ArmaDB

Standalone PvP territory-control game mode featuring dynamic FIA defenses, connected frontlines, persistent progress, and HQ capture victory. Join my discord! https://discord.gg/Cpp5jXJJa9

Players now

47

Servers

27

Rating

-

Subscribers

-

2,141 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6A0AE762504FC0B1

Busiest servers running it 27 in total

All servers

Players on servers with it

daily, last 30 days

0 30 60 90 120 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 104
Average players Low to peak in each bucket

Details

Author
trippi7
Version
1.2.16
Size
10.5 MB
Licence
APL
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
6 Aug 2026
Updated
1 week ago
Workshop ID
6A0AE762504FC0B1

Recent adoption

30 days: +78 −62 ↑134

Version history

12
  1. v1.2.16 10.5 MB 6 Oct 2026

    new GM feature center weighted influence

  2. v1.2.15 10.5 MB 6 Oct 2026
  3. v1.2.14 10.5 MB 6 Oct 2026
  4. v1.2.13 10.5 MB 6 Oct 2026
  5. v1.2.12 10.5 MB 6 Oct 2026
  6. v1.2.11 10.5 MB 5 Oct 2026
Description from the Workshop

Join me on discord for news and user manual https://discord.gg/Cpp5jXJJa9 Standalone PvP territory-control game mode featuring dynamic FIA defenses, connected frontlines, persistent progress, and HQ capture victory. Frontline PvP is a standalone, server-authoritative territory-control game mode for Arma Reforger, inspired by Frontline PvE but designed specifically for two opposing player factions. The US Army and Soviet Army begin from separate headquarters. Between them lies FIA-controlled territory divided into 500-metre hexagonal sectors. To win, a faction must control more than 50% of the active sectors, maintain a continuous corridor from its own HQ to the enemy HQ, and then capture the enemy headquarters. Main Features US versus USSR PvP warfare 500-metre hexagonal territory grid Game Master placement of both faction headquarters Connected-frontline system Only sectors adjacent to territory connected to your HQ can be captured Disconnected sectors become neutral grey Player-influence capture system Enemy HQ unlocks only after controlling more than 50% of the map Capturing the enemy HQ ends the match No outposts or triangulation system Vanilla Command Tents and FOB construction supported Construction allowed only inside connected friendly territory Spawn points automatically disabled when their sector is lost or disconnected Persistent territory progress for dedicated servers Join-in-progress synchronization FIA-Controlled Sectors Neutral green sectors are protected by FIA forces. When an eligible player enters a connected green sector: The first FIA infantry group and a crewed vehicle spawn after a configurable delay Additional infantry groups arrive in timed waves Infantry group prefabs are selected randomly from a configurable list The number of groups, spawn interval and spawn radius are configurable The vehicle can be captured after eliminating its FIA crew Territory capture begins only after all FIA defenders have been eliminated FIA defenses activate on...