The Resistance Makes Some Progress!
Starting To Get The Hang of ARMA Reforger...
Just to recap, my playing the ARMA Reforger mod 'Freedom Fighters' was all about familiarising myself with the core Reforger game mechanics. I was not a ARMA player in the past and was subject to a bit of nervousness about it as I believed the game to be - in my opinion - 'overly complicated and very hardcore'!
However, this solo PvE mod seemed to be the ideal way of gently introducing me to the game... And I feel that it has done this very well!
The Peasants Are Revolting!
I don't think I have to reintroduce the theme of this mod in any length, enough to say that I play a member of the island's revolutionary resistance fighting the occupiers (who, I should add can be American or Soviet - I chose Soviet).
It's a complicated mix of learning the basic game mechanics and also learning how to progress your career as an 'insurgent' (forgetting what key does what in the middle of a tense run in with the bad guys is not the most enjoyable element)! But, that's why I am starting to learn ARMA Reforger in the comparative safety (LOL) of a single player PvE environment... Online PvP is a wholly scarier prospect and I will need a lot of basic game experience before I take this challenge on.
Anyway... You start as the lowest of the low, simply distributing resistance propaganda and trying to convince the locals to join the cause, but your activities progress onto more proactive missions, until - eventually - you are pitted directly against your oppressive overloads in actual firefights.
In fact, there is a kinda of difficult progression regarding the type of jobs and missions that you - as a resistance member - will undertake (also - importantly - do note that there is a distinct difference between 'jobs' and 'missions' in this game. Jobs are the routine logistical leg work that you need to undertake and missions are the 'pew pew' fun stuff!) 😃
It kinda goes like this...
> Spreading the good word - convincing other citizens to join the cause by talking to them
- The more citizens in a town that support the resistance the easier it is to 'turn' a town. Note that you can do this right in front of a occupying patrol but not be spotted or caught.
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| Above: While not risky there is no guarantee that the locals will be sympathetic to the cause! |
> Propaganda! Putting up posters, which sounds very mundane but there is an element of risk involved. If you are spotted holding a poster you will get shot at and be given a 'wanted' level! It can be trickier than you think as sometimes defined poster locations might be close to a check point or well patrolled route!!! (There is a smidgen of satisfaction - though - in sticking up a resistance poster right under the noses of the occupiers - in fact there are some poster spots actually inside military bases!!!)
> Supply Runs - this is the mainstay of the resistance logistics, buying or stealing supplies to stock up resistance HQs, FOBs or towns you are trying to turn. Supplies are also a economic commodity and later on you will use them to 'buy' service facilities and even weapons. Tip: Supplying a village or town with supplies can help that location turn 'friendly'. Note: Supply runs are NOT illegal unless you are driving a stollen military vehicle.
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| Above: Mundane and boring it may be but the routine 'housekeeping' that you have to endure to keep the resistance going - like the daily supply run - is absolutely necessary. |
> Ambushes! This is where you star to proactively fight against the occupiers. You are now fully fledged combatant (equipping yourself with arms or military equipment turns you into a combatant and you will be shot at on sight.) Once you get involved with eliminating enemy you will be given a wanted level, and you must lay low to allow this to wear off. As part of these operation you can loot your victims or even steal enemy supplies, so this is a profitable activity.
> Turning Villages - as with historical insurgencies (think Cuba, Vietnam, Afghanistan, etc) the 'rot' starts inside and works outwards. Isolated rural villages are your first operational mission but they don't necessarily have to be combative. A lot of the work to 'turn' a village or town is done by convincing local to join the cause or by distributing the designated number of propaganda posters (each town has it's allotted number which indicted how saturated it is with anti-occupier sentiment). For some villages it is merely enough to have a strong anti-occupier feeling for them to turn - but for others you may have to give them an extra push - particularly if there is a strong military presence or check point.
Note: At this point, with citizenry behind you you will receive a regular monitory 'tax' income generated by your supporters! This will allow you an income with which you can by equipment, recruit fighters or buy supplies.
> Radio Towers - These are lightly garrisoned propaganda sites for the occupiers, they relay the official line to the populous in a specific region. Taking out a occupiers radio tower will make it easier to turn citizens in that area. It is also - usually - fairly easy picking for your first battle experience and the garrisons are only 4-6 troops. But beware of radio towers close buy other military check points or facilities as these can draw in reinforcements. There are - however - several isolated towers, so check your map and (above all) do your reconnaissance!
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| Above: Taking out the occupier's propaganda radio towers sets you on your way to turning swaths of the map from red to green! It also constrains the occupiers to shrinking areas of control. |
> Missions - On a par in difficulty (usually) with the radio towers are missions. You can get these from the local resistance leader based at the HQ. You might be asked to create a distraction or assassinate a High Value Target at a specific location. Note that these mission - like the radio tower - rely a lot on stealth but are obsessively 'hit & run' operations where you are not expected to maintain contact with the enemy.
> Radar Sites - You are really stepping up the difficult now! Which there are a couple of enemy radar stations that are little bigger than the radio tower sites, the majority are double that size, so expect a garrison of around 8 troops. While a few are in isolated spots some are very close to larger military bases so consequently harder as there is a greater chance of them being reinforced by a patrol if attacked. (Likewise taking on an enemy checkpoint can be like poking the hornets nest and can even kick off a town battle, so don't do this unless you are ready to go full in or run away!)
> Farms & Factories - another step up the difficulty scale. Again, the more isolated these occupier's facilities the easier it is for you to conduct a successful mission, BUT by default these are all well garrisoned and will spark off a battle for control which will draw in a strong reinforcement force! You can get help for these bigger operation though IF you have been keeping your local resistance hideout stocked with supplies, FIA fighters will come to your aid to help you defend the facility from the inevitable counter attack from the occupiers. These are your first BIG battles. Planning for these battles is key, and expect the likelihood or enemy light armour! Be prepared!
Note: Capturing a farm or factory will give you access to the supplies from that facility and will then on give you access to a regular income stream in supplies.
Above: The Battle for Chotain Farm!
>> THIS IS WHERE I AM CURRENTLY IN MY GAME CAREER <<
> Military Bases - Again, incrementally harder than farms and factories but a they are the big prize that you are after as securing a military base will allow you to construct more advanced facilities inside the camps, like vehicle depots (buy military vehicles) or even helicopter pads!!! So these are the stepping stone for you campaign to take hold of the whole island. Expect a lengthy fight for these though - especially if you are fighting solo - you will get FIA fighters come to your assistance, but expect push back by the occupiers.
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| Above: Taking a base allows you to build a motor dept which give the insurgency access to it's own armour support! There are no tanks in the base mod so this is the tip of your offensive spear! |
> Towns - the big prizes. This is what I am currently working towards, with a particular eye on the town of MORTON. Obviously, liberating towns is a key stepping stone to the overall liberation of Everon as a whole though - strategically - this is all the more important if they are a port town. As with facilities, a port will give you access to a supply source which will help you fund you campaign by giving you better logistics. You will have to ensure you have your local resistance HQ fully stocked before taking a town on though. My overall strategy has been to cut towns off by taking all the surrounding areas, leaving them as isolated pockets which I deal with last.
> Off Island Facilities - If you start in Everon you will notice on the map that there are a smattering of smaller islands dotted around the main island itself. I have rated these as harder even though some of them are just radio sites because you now have to work out how you are going to get to these sites! There are ferry services to some locations, but NOT all! And at least a few will require you securing a helicopter to get to (which is why these will be later game operations!)
> The Capital! On Everon the capital of the island is Saint Phillipe (located in the extreme north of the island) and like all historic insurrections this will be your ultimate goal and also the main base of the occupying army! In this case Saint Phillipe is surrounded by military facilities which you must chip away before undertaking the final assault on the capital. I have not undertaken this myself as yet so have no idea what kind of pitched battle this might be - hopefully it will be a suitably dramatic finale to the game. I am expecting a hard fight.
What Next?
As mentioned above. I am currently working to take over as many of the island's farm and factory facilities that I can, and am starting to take on military bases too. My strategy is to isolate the major towns and cut the occupiers off from the hinterland of the island. This follows a pretty common insurgent tactic - as employed in Cuba and Vietnam - and eventually the occupiers will be restricted in the towns as their only safe zones.
My next target is the town of MORTON, which I have successfully cut off and surrounded! As a port town this is strategically important to my campaign as it will make my logistics easier... I'm just stocking up the local resistance hideout with supplies ready for my assault!









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