Persistent frontline PvE campaign layer for COE2: capture points, push the front AO by AO and side missions, reset for a new season when the map falls. Works on any COE2 world.
Players now
12
Servers
36
Rating
100%
5 votes
Subscribers
-
1,455 downloads
Busiest servers running it 36 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- JDripstein
- Version
- 2.5.1
- Size
- 250 KB
- Licence
- APL-ND
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 8 Aug 2026
- Updated
- 1 week ago
- Workshop ID
- 61F3A9C24D7B80E5
Recent adoption
30 days: +113 −94 ↑69
- ↑ [CAN] Canuck Tactical Group| Brutal PVE | GM EVENT SERVER | 2.5.1 2.5.3 34m ago
- ↑ =7Cav= TACR | New Player Friendly | Active Admin | 1PP | Crossplay | Discord 2.5.1 2.5.5 1h ago
- ↑ Three Stooges - Kunar - CPO 2.5.1 2.5.5 2h ago
- ↑ Three Stooges - Everon - CPO Frontline 2.5.1 2.5.5 2h ago
- + [FR-PVE] Orion | Phantôme Division | MilSim | RHS : https://discord.gg/4GnK9y8WFg 2.5.5 2h ago
- ↑ Three Stooges - Mogadishu - Irene 2.5.1 2.5.5 2h ago
- ↑ [FR-PVE] COE2 Frontline | Task Force Orion. : https://discord.gg/Qzbyx9DBBR 2.5.1 2.5.5 3h ago
- ↑ Oceanic Ranger Regiment #4 Cold War PVE 2.5.1 2.5.5 3h ago
- ↑ BWG WARFIGHTERS | PvE | Modern AI, Weapons & Vehicles 2.5.1 2.5.3 5h ago
- ↑ Cerberus PMCG Milsim PVE 2.5.1 2.5.3 5h ago
- ↑ [NA1] FRONTLINE | CPO PvE | Persistent Bases & Objectives | Crossplay 2.5.1 2.5.3 6h ago
- − [GER/DE] PzGrenBtl24-Bundeswehr / MilSim PVE Public Server #1 2.5.1 6h ago
Requires
5Required by
12Often used with
8Version history
12-
v2.5.1 250 KB 3 Oct 2026
Fixed - A Game Master who changes the player faction mid-game no longer leaves the build table, the airdrop point, forward spawn costs and vehicle prices on the old side: they all follow the new faction. - The objective vote's ballots no longer complete by themselves when players walk into a candidate town, which threw away every vote cast on that town. - A vote opened by an admin during a fight no longer overrides the vote players cast after the capture, and a winning town that is no longer on the front line (retaken by a counterattack, or already taken) is set aside with a chat line instead of being attacked anyway. - Players who leave the server no longer keep counting in the objective vote. - Supplies aboard a supply truck were counted twice: the truck bed and the supply stacks in it were both read, so a truck with 300 aboard read 600. A supply run no longer accepts half a load as the full one, and its delivery line reports what actually came off the truck. The supply convoy side mission reads its trucks correctly too. Added - Refunds: dismantling a structure you paid for gives half its cost back to whoever paid (the post's stores or the truck), all of it if it was never finished, and decommissioning a vehicle you bought, the command truck included, returns half its price. The share is build_refund_percent in config.json. Main-base builds were free and refund nothing; builds from before a restart refund nothing. - The AA position fields MANPADS gunners with its guards when WCS Armaments is loaded (side_mission_aa_gunners, default 2; side_mission_aa_gunner_prefab picks the gunner). Without that mod the site spawns as before. Changed - A tie in the objective vote picks one of the tied towns at random instead of a town nobody voted for. - Supply trucks hold 4000 supplies (supply_truck_capacity in config.json; 0 keeps the game's 1500). Smaller vehicles keep their capacity. - The COE2 commander field manual no longer opens by itself on every player's first spawn. It is a server setting now (field_manual_enabled, off by default) with a live toggle on the Game Master Frontline tab, and the manual is always one click away under Escape, Field Manual.
-
v2.5.0 237 KB 27 Sep 2026
-
v2.4.1 199 KB 7 Sep 2026
-
v2.4.0 198 KB 6 Sep 2026
-
v2.3.4 182 KB 4 Sep 2026
-
v2.3.3 181 KB 4 Sep 2026
Description from the Workshop
A persistent frontline PvE campaign for Arma Reforger, built on COE2 Persistent Ops by Kexanone. The whole map starts enemy held. The front advances one town at a time, the enemy fights back, supplies have to be trucked forward, and the campaign survives server restarts. THE CAMPAIGN The map is seeded with capture points taken from the map's location data, sworks on any COE2 world without setup. The system picks the next objective on the frontier, runs it, and advances the line when you take it. What you capture stays captured across restarts. Take everything and the season resets with a counter. Enemy towns raise garrisons on approach. Captured towns get counterattacked, with a live timer on the map marker. The objective's defenders can call in a QRF from the neighbouring town. Scales with players on. SIDE MISSIONS Optional guarded sites near the objective: - Mortar Position: shells the approaches while its tube and crew live - AA Position: threatens helicopters near the objective - Supply Truck: a guarded enemy truck - High Value Target: an enemy leader, and the task follows him - Enemy ORBAT: guarded documents. Recover them and the enemy's positions in the objective appear on your map. Take them after the town falls and they cover the next one instead - Cut the Power: at night, destroy the enemy fuel supply and the town goes dark for the rest of the session - Supply Convoy: a column sets out from the next enemy town. Stop it, or it arrives and reinforces the defenders - Comms Relay: a heavily guarded antenna. While it stands the defenders can call for help. Destroy it and nobody answers SUPPLY ECONOMY Supplies are generated at main base and have to be moved forward. Building at main base is free. Building at a forward position costs supplies. Deploying to a forward base costs supplies too. A FOB that runs dry stops accepting spawns until a truck arrives. THE POPULATION The towns are where people live, and they are watching. Every civilian killed by a p...