Summary:

Warfare is a blend of a team-based multiplayer mission and realtime strategy, where US Marines and SLA fight for South Sahrani. Key objectives are to capture cities, defend your base and destroy the base of enemy.

Both sides are lead by a commander, who influences his side's strategy. There are two kinds of resources: Supply points can be used for building structures; money is used to purchase weapons, units and vehicles.

Advanced features are controlled via Warfare interface accessible by pressing "T" key.


Help topics:

ROLE OF COMMANDER

MAIN BASE

TEAM AND EQUIPMENT

MISSIONS

CAPTURING CITIES

RESOURCES

NON-COMBAT VEHICLES

COMMANDER'S HANDBOOK




Welcome to the war, soldier. Our mission is to take control over South Sahrani before the enemy does so. We are going to build a base, gain territory under our control and attack the enemy and local insurgent army. We need to sweep the enemy from South Sahrani at any cost!



FIND AND ELIMINATE ENEMY BASE
Once main enemy base is located and all base structures are destroyed, ours task force wins.


EARN BOUNTIES
Capture towns or camps, destroy enemy troops and vehicles or salvage destroyed vehicles to earn bounties.


PROTECT THE BASE AT ALL COSTS
If our HQ is destroyed we cannot develop the base. Once all the base structures near our HQ are destroyed, the enemy wins.


PROTECT THE SUPPLY TRUCKS
They provide income by delivering supplies to friendly towns. Without them our troops would run out of supplies.




Help topics


ROLE OF COMMANDER

The Commander can be controlled either by player or by AI. He has access to extra resources and abilities: developing the base, setting objectives for teams, and defining the strategy of your side.

Voting
After starting the Warfare mission you are confronted with the Vote Commander screen. Click on any name in the player list to cast your vote. If you join a game that has already started, you will not see the Vote commander screen, but a new vote for a new Commander can be started anytime using the Vote tab in the Warfare interface (press "T" to open this menu).

Missions and Command
The commander assigns a mission and a role to a team lead either by AI or human player. The role is the type of equipment and vehicles the AI teams will use. Players have control of what they will use on their team. Mission is the task for the team to perform.

Base building
The commander builds a base. Each side starts with one Mobile Headqarters (MHQ). This is a vehicle the commander can use to build headquarters (HQ) anywhere on the map. After the HQ is built, other buildings can be constructed. Only the commander can build factories and defenses around the base with the HQ. The HQ can be also packed up back to MHQ again and moved.

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MAIN BASE

Persistent respawn location and a site to build important facilities. Supply trucks travel from it to captured cities. Following structures can be built by the Commander:

Headquarters
Barracks
Light Factory
Heavy Factory
Aircraft Factory
Airport

Defensive structures
All defensive structures are built for money and can be constructed by any player:

Machine gun nest
Grenade launcher
Artillery
AT rocket pod
AA rocket pod
Short wall
Long wall

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Headquarters

Heart of your base, you cannot build anything without deploying it.

Cost: 100 SP to deploy or pack up.

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Barracks

Player and AI teams can purchase soldiers, weapons and ammo here.

Cost: 100 SP

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Light Factory

Player and AI can purchase cars, light armor or supply vehicles here.

Cost: 400 SP

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Heavy Factory

Player and AI teams can purchase armored vehicles and tanks here.

Cost: 1000 SP

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Aircraft Factory

Player and AI teams can purchase transport and attack helicopters here.

Cost: 1500 SP

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Airport

Player can purchase aircraft with fixed wings here. This facility is located at the airport, only one faction can control it at a time.

Cost: N/A

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Machine gun nest

Defensive structure against infantry.

Cost: 200

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Grenade launcher

Effective against unarmored targets and infantry.

Cost: 300

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Artillery

Artillery piece, which can perform fire missions if manned.

Cost: 1500

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AT rocket pod

Defensive structure against armor.

Cost: 500

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AA rocket pod

Defensive structure against helicopters.

Cost: 500

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Short wall

Barrier, serves as a minor cover.

Cost: 25

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Long wall
Barrier, serves as a good cover. Cost: 50

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YOUR TEAM AND EQUIPMENT

All players and AI soldiers can buy subordinates, equipment and vehicles in the main base.

You can access all available facilities through the Warfare interface ("T") from anywhere inside the main base perimeter. Accessible supply factories are indicated by icons on lower right edge of the screen.

If a Barracks has been built, press the "T" button and select the Gear tab to purchase weapons and ammo. The equipment you purchase here will also be your starting kit when you respawn.

In Team tab you will find a list of icons, describing available factories to buy subordinate units from. You can also use the buildings by activating interface when close to particular structure.

MARKERS
Infantry
Light armor
Heavy armor
Air unit


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MISSIONS

Once you're ready to move out for some action, you can have a mission assigned to you by the commander or you can choose it yourself in Missions tab of Warfare interface. A waypoint to your new objective will appear on your HUD. There are basically four types of missions, but as a player, you can choose only to capture a city:

Capture city
The team has to travel to the nearest enemy town and attempt to capture it. This mission is selected by default. The AI teams choose one city after they do not get any particular mission from the commander in a few minutes.

Patrol
The team has to patrol a selected area. Commander can use this mission to defend bases or towns.

Move
The team has to move to a selected area and remain there. Commander can use this to pre-position teams before strategic manoeuver or to send troops to locations of strategic importance.

Defend base
The team is ordered to defend the main base from enemy attacks. Troops mount any available static weapons in the base perimeter.

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CAPTURING CITIES

Each city is surrounded by several camps and has a supply depot in the center. After capturing the Supply Depot, your side gains control over the town. Your towns are marked green, cities hold by local army are blue, cities controlled by OPFOR are red. By capturing a city, you get a reward as well as other tactical possibilities or special features described below.

Camps
If you walk into camp bunker, progress bar appears at the top of the screen. Stay alive until it depletes and the camp is yours. Once a camp has been captured, you can purchase weapon loadouts, construct defenses, heal in the medical tent, and use it as a respawn site. Camps also reduce the time it takes to capture a town.



Supply Depot
Walk to supply depot and remain there until a bar at the top of your screen depletes to capture the city. Time of capturing is related to amount of supply and amount of camps around you control.


Fast Travel
When you and any of your subordinates are close to the main base or an occupied town's Depot structure, you can use the Fast Travel function. This allows you to travel to any neighboring friendly town or base relatively fast, without having to actually walk or drive there yourself.

Respawn
You can respawn in any of your cities' Supply Depot and Camps. Just click on any of circles on these buildings, that you can see on the map after getting killed. The one you click will be your next respawn location.

Fire missions
You can purchase artillery pieces at camps and your main base using the construction menu. If you order your subordinates to man these guns, you can use the Fire Support function found under the Mission tab in the Warfare interface.

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RESOURCES

Supply points
Supply points are earned by Supply Trucks. These trucks travel between the base and random friendly towns. Whenever they arrive at a town they will increase its Supply Value. Increased SV makes towns harder to capture and they will generate more revenue. Each town has a maximum supply value that can be reached. For larger towns this value is higher. In addition to receiving an income every minute, teams also receive some funds everytime a Supply Truck arrives at a town.

Money
The money is used by ordinary soldiers to buy equipment, subordinates and vehicles in the base. It is also possible to build defensive structures for it near the main base and the camps. Players gain money for supply trucks travel, mission completion and killing enemies.
If you're running out of cash or your side wants to make your team composed of expensive units, it is possible to transfer funds between players. Go to Team tab in the interface. Choose a player you want to transfer the funds to in the drop-down menu in the upper right corner of the screen. Then move the slider on the left from the drop-down box to set the amount and click on "Transfer" button to have the funds transferred.

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NON-COMBAT VEHICLES

Warfare features several vehicles that serve a non-combat role. While they may not blow up enemy tanks, they are of vital importance to your victory. So keep an eye out for them and protect them whenever you can.
Mobile HQ
This is the most important vehicle at the beginning of the game. Protect it at all costs since it is vital for a victory. It can be deployed into a headquarters and packed up back again, constructs base structures. Only the Commander may use these functions.
Repair Truck
Repair trucks are able to repairs vehicles and can also construct defenses outside the base perimeters. It can build all defensive structures including artillery guns.
Salvage Truck
These vehicles salvage any nearby destroyed vehicles. Each player will receive a portion of the funds generated. If a player's team salvages a vehicle they will receive more funds.
Supply Truck
The role of the supply truck is to travel between a base and captured cities. It is described in detail in chapter "Resources" above.
Destroyed Vehicle
Destroyed vehicles ready for salvation.

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COMMANDER'S HANDBOOK

If you manage to gather enough player votes you can be assigned as the Commander for your faction. In this role, you will be able to assign missions to squads and construct facilities and defenses in the main base.

Headquarters and buildings
The Commander has full control over the MHQ, or Mobile Headquarters. MHQ can be deployed at any location to become the Headquarters and allow you to build facilities there. When close to the HQ, open the Warfare interface (T) and click on the construction icon in the upper right corner. Select a building type at the bottom of the screen, rotate it using the RMB+drag, and LMB click on the terrain to place it. Facilities require Supply Points to be constructed, while defenses cost you cash.
The HQ can be packed up into an MHQ again and redeployed to another location, where additional bases can be constructed. The buildings left behind by moving your HQ will remain functional until destroyed. The (M)HQ is the most important object in the entire game, as without it you can't construct any base facilities anymore. If it's destroyed along with all base facilities 300 meters from HQ, the enemy will win the game.

Assigning missions
Assigning missions to other squads can be done by clicking the "Command teams" button in the "Mission" tab of the interface. Select a number corresponding to a squad, and select one of the available missions from the list.
AI-controlled squads can also be assigned a type. This is their preferred squad specialization, which they will try to maintain as well as their funds allow. There are as many roles as there are weapon types in ArmA. You can change teams type in the "Type:" drop-down menu.
The Commander can also assign missions to humans and AI teams. This can be done through the "Mission" tab in the Warfare interface. From this screen the commander may change an AI team's role (for example: Infantry, Mechanized, etc.), or assign one of the following missions. AI teams are also self-sufficient and don't need to be micro-managed. They will purchase their own units if they have funds and the factory is available.

Mission types:
Capture Locations
The team will travel to the nearest enemy town and attempt to capture it. This mission is selected by default.
Patrol
The team will patrol a selected area. After clicking on patrol, click on the desired patrol location on the map. Use this mission to defend bases or towns.
Move
The team will move to a selected area and remain there. After clicking on move, click on the desired location to move to on the map.
Defend Base
The team is ordered to defend the main base from enemy attacks.

[Back to Notes]



Game Over


One side achieved its objectives.



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