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New Player Quickstart Guide

rayswaynl edited this page Jul 6, 2026 · 3 revisions

New Player Quickstart Guide (your first match)

Source-verified 2026-06-21 against master f8a76de34; AI cap and supply reward re-verified 2026-07-06 against current master Parameters.hpp and supplyMissionCompleted.sqf. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.

This is a player-facing walkthrough for your first WASP Warfare match as a regular soldier (not the commander). Warfare is a three-sided CTI: each side starts from a base, captures towns for income, and spends that income on gear, vehicles, structures and upgrades until one side wins. Your job as a soldier is to capture towns, kill enemies, and stay useful — all of which pay you personal funds you then spend on better kit. (For the commander's job — deploying the HQ, building factories and researching upgrades — see the Commander's Handbook.)

This page is a guide; it cross-links the detailed reference pages for every system. The hard numbers below are cited to source.


The 60-second version

  1. Spawn at base → open the gear menu → kit up (your default loadout is free; better weapons cost funds and may need an upgrade level).
  2. Recruit AI or join a squad so you are not alone.
  3. Get to the nearest contested town (drive, fly, or fast-travel).
  4. Clear the defenders and stand in the town to capture it.
  5. Get paid for the capture, for kills, and for supply deliveries.
  6. Spend at the factories (gear/vehicles) and top up at a Vehicle Service Point (rearm/repair/refuel/heal).
  7. When you die, respawn at the base, a camp, or a mobile spawn near the front.

Step 1 — Spawn and gear up

You start at your side's base. Open the WF Menu and pick Gear / Buy Gear to change your loadout. Your faction's default loadout is free; everything else is bought with personal funds and is gated by your side's research level (WFBE_UP_GEAR) — higher-tier weapons stay greyed out until the commander unlocks them. The full per-faction price/level lists are in the Gear store catalog and the Gear/loadout/EASA atlas.

Tip: don't overspend early. You will likely die and pay a respawn penalty (see Step 7), so buy what you can afford to lose.

Step 2 — Don't fight alone

You can recruit AI teammates into your group — MP lobby default 15 per player group (Rsc/Parameters.hpp:47-51, default = 15; script fallback for local/listen: 16 via Init_CommonConstants.sqf:1488) — or join another player's squad. Joining/leaving and command handover are covered in the Player squad/group join protocol. A few AI riflemen make town-capturing far safer and let you hold ground while you push.

Step 3 — Get to the front

Walking is slow. Your options:

Note you cannot build inside an enemy/neutral town until it is yours: construction is blocked within WFBE_C_TOWNS_BUILD_PROTECTION_RANGE = 450 m of a town (Init_CommonConstants.sqf:891).

Step 4 — Capture a town

Towns are the economy. The default capture rule is Classic mode (WFBE_C_TOWNS_CAPTURE_MODE = 0, Init_CommonConstants.sqf:706): a town flips to your side once you clear its defenders and have a soldier present within 40 m of the town centre. The town's camps are a capture-speed bonus, not a hard requirement, in this mode. Full capture/garrison mechanics are in the Towns, camps and capture atlas; the garrison that defends a town is catalogued in Town AI group composition.

Captured towns generate income for your side every tick — that is what funds the whole war (see Economy, towns and supply and the income-tick engine).

Step 5 — Get paid

Your personal funds come from several sources:

Action Reward Source
Capture a town $2,000 WFBE_C_PLAYERS_BOUNTY_CAPTURE (Init_CommonConstants.sqf:638)
Assist a capture $2,000 WFBE_C_PLAYERS_BOUNTY_CAPTURE_ASSIST (:639)
Capture-mission objective $2,000 WFBE_C_PLAYERS_BOUNTY_CAPTURE_MISSION (:640)
Capture-mission assist $2,000 WFBE_C_PLAYERS_BOUNTY_CAPTURE_MISSION_ASSIST (:641)
Supply delivery supply amount hauled (1:1 cash) supplyMissionCompletedMessage.sqf:16-17 (_reward = _supplyAmount); heli delivery adds ×1.25 (WFBE_C_SUPPLY_HELI_REWARD_MULT). Note: WFBE_C_PLAYERS_SUPPLY_TRUCKS_DELIVERY_FUNDS_COEF = 4 exists in constants but has no call site in the live reward path.
Kills score + bounty see Kill and score pipeline

Running supply missions is one of the most reliable early-game incomes — see the Supply missions player guide. Capturing towns pays you and grows the side economy, so it is almost always the right move.

Step 6 — Spend it

  • Gear & vehicles: buy from the factory menus (the commander must have built the matching factory first). Prices are in the gear and roster catalogs linked above.
  • Vehicle Service Point: drive a vehicle (or stand) within WFBE_C_UNITS_SUPPORT_RANGE = 70 m (Init_CommonConstants.sqf:767) and use the scroll actions to top up:
Service Base price Source
Heal (infantry) $125 WFBE_C_UNITS_SUPPORT_HEAL_PRICE (:768)
Rearm $14 base, scales with ammo missing WFBE_C_UNITS_SUPPORT_REARM_PRICE (:770)
Refuel $16 base, scales with fuel missing WFBE_C_UNITS_SUPPORT_REFUEL_PRICE (:772)
Repair $2 base, scales with damage WFBE_C_UNITS_SUPPORT_REPAIR_PRICE (:774)

Rearm/repair/refuel cost scales with how much you actually need (artillery rearm is exempt from the proportional discount); the exact formula and affordability rules are in the Service Point pricing model.

Step 7 — Death and respawn

When you die you respawn from the respawn menu. Spawn options:

  • Base — always available, safest, furthest from the fight.
  • Camps — forward respawn points; protected within WFBE_C_RESPAWN_CAMPS_SAFE_RADIUS = 50 m (Init_CommonConstants.sqf:676).
  • Mobile — spawn on the mobile HQ / a medic redeployment truck near the front. Mobile respawn is enabled but gives default gear only (WFBE_C_RESPAWN_MOBILE = 2, :674).

There is a respawn penalty: by default you pay one-quarter of your gear's price on respawn (WFBE_C_RESPAWN_PENALTY = 4, :675). That is the main reason not to over-buy expensive kit you will lose. The mobile-spawn proximity tiers are WFBE_C_RESPAWN_RANGES = [250, 350, 500] m (:678). The full death/respawn flow is in the Respawn and death lifecycle atlas.


Quick reference

Thing Value
Max AI in your group 15 (MP lobby default; 16 for local/listen)
Town capture (Classic) clear defenders + be within 40 m of town centre
Town capture bounty $2,000 (+$2,000 assist)
Supply delivery pay supply amount hauled (1:1 cash; ×1.25 by heli)
Service range 70 m
Heal / Rearm / Refuel / Repair base $125 / $14 / $16 / $2
Respawn penalty pay ¼ of gear price
Build blocked near towns within 450 m

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