ArmaDB

Dynamic Counter Attacks makes captured objectives fight back. Load it on any Conflict world and it arms itself automatically - capture a base and coordinated combined-arms launches against you!

Players now

6

Servers

17

Rating

100%

5 votes

Subscribers

-

607 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6A3AEB1AC7B02185

Busiest servers running it 17 in total

All servers

Players on servers with it

daily, last 30 days

0 20 40 60 80 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 70
Average players Low to peak in each bucket

Details

Author
RadarController
Version
0.9.16
Size
8.2 MB
Licence
APL
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
30 Aug 2026
Updated
1 month ago
Workshop ID
6A3AEB1AC7B02185

Recent adoption

30 days: +81 −69 ↑2

Version history

11
  1. v0.9.16 8.2 MB 10 Sep 2026

    Fix: ground spawn points are now snapped to the navmesh, so units land on walkable ground instead of inside rocks. Covers infantry and vehicles. Falls back safely on maps with no navmesh.

  2. v0.9.14 8.2 MB 5 Sep 2026
  3. v0.9.13 8.2 MB 5 Sep 2026
  4. v0.9.12 8.2 MB 5 Sep 2026
  5. v0.9.11 2.1 MB 5 Sep 2026
  6. v0.9.10 2.1 MB 4 Sep 2026
Description from the Workshop

Discord: https://discord.gg/hXR5nF3CeJ Taking a base should be the start of the fight, not the end of it. DCA sends a dynamic opposite-faction force to retake the objective you just captured - from multiple directions, with real combined arms. AUTOMATIC - ZERO SETUP Just load the mod on a Conflict or campaign world and it arms itself. No manual placement, no entities to drop in, no scenario editing. When a player captures a base, DCA launches a counterattack against the opposite faction at that base. It runs alongside ConflictPVERemixed and LinearConflict PVE, as well as vanilla Conflict. WHAT ATTACKS YOU - Infantry - squad- and platoon-strength groups advancing on the objective. - Armour - crewed APCs and combat vehicles. - Helicopter air-assault - transport helicopters (Mi-8 style) fly in, land, and drop troops near the objective; armed gunships stay on station for close air support after the drop. HOW IT COORDINATES - Attacks come in from multiple axes at once, or in successive waves. - The air-assault is timed to commit after the ground force is already pressing the objective. WHEN THE ATTACK IS BEATEN - Wipe out the counterattack's ground assault and HQ radios in a "counterattack repelled" confirmation, so players get a clear end to the fight. The message varies across a pool of lines so it stays fresh, and it is fully configurable (force one fixed line, or turn it off). - Aircraft clean up after themselves: transport helicopters fly out and despawn, and the gunship breaks off and leaves once the objective is secure - no orphaned helicopters left circling. FACTION-FLEXIBLE - DCA reads each faction's in-game catalog, so it uses that faction's own groups and vehicles - it works with vanilla US/USSR and generalises to modded factions and equipment. - An optional attacker-faction override covers modded or multi-faction scenarios where the opposite side is ambiguous. MULTIPLAYER - Server-authoritative: planning and spawning happen on the host and replic...