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Factions & sides

Warfare V48 Chernarus has three playable factions. BLUFOR and OPFOR are the two main CTI sides fighting over the map. GUER (Insurgents) is a third option — enabled by the server — that plays a very different, hit-and-run role against both.

BLUFOR — US Forces

BLUFOR is the US side. You fight for map control, build bases, and try to destroy the Russian HQ.

Lobby slots: Soldier, Support, Engineer, Sniper, Medic.

Supply helicopters: once the commander unlocks Supply upgrade level 2 or 3, Support pilots can run supply missions by air using the UH-60 or the CH-47 heavy transport.

BLUFOR and OPFOR are mirrors of each other in terms of base structures, upgrade costs, and slot abilities. The difference is in equipment: US vehicles and aircraft throughout, including A-10, AH-64D, and F-35B at higher Aircraft Factory tiers.

OPFOR — Russian Forces

OPFOR is the Russian side. Same goal, same structure, opposite team.

Lobby slots: Soldier, Support, Engineer, Sniper, Medic (same roles, Russian kit).

Supply helicopters: Mi-17 variants once the Supply upgrade is high enough.

OPFOR aircraft include Su-25, Su-34, Mi-24 gunship variants, and Ka-52 at higher tiers.

Picking a side

When you join the server, you pick a slot in the lobby. Pick a side first, then pick a class within that side. Try to join the team that keeps numbers balanced — the mission has team-balance checks and will flag or block you from piling onto the stronger team.

If no human is commanding your side, the AI Commander (AICOM) takes over automatically: it builds structures, produces units, and moves AI teams toward uncaptured towns. AICOM hands off cleanly when a human steps up to the commander role. This means your side will not go completely dormant without a commander, but a human commander will always do a better job.

GUER — Insurgents

GUER is a separate third faction hostile to both BLUFOR and OPFOR. It is only available when the server operator has enabled it.

Lobby slots: 4 slots — Engineer, Sniper, and Medic (with a second Engineer or similar; exact split varies by server).

GUER has no base, no HQ, no commander, and no structure building. Instead it runs on a funds stipend — GUER has a cash economy, not a supply one. Each living GUER player's side is paid funds directly every minute: a base rate of 150/min, rising 10/min for each starting town GUER has since lost, up to a cap of ~450/min. Losing your starting towns actually increases your income.

How vehicles unlock over time — GUER's buy pool expands as the match goes on:

| Match time | Unlocks | |---|---| | Match start | Infantry, technicals (Offroad, V3S), Ka-137 armed recon heli | | 30 minutes | BRDM-2, T-34 | | 1.5 hours | T-55, BTR-40 | | 3 hours | T-72, BMP-2 |

Early game GUER is a guerrilla force — infantry, light technicals, and the Ka-137. The Ka-137 is a small armed recon helicopter with a pilot-fired MG; up to 2 can be alive at a time. With the EASA upgrade active at a friendly service point, you can rearm it with AT rockets or AA missiles.

GUER role skills work the same as the equivalent slots on BLUFOR/OPFOR:

  • Engineer — repair, salvage, lockpick.
  • Sniper — spot and mark targets on the map, lockpick, restore camps.
  • Medic — fast vehicle repair, restore camps.

How GUER plays differently

You are fighting a two-front war against better-equipped sides. You cannot build bases or call down artillery. Your economy grows when you lose towns, not when you hold them — so your job is not to hold ground, it's to deny it.

Hit-and-run attacks on supply convoys, town assaults to disrupt enemy income, and Ka-137 harassment of undefended flanks are your core toolkit early on. As the match ages past 30–90 minutes, heavier armour unlocks and you can contest more directly.

GUER starts with a large supply buffer (30,000) compared to either main faction, but it burns fast if you are buying vehicles without winning fights. Spend carefully in the first 30 minutes while your buy pool is limited.

Because GUER is hostile to both sides, do not expect either main faction to hold fire. You are the third enemy on the map.

Garrison dressing on GUER towns (Build 89)

When GUER holds a contested town, Build 89 adds garrison dressing: a ZU-23-2 anti-aircraft cannon and a night searchlight spawn in the town zone. The ZU-23 is effective against low-flying helicopters and light vehicles, so players attacking GUER towns should approach from high altitude or use ground routes rather than direct low-altitude overflights. The searchlight is active during night matches only. Both despawn when the town is captured.

See also