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Complete Guide to Arma 3
By Eric aka Julian
Your definitive guide to all things Arma 3. If you want to learn about something, chances are that it's covered in here. With information on all topics from flying helicopters, to sniping, to wasteland, this guide has it all.
Updated regularly in accordance with changes made to the standard branch.
Welcome to the Definitive Arma 3 Guide. This is a long guide, so feel free to use the table of contents to skip to whatever section interests you the most.
While I can't guarantee you'll be a consummate badass by the end of this guide, I can guarantee that this is a step in the right direction
Basic Controls Arma 3's basic controls are a lot like other 1st person shooters. W,A,S,D to move, mouse to aim and fire. Press F to cycle firing modes (Full auto, semi auto, burst) and weapons (Underbarrel grenade launcher). The real difference comes in with the wealth of secondary controls available to you. In adition to the standard "standing", "crouched", and "prone" positions, you have a variety of sub-stances that can be accessed by holding down Ctrl. and using WASD to adjust your stance up, down, left, and right.
Pictured: Prone with left stance adjustment.
Scroll Menu The scroll menu is arguably one of the most important functions in Arma. It allows you to switch weapons, access inventories, move objects, get in vehicles, use items, and much more. To access it, simply use the scroll wheel on your mouse, and press spacebar once you scroll to the desired function. Keep in mind that there are alternate ways to accomplish many of the scroll wheel's menu's functions, but the scroll menu is oftentimes the quickest and easiest.
Pictured: Scroll menu around an ammo crate
Inventory Your inventory is one of the most important things in the game. It has a simple, drag-and-drop interface and allows you to quickly and esily manage your ammo, weapons attachments, and various other items. Your inventory can be accessed at any time by pressing "i". Vehicles and crates also have inventories that can be accessed. Simply go up to a vehicle, use the scroll menu and select "inventory". The vehicle's inventory will be under the "crate" column at the left of the inventory screen. Keep in mind that vehicles have a "trunk", and you'll have to walk around to the back of most vehicles to access their inventory. You will most often have a uniform, vest, and backpack. These each hacve separate inventories. You can view the distinct inventory of each item by clicking on its icon. The bars at the bottom of each icon represent how full it is. The bar at the very bottom of the inventory screen represents how much weight your soldier can carry overall, although it may not ever fill all the way due to the fact that there are different sizes of vests and backpacks. Keep in mind that you can only access your uniform and vest during combat. Any items in your backpack will have to be transferred to one of these before they can be used.
Arma 3 currently has 3 factions, not including civilians. For a better understanding of the factions, a little background is needed. Arma 3 takes place in the mid 2030's in the Republic of Altis, a small island nation that broke away from Greece due to the economic crisis of 2004. The primary campaign is played as a NATO soldier, part of Task Force Aegis, sent to oversee the strategic drawdown of NATO forces in the aftermath of the Altean civil war. The primary enemy faction, CSAT, is a strategic alliance of Iran, Russia, and several other middle east countries seeking to break western influence and reestablish the old Persian Empire.
The NATO units on the island are part of Task Force Aegis, a combined US and UK military presence. NATO camo is the "traditional" idea of camoflage, with splotches of color to break up the outline of soldiers, and monotone dull colors for vehicles.
CSAT is the military alliance of Iran, Russia, and several other middle east countries intended to reestablish eastern global dominance. CSAT camo is made up of hexagons in various shades of green and brown. It is called "hex camo" for short.
The AAF, or Altean Armed Forces is the military of the Republic of Altis, the small island nation upon which the game takes place. AAF camo is so-called "digital camo" because it is designed from a photograph zoomed so far in that the individual pixels create a camoflage pattern.
Arma 3 has a wide selection of weapons, each with its own unique characteristics. I would need to make a whole separate guide to do them justice, so I'll just give you a breif overview of each along with some general tips.
Arma 3 currently has 5 handguns: The PO7, Rook-40, ACP-C2, Zubr, and Four-5. The P07 and Rook 40 use 9mm 16 round magazines. The ACP and Four-5 use 9 round .45 magazines, and the Zubr is a .45 revolver with a 6 round rotary feed mechanism. All are strong weapons with the exception of the notoriously weak PO7.
The Vermin .45 SMG
The Vermin submachine gun is the standard gun carried by NATO pilots and aircrew. It fires .45 rounds from 30 round magazines and includes an integrated flashlight. It can fire in semi auto, 3-round burstfire, and full auto. It's performance is comparable to the ACP-C2.
The Sting 9mm SMG
The Sting is the standard weapon used by CSAT pilots and aircrew. It fires 9mm rounds out of 30 round, transparent magazines. It can be fired in semi-auto, 3-round burst, and full auto. It's performance, recoil and stopping power is comparable to a Rook-40.
The PDW-2000 SMG
The PDW is the standard weapon for AAF pilots and aircrew. It fires 9mm rounds from 30-round magazines and is comparable to a P07 that can fire in full-auto.
The MX Family
The MX Family is the standard line of NATO assault rifles. They use 6.5mm 30 round STANAG magazines. The MX comes in standard MX, MXC Compact, MXM Marksman rifle, MX3GL with underbarrel grenade launcher, and MXSW Light Machine Gun (which uses 100 round belt cases).
The Katiba is the standard CSAT rifle. While similar to the MX in many ways, it features a bullpup design as well as a slightly shorter range and less recoil. The Katiba accepts 6.5mm, 30 round caseless magazines and comes in standard, carbine, and grenade launcher variants.
The ABR is the AAF Marksman rifle. It fires 7.62mm rounds from a 20 round magazine. It is capable of carrying the full range of attachments and is effecive aginst infantry to 1000 meters.
The Rahim is the CSAT marksman rifle. It fire 7.62mm rounds from a 10-round magazine. It handles similarly to the ABR, although the Rahim has a slightly longer range.
The Mk. 20
The Mk. 20 is the standard assault rifle for the AAF. Although it is a smaller caliber than the other two assault rifles, it carries its stopping power for a greater distance, proportionally, than either the MX or Katiba. It accepts 5.56mm, 30 round STANAG magazines. It comes in standard, compact, and EGLM (underbarrel grenade launcher) variants.
The TRG Family
The TRG is the standard gun used by the guerilla forces of Altis. It uses the same ammunition and performs similarly to the Mk. 20 and comes in standard, compact, and EGLM variants.
The Zafir LMG
The Zaphir is the OPFOR light machine gun. It fires 7.62mm ammunition out of a 150 round belt case. It is effective against infantry to 600 meters, and effective against vehicles to 200 meters. It can carry the full range of attachments, but it cannot be silenced. Due to its variable full and semi-auto firing modes, it can effectivley be used as a medium-range sniper rifle.
The Mk. 200
The Mk. 200 is the Green Army light machine gun. While similar to the Zaphir in many respects, it can be silenced, thus making it a viable option for stealth missions. It is effective against infantry to 600 meters and aginst light armored vehicles to 150.
The M320 is the standard sniper rifle for BLUFOR. It fires .408 rounds out of a 7 round cheetah magazine. It is effective against infantry to beyond 2000 meters. Although it is semi-automatic, it takes a significant amount of time to rechamber between each shot.
The GM6 Lynx
The Lynx is the standard sniper rifle for OPFOR and the Green Army. It fires 12.7mm rounds from a 5 round magazine. It is considered an anti-material rifle, meaning that it was designed to take down vehicles at ranges up to 600 meters. It is effective gainst infantry to ranges beyond 2000 meters.
The SDAR is used by all factions and is unique in the fact that it can be fired underwater. It uses 5.56 20 round dual-purpose mags. While it can kill, it is incredibly weak and may take a full magazine to neutralize a single enemy.
In addition to the firearms presented in the previous section, Launchers expand the capabilities of the infantry soldier. But be warned: Launchers are heavy, and their missiles are not small. Your soldier will get tired fast if they have to carry one.
The Titian Multi-Purpose Rocket Launcher
The Titian is a combined anti-air and anti-ground launcher used by all three factions. It requires the user to maintain lock throught the missile's flight and the missile itself can easily be defeated by chaff and flares. There is also an additional compact variant that fires only ground-to-ground missiles.
The PCML is the BLUFOR ground-to-ground missile launcher. Unlike the Titian, it is "fire and forget", meaning that the user does not need to maintain lock for the duration of the missile's flight.
The RPG-42 Alamut
The Alamut is the OPFOR and Green Army dual-purpose missile launcher.
Light Armor and Watercraft
Note: This section only covers light armor and water vehicles.
Vehicles are one of the highlights of the Arma experience and one of the many things that differentiate it from most other FPS games. Every unit currently in game can be controlled by the player. For the final release, it is anticipated that units requiring a large crew, such as ballistic missile submarines and large surface ships will be AI only.
Below, you will find a list of land and water craft, sorted by parent faction. In some modes, such as wasteland, the player is able to use any vehicle, regardless of what faction they belong to.
All Factions/Civilian Offroad/ Pickup Truck: Carries up to 6 (Driver, Passenger, and 4 in the bed) Minimal Armor Protection Moderate cargo space Moderate speed Variety of colors
SUV/ Luxury Sedan Carries 5 Little to no armor Some cargo space Fast Typical car colors
Hatchback Carries 5 Little to no armor Some cargo space Fast Typical car colors Note: There is a Hatchback Sport that goes speeds approaching those of the Bugatti Veyron (world's fastest production car). The Sport versions have contrasting tiger stripes.
Truck Carries 2 or 6 depeding on variant No armor Lots of cargo space Slow Red, White, and Blue.
Quadbike/ ATV Carries up to 2 (Driver and Passenger) No Armor Protection Minimal Cargo Space Moderate speed Civilian, BLUFOR, OPFOR, and GREEN variants, each with unique paintschemes (GREEN variant pictured)
Armed Speedboat Carries 11 (Driver, Commander/Main Gunner/ Tail Gunner, and up to 8 Passengers) Minimal crew protection, moderate systems protection No cargo capacity Moderate-High Speed BLUFOR, OPFOR, and GREEN variants. Forward gun differes based on faction.
Zodiac Speedboat Carries 5 (Driver and 4 Passengers) No crew protection No cargo capacity Moderate-Low Speed Civilian, BLUFOR, OPFOR, and GREEN variants with unique paintschemes.
Speedboat Carries 5 Minimal crew protection Minimal cargo space Very fast Civilian, Police, and Rescue variants
SDV (Swimmer Delivery Vehicle) Carries 4 (Driver, Gunner (for laser designator), and 2 passengers) No cargo cpacity Moderate Crew Portection Moderate speed BLUFOR, GREEN, and OPFOR variants. (BLUFOR pictured).
Hunter Carries 4 (Driver, Gunner, 2 Passengers) Moderate Cargo Capacity Significant Crew Protection (Mine hardened) Moderate Speed Standard, machine gun, and grenade launcher variants. Equipped with thermal and night vision optics.
HEMTT Truck Carries 14 (Driver, cabin passenger, 12 rear passengers) Massive cargo capacity Minimal rear protection, some cabin protection (Resistant to small arms up to 6.5mm) Slow-Moderate Speed Covered, Open, Fuel, Repair, Ammunition, and Medical variants
Marshall APC Carries 10 (Driver, Gunner, 8 Passengers) Moderate cargo capacity Very Good Crew Portection (Resistant to Grenade launchers and heavy machine guns) Slow-Moderate Speed Combined Cannon/Machine Gun turret. Amphibious.
Panther IFV Carries 11 (Driver, Gunner, Commander, 8 Passengers) Light Cargo Capacity Moderate Crew Protection Moderate-High Speed Combined Machine Gun/Grenade Launcher Turret. Note: There is an engineering variant called the Bobcat that has a shovel and crane.
Ifrit Carries 5 (Driver, Gunner, 3 Passengers) Moderate Cargo Capacity Moderate Crew Protection (Similar to Hunter) Moderate Speed Standard, Grenade Launcher, and Heavy Machine Gun Variants
Zamak Truck Carries 15 (Driver, 2 Cabin Passengers, 12 Rear Passengers) Large Cargo Capacity Minimal Passenger Protection, Small-arms resistant cabin Slow-Moderate Speed Covered, Open, Medical, Ammunition, Fuel, and Repair variants Note: AAF also uses Zamaks, but with distinct camo
Marid APC Carries 10 (Driver, Gunner, 8 Passengers) Moderate Cargo Capacity Very Good Crew Protection (Similar to Marshall APC) Slow-Moderate Speed Combined Machine Gun/ Grenade Launcher Turret. Amphibious
Heavy Armor forms the backbone of any major offensive. Since the advent of tanks in WWI, you'd be hard pressed to find a military campaign that hasn't taken advantage of their awesome military might.
NATO Heavy Armor
Slammer Tank Carries 3 (Driver, Gunner, Commander) Moderate Speed Based off of a present-day Israeli design, the Slammer takes the best aspects of the M1-Abrams and improves upon them with faster speed and stronger armor.
Scorcher Self-Propelled Artillery Carries 3 (standard tank positions) Slow-Moderate Speed Carrying a massive howitzer cannon and an auxilluary turret, the Scorcher is best suited as a support vehicle, lobbing shells on targets miles away. You won't see them at the forefront, but you will vertainly be aware of their presence.
Cheetah Mobile AA Platform/ APC Carries 11 (Standard Positions and 8 Passengers) Moderate Speed The cheetah boasts dual 50-caliber, high rate-of-fire cannons specifically designed to take down air targets. In addition, it carries 2 titan Surface-to-Air missile for long-range engagements.
Sandstorm MLRS Carries 3 Moderate Speed The Sandstorm is essentially a rocket battery on treads. Its 16 unguided missiles are specifically designed to be used like artillery, and to that affect, their primary firing mode utilizes an artillery computer capable to accuracy within 100 meters on targets more than 10 kilometers away.
CSAT Heavy Armor
Varsuk Tank Carries 3 Moderate Speed Essentially Equivalent to the Slammer, albeit slightly faster with lighter armor
Sochor Self-Propelled Artillery Carries 3 Slow-Moderate Speed Essentially Equvalent to the Scorcher
Tigris Anti-Aircraft APC Carries 11 (Standard Positions and 8 Passengers) Moderate Speed Essentially equivalent to the Cheetah
Air units are some of the most important in Arma 3. A good pilot is always a valued member of any team. However, in learning the ins and outs of helicopters and jets during a multiplayer game can be extrememly frustrating for both you and your team. To begin, you'll need to first learn about the specifics of the various air units.
MH-9 Hummingbird- NATO AKA: "Little Bird" Carries 8 (Pilot, Copilot, 6 Passengers) No weaponry Fast Hyper-sensitive at low speeds, sluggish maneuvering at high speeds
AH-9 Pawnee-NATO AKA: Armed Little Bird Carries 4 (Pilot, Copilot, 2 Passengers) Dual miniguns, dual DAR unguided rocket pods Handles exactly like the MH-9, albeit turns slightly slower.
AH-99 Blackfoot-NATO AKA: Comanche, Blufor Attack Chopper Carries 2 (Pilot, Gunner) Turret-mounted cannon, DAGR guided air-to-ground rockets, Heat-seeking AA missiles Fast and maneuverable for its size, nearly silent from the ground
UH-80 Ghosthawk-NATO AKA: Stealth Blackhawk Carries 12 (Pilot, Copilot, 2 Gunners, 8 Passengers) Two rotary machine guns Slow, but very agile and easy to fly. Very quiet from the ground There is an additional camo variant painted a dull greenish brown. It does not differ from the standard variant in any way other than painscheme.
P0-30 Orca-CSAT AKA: Ka-60 Carries 8 (Pilot, Copilot, 6 Passengers) Rotary cannon, DAGR Guided Rockets Fairly fast and agile, difficult to land in some cases. Very loud.
P0-30 Orca [Black]-CSAT AKA: Unarmed Orca, Unarmed Ka-60 Carries 8 (Pilot, Copilot, 6 Passengers) No weaponry Same handling as the armed variant
Mi-48 Kajman-CSAT AKA: OPFOR Attack Chopper Carries 8 (Pilot, Gunner, 6 Passengers) Turret-Mounted machine gun, Guided antitank missiles, unguided AA missiles Fast and agile. Fairly loud, but not excesivley. Dual rotors eliminate need for tail rotor. Note: There is a black variant, but the paintscheme is the only difference
CH-47 Mohawk- AAF AKA: Transport Heli Carries 10 (Pilot, Copilot, 8 Passengers) No Weaponry Can carry vehicles in slingload underneath the belly. Fast for its size, sluggish maneuvering.
Buzzard Multi-Role Combat Aircraft- AAF 1 Pilot that can eject at any time Two loadouts- CAS with guided Air to Ground Rockets, Laser-Guided Bombs and Heat-seeking anti-air missiles. AA loadout features Heat-Seeking Air to Air missiles and Long Range Radar-Guided missiles. Both Loadouts include a dual 20mm cannon mounted on the fuselage centerline. When flying the Buzzard, apply the same principles used when flying prop-powered drones. Keep in mind that Jet engines spool up and down more slowly than propellers.
Helicopter Flying Guide
Flying helicopters can be daunting for a new player. However, the benefits far outwiegh the cost of atttaining them. After all, who wouldn't want to fly this bad boy? (Please note that this guide only covers the basic flight model. If you'd like to try the advanced one, be my guest, but it knows no mercy and thrives on your tears)
How to Begin
The Editor is the best place to learn to fly. Simply open it up, choose stratis as the map, then double-click somewhere on the airbase runway. Choose class as air, and select ghosthawk as the unit. Press okay and then preview and you're ready to go!
You'll need to start by choosing a noob-friendly helicopter to learn on. My favorite is the ghosthawk, because it has the most forgiving controls and flies the steadiest. It also looks awesome.
Start by pressing Q to start up the engine. It'll take a little while to spool up. You might also want to change to outside view.
Start holding down Q once the rotor is spooled up. You'll begin to rise off of the tarmac.
Play around with the controls. It's okay to crash a few times. Q and Z control the speed of the rotor (in other words, up or down). W and S control tilt forward or back, and A and D dontrol tilt side to side. X and C control the speed of the tail rotor, or yaw back and forth. You can use X and C to counter for damage that causes the helicopter to start spinning in one direction or another.
When it comes time to land, auto-hover is your friend. it will keep you in the same place as you descend. Try to find a flat area free of obstructions. There's nothing worse than putting one gear down on a rock and flipping the chopper 2 feet above the ground.
Try and wean youself off of auto-hover as time goes on. You will eventualy find it to be too slow and too cumbersome to use in combat. However, it is always a good option if your helicopter is damaged, or it's a really tight landing.
I've included a video tutorial below. It's not mine, but the man explains the concepts nicely and also shows a bit of how to use a helicopter in combat. For reference, he is using a P-30 Orca. If you wish to use that heli in the editor, simply change the "Side" to OPFOR, and choose P-30 Orca as the unit.
Once you feel comfortable with the basics, you can move on to more advanced concepts. While it may be tempting to jump right into these, a through understanding of the core concepts is necessary in order to effectivley carry out these skills. They may seem easier at first look, but there are a billion tiny intracacies that can make all the difference in an engagement.
There will come a time when you want to reach out and shoot targets too small to see with a red dot sight. While some of our friends from Call of Duty and battlefield might consider a 300 meter shot sniping, it is nothing in a world where the gold standard in shooting curently rests at 3.4 kilometers. Nonetheless, if you plan on shooting at targets beyond about 150 meters, the same basic principles apply as when you're angling for that record-breaking shot.
Pictured: You looking like a boss
The first thng you'll need to snipe is an appropriate weapon. Sorry, but no pistols allowed. In all honesty, any other weapon will do just fine. Even an SMG can make a 200 meter kill. You will, however, need a good scope. In this tutorial, I'm using an SOS scope on top of a M320 sniper rifle.
The first thing you need to do before sniping is find an appropriate nest. This can be almost anywhere, but there are a few things to know and avoid. The first is to choose the second best place to snipe from. Imagine you are the target, adn think about where you would expect a sniper to hide. Don't go there. Go the second best place.
The next thing to know is to avoid skylining. Skylining is when you walk or sit at the very crest of a hill or ridge. Don't be that guy. Your shilouette can be seen for hundreds of meters. Go a little bit down the hill, or conceal your outline in some bushes.
Here is an example of a much better sniping spot.
Pictured: A fairly good sniping spot
Once you've found your spot, it's time to locate your prey. Make sure you have a rangefinder in your binocular slot, and use it to find the distance to the target. It will be the number at the right of the screen. In this case, 0620, or 620 meters.
On some scopes, such as the SOS, you can change the ZEROING of the scope. What is zeroing? It's the distance at which the place where the bullet hits is the same as the nexus of the crosshairs. You can adjust zeroing with the Page Up and Page Down keys (you can also zoom the SOS using numberpad +). Zero to the nearest hundred meter as the target. For example, I would need to zero to 600 meters. You can see the zeroing distance of your scope at the top right of the screen. If that box isn't there, simply tap F to get it to reappear.
If your scope does not have zeroing capability, or the target is outside the range of the zeroing capability, you will need to use the tiny tic marks on the vertical crosshair. Each tic represents 100 meters. Since bullets are pulled down by gravity, pull up your scope by the necessary amount if the target is farther away. If the target is closer, pull down.
AI Commanding and Supports
Arma 3 is know not for lone-wolf Rambo-style stunts, but rather for an authenic battlefiled experience. Since you won't be playing with humans every time, it is important to know how to command AI units.
To begin, select you squad mates by pressing F2-F10. F1 is not included because only the squad leader (yourself in most cases) can issue orders. In the even that the squad leader dies, command passes to #2, then #3 and so on.
After that, press the ~ key (aka as the Tilda key and located to the direct left of 1 on the keyboard). This opens up a list of command options ranging from movement orders to formations to ordering units to operate vehicles. The AI is notoriously buggy, so you may have to issue commands more than once.
Supports work off of the same menu. Just open up the supports tab and select the type of support and left-click on the location you want it directed at.
The modern battlefield is quickly shifting toward greater acceptance and use of unmanned vehicles, otherwise known as drones. Arma 3 relfect this, and offers a number of UAV's or Unmanned Autonomous Vehicles.
Drones are more than just vehicles or weapons of war. They are an entirely new facet to the modern battlefield, and controlling them requires a special degree of finesse and precision. The basic precept of drone warfare is to think 3 steps ahead of what you're currently doing. In other words, know what you're gonna do long before you actually do it. "Winging it" does not work in a world where you may need to remain on station over hot areas for prolonged periods of time. You do not have the speed of a jet or the maneuvability of a helicopter. You need to act carefully.
Drone Operation In order to operate a drone, you need a UAV Terminal, which equips in your GPS slot. The UAV Operator class has this item by default, so you should use it if you want to practice with drones or create a drone mission.
The first step, once you identify the drone you want to use and have the terminal, is to link the terminal with the drone.
Once you do that, open the UAV terminal. It will look like this: Keep in mind that these steps apply to both air and ground drones.
Then, you set a waypoint by clicking on the map. Note that the drone will begin to follow your waypoints immediatley, so you should set up a safe loiter point while you plan out the rest of the mission.
Right-Click the waypoint to set parameters such as elevation, task, etc.
Control-Click to add more waypoints
Keep in mind that you can take control of the drone at any time. If you switch to the specialized "camera" position, the drone will circle over its current location.
K-40 Ababil AAF/CSAT Maximum Speed: 250kph Service Ceiling: 1000 meters Armarment: 6 Anti-Tank Guided Missiles Additional Features: Superior armor and maneuverability compared to the Greyhawk, Thermal Camera, Laser Designator
Quadcopter NATO/AAF/CSAT Maxium Speed: 30kph (up to 100kph in a dive) Service Ceiling: 300 meters Armarment: None Additional Features: Thermal Camera, Can be carried in a backpack by a single infantryman.
Stomper/Saif Recon Drone NATO/AAF/CSAT with varying camo patterns (NATO Pictured) Maximun Speed: 100kph Armarment: None Additional Features: Thermal Camera
Stomper/Saif Attack Drone NATO/AAF/CSAT withvarying camo patterns (AAF Pictured) Maximum Speed: 100kph Armarment: Combined HMG/GMG Turret Additional Features: Thermal Camera
Multiplayer is one of the best features of Arma, and is what gives it its renowned replayability. Knowing your way around the various multiplyer modes is essential to truly enjoying the game.
Wasteland is a "survival" simulation. The idea wasteland game is played with zero deaths and many kills. The difference from any other deathmatch type game is that zero deaths and zero kills is preferable to 10 deaths and 20 kills.
You will generally start out with nothing but a pistol (Ususally the PD7) and maybe nightvision goggles or binoculars. You also have a separate inventory that can be accessed by pressing the ~ key. Here you have money (which can be used to buy guns) and in many cases food and water. You will have to eat and drink to stay alive. You get more money by killing other players or just finding their money off the ground if the person who killed them didn't take it.
There will be random vehicle spawns. Most of the vehicles will have a gun, 4 magazines of the appropriate ammo, first aid kits, chemlights, and some kind of attachment. You will most likely have to drag the item to the ground first before you can equip it.
Many people like to build bases for their team. To do this, you will need to find building supplies, such as sandbags, walls, and mini bunkers which are scattered around the map. Load these supplies into the cargo of a vehicle, and then unload them wherever you plan on making your base. You can even co-opt one of the standard bases as your own. The only problem with this is that enemy players can spawn inside your base. Which might be bad.
Note: The most important rule of Wasteland is to NEVER use voice in Global chat. If you have a question that needs answering and nobody on your team can help, type it out in global chat. Did I mention not to talk?
Domination/ Invade and Annex
Both Domination and I&A follow the same theme: capture the island for you team. Domination is played with real players on both sides. Invade and Annex is played against AI.
The basic strategy is to stick with your team and follow the orders of your unit leader. Please, don't sign up to be a unit leader unless you have a mic and know what you're doing. There is nothing moree frustrating than having to decide amongst your squad who would make the best leader since the one you have right now is sucking.
Keep in mind that the AI might be a better soldier than you. They are stupider, but they have the raw aiming skill and speed that you might not have yet.
Stratis life is probably the most relaxing game mode. You play as an ordinary ctizen on Stratis, but you have the ability to rob the bank, become an insurget, etc. You can also play as the cops, which is fun, but everybody hates you.
There are a number of activities to do, to earn money above your salary. Most are illegal, but they range from turtle poaching to drug dealing to demanding money or else you'll blow up the city.
TL;DR: Mess around in Agia Marina. Maybe rob the bank or become a terrorist.
Stratis Island Locations
During your various missions, there will come a time when you are called upon to either defend or capture one of the major bases on Stratis. This Guide should help you get a better picture of the strangths and weaknesses of some of the major locations.
Stratis Island: Stratis island is volcanic in origin and is about 20 square kilometers in size. The majority of the island is hilly, with the exception of Stratis Air base, the artificial addition made in late 80's.
Also called "the airport" or "the base with the runway", Stratis Airbase is an artificial addition to Stratis Island. Due to the fact that it is surrounded by high cliffs on one side and water on the other, anyone at Stratis Airbase is essentially trapped. Due to the flat nature of the runway, it is quite easy to be gunned down from boats, sniped from the clifftops, or rocketed into oblivion from the air. Due to this fact, the airbase is often a hunting ground for lone-wolf independent players and snipers.
Agia Marina is the largest town on Stratis and boasts easy access to the gas station as well as a small dock for use by watercraft. Due to the fact that many Wasteland servers place gun stores at the top of the hill overlooking Stratis Airbase, Agia Marina offeres convnient and easy access wile still being out of a direct line of fire.
The major drawback to Agia Marina is the town itself. Due to its high number of buildings and winding streets, it is easy for an enemy to infiltrate from the back and wreak havok. A small team in Agia Marina can easily take down a larger, less organized force. Additionally, its location at the bottom of a valley makes any emergency egress attempt all but fuile, as an enemies will have a long window of opportnity to fire on those trying to escape.
A small fishing village living on the brink of collapse, Girna is the only inhabited town other than Agia Marina. Its small church makes for a good vantage point over the city and offers defenders ample cover from small-arms fire. However, it's somewhat remote location and small size make it a poor choice for a long-term encampment.
Camp Rogain is stategically located at the top of a hill in north-central Stratis. All entrance vectors are easily covered, and anyone driving a vehicle will be forced to slow down due to the steep hill. The main and only disadvantage of Rogain is its vulnerability from the air. There is almost no cover from ariel attack or mortar fire.
A small outpost near the aforementioned fishing village of Girna, Tempest boasts a dock as well as a small, fairly well-defensible primary base area. It is flanked on both sides by hills and has only one road leading to it, making it a perfect storm against defenders. They can be fired upon from above and, barring a water egress, have only one way out.
Air Station Mike-26
Air Station Mike is located at almost the exact center of Stratis Island. It features a helipad as well as some larget structures in which one can take cover. The Radar Dome in particular is an excellent place to defend from.
The main disadvantage to Mike-26 is the multitude of possible attack vectors. Enemies can feasily come from almost any angle, and there a lot of fence breaks that can be exploited. The forest on the side of Mike-26 provides excellent cover for attackers while leaving defenders in the line of fire.
Kamino Firing Range
Located at the Eastern edge of the island, Kamino Firing range is situated in a sandy valley with cliffs behind and ridges to both sides, although the ridge to the north is over a kilometer away. It has a significant amount of room inside it, boasts easy water access, and is defended by chain-link fences which keep infantry, but not vehicles, out.
The lighthouse is an excellent position for spotting enemies, and can serve as a base in its own right for a small force. "Ol Kamino" as it's called is a destroyed village to the north of the firing range and often has range targets mounted in its bombed-out buildings.
Camp Maxwell is roughly the southern equivalent of Camp Rogain, however, it provides many different attack and defense opportunities.The trees that cover much of the main base provide cover against air and mortar attacks. The base is located at the top of a hill with only one truly viable entrance for vehicles.
The problems come with infantry. The helipad is like an open door for attack. It is very easy for infantry to sneak up the hill and onto the helipad. In adition, there is no clear line of fire from the base onto the helipad, making it very easy for enemies to amass there before the main attack begins.
Altis island is the primary location in Arma 3. Clocking in at 270 square kilometers, you could fit the city of Washington DC in it almost twice over. From it's mountains in the north, to salt flats in the east, to forests in the south, Altis's diverse topography offers a wide variety of engagement opportunities.
Located in the far Northwest of Altis, Oreokastro is more than just a small mountain village. It boasts direct access to the largest ruin on the island, The Castle. Built by Arabic warlords, the Castle offers commanding views of the countryside for miles around. However, it's crumbling fortifications and lack of intact interior spaces make it more suitable as a sniper's nest than as a base of operations.
One of the largest cities on the island, Kavala commands the West coast of Altis. Boating a full-fledged medical center complete with helipad as well as a small castle of it's own, Kavala offers a wealth of opportunities for both attackers and defenders.
While the city named after the Greek god of wine and parties may seem insignificant, it is located at a major crossroads and the near center of the island. It's flat topography may, however, put it at a distinct disadvantage against tanks and artillery.
The City of Pines is located in a small valley between two of the only hills in the area. The pine forests that surround it make for good cover for both attackers and defenders.
A small town to the north of the main airfiled, Athira provides an excellent staging ground for an attack on the Airfield or nearby research domes.
The capitol of Altis, Pyrgos, offers one of the most dynamic and strategically important positions on the island. Its easy water access combined with its geographic proximity to both the Arc section, interior plains, and main airfield means that any invading army would do well to make Pyrgos their primary point of attack.
As the largest city on the Arc section of the island as well as one of the northernmost cities of Altis, Sofia is an out-of-the-way kind of place that still has its own dirt airstip. An excellent location for a base that you don't want disturbed.
The Salt Flats of Altis are one of the most unique biomes on the island. Located in the center of the Arc and surrounded by scrub brush and tall reeds, the flats flood in the winter months, giving rise to small lakes. During the summer, there is a small airstrip that can be used for launching UAV's.
Limiri marsh is located just south of the Salt Flats in the south-central part of the Arc. The reeds and water provide many ambush opportunities, and the small house in the center makes a perfect hiding place for a secret stash of ammo or supplies.
The main airfield, located just south of Athira, is the only paved airstrip on the island. It includes multiple hangars, a full departure/arrivals terminal and is in close proximity to the white research domes located just a few hundred meters off of the main strip.