Arma Reforger

Arma Reforger

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Building Base Guide 2025/3
By youtube.com/lnxh_se
Building Base Guide
   
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a) You need to Study your Terrain !
It is difficult to change an area. You won't be able to move any mountains.

Napoleon studied his battlefield very thoroughly. He knew every corner, every puddle, every rise and every dip. (Original Pictures from Documentation Battle of Austerlitz)


1) Falling Terrain

This is a serious problem. You have to proceed in stages to compensate for the sloping terrain - you absolutely must prevent the enemy from firing into your base. ALSO INTO YOUR BASE (of course - that means without drones, etc. can see in)


We have protected the arsenal here in layers.


2) AVOID STRAIGHT LINES

Build Zick Zack. Avoid lines! In nature, everything is somehow mixed up. Building in lines means that an enemy can cover an entire trench!



(Nothing new in the West Scene A completely wrong construction method. The enemy can cover an entire trench!)

Here you can see an example of how to build a perfect position.



YOU as the defender now have better protection, and the enemy has to be much more careful.

3) Machine guns are a powerful weapon

Use it to cover critical transitions and points. ALWAYS build in such a way that the machine gun can develop its full effect. Open fields etc. are best.


4) Light is a traitor

Always remember that the enemy can kill you better if he sees YOU. Avoid light in the dark at all times if possible.






1) Preface
1) I've been playing since 1999 and have accumulated thousands of hours in a wide variety of games. Arma Reforger is a completely new game with completely different concepts than ever before. There are a few things to bear in mind. And I want to write them down here.

2) In this guide you will learn how to set up a base. There are 3 types in total. Radio base, outpost or fortress.

3) At the end of the day, you need to know what you are doing.

4) A Roman soldier won more victories with a shovel than with a weapon. Battles often last a long time and soldiers need points to resupply themselves. The enemy also boils with water, and he also has good weapons and soldiers. In the end, it's always the will to win a battle that counts. The stronger your position and the higher your morale, the better your chances of victory.

5) Bases form the backbone of a battle. Without bases, they lose ground. And that leads to a gradual loss of influence.

6) Replenishment is a separate guide that is not covered in detail here. But : Build storage space ! Each building only has a certain amount of space. Your logistics should have enough space. The clockwork must run.

7) Use your premises. Napoleon was in every place and measured the depth of puddles, the hardness of the ground, etc. You can't change a landscape just like that. Explore it! Where are the heights? Natural cover? Bases should blend into the landscape. Narrows should be blocked to let enemies run into their machine guns and to block enemy vehicles.
2) First Level 1 "The Radio Station"
We see here a simple base that has the sole purpose of transmitting signals.

1 Command Tent (your Local HQ)
2 Antenna (radio)

NEVER install the antenna near the HQ.


3) Second Level 2 "The Outpost"
As the name suggests, this base serves as an outpost. The numbers again indicate the importance. The antenna is the second most important building next to the 1st HQ!

The 3 buildings must always be accommodations! The soldiers must have a place to live if they are to hold a point. The construction of this building is rewarded with valuable bonuses!

The arsenal is the 4th building and is used to supply clothing, equipment, simple weapons, etc. Supplies can be stored here.

Building 5 is used for mobility. It may happen that troops have to perform services or repairs are necessary.

Building 6 is for fuel. Without fuel, no war! Never build this building or any of the others together! Make use of the terrain. Scatter the buildings to reduce enemy reconnaissance and hits. Hitting the fuel depot leads to catastrophic explosions. Therefore, hide this camp under camouflage netting or in a forest, and far from your base.

1 Command Tent (your Local HQ)
2 Antenna (radio)
3 Small barracks (home of the soldiers)
5 Light vehicle storage (possibility to repair and build light vehicles)
6 Fuel
4 Arsenal (rearmament and storage)

4) Third Level 3 "The Fortress"
A fortress serves as a point of retreat and provides absolute control over a point. The MOB should always be managed as category 3 - FORTRESS. Because it is your last point.

Soldiers can find all services in a fortress. All types can be built here and soldiers can be fully supplied. These points must be supplied under all circumstances!

Without soldiers, a fortress is nothing - without supplies, no one can hold a fortress in the long term (take your cue from historical events, of which there are plenty)

NOTE : Since the 9 helipad and the 6 fuel depot are explosive, they should be built FAR away from the base.

The 7 hospital is a destination that is under special protection, not for nothing was the RED CROSS affixed. It should be placed far away from the base and should not be attacked.

End : Build bunkers and emplacements to shield entrances and exits and protect your fortress even better.

1 Command Tent (your Local HQ)
2 Antenna (radio)
3 Large barracks (home of the soldiers)
5 Light vehicle storage (possibility to repair and build light vehicles)
6 Fuel
4 Arsenal (rearmament and storage)
7 Hospital (healing and care of soldiers)
8 Heavy vehicle depot (construction and repair of heavy vehicles)
9 Helipad (construction and supply of helicopters)

5) The Grand Chessboard
This is why the level of > Platoon leadership (HQ) > Platoon Leader is needed

1) YOU as a soldier at the front see what is happening 300 meters in front of you, 300 meters behind you, right and left.

But what happens 1 kilometer behind them, in front and to the right and left ?

A soldier should therefore take on this important role and circle the battlefield like an eagle, gathering all the information and providing the people with knowledge. Requesting supplies, transportation, etc.

This guide is about > Bases - that's why we're sticking to it.

Well, if we look at the battlefield like a chessboard, then we have to place our pawns where they are needed. We need to know where the opponent's pawns are. I have to be careful not to get cut off.

2) The following picture shows a classic example of a non-existent leadership. The Red Team has turned to the east, and totally neglected the area around the MOB, only ONE base has contact with these eastern areas. Of course, this base was overrun.


You can see the consequences in the next picture.


NOW total chaos breaks out. The Blue forces fortify Morton and destroy all attempts by the Red MOB. The East is out of contact (no spawning) and is calmly conquered by the Blue. During the whole time of the attempt to recapture Morton - the Blues take the last Key Points. The countdown starts. MORE CHAOS. No one knows what to do. The countdown ends. Team Blue has won. The server restarts after 45 minutes of play. What I have told you were real rounds! No SCI-FI.

3) The starting point is always the same.

According to the roadmap, it is planned that the starting points can be chosen freely. This is currently not the case, so we are concentrating on the NOW.

There are several possible starting points on Everon. There are currently two in Arland. Either in the north, or in the south on the coast. (This can change again depending on development, as we know)

4) We are now in the first minute of a new round. I am already planning my steps with my team. Who's the attacker, who's supplying, etc.


The key points should always be a 3 level basis.


The closer to a 3 level base the better. Therefore, build a 2 level base where you want to control.


There is a road that connects the north with the south. The large town of Montignac lies at the heart of the island. Whoever controls Montignac controls the center.


Montignac must be blocked under all circumstances ! In this way YOU prevent the enemy from advancing to the north - and you tie up their forces in the center.


NOTE - In Everon you NEED 5 Key POINTS to start the Countdown (7 Points Maximum.)