Persistent war
Civil War
Yankees (Sochi-Adler, north) vs Confederates (Gudauta, south) — a symmetric,
never-ending fight over four objectives.
MapCaucasus
Bases apart63 km
Max AI units / side70 — 50 ground, 20 air
AI respawn after a killaircraft 30 min · vehicle 30 min
Side lockingoff — switch freely
Airframes / side50 per war
Capture3+ vehicles · 0 defenders · 2 min
Player slots78 per side
Crate point235 m of the bunker
Starting fueljets 100% · helos 30%
The mission — Yankees (Sochi-Adler, north) vs Confederates (Gudauta, south)
A deliberately even fight on the Caucasus map: identical player slots on BOTH
sides, so it's a fair fight rather than a hardware mismatch. (The AI war and the two
radar-SAM crates are the deliberate exceptions — the Confederates field Soviet armour and a
Tunguska, the Yankees a Roland, because distinct hardware reads better on the map.) The two
airfields are only
63 km apart — the shortest pairing on the map — which keeps helicopter
crate-ferrying fun instead of a slog.
- Flyable (3 ramp slots of each, per side): F-16C, F/A-18C, A-10C II, F-15C,
AV-8B Harrier, and the free Su-25T (no module needed); UH-1H, Mi-8MT,
AH-64D, SA342 Gazelle, plus a Mi-24P Hind and Ka-50 Black Shark III on the FARP
pads; warbirds at the rear bases — TF-51D, P-51D, F-86F; and
three C-130J per rear base (needs the C-130J module).
- The World Apron (2 slots of everything else, both sides): a reserve airfield
per side — Maykop (Yankees) / Senaki (Confederates) — carrying
Su-27, Su-33, Su-25, MiG-29S, J-11A, Bf-109, FW-190 A8 and D9, Mosquito,
F-5E, M-2000C, AJS-37 Viggen, A-10A/C and the L-39/C-101 trainers. Only modules this
server actually has installed are listed as fixed slots — a slot for a module
nobody can load just looks broken on the slot screen.
- Every flyable module, everywhere: any friendly airfield's Dynamic tab
on the slot screen spawns whatever module you own, hot, no limit. The fixed ramp rows
are the curated convenience.
- Air defence: 15 units per airbase — a complete Hawk battery (search, track,
CWAR and command post plus launchers) backed by Avengers, Vulcans and Gepards. A SAM site
only works complete, so don't expect launchers alone to shoot.
- FARPs: each side has one pushed 15 km toward the enemy — spawn there
directly (a Huey, a Huey, a Mi-8, an Apache, a Mi-24P Hind and a Ka-50 III — one on
each of the six pads) with fuel, ammo, a command post and a garrison of 2 Abrams,
2 Bradleys, 2 Vulcans and 2 Avengers. Arriving helicopters rearm/refuel at the service
clusters around the pad line.
- The in-game F10 map is fog-of-war (forced): you see your own coalition only,
whatever your client settings say. Same rule as the web map.
The War — how a battle is WON
Each side owns two objectives: its main airbase and its FARP. Capture
both enemy objectives and the war is over.
- Capturing — both conditions, at the same time:
- 3 or more of your armed ground vehicles within 800 m of the
objective, and
- zero armed defending vehicles left inside that same 800 m circle —
you must destroy every one of them, not just outnumber them.
Hold both for 2 continuous minutes. One surviving defender rolling back inside
resets the clock to zero. Everyone gets a warning the moment a capture clock starts,
and again if the assault is repelled. Objectives can be retaken the same way.
Only ARMED ground vehicles count on either side —
trucks and other unarmed units are ignored, so a lone supply truck can neither capture an
objective nor hold one for you.
- Pick any side, any time: side locking is off — take a Yankees slot one
sortie and a Confederates slot the next if you like. Spectating is always allowed.
The only slot restriction left is the airframe cap below —
and even then the free airframes stay open, so a spent side is never grounded.
- When the war ends: victory is announced and the server automatically starts a
fresh battle 5 minutes later. Every result is recorded in the Win History on the
Overview page.
- Rebuilding defences: a Defence Repair crate (drawn at the rear base)
restores every dead or damaged original defence unit of your own airbase or FARP
to full strength — including that base's standing JTAC. (Crate-delivered and
air-dropped JTACs are one-shot: once dead they're gone — fly another in.) The C-130J
drops it over the base; a warbird lands there and
deploys it. Wasted if the enemy holds that ground.
- Supply: every objective your side holds earns +1 supply/min, banking up to a
ceiling of 75. A C-130 reinforcement battalion costs 10 supply — hold ground to
feed the front, but you can't hoard forever, so spend it. Current supply shows on the war
card above and with every load.
- Aircraft attrition: each side gets 50 airframes per war. Every crash,
ejection or pilot death burns one; at zero that side takes no new combat aircraft
until the next battle (ground/CA slots stay open).
- Free airframes — you are never grounded: three things cost your side
nothing, and stay available even at zero.
- The C-130J, at the rear staging base.
- The warbirds and the F-86 — TF-51D, P-51D, Sabre, Bf-109, FW-190,
Mosquito.
- Everything at the World Apron — Maykop (Yankees) / Senaki
(Confederates). Two slots of every other module, free to fly. It sits 138–156 km
back, so the transit is the price.
This is also how a side recovers: fly a C-130 from the rear base,
load an Airframe Resupply crate and drop it over your own field for
+5 airframes. Because the C-130 is free, an exhausted fleet can always be rebuilt.
- CSAR: a player who ejects becomes a downed pilot on their side's F10 map.
Land any friendly helicopter within 100 m for 10 s to rescue them
(+15 points). The pilot walks home after 30 minutes.
- Weather rotation: every new war opens at a random time of day in random weather
— the server rebuilds the mission after each victory.
- AI wingman: F10 → Wingman spawns an AI aircraft of your own type on
your wing, with Engage / Cover / RTB / Dismiss orders.
Points — how you're scored
One score covers everything, shown next to your name for the current battle and in
the lifetime table (which is sorted by it):
- Air kill +10 · Ship kill +15 · Ground kill +5 ·
Death −5 (crash or ejection)
- Crate unpacked +5 · JTAC deployed +8 ·
Base repair +15
- Reinforcement vehicle delivered +3 (each C-130 crate that opens) ·
Defence Repair delivered +20 · Airframe Resupply delivered +20
(5 replacement aircraft to a spent side) · CSAR rescue +15 (land a helo on a
downed pilot for 10 s)
Flying the C-130 well is worth as much as a good sortie in a fighter — that's
deliberate: the war is won on the ground.
Logistics — helicopter crates
Helicopters do the crate work on this server. Every aircraft's F10 tree is now one flat
menu called Logistics — helicopter, warbird or C-130, same
name, so there is nothing to hunt for when you swap airframes.
Look for a big arched earth-covered shelter with a tall comms mast beside
it — that pair marks the crate point at every airbase and every FARP. At the FARPs it
sits 500 m off the pads in open ground.
You lift crates with the aircraft's own cargo hook
There is no menu command that loads a crate. This is hardcore sling loading: you fly
a real slung load, exactly as in single-player. Bind "Cargo Hook" in DCS controls before
you fly — without it you cannot pick anything up.
- Request it: land within 235 m of the bunker and pick a crate from the menu.
Measured from the logistics truck at the bunker — not the pads, not any map
zone. There's a 2-minute cooldown, and the crate appears 30 m off your
nose.
- Hook it. Hover over the crate and use your Cargo Hook binding. You'll see
the rope reach out to it. You can also hook it from the ground beside it.
- Fly it out — at least 250 m from the logistics point, or it
won't unpack. No spawning a tank where it stands.
- Set it down, release the hook, then Unpack Nearest
Crate.
- Every crate weighs 1000 kg under the hook, so one sling feel covers them all.
Both sides get the same set: an M1A2 Abrams, the EWR (your AWACS key), a
JTAC Humvee, two HMMWV options, a Base Repair Kit, and two SAMs.
- Two SAM choices, and the difference matters. One crate unpacks into a
complete site — same request → sling → land →
unpack flow as everything else.
- IR SAM (Avenger) — passive. It gives the target no warning at all,
but has short reach.
- RDR SAM (Roland for the Yankees, Tunguska for the Confederates) — reaches
much further, but paints itself on every RWR in the valley the moment it looks.
Both are single self-contained vehicles on purpose: a crate
unpacks into ONE unit, and a DCS SAM only works as a complete site within one group —
a lone Hawk launcher would look fine and never fire.
- Nobody carries troops. There are no infantry on this server and no troop menu on
any airframe. A JTAC reaches the field as a crate that unpacks into its vehicle.
- The C-130 and the warbirds never touch a crate — they load from the menu
anywhere on their own airfield instead.
- Hardcore sling loading is permanently ON. Helicopters with a real cargo hook fly a
genuine sling — there is no forgiving hover pickup. The airframes with no hook
(Apache, both Black Sharks, Gazelle, Kiowa) get a menu load instead — see
Gunships on the Radio Menus page.
Fuel — what you spawn with
- Jets and fighters: 100% — full tanks.
- Helicopters: 30% — roughly 25 minutes in a Huey. Short legs on purpose:
you are meant to work off the FARP, not commute from the main base.
- C-130J and the warbirds: 50%.
FARP pads carry unlimited fuel and ammunition, so a forward
rearm/refuel is always available — land on a pad and use the ground crew as normal.
Reinforcements — the C-130J battalion airlift
Each side has a rear staging base (~200 km behind the front — Novorossiysk
for the Yankees, Kutaisi for the Confederates) with three C-130J slots. The Herc's F10
tree is the same flat Logistics menu everything else uses:
- Load Reinforcements at your rear base puts a full battalion straight in the
hold — 4 Abrams, 4 Bradleys, 2 Avengers, 2 Vulcans,
2 supply trucks. No crates on the ramp, no packing — one press, same as the
warbirds' JTAC.
- Fly to the front and a single Drop Cargo puts the whole battalion down, from
any altitude — it is one crate carrying all 14 vehicles, and it
opens itself out into them a few seconds after it lands. One pass, no unpack
command, no menu diving.
- Load Airframe Resupply Crate and drop it over your own airbase or FARP to
add 5 replacement aircraft back to your side's air fleet. That is how a long war
outlives its starting airframe pool — fly the replacements in.
- Reinforcements are only issued at the rear base, and the C-130 can also ferry a
JTAC crate, loaded the same way.
- The C-130 is the only aircraft that can AIR-DROP a JTAC. Load the JTAC crate at
your rear base, fly over the ground you want watched and Drop Cargo from any
altitude — it opens into a JTAC Humvee where it lands and starts lasing for your
side automatically, announcing its laser code. Warbirds still have to land and deploy
theirs in place, and helicopters carry a JTAC only as a slung crate.
Base repair — knock the airfield out
Each airbase has a major bunker and a radio tower. Destroy both and that
airfield goes neutral: no rearming and no refuelling for the side that owns it.
To restore it, fly a Base Repair Kit crate in and unpack it within 2 km of
the field. The bunker and tower are rebuilt and the field returns to its owner. Kill one
structure and nothing happens — it takes both.
JTAC
A JTAC lases the nearest visible enemy and marks it with red smoke. Set your
targeting pod to the JTAC's laser code or you won't see the spot
(dashboard-spawned JTACs default to 1688; crate/warbird JTACs get a code from
the CTLD pool, announced when they deploy — JTAC Status lists every active code).
Flying a warbird or the Sabre? Your whole F10 tree is one Logistics menu. Sit on the
ramp anywhere at your own airfield and pick Logistics → Load JTAC Humvee (no
taxiing, no crates — anywhere within 4 km of the field counts), fly out, land, and
Deploy / Recover JTAC. The Humvee drives off and starts lasing on its own;
JTAC Status in the same menu reports codes.
Helicopters deliver JTACs as a crate from the Logistics menu instead — unpack
it and the vehicle starts lasing the same way. The dashboard can also drop one anywhere.
Combined Arms — driving the tanks
You can take direct control of the ground units your side has earned — an
Abrams you just unpacked from a crate, or a C-130 reinforcement battalion.
- You must own and have Combined Arms installed on your own DCS — it is a
per-person module. Nothing needs installing on the server.
- Slots: Tactical Commander ×2 and Game Master ×1 per side.
- Pilots may also command ground units, so you can hop out of an aircraft and into a
vehicle without taking a dedicated slot.
- Fixed base defences can't be driven. Garrisons, SAM/AAA sites, logistics trucks,
EWRs and the standing JTACs are locked to the AI — only vehicles your side delivered
(crate-unpacked, reinforcement battalions, deployed JTACs) accept a driver, so a
capture-critical defence can never be wandered off its post.
Datalink & AWACS — you have to earn it
There is no AWACS at mission start. Each side's E-3 — Overlord (Yankees),
Focus (Confederates) — only launches once that side has an Early Warning Radar
standing on the ground. Fly out the CTLD "Early Warning Radar" crate, unpack it
anywhere you like, and your AWACS is airborne within ~15 seconds.
It orbits 100 km behind your airfield at 30,000 ft — far outside enemy SAM
reach, and close enough to feed the F-16/F-18 Link 16 picture over the front
(in DCS only an AWACS feeds the datalink; ground radars don't). One AWACS per side.
Kill the enemy's EWR and their datalink goes dark. Shooting the AWACS itself down only
buys a few seconds — it comes straight back while the radar lives. The radar is the real
target, so hide yours well and hunt theirs.
It never runs out of fuel either. Long before the tanks get low, a fresh E-3 rotates
onto the same orbit — you'll see a short "rotating for fuel" note and the picture stays
up. Same if it somehow wanders off station or puts down. The EWR dying is the only thing
that takes your AWACS away.