A growing anthology of custom Conflict gamemodes for Arma Reforger — Flashpoint capture-races, ticket Deathmatch, Random AAS tug-of-war, and wired Direct-Connection.
Players now
628
Servers
63
Rating
50%
2 votes
Subscribers
-
31,816 downloads
Busiest servers running it 63 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- CERTII
- Version
- 8.0.12
- Size
- 132 KB
- Licence
- Custom
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 4 Jul 2026
- Updated
- 1 week ago
- Workshop ID
- 6A46B8CB8111095A
Recent adoption
30 days: +106 −64 ↑113
- ↑ TZL | NovoPlayTest | discord.gg/HfhUYRnwc 7.0.5 8.0.13 1h ago
- ↑ TZL | NovoPlayTest | discord.gg/HfhUYRnwc 8.0.7 7.0.5 1h ago
- + [BY] KTA 8.0.13 4h ago
- − [AU] RAID LABS - TEST SERVER 8.0.12 15h ago
- + TZL-ZEUS-DEV 8.0.13 20h ago
- − NSC | Belleau Woods | UHC | Discord.gg/ZMN8qm9STR 8.0.13 23h ago
- + Flarez War Box 8.0.13 1d ago
- − ziguare training 8.0.12 1d ago
- + [NA2] Triple Threat Tactical |Yunakivka | Trench Warfare | TTT | Discord.gg/TripleThreat 8.0.13 1d ago
- + TRIDENT UHC REALISM NATO/RUS 8.0.13 1d ago
- + NA1 The Last Alliance | TeamBased | PvP Milsim | RadioBags | Hardcore 8.0.13 1d ago
- + LROG TESTSERVER(NOT MAIN) 8.0.13 1d ago
Required by
50Often used with
8Version history
12-
v8.0.12 132 KB 2 Oct 2026
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v8.0.11 132 KB 2 Oct 2026
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v8.0.10 132 KB 26 Sep 2026
-
v8.0.9 132 KB 26 Sep 2026
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v8.0.8 127 KB 26 Sep 2026
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v8.0.7 132 KB 25 Sep 2026
Description from the Workshop
SH-Warfare Anthology Custom gamemodes for Arma Reforger's Conflict/Campaign, built to change how a match flows across the map. Pick a mode, set a couple of values, and play. — FLASHPOINT (TIMED CAPTURE-RACE) — One objective live at a time. Both sides race for it and the rest of the map goes dark. - A search circle marks roughly where it will appear — never at the centre, up to 350m off. Stage early or lose the head start. - Find the radio mast at the true location and call it in, dropping the objective early for both sides at once. - Take it, then hold it. Capturing scores; denying the retake scores again. Losing it mid-capture bleeds your progress back rather than wiping it. - Reinforcement waves deploy the fallen together. Die defending a point you hold and you stay down until that defence resolves. - Objectives recycle, so long matches use the whole map. — TEAM DEATHMATCH (TICKETS) — No flags, no ground to hold. Every enemy kill spends one of your side's tickets; the first pool to empty loses. - Only enemy action costs tickets. Suicides, falls and team kills cost respawn time instead, so throwing yourself away is never a cheap way back. - Live ticket ticker, plus a hold-key scoreboard with kills, deaths and K/D — your own name highlighted, your squad in your faction's colour. - Hardcore removes the ticker; the count stays readable on the scoreboard. — RANDOM AAS (TUG-OF-WAR) — A dynamic front line. At match start a chosen number of the map's control points are randomly activated and linked into one chain between the HQs — a different layout every match on the same map. - Fog of war: only the active front is visible; the rest stays hidden until you fight forward. - ATTACK / DEFEND labels, colour-matched to the faction markers. - Even spread across the map, and a retake lockout so flags cannot instantly ping-pong. — DIRECT-CONNECTION (WIRED) — Replaces radio-range coverage with a hand-authored network: each base lists what it links to, so you design your map's...