting, and arrive at the fight rich.

  • Nobody builds the relay A captured position with no relay is a position you cannot respawn at and a coverage bubble that never grew. The assault worked and the map did not change. Assign the relay to a named person before the attack, not after it.
  • Spending the base dry on loadouts Twelve players respawning in maximum kit at a forward base will empty a supply depot faster than a truck can refill it. If the base is low, spawn at the main base in something cheap and walk. It is slower and it keeps the relay budget intact.
  • Overpacking on principle Ten magazines, three grenades, a launcher and a full medical bag reads like preparation and plays like standing still. Past 55 kg you cannot get to cover. Take what the next twenty minutes needs.
  • Requesting a helicopter you cannot fly A crashed helicopter is a large requisition, a dead squad and a helipad your side paid 750 for. If you have not flown one on an empty server, do not take one out with passengers in it.
  • Firing on unidentified vehicles The UAZ your squad shot was your own logistics run. Both sides use similar silhouettes at distance and both sides capture each other’s vehicles. Identify before engaging; team damage is also the route to Renegade and a zero allowance.
  • Pushing a wall you cannot trade through Solo pushes into a held building do not work here, because there is no revive-on-the-spot to bail you out and the respawn is minutes away. Wait for a second body, or throw something, or do not go.
  • Talking too much on platoon A useful callout is short and complete: enemy infantry, church at the town centre, roughly ten, moving north. Narration crowds out the transmission that mattered. Keep squad business on the group channel.
  • Abandoning a base without stripping it Retreating and leaving buildings standing hands the enemy a working forward base and forfeits your partial refund. Decommission what you can on the way out, even if it costs you two minutes.
  • Assuming the wiki matches your build Supply costs, MSAR figures and vehicle handling have all moved inside the last twelve months. The build menu and the arsenal screen in your own client are authoritative; a guide, this one included, is a starting point.
  • Playing alone on a public server Reforger is built for a group that talks. If public matches feel incoherent, that is because they are; an organised unit running scheduled operations is a different game played with the same client, and it is where this game actually lives.