LanMecca Red Line Dev

by DeadMan454

1.76.48

The Thin Red Line - whole-island war (LanMecca test build).
1.76.48: Fixed: an emergency reserve could be taken away in the instant it was raised, before its men had arrived. Reserve squads are now the same size as the war's other squads.
1.76.47: Each side's command can call up an emergency reserve when its main base is in enemy hands or enemy squads are closing on it: two fresh squads at the base, paid for from supply, at most once in fifteen minutes; they stand down when the base has been safe for ten minutes. A main base's guard can be stood to before the enemy arrives. The American air base's guard now also wakes when enemy squads come near, not only for a player.
1.76.46: A town or forward base that has just been captured cannot be captured back for five minutes; main bases are not covered. Its line on the HUD reads CAPTURE LOCKED with the time left. A squad that marched to a friendly town can be told to stay and defend it. On the Vietnam maps vehicles appear on dry road, never under a bridge deck or in water. The helicopters of Hanoi's line are no longer swapped by the game's cleanup after a flight. When a war has ended, squads still being restored stand down quietly while the next war is made ready.
1.76.44: Road To Saigon: a replacement squad forms up again at the quiet town nearest where its squad began the war, so every town a side holds keeps sending squads. Forming up where the squad fell (1.76.43) drew a whole army to one town and left the rest of its map unguarded.
1.76.43: Road To Saigon: a replacement squad forms up at the quiet town of its side nearest where the squad fell. In 1.76.42 it formed up at the town the squad had begun the war in, which could be far behind the line.
1.76.42: Road To Saigon: a new war begins on the line across the map, seven flags each, with squads standing at every one of them. The side that holds fewer flags fields bigger squads (seven men when one flag behind, eight when two or more behind), and the PAVN's tanks roll only while the PAVN is behind and are always paid for. Replacement squads of both sides form up at the quiet town nearest where their squad fought, not at the main bases. PAVN paratroops come down on ground they can stand on and get out of their parachutes. Each side may field up to 500 soldiers.
1.76.41: Road To Saigon: surer routes for squads and troop trucks, two more boat patrols and a river mission, the helicopters of Hanoi's line kept in the books while they fly, an arsenal without modern gear (saved kits are kept) with four rifles of the period, and this map's roads and towns on the round map.
1.76.40: At night the war's own helicopters fly with their searchlights on and switch on a landing light as they set down and lift off, on both sides. A lit helicopter is easier to see and to hit in the dark. A troop truck that stops on a bridge now lets its squad out: two squads sat in their trucks on a bridge for half an hour.
1.76.39: Road To Saigon: the helicopters on Hanoi's flight line are the PAVN's air fleet. A troop lift or a gunship run takes one off the line and brings it home; one destroyed on the ground or shot down is gone for twenty minutes, and with none standing they cannot fly. Each side may now field 400 soldiers at once: 300 in squads as before, and up to 100 gun crews, base guards and aircrew. PAVN squads no longer try to drive off Hanoi's island.
1.76.38: Road To Saigon: Hanoi is defended. Four ZPU-4 anti-aircraft guns stand round its runway and are crewed as you come near, a fire group holds the flag itself, and the base's RPG gunners fire at low, slow helicopters. PAVN squads leaving Hanoi keep to the runway. The HUD shows the suggested flag by its name.
1.76.37: Road To Saigon, a new layout: a line across the middle of the map. The PAVN's main base is the airfield at Hanoi in the far south-east, as far from the middle as Tan Son Nhut. Each side starts with its main base and one flag; every town between is there to fight over. The flags ring the map: east by My Lai and Can Tho, west along the coast road by Can Thin and FSB Ripcord, meeting at Dinh Dien Checkpoint on the road to Hanoi. Whoever holds Da Nang Airbase flies more helicopters. The PAVN fly eight troop helicopters at once, as the US do. The map shows the flags' own names.
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
Game Version
1.9.0.37
Created
Thu, 12 Nov 2026 03:53:13 GMT
Last Modified
Thu, 12 Nov 2026 03:59:02 GMT

1.76.47

The Thin Red Line - whole-island war (LanMecca test build).
1.76.47: Each side's command can call up an emergency reserve when its main base is in enemy hands or enemy squads are closing on it: two fresh squads at the base, paid for from supply, at most once in fifteen minutes; they stand down when the base has been safe for ten minutes. A main base's guard can be stood to before the enemy arrives. The American air base's guard now also wakes when enemy squads come near, not only for a player.
1.76.46: A town or forward base that has just been captured cannot be captured back for five minutes; main bases are not covered. Its line on the HUD reads CAPTURE LOCKED with the time left. A squad that marched to a friendly town can be told to stay and defend it. On the Vietnam maps vehicles appear on dry road, never under a bridge deck or in water. The helicopters of Hanoi's line are no longer swapped by the game's cleanup after a flight. When a war has ended, squads still being restored stand down quietly while the next war is made ready.
1.76.44: Road To Saigon: a replacement squad forms up again at the quiet town nearest where its squad began the war, so every town a side holds keeps sending squads. Forming up where the squad fell (1.76.43) drew a whole army to one town and left the rest of its map unguarded.
1.76.43: Road To Saigon: a replacement squad forms up at the quiet town of its side nearest where the squad fell. In 1.76.42 it formed up at the town the squad had begun the war in, which could be far behind the line.
1.76.42: Road To Saigon: a new war begins on the line across the map, seven flags each, with squads standing at every one of them. The side that holds fewer flags fields bigger squads (seven men when one flag behind, eight when two or more behind), and the PAVN's tanks roll only while the PAVN is behind and are always paid for. Replacement squads of both sides form up at the quiet town nearest where their squad fought, not at the main bases. PAVN paratroops come down on ground they can stand on and get out of their parachutes. Each side may field up to 500 soldiers.
1.76.41: Road To Saigon: surer routes for squads and troop trucks, two more boat patrols and a river mission, the helicopters of Hanoi's line kept in the books while they fly, an arsenal without modern gear (saved kits are kept) with four rifles of the period, and this map's roads and towns on the round map.
1.76.40: At night the war's own helicopters fly with their searchlights on and switch on a landing light as they set down and lift off, on both sides. A lit helicopter is easier to see and to hit in the dark. A troop truck that stops on a bridge now lets its squad out: two squads sat in their trucks on a bridge for half an hour.
1.76.39: Road To Saigon: the helicopters on Hanoi's flight line are the PAVN's air fleet. A troop lift or a gunship run takes one off the line and brings it home; one destroyed on the ground or shot down is gone for twenty minutes, and with none standing they cannot fly. Each side may now field 400 soldiers at once: 300 in squads as before, and up to 100 gun crews, base guards and aircrew. PAVN squads no longer try to drive off Hanoi's island.
1.76.38: Road To Saigon: Hanoi is defended. Four ZPU-4 anti-aircraft guns stand round its runway and are crewed as you come near, a fire group holds the flag itself, and the base's RPG gunners fire at low, slow helicopters. PAVN squads leaving Hanoi keep to the runway. The HUD shows the suggested flag by its name.
1.76.37: Road To Saigon, a new layout: a line across the middle of the map. The PAVN's main base is the airfield at Hanoi in the far south-east, as far from the middle as Tan Son Nhut. Each side starts with its main base and one flag; every town between is there to fight over. The flags ring the map: east by My Lai and Can Tho, west along the coast road by Can Thin and FSB Ripcord, meeting at Dinh Dien Checkpoint on the road to Hanoi. Whoever holds Da Nang Airbase flies more helicopters. The PAVN fly eight troop helicopters at once, as the US do. The map shows the flags' own names.
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
Game Version
1.9.0.37
Created
Thu, 12 Nov 2026 03:34:36 GMT
Last Modified
Thu, 12 Nov 2026 03:35:35 GMT

1.76.46

The Thin Red Line - whole-island war (LanMecca test build).
1.76.46: A town or forward base that has just been captured cannot be captured back for five minutes; main bases are not covered. Its line on the HUD reads CAPTURE LOCKED with the time left. A squad that marched to a friendly town can be told to stay and defend it. On the Vietnam maps vehicles appear on dry road, never under a bridge deck or in water. The helicopters of Hanoi's line are no longer swapped by the game's cleanup after a flight. When a war has ended, squads still being restored stand down quietly while the next war is made ready.
1.76.44: Road To Saigon: a replacement squad forms up again at the quiet town nearest where its squad began the war, so every town a side holds keeps sending squads. Forming up where the squad fell (1.76.43) drew a whole army to one town and left the rest of its map unguarded.
1.76.43: Road To Saigon: a replacement squad forms up at the quiet town of its side nearest where the squad fell. In 1.76.42 it formed up at the town the squad had begun the war in, which could be far behind the line.
1.76.42: Road To Saigon: a new war begins on the line across the map, seven flags each, with squads standing at every one of them. The side that holds fewer flags fields bigger squads (seven men when one flag behind, eight when two or more behind), and the PAVN's tanks roll only while the PAVN is behind and are always paid for. Replacement squads of both sides form up at the quiet town nearest where their squad fought, not at the main bases. PAVN paratroops come down on ground they can stand on and get out of their parachutes. Each side may field up to 500 soldiers.
1.76.41: Road To Saigon: surer routes for squads and troop trucks, two more boat patrols and a river mission, the helicopters of Hanoi's line kept in the books while they fly, an arsenal without modern gear (saved kits are kept) with four rifles of the period, and this map's roads and towns on the round map.
1.76.40: At night the war's own helicopters fly with their searchlights on and switch on a landing light as they set down and lift off, on both sides. A lit helicopter is easier to see and to hit in the dark. A troop truck that stops on a bridge now lets its squad out: two squads sat in their trucks on a bridge for half an hour.
1.76.39: Road To Saigon: the helicopters on Hanoi's flight line are the PAVN's air fleet. A troop lift or a gunship run takes one off the line and brings it home; one destroyed on the ground or shot down is gone for twenty minutes, and with none standing they cannot fly. Each side may now field 400 soldiers at once: 300 in squads as before, and up to 100 gun crews, base guards and aircrew. PAVN squads no longer try to drive off Hanoi's island.
1.76.38: Road To Saigon: Hanoi is defended. Four ZPU-4 anti-aircraft guns stand round its runway and are crewed as you come near, a fire group holds the flag itself, and the base's RPG gunners fire at low, slow helicopters. PAVN squads leaving Hanoi keep to the runway. The HUD shows the suggested flag by its name.
1.76.37: Road To Saigon, a new layout: a line across the middle of the map. The PAVN's main base is the airfield at Hanoi in the far south-east, as far from the middle as Tan Son Nhut. Each side starts with its main base and one flag; every town between is there to fight over. The flags ring the map: east by My Lai and Can Tho, west along the coast road by Can Thin and FSB Ripcord, meeting at Dinh Dien Checkpoint on the road to Hanoi. Whoever holds Da Nang Airbase flies more helicopters. The PAVN fly eight troop helicopters at once, as the US do. The map shows the flags' own names.
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 18:40:59 GMT
Last Modified
Wed, 11 Nov 2026 18:46:43 GMT

1.76.44

The Thin Red Line - whole-island war (LanMecca test build).
1.76.44: Road To Saigon: a replacement squad forms up again at the quiet town nearest where its squad began the war, so every town a side holds keeps sending squads. Forming up where the squad fell (1.76.43) drew a whole army to one town and left the rest of its map unguarded.
1.76.43: Road To Saigon: a replacement squad forms up at the quiet town of its side nearest where the squad fell. In 1.76.42 it formed up at the town the squad had begun the war in, which could be far behind the line.
1.76.42: Road To Saigon: a new war begins on the line across the map, seven flags each, with squads standing at every one of them. The side that holds fewer flags fields bigger squads (seven men when one flag behind, eight when two or more behind), and the PAVN's tanks roll only while the PAVN is behind and are always paid for. Replacement squads of both sides form up at the quiet town nearest where their squad fought, not at the main bases. PAVN paratroops come down on ground they can stand on and get out of their parachutes. Each side may field up to 500 soldiers.
1.76.41: Road To Saigon: surer routes for squads and troop trucks, two more boat patrols and a river mission, the helicopters of Hanoi's line kept in the books while they fly, an arsenal without modern gear (saved kits are kept) with four rifles of the period, and this map's roads and towns on the round map.
1.76.40: At night the war's own helicopters fly with their searchlights on and switch on a landing light as they set down and lift off, on both sides. A lit helicopter is easier to see and to hit in the dark. A troop truck that stops on a bridge now lets its squad out: two squads sat in their trucks on a bridge for half an hour.
1.76.39: Road To Saigon: the helicopters on Hanoi's flight line are the PAVN's air fleet. A troop lift or a gunship run takes one off the line and brings it home; one destroyed on the ground or shot down is gone for twenty minutes, and with none standing they cannot fly. Each side may now field 400 soldiers at once: 300 in squads as before, and up to 100 gun crews, base guards and aircrew. PAVN squads no longer try to drive off Hanoi's island.
1.76.38: Road To Saigon: Hanoi is defended. Four ZPU-4 anti-aircraft guns stand round its runway and are crewed as you come near, a fire group holds the flag itself, and the base's RPG gunners fire at low, slow helicopters. PAVN squads leaving Hanoi keep to the runway. The HUD shows the suggested flag by its name.
1.76.37: Road To Saigon, a new layout: a line across the middle of the map. The PAVN's main base is the airfield at Hanoi in the far south-east, as far from the middle as Tan Son Nhut. Each side starts with its main base and one flag; every town between is there to fight over. The flags ring the map: east by My Lai and Can Tho, west along the coast road by Can Thin and FSB Ripcord, meeting at Dinh Dien Checkpoint on the road to Hanoi. Whoever holds Da Nang Airbase flies more helicopters. The PAVN fly eight troop helicopters at once, as the US do. The map shows the flags' own names.
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 15:05:55 GMT
Last Modified
Wed, 11 Nov 2026 15:07:10 GMT

1.76.43

The Thin Red Line - whole-island war (LanMecca test build).
1.76.43: Road To Saigon: a replacement squad forms up at the quiet town of its side nearest where the squad fell. In 1.76.42 it formed up at the town the squad had begun the war in, which could be far behind the line.
1.76.42: Road To Saigon: a new war begins on the line across the map, seven flags each, with squads standing at every one of them. The side that holds fewer flags fields bigger squads (seven men when one flag behind, eight when two or more behind), and the PAVN's tanks roll only while the PAVN is behind and are always paid for. Replacement squads of both sides form up at the quiet town nearest where their squad fought, not at the main bases. PAVN paratroops come down on ground they can stand on and get out of their parachutes. Each side may field up to 500 soldiers.
1.76.41: Road To Saigon: surer routes for squads and troop trucks, two more boat patrols and a river mission, the helicopters of Hanoi's line kept in the books while they fly, an arsenal without modern gear (saved kits are kept) with four rifles of the period, and this map's roads and towns on the round map.
1.76.40: At night the war's own helicopters fly with their searchlights on and switch on a landing light as they set down and lift off, on both sides. A lit helicopter is easier to see and to hit in the dark. A troop truck that stops on a bridge now lets its squad out: two squads sat in their trucks on a bridge for half an hour.
1.76.39: Road To Saigon: the helicopters on Hanoi's flight line are the PAVN's air fleet. A troop lift or a gunship run takes one off the line and brings it home; one destroyed on the ground or shot down is gone for twenty minutes, and with none standing they cannot fly. Each side may now field 400 soldiers at once: 300 in squads as before, and up to 100 gun crews, base guards and aircrew. PAVN squads no longer try to drive off Hanoi's island.
1.76.38: Road To Saigon: Hanoi is defended. Four ZPU-4 anti-aircraft guns stand round its runway and are crewed as you come near, a fire group holds the flag itself, and the base's RPG gunners fire at low, slow helicopters. PAVN squads leaving Hanoi keep to the runway. The HUD shows the suggested flag by its name.
1.76.37: Road To Saigon, a new layout: a line across the middle of the map. The PAVN's main base is the airfield at Hanoi in the far south-east, as far from the middle as Tan Son Nhut. Each side starts with its main base and one flag; every town between is there to fight over. The flags ring the map: east by My Lai and Can Tho, west along the coast road by Can Thin and FSB Ripcord, meeting at Dinh Dien Checkpoint on the road to Hanoi. Whoever holds Da Nang Airbase flies more helicopters. The PAVN fly eight troop helicopters at once, as the US do. The map shows the flags' own names.
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 13:19:58 GMT
Last Modified
Wed, 11 Nov 2026 13:25:49 GMT

1.76.42

The Thin Red Line - whole-island war (LanMecca test build).
1.76.42: Road To Saigon: a new war begins on the line across the map, seven flags each, with squads standing at every one of them. The side that holds fewer flags fields bigger squads (seven men when one flag behind, eight when two or more behind), and the PAVN's tanks roll only while the PAVN is behind and are always paid for. Replacement squads of both sides form up at the quiet town nearest where their squad fought, not at the main bases. PAVN paratroops come down on ground they can stand on and get out of their parachutes. Each side may field up to 500 soldiers.
1.76.41: Road To Saigon: surer routes for squads and troop trucks, two more boat patrols and a river mission, the helicopters of Hanoi's line kept in the books while they fly, an arsenal without modern gear (saved kits are kept) with four rifles of the period, and this map's roads and towns on the round map.
1.76.40: At night the war's own helicopters fly with their searchlights on and switch on a landing light as they set down and lift off, on both sides. A lit helicopter is easier to see and to hit in the dark. A troop truck that stops on a bridge now lets its squad out: two squads sat in their trucks on a bridge for half an hour.
1.76.39: Road To Saigon: the helicopters on Hanoi's flight line are the PAVN's air fleet. A troop lift or a gunship run takes one off the line and brings it home; one destroyed on the ground or shot down is gone for twenty minutes, and with none standing they cannot fly. Each side may now field 400 soldiers at once: 300 in squads as before, and up to 100 gun crews, base guards and aircrew. PAVN squads no longer try to drive off Hanoi's island.
1.76.38: Road To Saigon: Hanoi is defended. Four ZPU-4 anti-aircraft guns stand round its runway and are crewed as you come near, a fire group holds the flag itself, and the base's RPG gunners fire at low, slow helicopters. PAVN squads leaving Hanoi keep to the runway. The HUD shows the suggested flag by its name.
1.76.37: Road To Saigon, a new layout: a line across the middle of the map. The PAVN's main base is the airfield at Hanoi in the far south-east, as far from the middle as Tan Son Nhut. Each side starts with its main base and one flag; every town between is there to fight over. The flags ring the map: east by My Lai and Can Tho, west along the coast road by Can Thin and FSB Ripcord, meeting at Dinh Dien Checkpoint on the road to Hanoi. Whoever holds Da Nang Airbase flies more helicopters. The PAVN fly eight troop helicopters at once, as the US do. The map shows the flags' own names.
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 12:36:04 GMT
Last Modified
Wed, 11 Nov 2026 12:39:24 GMT

1.76.41

Road to Saigon navigation and commander corrections; detailed roads and town names on the minimap; safer finite aircraft and boat lifecycle; river interdiction operations; period arsenal filtering and validated additional weapons. Existing campaign, player records and custom music are preserved.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 05:13:59 GMT
Last Modified
Wed, 11 Nov 2026 05:14:53 GMT

1.76.40

The Thin Red Line - whole-island war (LanMecca test build).
1.76.40: At night the war's own helicopters fly with their searchlights on and switch on a landing light as they set down and lift off, on both sides. A lit helicopter is easier to see and to hit in the dark. A troop truck that stops on a bridge now lets its squad out: two squads sat in their trucks on a bridge for half an hour.
1.76.39: Road To Saigon: the helicopters on Hanoi's flight line are the PAVN's air fleet. A troop lift or a gunship run takes one off the line and brings it home; one destroyed on the ground or shot down is gone for twenty minutes, and with none standing they cannot fly. Each side may now field 400 soldiers at once: 300 in squads as before, and up to 100 gun crews, base guards and aircrew. PAVN squads no longer try to drive off Hanoi's island.
1.76.38: Road To Saigon: Hanoi is defended. Four ZPU-4 anti-aircraft guns stand round its runway and are crewed as you come near, a fire group holds the flag itself, and the base's RPG gunners fire at low, slow helicopters. PAVN squads leaving Hanoi keep to the runway. The HUD shows the suggested flag by its name.
1.76.37: Road To Saigon, a new layout: a line across the middle of the map. The PAVN's main base is the airfield at Hanoi in the far south-east, as far from the middle as Tan Son Nhut. Each side starts with its main base and one flag; every town between is there to fight over. The flags ring the map: east by My Lai and Can Tho, west along the coast road by Can Thin and FSB Ripcord, meeting at Dinh Dien Checkpoint on the road to Hanoi. Whoever holds Da Nang Airbase flies more helicopters. The PAVN fly eight troop helicopters at once, as the US do. The map shows the flags' own names.
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 23:37:21 GMT
Last Modified
Tue, 10 Nov 2026 23:38:07 GMT

1.76.39

The Thin Red Line - whole-island war (LanMecca test build).
1.76.39: Road To Saigon: the helicopters on Hanoi's flight line are the PAVN's air fleet. A troop lift or a gunship run takes one off the line and brings it home; one destroyed on the ground or shot down is gone for twenty minutes, and with none standing they cannot fly. Each side may now field 400 soldiers at once: 300 in squads as before, and up to 100 gun crews, base guards and aircrew. PAVN squads no longer try to drive off Hanoi's island.
1.76.38: Road To Saigon: Hanoi is defended. Four ZPU-4 anti-aircraft guns stand round its runway and are crewed as you come near, a fire group holds the flag itself, and the base's RPG gunners fire at low, slow helicopters. PAVN squads leaving Hanoi keep to the runway. The HUD shows the suggested flag by its name.
1.76.37: Road To Saigon, a new layout: a line across the middle of the map. The PAVN's main base is the airfield at Hanoi in the far south-east, as far from the middle as Tan Son Nhut. Each side starts with its main base and one flag; every town between is there to fight over. The flags ring the map: east by My Lai and Can Tho, west along the coast road by Can Thin and FSB Ripcord, meeting at Dinh Dien Checkpoint on the road to Hanoi. Whoever holds Da Nang Airbase flies more helicopters. The PAVN fly eight troop helicopters at once, as the US do. The map shows the flags' own names.
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 22:52:05 GMT
Last Modified
Tue, 10 Nov 2026 22:53:33 GMT

1.76.38

The Thin Red Line - whole-island war (LanMecca test build).
1.76.38: Road To Saigon: Hanoi is defended. Four ZPU-4 anti-aircraft guns stand round its runway and are crewed as you come near, a fire group holds the flag itself, and the base's RPG gunners fire at low, slow helicopters. PAVN squads leaving Hanoi keep to the runway. The HUD shows the suggested flag by its name.
1.76.37: Road To Saigon, a new layout: a line across the middle of the map. The PAVN's main base is the airfield at Hanoi in the far south-east, as far from the middle as Tan Son Nhut. Each side starts with its main base and one flag; every town between is there to fight over. The flags ring the map: east by My Lai and Can Tho, west along the coast road by Can Thin and FSB Ripcord, meeting at Dinh Dien Checkpoint on the road to Hanoi. Whoever holds Da Nang Airbase flies more helicopters. The PAVN fly eight troop helicopters at once, as the US do. The map shows the flags' own names.
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 22:25:49 GMT
Last Modified
Tue, 10 Nov 2026 22:31:49 GMT

1.76.37

The Thin Red Line - whole-island war (LanMecca test build).
1.76.37: Road To Saigon, a new layout: a line across the middle of the map. The PAVN's main base is the airfield at Hanoi in the far south-east, as far from the middle as Tan Son Nhut. Each side starts with its main base and one flag; every town between is there to fight over. The flags ring the map: east by My Lai and Can Tho, west along the coast road by Can Thin and FSB Ripcord, meeting at Dinh Dien Checkpoint on the road to Hanoi. Whoever holds Da Nang Airbase flies more helicopters. The PAVN fly eight troop helicopters at once, as the US do. The map shows the flags' own names.
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 21:36:20 GMT
Last Modified
Tue, 10 Nov 2026 21:38:21 GMT

1.76.36

The Thin Red Line - whole-island war (LanMecca test build).
1.76.36: Road To Saigon: the round map on your HUD now shows this map's own picture (it showed Khanh Trung's).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 20:29:23 GMT
Last Modified
Tue, 10 Nov 2026 20:30:23 GMT

1.76.35

The Thin Red Line - whole-island war (LanMecca test build).
1.76.35: Behind the scenes only: a survey tool for the larger Vietnam map. Nothing changes in play.
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 19:31:27 GMT
Last Modified
Tue, 10 Nov 2026 19:32:42 GMT

1.76.34

The Thin Red Line - whole-island war (LanMecca test build).
1.76.34: Behind the scenes only: more is written down while the larger Vietnam map is tested. Nothing changes in play.
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 19:22:49 GMT
Last Modified
Tue, 10 Nov 2026 19:23:36 GMT

1.76.33

The Thin Red Line - whole-island war (LanMecca test build).
1.76.33: Behind the scenes only: the larger Vietnam map's layout is being worked on. Nothing changes in play.
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 19:18:40 GMT
Last Modified
Tue, 10 Nov 2026 19:19:50 GMT

1.76.32

The Thin Red Line - whole-island war (LanMecca test build).
1.76.32: Behind the scenes only: on the larger Vietnam map squads cross the long bridge and the causeways in column, and one that loses its way is put back on it. Nothing changes in play.
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 19:06:49 GMT
Last Modified
Tue, 10 Nov 2026 19:08:43 GMT

1.76.31

The Thin Red Line - whole-island war (LanMecca test build).
1.76.31: Behind the scenes only: a stuck squad's rescue is now done in still smaller steps. Nothing changes in play.
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 18:04:12 GMT
Last Modified
Tue, 10 Nov 2026 18:05:22 GMT

1.76.30

The Thin Red Line - whole-island war (LanMecca test build).
1.76.30: Behind the scenes only: on the larger Vietnam map the squads' way into My Lai and over its causeway is kept ready for them. Nothing changes in play.
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 17:42:43 GMT
Last Modified
Tue, 10 Nov 2026 17:44:26 GMT

1.76.29

The Thin Red Line - whole-island war (LanMecca test build).
1.76.29: Behind the scenes only: a stuck squad's rescue no longer holds the server up while it looks for room. Nothing changes in play.
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 17:10:26 GMT
Last Modified
Tue, 10 Nov 2026 17:16:44 GMT

1.76.28

The Thin Red Line - whole-island war (LanMecca test build).
1.76.28: Behind the scenes only: squads on the larger Vietnam map no longer all cross one spot on a march. Nothing changes in play.
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 16:44:51 GMT
Last Modified
Tue, 10 Nov 2026 16:46:01 GMT

1.76.27

The Thin Red Line - whole-island war (LanMecca test build).
1.76.27: Behind the scenes only: the larger Vietnam map's bridge and causeway taught to the squads. Nothing changes in play.
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 16:17:42 GMT
Last Modified
Tue, 10 Nov 2026 16:23:50 GMT

1.76.26

The Thin Red Line - whole-island war (LanMecca test build).
1.76.26: Behind the scenes only: more groundwork for the larger Vietnam map. Nothing changes in play.
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
1.36.3: three of Balota's helicopters (a Black Hawk gunship, the medevac and a door-gun Huey) never showed up because bushes sat where their rotors turn; they now park on clear ground on the flight line.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 15:53:37 GMT
Last Modified
Tue, 10 Nov 2026 15:54:59 GMT

1.76.25

The Thin Red Line - whole-island war (LanMecca test build).
1.76.25: Behind the scenes only: groundwork for a second, larger Vietnam map. Nothing changes in play.
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
1.36.3: three of Balota's helicopters (a Black Hawk gunship, the medevac and a door-gun Huey) never showed up because bushes sat where their rotors turn; they now park on clear ground on the flight line.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 15:17:50 GMT
Last Modified
Tue, 10 Nov 2026 15:19:02 GMT

1.76.24

The Thin Red Line - whole-island war (LanMecca test build).
1.76.24: The server now clears away the invisible leftovers that bullets leave behind, so it stays quick and lean however long it has been up. Nothing changes on your screen.
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
1.36.3: three of Balota's helicopters (a Black Hawk gunship, the medevac and a door-gun Huey) never showed up because bushes sat where their rotors turn; they now park on clear ground on the flight line.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 14:33:29 GMT
Last Modified
Tue, 10 Nov 2026 14:34:19 GMT

1.76.23

The Thin Red Line - whole-island war (LanMecca test build).
1.76.23: Behind the scenes only: one more private check of the flag count. Nothing changes in play.
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
1.36.3: three of Balota's helicopters (a Black Hawk gunship, the medevac and a door-gun Huey) never showed up because bushes sat where their rotors turn; they now park on clear ground on the flight line.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 13:54:53 GMT
Last Modified
Tue, 10 Nov 2026 14:00:49 GMT

1.76.22

The Thin Red Line - whole-island war (LanMecca test build).
1.76.22: A tank that has stopped to fire keeps its hand brake on for as long as it holds.
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
1.36.3: three of Balota's helicopters (a Black Hawk gunship, the medevac and a door-gun Huey) never showed up because bushes sat where their rotors turn; they now park on clear ground on the flight line.
1.36.2: Balota moves inside the airfield fence. You now spawn on the apron by the control tower with the arsenal and the engineers' table beside you; the jeeps, trucks, LAV and tanks wait in two rows just south of the apron road with FUEL at one end and REPAIR at the other; the helicopters line up on the field east of the hangars with the helipad and the TAXI table nearest the apron, and the raid Black Hawk at the far end. The base's towers, machine-gun nests, wire and tank traps now guard the fence from the inside.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 13:42:34 GMT
Last Modified
Tue, 10 Nov 2026 13:43:10 GMT

1.76.21

The Thin Red Line - whole-island war (LanMecca test build).
1.76.21: The server keeps its speed through a long day: counting who holds each flag no longer slows down as the battle goes on. Tanks that stop to fire stay where they stopped instead of rolling off.
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
1.36.3: three of Balota's helicopters (a Black Hawk gunship, the medevac and a door-gun Huey) never showed up because bushes sat where their rotors turn; they now park on clear ground on the flight line.
1.36.2: Balota moves inside the airfield fence. You now spawn on the apron by the control tower with the arsenal and the engineers' table beside you; the jeeps, trucks, LAV and tanks wait in two rows just south of the apron road with FUEL at one end and REPAIR at the other; the helicopters line up on the field east of the hangars with the helipad and the TAXI table nearest the apron, and the raid Black Hawk at the far end. The base's towers, machine-gun nests, wire and tank traps now guard the fence from the inside.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 13:30:17 GMT
Last Modified
Tue, 10 Nov 2026 13:30:49 GMT

1.76.20

The Thin Red Line - whole-island war (LanMecca test build).
1.76.20: Behind the scenes only: a private test of pathfinding settings on another map. Nothing changes in play.
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
1.36.3: three of Balota's helicopters (a Black Hawk gunship, the medevac and a door-gun Huey) never showed up because bushes sat where their rotors turn; they now park on clear ground on the flight line.
1.36.2: Balota moves inside the airfield fence. You now spawn on the apron by the control tower with the arsenal and the engineers' table beside you; the jeeps, trucks, LAV and tanks wait in two rows just south of the apron road with FUEL at one end and REPAIR at the other; the helicopters line up on the field east of the hangars with the helipad and the TAXI table nearest the apron, and the raid Black Hawk at the far end. The base's towers, machine-gun nests, wire and tank traps now guard the fence from the inside.
1.36.1: Chernarus, tidied up. At Balota Airfield the helicopters now stand in two rows south-east of the spawn and the vehicles in two rows beside it, the map and minimap show Chernarus itself, the loading screen and server picture are new, and the commander welcomes you to Chernarus, with two new lines when a town falls.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 07:04:03 GMT
Last Modified
Tue, 10 Nov 2026 07:04:39 GMT

1.76.19

The Thin Red Line - whole-island war (LanMecca test build).
1.76.19: Behind the scenes only: a private test of road settings on another map. Nothing changes in play.
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
1.36.3: three of Balota's helicopters (a Black Hawk gunship, the medevac and a door-gun Huey) never showed up because bushes sat where their rotors turn; they now park on clear ground on the flight line.
1.36.2: Balota moves inside the airfield fence. You now spawn on the apron by the control tower with the arsenal and the engineers' table beside you; the jeeps, trucks, LAV and tanks wait in two rows just south of the apron road with FUEL at one end and REPAIR at the other; the helicopters line up on the field east of the hangars with the helipad and the TAXI table nearest the apron, and the raid Black Hawk at the far end. The base's towers, machine-gun nests, wire and tank traps now guard the fence from the inside.
1.36.1: Chernarus, tidied up. At Balota Airfield the helicopters now stand in two rows south-east of the spawn and the vehicles in two rows beside it, the map and minimap show Chernarus itself, the loading screen and server picture are new, and the commander welcomes you to Chernarus, with two new lines when a town falls.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 05:44:46 GMT
Last Modified
Tue, 10 Nov 2026 05:46:07 GMT

1.76.18

The Thin Red Line - whole-island war (LanMecca test build).
1.76.18: Behind the scenes only: more checks in the private map-measuring tool. Nothing changes in play.
1.76.17: Behind the scenes only: the private map-measuring tool can now test many routes at once. Nothing changes in play.
1.76.16: Behind the scenes only: a private test tool for measuring maps. Nothing changes in play.
1.76.15: PAVN tanks keep out of a pilot's sight too: none turns up or is taken away within 800 m of you while you are flying, and a tank in its park drives off for real when you fly near.
1.76.14: A PAVN tank waiting outside a town you hold now rolls in on its own road even when you are too far off to see it start, and no tank is ordered into a town it has no way into.
1.76.13: The PAVN's PT-76s now reach the fight. A tank no one is near waits its travel time in the tank park, then turns up on the road just outside the town it was sent to and drives in; with you watching, it drives the whole way. PAVN supply convoys and troop trucks stop taking the long road round the coast when it gets them nowhere.
1.76.12: The PAVN's PT-76s no longer park in the jungle. A tank that stalls on the way with nobody near is set down on the road further along, one that still can't get going is replaced by a fresh one, and the tanks keep driving while you are elsewhere on the map.
1.76.11: The PAVN's PT-76s now roll out of their camps' tank parks. On 1.76.10 none found open ground to start from in the jungle, so none rolled.
1.76.10: Period vehicles for Vietnam. PAVN PT-76 light tanks roll against the towns you hold again, and Tank Hunt is back at OPERATIONS. Two M48A3 Pattons wait in the motor pool at the main base for players to crew (the war fund adds a third). The M35A2 deuce-and-a-half replaces the M923A1 trucks, and the PAVN anti-aircraft positions are now ZPU-4 trucks. Five tank mods the war no longer used are off the server.
1.76.7: Harness fixes. On ARY's ALICE M3A1 and M14 harnesses the second canteen hangs on your belt again instead of trailing along the ground at your feet. The M12 pistol holster on the ALICE commander's, officer's, sniper's and machine gunner's harness is now empty, as in the base game: the M9 another mod puts in it poked through the belt. A Scout kit saved before the 1.9 update comes back whole again instead of two canteens short with automatic saving on hold.
1.76.5: At night the PAVN's RPG gunners reach half as far and aim true half as often. In Vietnam the end-of-war banner, the war report and the war diary now name the PAVN instead of the Soviets.
1.76.4: The PAVN fights back against helicopters. Their RPG gunners fire at US helicopters flying low and slow, or set down, within 300 m of them, and a dug-in PAVN town gets its captured M2 anti-air guns 10 minutes after it is dug in instead of 30, at up to six towns instead of three.
1.76.3: The Vietnam scenario shows its picture and a new description in the server browser.
1.76.2: Twice the Hueys: up to eight US troop helicopters in the air at once, and new waves take off without waiting for the last one to come home. A troop lift now costs half the supply, so the mortars, gunships and raids you call keep their budget.
1.76.1: Hueys fill the sky: up to four US troop helicopters fly squads to the front at once, picking them up at clearings by our towns and setting them down at several landing zones around the fight, under fire if need be, without turning back. US trucks now only make short hops between nearby towns. New on the field radio, Call support: Napalm strike where I'm looking, a line of fire about 150 m long that burns for almost a minute (every eight minutes each, never within 100 m of our own troops). A raid cancelled on the pad now keeps your soldiers and target at the table.
1.75.10: The raid helicopter no longer turns a town down because the enemy is close. It sets you down behind the town when the ground there is clear, and otherwise on the least defended open ground around it, hot or not: the pilots warn you and go in anyway. Also fixes a raid being called off on the pad because its soldiers could not board.
1.75.9: The raid helicopter waits by the main base spawn instead of at the far end of the airstrip. When a raid lands, its AI soldiers join your squad: they follow you and take your orders. The pilots set you down behind the target town when there is a safe spot there, and on our side of it when there is not. Raids whose soldiers joined a squad no longer use up one of the two raid slots.
1.75.8: In Vietnam the US arsenal no longer offers desert gear from later wars (desert and DCU uniforms, six-colour and tri-colour items, desert boots, caps and helmet covers). Includes 1.75.7.
1.75.7: Saved class kits go back on again after the Arma Reforger 1.9 update. An item 1.9 no longer takes where it was saved, such as a canteen clipped to a vest, is moved or left out instead of the whole kit failing, so automatic saving at an arsenal works again.
1.75.6: Updated for Arma Reforger 1.9. Saving your class gear at an arsenal works with the new game version.
1.75.5: The commander no longer nags you about your body count when you have not taken a flag; that line came up far too often.
1.75.4: The taxi helicopter's music sits at your head again (1.75.1 had moved it in front of you, where it could barely be heard), and still keeps up with you in flight.
1.75.3: When several squads get stuck in the same river crossing, they now all get out along the nearest road instead of only the first one.
1.75.2: Squads stuck in rivers or wedged among trees get back onto dry ground far more often, and more machine-gun nests get dug in around the villages.
1.75.1: The radio in vehicles and helicopters stays with you instead of trailing behind when you move. Trucks that wedge on the narrow plank bridges are moved on to dry road ahead when nobody is watching. Small fixes.
1.75.0: PAVN soldiers use Vietnamese radio lines, battle buddies come from about 50 m away, and with the AFVN Base Radio mod one radio switch per vehicle plays for everyone aboard.
1.74.5: Helicopters remember the clearings where they have set troops down and use them again for the next lift. Small fixes.
1.74.4: Helicopter troop lifts now pick up squads at their own villages, camps and bases, where there is room to land, so more of them fly.
1.74.3: Squads that got stuck in a river or wedged in a village now get back onto dry ground nearby and carry on, so both armies keep pushing. Helicopters find more places to pick troops up and set them down, so you'll see more air assaults. The download is about 80 MB smaller.
1.71.1: Machine-gun nests whose gunner was killed now always get a new man on the gun. Before, a few were left standing empty with their crew right beside them. Small fixes.
1.71.0: Dug-in machine guns and anti-air guns now keep their gunners on the gun. Until now a gunner hopped off every few seconds to look around whenever the fighting was outside his gun's reach, so the guns sat empty most of the time; now dug-in towns, the Soviet bases and the Airport's guns fight back properly. Small fixes.
1.70.0: Fixed the lag spike when gunships took off, for real this time: the whole server could freeze for up to a second as one appeared. Small fixes.
1.69.0: Missions! Ask PROPHET for one from the field radio (hold ~, Missions, Request a mission) or type !mission, and he gives you a job that fits what you are in: a gunship gets a strike on Soviet anti-air, a T-72, a dug-in gun or a mortar pit; a transport helicopter a landing zone where our men need you; armour a T-72 to hunt or a town to take; a truck or jeep a supply run to the front; a sniper rifle a Soviet officer; on foot a town to take or hold. The target is marked MISSION on your map, war bucks come when it is done, and you have twenty minutes for each.
1.68.0: Soviet towns that have been dug in for a while now get anti-air: a heavy anti-aircraft machine gun with its crew and an Igla team, and PROPHET warns pilots when one goes up. Helicopters fly troops to the front more often on both sides. Fixed a server stutter every time a Soviet gunship took off.
1.67.3: The army holding fewer towns now earns extra supply to catch up, so a side losing ground can still afford tanks and dig in its towns.
1.67.2: A new server name and a fuller description in the server browser, so you can see what the war has in it before you join.
1.67.1: Towns pay out supply at the old rate again, so neither side runs dry for long, and mortars ease off when supply runs low, saving it for tanks and digging in. Small fixes.
1.67.0: Towns a side has held for an hour get dug in: a heavy machine gun between sandbag walls, and more mortars for that side. Krasnostav and NWAF have their own mortar now, firing on anyone who comes close. Supply counts for more: everything costs twice what it did, towns pay a little less, and convoys and your own supply runs bring in far more (half again more at the front); a side flush with supply fires its mortars more often. Squads marching between towns now cut across the fields instead of sticking to the roads. Small fixes.
1.66.0: The Soviets now defend their airfields: Krasnostav and NWAF are dug in with heavy and light machine-gun nests, crewed, with a patrol walking the perimeter whenever the enemy comes near. Soviet reinforcements now arrive at the airfield nearest the fight. Front-line towns on both sides keep a squad patrolling around them instead of standing still. Helicopters: rifle and light machine-gun fire no longer hurts your helicopter, and RPGs and rockets miss a helicopter flying fast; heavy machine guns and Iglas still do. Small fixes.
1.65.1: Your battle buddy now gets to you when you're down, even with a vehicle or a wall in the way, instead of standing off. Small fixes.
1.65.0: The Northwest Airfield is now the Soviet army's staging hub. Their reinforcements, tanks and supply convoys roll out of NWAF toward the front, in Urals, BTR-70s and UAZs parked on the airfield. Take NWAF and everything has to come all the way from Krasnostav instead: the Soviets reinforce far slower while you hold it, so NWAF is worth fighting for. PROPHET tells everyone when it falls, and when they take it back. The War Fund's fortifications now stay put when a town changes hands for a few minutes instead of being rebuilt over and over, and a manned M60 is never removed. Small fixes.
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
1.36.3: three of Balota's helicopters (a Black Hawk gunship, the medevac and a door-gun Huey) never showed up because bushes sat where their rotors turn; they now park on clear ground on the flight line.
1.36.2: Balota moves inside the airfield fence. You now spawn on the apron by the control tower with the arsenal and the engineers' table beside you; the jeeps, trucks, LAV and tanks wait in two rows just south of the apron road with FUEL at one end and REPAIR at the other; the helicopters line up on the field east of the hangars with the helipad and the TAXI table nearest the apron, and the raid Black Hawk at the far end. The base's towers, machine-gun nests, wire and tank traps now guard the fence from the inside.
1.36.1: Chernarus, tidied up. At Balota Airfield the helicopters now stand in two rows south-east of the spawn and the vehicles in two rows beside it, the map and minimap show Chernarus itself, the loading screen and server picture are new, and the commander welcomes you to Chernarus, with two new lines when a town falls.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 05:38:25 GMT
Last Modified
Tue, 10 Nov 2026 05:39:50 GMT

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