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Commanders Handbook

rayswaynl edited this page Jul 6, 2026 · 5 revisions

Commander's Handbook

Source-verified 2026-06-21 against then-current master cf2a6d6a4; HQ deploy cost + starting supply re-verified 2026-07-06 against current master Parameters.hpp and Init_CommonConstants.sqf. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.

Audience: player-facing. This page surfaces the content of Guides/CommanderGuide/commanderGuide.md (repo root) with costs and limits cross-verified against source. The upstream guide document was originally LLM-drafted and carries several WIP markers; sections with confirmed source values are noted here with citations. Sections that remain unverified in the guide text are marked [guide-draft].


Glossary

Abbreviation Meaning
B Barracks
LF Light Factory
HF Heavy Factory
AF Aircraft Factory
CC Command Center
AAR Anti Air Radar
SP Service Point
MHQ Mobile Headquarters
SV Supply Value (town income output)

Source: Guides/CommanderGuide/commanderGuide.md:3-11


The Commander Role

  • The commander controls team strategy, moves and deploys the MHQ, builds and sells bases, and manages upgrades.
  • When no human player is elected commander, the AI Commander automatically takes control of the side — it builds bases, researches upgrades, fields teams, and executes tactical events. Electing a player commander overrides the AI. The vote menu shows "No Commander" as the option to leave the AI in charge. Common/Init/Init_CommonConstants.sqf:103 (WFBE_C_AI_COMMANDER_ENABLED = 1); Server/Init/Init_Server.sqf:846-847.
  • Commander income is based on a configurable percentage (wfbe_commander_percent, default 70%) of total town income, split via the income system (default system 3 — Commander System). The remainder is divided among team players. The commander-percent slider is capped at WFBE_C_ECONOMY_INCOME_PERCENT_MAX = 30 from above (the percent the commander claims is stored separately as a percentage of total; verify in-game).

Source: Client/Init/Init_Client.sqf:365 (default 70); Common/Init/Init_CommonConstants.sqf:160,167-168 (income system 3, divided factor 1.2, max slider 30)


Mobile Headquarters (MHQ)

Side Vehicle class
BLUFOR (USMC/West) LAV25_HQ (mobile) / LAV25_HQ_unfolded (deployed)
OPFOR (RU/East) BTR90_HQ (mobile) / BTR90_HQ_unfolded (deployed)

Source: Common/Config/Core_Structures/Structures_USMC.sqf:6-7 (BLUFOR); Common/Config/Core_Structures/Structures_RU.sqf:6-7 (OPFOR)

Deploying the HQ

  • Cost to deploy or mobilize: WFBE_C_STRUCTURES_HQ_COST_DEPLOY (MP lobby default 500 supply; script fallback for local/listen: 100). Rsc/Parameters.hpp:121-123 (lobby default 500); Common/Init/Init_CommonConstants.sqf:1531 (fallback 100 if param absent)
  • Cannot deploy within 200 m of an enemy or neutral (unowned) town: WFBE_C_STRUCTURES_HQ_RANGE_DEPLOYED = 200. Common/Init/Init_CommonConstants.sqf:308
  • HQ build exclusion radius around the nearest existing base area: WFBE_C_BASE_AREA_RANGE = 250 m + WFBE_C_BASE_HQ_BUILD_RANGE = 120 m. Common/Init/Init_CommonConstants.sqf:129-130
  • Do not deploy inside a building (server rules); walls can be placed around and a camo net placed on top.
  • Rotate factories with Ctrl during CoIn placement (coin_interface.sqf:438,786).
  • Auto-wall construction toggle: User14 keybind in CoIn. Client/Module/CoIn/coin_interface.sqf:180

Source: Guides/CommanderGuide/commanderGuide.md:72-86

HQ Repair

Repair method Cost Notes
Supply repair (supply + repair truck) 25,000 supply (1st repair) WFBE_C_BASE_HQ_REPAIR_PRICE_1ST = 25000. Escalates: 2nd = 40,000, 3rd = 50,000.
Cash repair at town depot 200,000$ One-time only per session (cashrepaired gate). All towns' SV reset to 10 afterward.

Source: Common/Init/Init_CommonConstants.sqf:133-142; WASP/actions/Action_RepairMHQDepot.sqf:6-28

  • A map marker for the lost HQ wreck is created automatically. [guide-draft] — marker creation path not traced here.
  • Losing the HQ in the early game (before supply income is established) is typically fatal.

Town Capture via MHQ

  • Town activation radius: 600 m (hardcoded in Common/Init/Init_Town.sqf:10). Drive to within 600 m to activate a town for capture.
  • Towns provide extra AI defenses and natural cover for base structures, but offer no stealth — the enemy can discover a base while capturing nearby towns.

Source: Common/Init/Init_Town.sqf:10,32; Guides/CommanderGuide/commanderGuide.md:127-132


Base and Structure Limits

All limits derive from WFBE_C_STRUCTURES_MAX = 3 unless overridden per-type.

Structure type Max per side Source
HQ (deployed base) 1 (unique per side) Each side has exactly one MHQ that deploys/mobilizes via Construction_HQSite.sqf. HQ is the first entry in the structures array and is explicitly excluded from the per-type build-limit system: coin_interface.sqf:93-96 strips element 0 from both _buildingsNames and _buildingsType before the limit loop, so _find is always -1 for HQ and no WFBE_C_STRUCTURES_MAX_* lookup ever runs for it. WFBE_C_STRUCTURES_MAX = 3 (Init_CommonConstants.sqf:462) does not apply to HQ.
Barracks (B) 3 WFBE_C_STRUCTURES_MAX_BARRACKS = WFBE_C_STRUCTURES_MAX. Line 447
Light Factory (LF) 3 WFBE_C_STRUCTURES_MAX_LIGHT = WFBE_C_STRUCTURES_MAX. Line 448
Command Center (CC) 3 WFBE_C_STRUCTURES_MAX_COMMANDCENTER = WFBE_C_STRUCTURES_MAX. Line 449
Heavy Factory (HF) 3 WFBE_C_STRUCTURES_MAX_HEAVY = WFBE_C_STRUCTURES_MAX. Line 450
Aircraft Factory (AF) 3 WFBE_C_STRUCTURES_MAX_AIRCRAFT = WFBE_C_STRUCTURES_MAX. Line 451
Service Point (SP) 6 WFBE_C_STRUCTURES_MAX_SERVICEPOINT = WFBE_C_STRUCTURES_MAX * 2. Line 452
Tents 3 WFBE_C_STRUCTURES_MAX_TENTS = 3. Line 453
AARadar (AAR) 1 WFBE_C_STRUCTURES_MAX_AARadar = 1. Common/Init/Init_CommonConstants.sqf:675

Source: Common/Init/Init_CommonConstants.sqf:447-453; Server/Functions/Server_HandleBuildingRepair.sqf:39-40

Note: The source guide states "2 production factories" and "4 SP/AAR" limits. The code shows the production-factory limits all default to 3 (the global WFBE_C_STRUCTURES_MAX), and SP is 6 (3 × 2). The "2 factory" and "4 SP" figures from the guide text are LLM-draft guesses and do not match the verified source values above. Server operators can override any per-type limit by setting the relevant WFBE_C_STRUCTURES_MAX_* variable before the constants block runs.


Structure Build Costs

Costs are in supply and verified against Common/Config/Core_Structures/Structures_USMC.sqf (BLUFOR) and Structures_RU.sqf (OPFOR). Both sides use identical supply costs.

Structure Supply cost Build time (live) Source line
HQ Deploy/Mobilize 500 (MP lobby default) 30 s Rsc/Parameters.hpp:121-123 (lobby default 500); Init_CommonConstants.sqf:1531 (fallback 100 for local/listen)
Barracks (B) 200 60 s Structures_USMC.sqf:35,36
Light Factory (LF) 600 60 s Structures_USMC.sqf:44,45
Command Center (CC) 1,200 60 s Structures_USMC.sqf:53,54
Heavy Factory (HF) 2,800 60 s Structures_USMC.sqf:62,63
Aircraft Factory (AF) 4,400 60 s Structures_USMC.sqf:71,72
Service Point (SP) 700 60 s Structures_USMC.sqf:80,81
Anti Air Radar (AAR) 3,200 60 s Structures_USMC.sqf:90,91 (gated by WFBE_C_STRUCTURES_ANTIAIRRADAR > 0)

SP can also be purchased for 5,500$ (cash) from the Strategic buy menu. Common/Config/Core/Core_US.sqf:284-285

Build times halve to 1 second in WF_Debug mode (Structures_USMC.sqf:27,36,45,54,63,72,81,91).

Structure sale refund: 50% of supply cost. WFBE_C_STRUCTURES_SALE_PERCENT = 50. Common/Init/Init_CommonConstants.sqf:316


Command Center Coverage

  • CC provides a 5,500 m radius purchase zone (the guide stated 4,800 m — that value is incorrect).
  • Verified value: WFBE_C_STRUCTURES_COMMANDCENTER_RANGE = 5500. Common/Init/Init_CommonConstants.sqf:312
  • Place a CC near a road if you want AI supply trucks to access it. Guides/CommanderGuide/commanderGuide.md:143

Starting Supply

  • MP lobby default: 9,600 supply per side (Rsc/Parameters.hpp:173-183, default = 9600). Script fallback for local/listen sessions (no lobby params): 12,800 (Common/Init/Init_CommonConstants.sqf:1326-1327, applied when WFBE_C_ECONOMY_SUPPLY_START_WEST/EAST is nil).
  • Server operators can select a different lobby value; 9,600 is the shipped default that applies in every hosted MP match.

Source: Rsc/Parameters.hpp:173-183 (lobby defaults 9600); Common/Init/Init_CommonConstants.sqf:1326-1327 (script fallback 12800)


Early Game Priority

Verified recommendation from Guides/CommanderGuide/commanderGuide.md:141-156:

  1. Build CC first — it starts the upgrade clock immediately.
  2. Choose one production factory: LF or HF (not both initially).
    • LF path: upgrade to LF3 as fast as possible (unlocks LAV-25 / Pandur without launcher).
    • HF path: upgrade to HF1 as fast as possible (unlocks BVP-1 / Bradley with gun).
  3. Buy a vehicle with gunner only, fill queue with driver+gunner bots, start capturing towns.
  4. Next priority: Gear 2 + Barracks 1 (if on LF path, supplies should be available post-LF3).

Upgrade Reference (Both Sides, Verified)

Both BLUFOR (Upgrades_USMC.sqf) and OPFOR (Upgrades_RU.sqf) use identical costs, levels, and times. Source: comparison of both files confirms character-for-character parity on the COSTS/LEVELS/TIMES arrays.

Upgrade Costs and Unlock Times

Upgrade WFBE_UP_* Levels Costs (supply per level) Times (s per level) Key Prereqs
Barracks WFBE_UP_BARRACKS = 0 3 540 / 1,350 / 2,070 30 / 60 / 90 Gear 2, 3, 5
Light Factory WFBE_UP_LIGHT = 1 4 250 / 950 / 1,900 / 3,500 40 / 60 / 80 / 100
Heavy Factory WFBE_UP_HEAVY = 2 4 1,200 / 4,400 / 9,500 / 10,500 50 / 70 / 90 / 110
Aircraft Factory WFBE_UP_AIR = 3 5 1,200 / 4,000 / 9,200 / 10,500 / 17,600 60 / 75 / 90 / 105 / 120
Paratroopers WFBE_UP_PARATROOPERS = 4 3 1,500 / 2,500 / 3,500 35 / 55 / 75 Barracks+Air+Gear (per level)
UAV WFBE_UP_UAV = 5 1 2,000 60 Air 2
Supply Rate WFBE_UP_SUPPLYRATE = 6 3 2,700 / 4,800 / 6,000 60 / 80 / 120
Respawn Range WFBE_UP_RESPAWNRANGE = 7 2 500 / 1,500 30 / 60 Light 1 (lvl 1 only)
Airlift WFBE_UP_AIRLIFT = 8 1 1,000 30 Air 1
Custom Flares WFBE_UP_FLARESCM = 9 1 4,500 100 Air 2; module gate: WFBE_C_MODULE_WFBE_FLARES
Artillery Reload WFBE_UP_ARTYTIMEOUT = 10 6 800 / 1,400 / 2,200 / 3,700 / 6,100 / 10,000 40 / 70 / 100 / 130 / 160 / 190
ICBM WFBE_UP_ICBM = 11 1 49,500 + 80,000 cash 300 Air 3; module gate: WFBE_C_MODULE_WFBE_ICBM > 0
Fast Travel WFBE_UP_FASTTRAVEL = 12 1 1,500 60 Light 1 + Supply 1; module gate: WFBE_C_GAMEPLAY_FAST_TRAVEL > 0
Gear WFBE_UP_GEAR = 13 5 250 / 650 / 1,200 / 2,100 / 2,400 25 / 50 / 75 / 100 / 125
Build Ammo WFBE_UP_AMMOCOIN = 14 1 750 40 Gear 2
EASA WFBE_UP_EASA = 15 1 4,000 90 Air 1; module gate: WFBE_C_MODULE_WFBE_EASA > 0
Supply Paradrop WFBE_UP_SUPPLYPARADROP = 16 1 2,000 50 Airlift 1
Artillery Ammo WFBE_UP_ARTYAMMO = 17 1 2,500 60 Gear 1 + Heavy 1
IR Smoke WFBE_UP_IRSMOKE = 18 2 3,000 / 9,000 120 / 180 Heavy 3 (lvl 1); module gate: WFBE_C_MODULE_WFBE_IRSMOKE > 0
Aircraft AA Missiles WFBE_UP_AIRAAM = 19 1 7,500 120 Air 3
Anti Air Radar WFBE_UP_AAR = 20 2 5,000 / 12,500 (supply) 50 / 125 s
Patrols WFBE_UP_PATROLS = 23 4 300 / 1,600 / 2,400 / 3,200 (supply) 90 / 150 / 240 / 240 s See Upgrades-And-Research-Atlas.

Source: Common/Config/Core_Upgrades/Upgrades_USMC.sqf:31-145; Common/Config/Core_Upgrades/Upgrades_RU.sqf:31-145

Module-gated upgrades (Flares, ICBM, Fast Travel, EASA, IR Smoke) only appear in the upgrade menu when the corresponding WFBE_C_MODULE_* mission parameter is set. Upgrades_USMC.sqf:5-28

Upgrade Categories: What You Unlock

Upgrade What it adds (verified level-by-level in guide)
Gear 0 Basic rifles, M136/RPG-18
Gear 1 Better rifles, GPS, rockets with V warhead; [guide-draft] NLAW status unverified
Gear 2 M14/FN FAL, RPG with VL rockets, rangefinder
Gear 3 Snipers with scopes, MAAWS, VR rockets
Gear 4 Long-range snipers, laser designator (pairs with AF4)
Gear 5 Thermal sights, Javelin (BLUFOR) / Metis (OPFOR)
Barracks More infantry slots per factory; each level adds higher-tier infantry. Commander role flat bonus of +10 units. [guide-draft]
Light 0 Cars, unarmed vehicles
Light 1 Light armed vehicles
Light 2 Ambulance, Repair Truck
Light 3 LAV-25 (BLUFOR) / BTR-90 without launcher (OPFOR); Pandur without launcher
Light 4 Pandur with launcher (BLUFOR); BTR-90 with launcher (OPFOR)
Heavy 0 AV7 / M113 (not recommended)
Heavy 1 Bradley without launcher (BLUFOR); BVP-1 (OPFOR, good AI)
Heavy 2 Bradley with TOW (BLUFOR); BMP-2 with Konkurs (OPFOR)
Heavy 3 M1 Abrams / T-72; Warrior (BLUFOR, good AI); BMP-3 (OPFOR)
Heavy 4 M1A2 TUSK; T-90; M6 Linebacker / Tunguska AA
Air 1 UH-60 / Mi-8 (transport); MV-22 (BLUFOR) [guide-draft]
Air 2 Ambulance helicopters; AH-6J / UH-1H light attack
Air 3 A-10A / Su-25A (limited guided without EASA)
Air 4 A-10C / Su-25T with guided weapons
Air 5 F-35 / Su-34 (best jets); AH-1Z / Ka-52 (best attack helicopters)

Source: Guides/CommanderGuide/commanderGuide.md:200-395 (guide-draft text); costs verified in Upgrades_USMC.sqf


CoIn Hotkeys (Construction Interface)

Action Binding
Rotate object Ctrl (key 29 / 157)
Toggle auto-wall construction User14
Re-place last built defense User15
Toggle auto-manning defense User16
Sell targeted defense (commander only) User17
Confirm placement Default Action (LMB)
Exit CoIn Menu Back (Escape or equivalent)

Source: Client/Module/CoIn/coin_interface.sqf:180,221,232,240,438,786


Economy and Sharing

  • Income system default: System 3 (Commander System) — commander takes wfbe_commander_percent % (default 70%) of total town income, divided by 1.2 to prevent runaway income, plus their player share; remaining players split the non-commander portion equally. Common/Init/Init_CommonConstants.sqf:160,167
  • Commander can adjust the slider in the Economy menu up to WFBE_C_ECONOMY_INCOME_PERCENT_MAX = 30 [Note: the relationship between the 70% default and the 30% slider cap requires in-game verification - these may represent different things in the UI].
  • Supply cap: WFBE_C_MAX_ECONOMY_SUPPLY_LIMIT = 40,000 supply maximum per side. Common/Init/Init_CommonConstants.sqf:164
  • Supply team limit: WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMIT = 50,000. Line 170.
  • Engineer slot commanders can salvage wrecks from the scroll menu — useful when the base is under attack and vehicles are being destroyed. Guides/CommanderGuide/commanderGuide.md:436-441
  • Money can be sent to teammates from the advanced money transfer menu.

Key Tactical Notes

Base Positioning

  • High ground — improved sight lines and defensive advantage.
  • Central map — maximizes CC coverage radius (5,500 m) and supply truck accessibility.
  • Stealthy hide — sell the base before enemies spot it; a hidden CC provides coverage from the center indefinitely if undiscovered.
  • Towns are naturally defensible but are discoverable because enemies pass through them during capture cycles.

Source: Guides/CommanderGuide/commanderGuide.md:480-496

Counterbase Tactic

  • Redeploy MHQ behind enemy lines to force a 2-front war.
  • Three bases are allowed, so a purpose-built counterbase is a valid late-game escalation path.

Source: Guides/CommanderGuide/commanderGuide.md:499-501

Air Superiority Endgame

  • Up to 3 bases permitted; not all need an AF. A late-game third base with AF + SP dedicated to air operations is viable.
  • AF need not be placed on an actual runway — any open area large enough for takeoff works.

Source: Guides/CommanderGuide/commanderGuide.md:506-511

Comeback Mechanics

  • Defend tightly, draw out the enemy, and capitalize on their mistakes.
  • Be aware: a defending team is a prime ICBM target. Lift the MHQ to high ground if ICBM threat is real.
  • Supply upgrade unlocks are especially valuable after losing towns — get Supply 1 fast if you are capturing large-SV towns or recovering from a new-HQ cash purchase (all towns reset to SV 10 on cash-HQ purchase; WASP/actions/Action_RepairMHQDepot.sqf:28).

Source: Guides/CommanderGuide/commanderGuide.md:475-478,522-525

Airlift Combo

  • AF1 + Airlift upgrade (1,000 supply, 30 s) enables MH-60S / Mi-17 to lift the MHQ across the map.
  • Airlift upgrade time is 30 seconds — you can queue the vehicle purchase first, then start the upgrade; if the vehicle is ready when the upgrade completes you gain airlift capability immediately.

Source: Guides/CommanderGuide/commanderGuide.md:224-228; Upgrades_USMC.sqf:40 (1,000 supply cost); Upgrades_USMC.sqf:129 (30 s)


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