This is the broad map of Miksuu's Warfare. It explains what the mission is doing and where the main systems live. It should stay lighter than the specialist guides: use Commanding and Commander strategy for commander play, Supply missions for logistics, Performance for FPS setup, and Troubleshooting for launch or crash problems.
The mission loop
Miksuu's Warfare is an Arma 2 Warfare/CTI mission. BLUFOR and OPFOR fight over towns, build bases, buy units and vehicles, research upgrades, and try to destroy the enemy HQ.
Your team wins by taking map control, keeping your own HQ alive, and eventually destroying the enemy base and HQ.
Teams and commander
Each side should have a player commander. The commander controls the Mobile HQ, deploys it into a base, places factories and defences, researches upgrades, and keeps the team's economy moving.
Players can still fight, buy units, defend towns, run supplies, spot enemies, and help the commander. If no one is commanding, a learning commander is usually better than no commander.
When no human takes the commander role, the AI Commander (AICOM) steps in automatically and runs the side's economy, builds units, and assigns teams to towns. It switches back to assist mode if a human picks up the role mid-match.
Commanders also get a larger AI allowance than normal players. Use that extra budget for town capture, spotting, base security, and routing pressure instead of leaving it unused.
Factions
The live Chernarus mission has two standard sides — BLUFOR (US Forces) and OPFOR (Russian Forces) — and a third side called GUER (Insurgents). GUER is a harass-focused faction hostile to both sides. It has no base or commander economy, and its vehicle pool unlocks over time during the match. Whether GUER slots are available depends on the server parameter set by the host. See the Factions & sides guide for the full breakdown.
MHQ and bases
The MHQ is the most important vehicle on your team. When deployed, it becomes the base HQ and lets the commander build structures. When packed up, it can move to a new position.
The usual base structures are Barracks, Light Factory, Heavy Factory, Aircraft Factory, Command Center, Anti-Air Radar, and Service Point. Factories create units and vehicles. The Command Center unlocks the Tactical Center, which is where artillery, ICBM, paradrops, and Fast Travel live — it does not add items to the buy menu. The Anti-Air Radar helps reveal enemy aircraft above 100 m altitude. The Service Point rearms vehicles.
If the HQ is destroyed, friendly players get an HQ wreck marker and the team can repair or replace it through mission mechanics. Losing the HQ is serious, but not always instantly final.
Towns, SV, and income
Towns have Supply Value, usually shown as SV. Towns generate the money and supplies that keep your team alive.
Towns are fought over through strongpoints and the main depot. Captured strongpoints can also act as local respawn points while you are within town range.
Higher SV means better economy. Some SV information is deliberately shown only in the right context, so do not expect every enemy town value to always be visible.
Naval HVT
Three capturable offshore LHD carrier platforms sit on the Chernarus east coast. Capturing Khe Sanh Charlie gives your side access to a SCUD strike — a silent, powerful area strike that costs team funds and has a cooldown. The carriers start under GUER ownership, so taking them requires pushing through GUER air cover first. See Support & special weapons for the full list of strikes and how to call them.
Buying and respawning
Most player actions happen through the WF menu. You can buy gear and AI from Barracks, light vehicles from Light Factory, tanks from Heavy Factory, and aircraft from Aircraft Factory.
The Purchase interface works from the main base perimeter. Once your team has a Command Center, the Tactical Center opens — this is where artillery, ICBM, paradrops, and Fast Travel actions are called from, not a new buy-menu section. Barracks gear also becomes your respawn kit. Special vehicles are marked in the buy menu and can show hints when selected.
Player classes
Classes are not just names. The current mission code actively detects player slot type and gives some slots extra actions.
- Engineer: repair, salvage, and repair destroyed camps.
- Support: load supply trucks, fast vehicle repair. (The lobby describes this as "Supply run" — Support also gets fast repair, which is not listed in the lobby description.)
- Sniper: spot and mark targets on the map, lockpick vehicles, fast vehicle repair, and repair destroyed camps. As of Build 89, spotter marks are broadcast team-wide: when you use the spot action, a timed map marker appears for all friendly players showing the contact position with a freshness indicator (updates at 60 s and 120 s, deletes at 180 s).
- Medic: fast vehicle repair and repair camps.
- Soldier: fast vehicle repair, repair camps, and a larger AI group limit.
The older Officer/MASH code still exists in the mission files, but it should be treated as conditional or legacy unless it is confirmed on the live server.
Use this as a quick orientation only. The deeper class tactics belong in Tips & tricks, Supply missions, or Commander strategy.
Supply missions
Supply missions use a Support class player with a supply truck. Look for towns marked with [+SUPPLY], bring a supply truck near the town center, load supplies, and deliver them to a friendly Command Center.
Once the commander has purchased the Supply upgrade, Support pilots can also run supplies by helicopter — BLUFOR uses UH-60 or CH-47, OPFOR uses Mi-17. Higher supply upgrade levels unlock heavier helicopters and increase how much cargo each run delivers.
Supply runs reward the player and help the team economy. The detailed flow and numbers belong in the Supply missions guide.
Tactical Center
The Tactical Center becomes available once your team builds a Command Center. It is where several support actions live: artillery, Fast Travel, ICBM, paradrops, paratroopers, Unit Camera, UAV, UAV destroy, and UAV remote-control actions. Not every action is always available; upgrades, structures, mission settings, costs, cooldowns, and range checks matter.
Fast Travel exists in the mission source, but only when the server parameter allows it and the team has unlocked the Fast Travel upgrade. You also need to start near a valid point such as a deployed HQ, fully held town, or Command Center, and travel to a valid destination inside the configured range. Treat it as a conditional support tool, not a guaranteed movement system.
This guide should not become the Tactical Center manual. It only needs to tell players that the system exists and where to look.
Anti-Air Radar
Anti-Air Radar, usually shortened to AAR, spots enemy aircraft above 100 m altitude when the mission has AAR structures enabled.
The AAR upgrade improves what the team can see. Mission text describes the upgrade path as position, direction and speed first, then altitude, then aircraft type. Treat the exact update timing as server-tuning detail rather than something to memorize.
For commanders, AAR is not just a warning system. It helps the team understand when enemy air is active, whether aircraft are circling a base area, and when AA or air defence should become a priority.
Artillery
Artillery can be used through the Tactical Center when the correct unit, gunner, and unlocks are available. Current mission code supports selected artillery ammunition.
For practical use, place an AI in the gunner seat, choose the artillery type, set the target radius and center point, then call the fire mission. Tips & tricks and Commander strategy can handle the real tactics.
AI helpers
The mission includes helpers for player-owned AI, including movement recovery and a toggle that can send newly purchased units toward your active waypoint. These tools reduce busywork, but they still need sensible player orders.
Squad micro-layer (SML)
AI commander squads now have a set of squad-level behaviors that fire during town assaults. These run on the headless client alongside the existing order loop and are transparent to players — you will see the effects in how enemy and friendly AI squads behave around contested towns.
Camp-split (SML-1): when 2+ camps in a town are unheld, a squad's infantry split into two sub-groups, each moving to a different camp simultaneously. A TTL watchdog (240 s) ensures units always rejoin their group even if the split stalls.
Dismounts (SML-2): cargo infantry dismount from APCs and advance on foot while the crew stays mounted for fire support.
Graceful retreats (SML-3): badly wounded soldiers pull back roughly 80 m from the town center while healthy squad-mates keep fighting.
AT overwatch (SML-4): anti-tank-equipped soldiers hold an overwatch position rather than charging into close-range vehicle threat.
Surgical unstuck (SML-5): individually stuck units receive a targeted movement recovery order instead of the whole team being recalled, so captures no longer stall because one soldier caught on a fence.
These behaviors are live on the current server as of Build 89.
Vehicle helpers
Some vehicles gain contextual actions: repair trucks can open repair/build actions, tanks and cars can use low gear, transport aircraft can offer HALO/cargo eject, compatible aircraft can lift vehicles after the relevant upgrade, and planes can use taxi reverse.
These are good to know, but they belong as compact field notes rather than a full beginner wall of controls.
Aircraft spawn safety (Build 89): aircraft now spawn with a short safety window at airfields to prevent immediate mid-spawn collisions when multiple aircraft are created close together.
Stuck-vehicle field repair (Build 89): when an AI commander squad's vehicle becomes immobilized (shot-out track or wheel), the crew field-repairs it in place after a safe-distance window rather than abandoning it. This keeps teams mobile and reduces group attrition from terrain incidents.
Performance helpers
The mission includes automatic view-distance adjustment. User Action 18 toggles it, and User Actions 19/20 change either target FPS or manual view distance depending on whether the tuner is enabled.
The mission also has HUD/FPS display toggles and performance audit support, but your own video settings, Windows setup, mods, and current server load still matter.
Server settings
Some behavior depends on mission parameters chosen by the host: day/night cycle, artillery mode, AAR availability, AI delegation, base limits, respawn rules, town settings, AntiStack, Fast Travel, missile/bomb restrictions, and performance audit.
Build 89 defaults (2026-07-06): respawn delay 10 s, camp mode Enhanced (nearby camps), respawn penalty 1/4 gear price, permanent daytime on. These are mission-file defaults as of Build 89; server operators can override them.
Fair play systems
The mission contains systems for team-stacking/teamswap checks and for blocking some exploit-style guided missile or bomb behavior. The public rule is simple: join the team that keeps the game fair, and do not use terrain masking or altitude tricks to bypass weapon limits.
Detailed rule wording belongs on the Rules page, not here.
Getting help
If something breaks, check the troubleshooting guides first. If you still need help, post in the relevant Discord support channel with screenshots, your exact error, and your Arma2OA.RPT file when the issue is a crash or in-game bug.