BattleServer

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.

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.

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):

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.

  1. 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.
  2. 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.
  3. Fly it out — at least 250 m from the logistics point, or it won't unpack. No spawning a tank where it stands.
  4. Set it down, release the hook, then Unpack Nearest Crate.

Fuel — what you spawn with

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:

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.

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.

Server-wide

Crash recovery

The server auto-saves every 30 seconds: deployed CTLD vehicles, unpacked tanks, crates on the ground, JTACs (with their laser codes) and knocked-out airbase state. If the server crashes, the next start puts it all back where it was — you'll see a "CRASH RECOVERY" message in-game. A deliberate stop or mission restart always starts fresh. It's fully automatic — there's nothing for you to press.

What gets tracked

The Overview page keeps persistent per-player stats that survive reconnects and restarts: air/ground/ship kills, deaths, score, plus crates unpacked, JTACs deployed and repairs — and the Win History of every war fought on this server. The Live Log page shows kills, takeoffs, spawns and connections as they happen.

The Live Map is fog-of-war. You see your own team's units only — the enemy's positions are never sent to your browser. (The server admin sees the full picture.)

House rules