Beginners Guide for Antistasi v3.0
By Moni, Meerkat, Bob Murphy, Giddi, DeathTouchWilly, Targetingsnake
Introduction
Introduction
This guide is written exclusively for Antistasi Community Edition - Version 3.0 and following. Barbolanis version (the initial mission creator) and other freelance versions like Antistasi Plus may or may not be compatible with what I say in this guide. That said, I think the tactics and strategies used in this guide will likely work in other versions.
This guide has been scrutinized and vetted by the developers and veterans of Antistasi Community Edition.
What is Antistasi?
What is Antistasi?
Antistasi is a guerrilla warfare simulator. As a rebel faction, you will start severely outnumbered and outgunned. BLUFOR is the main occupying force and will start owning most of the land. OPFOR is an invader who will start with very little land. The rebels are, well, rebels! As such they will start with no land at all.
Supported Modsets & Maps
Supported Modsets & Maps
Antistasi is compatible with different modsets as well as maps and of course there are different playable and AI Factions available with each modset. In the past the selection of the Factions was hard coded into the mission, which prevented the player to have any direct option to change who to play against. With the release of Antistasi 3.0.0 we have integrated all maps as well as a new Antistasi Setup GUI which at the start of a campaign gives you the option to select from all available Factions to change your enemies and more to your liking.
Whilst modsets and maps can be combined as you wish, we suggest to only load the mods for the Factions you want to play with and not simply load all mods that are compatible.
Factions and Modsets
Available Factions with Vanilla Arma 3 [Modset
]:
Rebel - A3 FIA
AI - A3 AAF
AI - A3 CSAT Arid
AI - A3 CSAT Temperate
AI - A3 NATO Arid
AI - A3 NATO Temperate
AI - A3 NATO Tropical
Added Factions with Arma 3 DLCs [Modset
]:
Rebel - A3 SDK (requires APEX DLC)
Rebel - A3 LFF (requires Contact DLC)
AI - A3 CSAT Apex (requires APEX DLC)
AI - A3 CSAT Enoch (requires Contact DLC)
AI - A3 ION (requires APEX DLC and Contact DLC)
AI - A3 LDF (requires Contact DLC)
AI - A3 NATO Apex (requires APEX DLC)
AI - A3 UK/NATO Arid (requires APEX DLC)
AI - A3 UK/NATO Tropical (requires APEX DLC)
Added Factions with the S.O.G. Prairie Fire CDLC [Modset
]:
Rebel - VN POF
AI - VN MACV
AI - VN PAVN
Added Factions with the Global Mobilisation CDLC (also requires the CUP mods to be loaded) [Modset
]:
Rebel - GM FIA
AI - GM Bundeswehr Arctic
AI - GM Bundeswehr Temperate
AI - GM Nationale Volksarmee Arctic (National People’s Army)
AI - GM Nationale Volksarmee Temperate (National People’s Army)
Added Factions with the Spearhead 1944 CDLC (also requires the IFA mod and dependencies to be loaded) [Modset
]:
Rebel - SPE_IFA FFF
AI - SPE_IFA US
AI - SPE_IFA WEH (German Wehrmacht)
Avaliable Factions with IFA3 AIO [Modset
, Extended Modset
]:
Rebel - AK
Rebel - FFI
AI - ALLIES
AI - SOVIET ARMY
AI - US ARMY
AI - UK ARMY
AI - WEHRMACHT
Added Factions with the Western Sahara CDLC [Modset
]:
Rebel - Tura
AI - ION Services
AI - SFIA (Sefrawi Freedom and Independence Army)
AI - ADF (Arganian Defence Force)
AI - CSAT (North African version)
AI - NATO (Desert camo)
Added Factions with RHS [Modset
]:
Rebel - RHS NAPA
AI - RHS AFRF Arid
AI - RHS AFRF Temperate
AI - RHS CDF
AI - RHS ChDKZ
AI - RHS HIDF
AI - RHS TLA
AI - RHS SAF
AI - RHS US Army Arid
AI - RHS US Army Temperate
AI - RHS USMC Arid
AI - RHS USMC Temperate
AI - RHS VDV Arid
AI - RHS VDV Temperate
Added Factions with 3CB Factions [Modset
]:
Rebel - 3CB CCM
Rebel - 3CB FIA
Rebel - 3CB ION
Rebel - 3CB LSM
Rebel - 3CB TKM
AI - 3CB AAF
AI - 3CB AAF Arid
AI - 3CB ADA
AI - 3CB ANA
AI - 3CB Cold War US
AI - 3CB Cold War USSR
AI - 3CB CSAT BEAR
AI - 3CB CSAT GRYPHON
AI - 3CB CSAT SCIMITAR
AI - 3CB CSAT VIPER
AI - 3CB HIDF
AI - 3CB ION Arctic
AI - 3CB ION Arid
AI - 3CB ION Temperate
AI - 3CB KRG
AI - 3CB LDF
AI - 3CB MDF
AI - 3CB TKA East
AI - 3CB TKA Mix
AI - 3CB TKA West
Added Factions with 3CB BAF [Modset
]:
AI - 3CB BAF Arctic
AI - 3CB BAF Arid
AI - 3CB BAF Temperate
AI - 3CB BAF Tropical
Added Factions with CUP [Modset
]:
Rebel - CUP NAPA
Rebel - CUP TKM
AI - CUP ACR Arid
AI - CUP ACR Temperate
AI - CUP AFRF Arctic
AI - CUP AFRF Arid
AI - CUP AFRF Desert
AI - CUP AFRF Temperate
AI - CUP BAF Arid
AI - CUP BAF Temperate
AI - CUP BW Arid
AI - CUP BW Temperate
AI - CUP CDF Arctic
AI - CUP CDF Temperate
AI - CUP HIL
AI - CUP ION Arctic
AI - CUP ION Arid
AI - CUP RACS Arid
AI - CUP RACS Tropical
AI - CUP SLA
AI - CUP TKA
AI - CUP US Army Arid
AI - CUP US Army Temperate
AI - CUP USMC Arid
AI - CUP USMC Temperate
Avaliable Factions with BWMod [Modset
]:
AI - BWA3 BW Arid
AI - BWA3 BW Temperate
Avaliable Factions with Unsung [Modset
]:
Rebel - Unsung VC
AI - Unsung PAVN
AI - Unsung US
Maps
Available Maps with Vanilla Arma 3:
Altis
Malden
Livonia (requires the Contact DLC)
Tanoa (requires APEX DLC)
Available maps with the Global Mobilisation CDLC:
Weferlingen
Weferlingen Winter
Available maps with the S.O.G. Prairie Fire CDLC:
Cam Lao Nam
Khe Sanh
Available maps with the Spearhead 1944 CDLC:
Mortain
Normandy
Available maps with CUP Terrains - Maps:
Chernarus Autumn
Chernarus Summer
Chernarus Winter
Sahrani
Takistan
Available maps with CUP Terrains - Maps 2.0:
Chernarus 2020
Single maps with their own required mods:
Additional Mods
Antistasi has built in compatibility for the following mods. If loaded (and if applicable) the needed items of the mods will either be available in the arsenal, can be found on AI or in lootboxes. This of course also is depending on which item it is. In addition there are parameters which might influence that spawning behaviour so make sure you check them out.
CBA is a framework which adds a range of features Arma in itself does not supply. This mod is a dependency for many other mods and it also adds some additional functionality within Antistasi, for example the ability to modify garage settings and Jeroens Extended Debug Console. |
|
ACE is a mod that adds a lot of in depth modular systems to Arma like for example a medical system, ballistics and more.
Keep in mind that some mods like RHS need their respective ACE Compatibility Mods loaded so they work properly. Adjust your modlist accordingly.
|
|
TFAR is a mod which implements a more realistic radio communication by combining Arma 3 and TeamSpeak. It implements SR and LR radios for infantry and vehicles.
This version is outdated and superseded by TFAR BETA.
|
|
TFAR BETA is the successor of TFAR, adapting the functionality to newer BI functions, fixing bugs and adding new settings and options. |
|
ACRE2, like TFAR / TFAR BETA is a mod which combines Arma 3 with TeamSpeak. It is highly customizable, has additional features like taking the terrain of a map into account for the quality of the radio transmission and more. It is more in depth, requires more time to learn, but adds a nice level of realism. For CDLC maps it requires ACRE2 Compatibility Mods. |
|
KAT - Advanced Medical REWRITE is a mod which adds a very in depth medical system, covering different not only the breathing apperatus and the cardiovascular system but also adds surgery and more to the game. |
Additional Vehicle Mods
Antistasi has compatibility with the following mods which add to the available civilian vehicle pool if loaded properly and enabled in the Startup GUI.
Forbidden Mods
There are quite some mods which are NOT compatible with Antistasi. Following you find a exemplary list of mods which are either completely breaking Antistasi and hence are blacklisted or ones that are known to have a negative impact and should not be loaded to have the best experience. AI affecting mods are bad in general as Antistasi includes its own AI system. So any mod interfering with it has the potential to break things. Another general category of forbidden mods is anything that automatically transfers groups to headless clients, as that conflicts with Antistasi’s headless client system. When any of the mods below is loaded, we can’t guarantee that Antistasi is working properly and won’t be helping you to make it work. You have been warned.
How to set up a game
How to set up a game
Depending on how you want to play Antistasi, there are mainly two options for setting it up:
Single Player / Locally Hosted
Subscribe to the Antistasi Mod
Load the Antistasi Mod in the Arma 3 Launcher
Start Arma 3
Go to Server Browser –> Host new Session
Select a compatible map and then select the mission called
Antistasi Community [Version number]
in white text.If you play on your own, make sure you pick the
Default Commander
slot as this one has the medic as well as the engineer perk.
Also please keep in mind the following two things:
Only one Antistasi mod should be loaded at a time.
All clients must load the same Antistasi mod as the host.
(Dedicated) Server
- Install the Antistasi Mod on your server. How you go about this is depending on your server setup. Some servers have the ability to directly subscribe to a Steam Workshop Item. In this case subscribe to the Antistasi Mod via your server. In case your server does not have this functionality, you likely have to upload the files manually to the server. You find the most up to date files here . Download the rar, unpack it and upload the content via FTP to your server.
You can also upload the client workshop mod from your PC. The latest github release is identical.
When using FTP, make sure binary rather than text or auto transfer mode is selected.
- Make sure you load the Antistasi Mod. This is usually done via commandline. How exactly again is depending on your server setup. Please consult the documentation available for your service or contact their support, if applicable.
Only one Antistasi mod should be loaded at a time.
The mod should be loaded as a general mod (-mod), not as a server mod (-servermod). Different servers have different names for these.
Clients must load the same Antistasi mod as the server.
- When you now start the server, you should be able to manually select the missions called
Antistasi Community [Version number]
, load it and play. The vast majority of server providers seem to have an empty mission cycle by default, which means you just get a blank loading screen on connection rather than the selection UI.
To get to the mission selection UI in this case, you must log in as admin and then use the server command
#missions
.To log in as admin, use the server command
#login adminpassword
. The admin password is in your server config file.Server commands (such as #login or #missions) are entered in the text chat box. The default text chat key is the slash (/) key.
- When you now start the server, you should be able to manually select the missions called
Once the mission has been started, log in as admin to see the setup UI. Voted admins do not count.
If you want to set the server up to automatically load the Antistasi mission after a restart, that can be done using the mission cycle in the server.cfg like in the following example.
// MISSIONS CYCLE (see below)
class Missions {
class Mission1 {
template ="Antistasi_mapname.mapname";
difficulty = "Regular"; //can be Recruit, Regular, Veteran or Custom. Custom needs setting up though.
class Params {
autoLoadLastGame = 60; //Automatically starts the mission 60 seconds after the first player connected to the server and no admin is logged in. {"No automatic load","1min","2min","3min","5min","10min"}
LogLevel = 2; //Sets the log level during the setup. {"Error", "Info", "Debug", "Verbose"}
A3A_logDebugConsole = 1; //Sets the Log debug console use during setup. {"None", "All non-dev", "All"}
};
};
};
Antistasi_mapname.mapname
needs to be replaced with the appropriate mapname based on which map you want to play.
Here the available ones:
Map |
Missionname |
---|---|
Altis |
|
Anizay |
|
Cam Lao Nam |
|
Chernarus Autumn |
|
Chernarus Summer |
|
Chernarus Winter |
|
Chernarus 2020 |
|
Khe Sanh |
|
Kujari |
|
Kunduz |
|
Livonia |
|
Malden |
|
Pulau |
|
Sahrani |
|
Mortain |
|
Normandy |
|
Takistan |
|
Tanoa |
|
Tembelan Island |
|
UMB Colombia |
|
Virolahti |
|
Weferlingen Summer |
|
Weferlingen Winter |
|
Setup UI
Setup UI
Antistasi now has a setup UI for choosing factions and parameters, selecting a game to load or creating a new one. On a dedicated server, you need to log in as admin (/ then #login adminpassword) to see the setup UI. There is an (Arma) parameter to automatically load the previous game for unattended restarts, but new games must be created by an admin.
Load game tab:
This is where you choose which game to load, or to create a new one. All saves from previous Antistasi Community versions and original/Barbolani Antistasi 1.3+ should work. Descriptions of controls:
Copy old game: Loads the selected game, but if saved subsequently it will use a new ID & location.
Load old params: Retain the parameters (but nothing else) of the selected game when creating a new one.
Use new save file: Save data to AntistasiCommunity.vars instead of the global username.vars.arma3profile. Makes it easier to transfer saves between machines or profiles.
Factions tab:
This is where you select which factions, DLC and addon mods to use for a new game. You can change them later, but the arsenal and garage will not be updated. If you’re loading an older save, make sure that the settings are correct. Options will be greyed out (or not shown) if their mods are not loaded on the server.
Params tab:
This is where you set parameters for a new game or change them for an old game. Some notes:
If you’re playing with friends, you may want to disable membership (which makes everyone a member) and disable TK punishment.
Increasing spawn distance is not recommended due to the impact on performance and enemy behaviour. On more compact maps, reducing spawn distance to ~800m is often a good idea.
When players are AFK they’re not counted when balancing the mission. When all players are AFK, new resources and attacks are not generated, so if you’re playing solo you can effectively pause the campaign by alt-tabbing.
If you want to change how much enemies attack or send supports, start by changing “Overall enemy resource balance”.
Depending on the server skill/precision settings, the AI skill settings here may not change much. Antistasi works well with server precision settings somewhere around 0.5.
SAMs and carpet bombing supports are currently the only “unfair” supports.
When the number of items required to unlock is set to “No unlocks”, friendly AIs will spawn with equipment based on the quantities in the arsenal. Magazines need three times as many items to unlock.
Game modes
Game modes
Rebel versus government versus invader - a three-way war. Everyone fights everyone
Rebel versus government - no invaders, just you versus the government
Rebels versus government and invaders - everyone is against you. The invaders and the government are coming for you.
I recommend playing rebels versus government versus invaders first. It’s easier and allows you to fight two different factions.
Map Markers
Map Markers
Main Article: Map Markers
With that out of the way we can get into the mechanics of the mission. Map Markers, also known as strategic zones, are areas controlled by BLUFOR, OPFOR, or guerrillas. They all have a specific function and are guarded by their occupiers. It’s essential to understand how these strategic zones operate to be able to prioritize and plan appropriately. Note that garrisons may start off weak, but can be strengthened over time.
Airbases are the headquarters of the enemy air force and main staging points for BLUFOR and OPFOR. You must be war level 3 to capture them. Taking an airbase provides you with an income of airstrike points; used for calling in airstrikes on the map.
Outposts are fortifications garrisoned by the enemy. They inhibit guerrilla operations in the surrounding area and will send patrols and the local garrison to counter resistance actions. Outposts sometimes have radio towers inside them. Get more information on radio towers here.
Resources give passive income to the occupier. Civilians work the resource. If they are killed the resource will be destroyed.
Factories multiply the income you gain from resources. Civilians work the factory. If 4 of the workers are killed the factory will be considered destroyed.
Seaports boost the HR you resource each income tick and also discount the cost of vehicles purchased at the HQ.
Towns
Towns
Main Article: Gaining and Losing City Support
Towns are where you will find the people and their vehicles to “tactically acquire.”
Taking these towns gives you a small amount of money in the form of taxes and a steady income of HR to bolster your army.
Towns are unique because they are not conquered through military means.
The only way to conquer towns is to conquer the hearts and minds of the people. This is done through the town support system.
The town will be guarded by police when the AI factions control it.
Town support system
The town support system is a simple system. Having more people supporting your side than the occupiers, the town will flip to your side and start handing over their men and taxes to fight for freedom.
You can see each town’s support status by going to the map in HQ - selecting map info – and clicking on any town to see the population of the town and the percentage of people that support you or the enemy.
The town flips to the rebel’s side if more people support you than the enemy inside the town.
Info Bar
Info Bar
At the top middle of your screen, you should see a range of statistics. This is what I refer to as your Info Bar.
HR - the number of men ready to volunteer for the good fight. If you have 10 HR, you can recruit 10 men. You gain HR mainly from towns and missions
Personal Money - money that is gained through completing missions and helping the resistance. You can only buy personal items like soldiers or a vehicle. This is capable of being transferred to the faction funds.
Faction money - money only available to the commander. This can be used for almost everything including training and HQ command squads.
War level - the enemy will gradually get better equipment with each war level. War level increases as the resistance takes more territory.
BLUFOR/OPFOR Aggression - whenever you take hostile actions against a faction or civilians, that faction gains aggression. A faction with high aggression will attack more frequently and with more assets.
Your Headquarters
Your Headquarters
HQ is your home. Here you will plan for missions, recruit soldiers, stash and retrieve equipment and more. Your HQ has many objects that facilitate various functions. We will go over these now.
Petros
Petros is the leader of the resistance. Think of him as a banished political figure. He is the leader of the resistance and if he dies you will lose a considerable amount of HR and money. Also see: Losing Petros Penalties
HQ management
Grab $100 from pool - You can take money from the faction and put it in your wallet. Some things can only be bought with personal money so you will need to use this from time to time.
In game members list - Displays all server members. Non server members cannot do certain things. Server admins can add members through the commander’s Y menu.
Manage garrisons - Allows you to add or remove soldiers from friendly captured locations.
Move HQ to another zone - There will be times where your base will be compromised. You will know this when you get a “defend Petros” mission. Note that they never learn about your HQ’s location, if you keep it there after the attack it will not make any difference.
Train troops - Your troops suck at the beginning of game. You basically gave a villager a weapon and point them in the general direction of the enemy. You will need to train your men to turn them into soldiers. You do this through copious amounts of money. This is where the majority of money will go in the mid to late game. Also see: Train FIA
Rebuild assets - In war, things blow up. In the process of taking a factory, you may have killed all the workers. In order to repair assets, hit this button. Clicking the button will take you to the map where you can choose to rebuild the zones you want. Repairing assets costs you 5000 per location.
Mission select - Here you can request missions. More information about missions is available below.
The Whiteboard / Map
Game options
Here you can persistently save, which I recommend you do every time you log off as not doing so will mean you lose your progress since the last autosave.
There are also minor tweaks you can make here like toggling music or selecting how many civilians can spawn at a time (list each option).
Map info
Map info is a useful tool for information. It tells you how many people support you or the occupiers, and if you click on icons, it will tell you information about that zone.
Clicking on a town will show you the percentage of support for you versus the occupiers. It also tells you how many civilians the invaders have killed there.
Clicking on any other zone will tell you its status combined with the garrison’s general strength. Consider attacking weakened or decimated zones over higher strength garrisons.
The flag
The flag is where you recruit soldiers into your personal squad.
Remember that AI will only pick equipment that matches their role and is unlocked inside the arsenal. Buying an automatic rifleman will not give you a man with an LMG if you do not have any LMGs unlocked.
The Tent
Sleep
Whenever you want to skip night-time, just press the “sleep 8 hours” function. Warning! Missions will auto fail if they exceed their time limit.
Make things go away
You can make the rain, the fog, or the nearby forest disappear using these options.
The Arsenal
The arsenal is where all weapons and equipment are stored and retrieved from.
You can create, save, and load loadouts from the arsenal for quick changes in equipment.
The garage / vehicle arsenal
Open garage
Here is where you can ungarage all of your ground vehicles.
Inside the garage You can mount certain weapons to vehicles. For example, if you have a .50 Cal MG you may be able to mount it on the back of a truck.
You can also customize your vehicle changing its attachments or painting it a different colour.
Heal nearby units
Hit this button to heal, refill stamina and allow all players and ungaraged vehicles to go undercover close to the red box.
Buy vehicle
Here you can buy civilian and military vehicles (vehicles covered in a later section).
Buy loot box
Provides you with a small box that can automatically collect loot within a small radius.
These boxes can be loaded into the cargo of your truck.
It makes looting much faster, and I highly recommend taking one with you everywhere you go.
Loot box will only pick up locked items. If you already have unlocked M4 carbines it will not pick these weapons up. You can change this parameter in parameters
Sources for the Garage
Open the garage and you will see three white squares in the bottom right of the screen. These white boxes indicate whether or not you have a fuel, ammo, or repair truck.
You need these vehicles to repair, rearm and refuel your vehicles in the garage.
For example, if you don’t have a repair vehicle, you will have to manually repair damaged vehicles with toolkits.
You can find fuel trucks in towns. Just drive around and you will find a tanker.
You can find the ammo truck on ammo convoy or steal and destroy ammo truck missions
You can find a repair truck by destroying a radio tower, then waiting for a repair the radio tower mission.Alternatively, you can find on through a downed helicopter mission.
Take these trucks and store them in the garage. I recommend locking them so no one takes them out.
Commander and Member Functionality
Commander and Member Functionality
Commander functionality:
Can purchase high command squads & vehicles.
Has access to high command UI (ctrl+space).
Can use Y->AI management menu with HC squads.
Can fast-travel HC squads.
Can order mortar strikes with HC squads (shift+Y).
Has access to direct garrison recruitment (on Petros).
Can create and delete roadblocks & watchposts.
Purchases vehicles with faction money.
Can manage arsenal guest limits.
Persistent save on game options menu is a global save.
Can edit ambient civ limit and spawn distance in game options menu.
Can override garage locks.
Can order airstrikes.
Can steal money from the faction.
Member functionality:
Can request missions from Petros.
Can recruit AI for personal squad.
Can take limited(non-unlocked) items from the arsenal.
Guest Commander System
There is now a parameter to allow guests to be commander. Guests are marked ineligible for commander by default, but can toggle eligibilty in the usual way (Y->commander->???). Eligible members have priority when selecting the commander, and members can force a re-election (and so remove the guest from the commander role) by making themselves eligible.
Guest commanders have access to a limited range of commander functionality. They can request missions, spend faction money, use high command and move HQ. They cannot override garage locks, steal money from the faction or modify arsenal limits. They also do not receive member privileges such as the ability to recruit AI to their personal squad or take limited items from the arsenal.
Guest commanders count as a leash centre for the purposes of the guest leash system, which enables the commander and nearby guests to respond to distant attacks and punishments even when there are no members on the server.
Missions
Missions
Main Article: Categories
There are several categories of missions all which have different tasks and rewards:
- Assassination Missions
- Conquest Missions
- Destroy missions
- Logistics Missions
- Rescue Missions
- Spawned Dynamically
- Support missions
Convoy ambush tips
Most convoys are similar so I decided to make a one size fits all guide.
Use mines and IEDs only on isolated roads where civilians will not drive.
Set up entrenchments through the Y menu or using your E tool.
Use roadblocks to slow down or immobilize the enemy.
LMGs, grenade, and rocket launchers will help thin the numbers.
Most convoys will have one or two light vehicles with 50.cal Mgs, and infantry trucks.
Priorities are the 50. Cals, then the infantry trucks.
Try and kill the infantry as they disembark.
You won’t be able to loot soldiers killed inside destroyed vehicles. Better yet, spray them with an MG as they disembark.
Airstrike Points
Airstrike Points
Main Article: Airstrikes
Once you capture an airbase you will get a passive income of airstrike points.
Each airstrike point allows one airstrike to be called in on a target.
This is one of the biggest advantages of an airbase. Use airstrikes to weaken enemy outposts before launching an attack.
Use cluster bombs for armour and incendiary and HE bombs for infantry.
Incendiary bombs can kill crews without destroying the vehicle, allowing for recovery.
AI management and commanding
AI management and commanding the AI (micro managing)
AI management is essential to winning Antistasi, especially if you are alone. Managing AI is only half the battle, I recommend reviewing AI and how they work to understand how to fight and command AI effectively.
Personal Squad management
First, learn the command system. Learning how to more intricately command our units allows us to apply our AI in different ways. You can learn how to command AI through the ARMA 3 tutorial.
Be the spotter. Your AI will start with terrible spotting skill. The person in charge of spotting is the team leader, who has the highest spotting skill. But when you are in charge, you are the team leader. That is why you must spot for your AI. (` + space while looking at target to spot) your AI will track enemies that you spot and fire with astonishing accuracy.
AI are adept at crewing weapons regardless of their training. Put them on a 50.cal, or a mortar and they will fire with perfect accuracy. Use your AI to crew weapons and spot for them. You will be surprised at their effectiveness.
Use Auto rearm/loot so your AI can get better gear in the field.
While undercover, place your soldiers in cover and target enemies with each friendly soldier. Once their cover is blown, they will track and kill that target. This is great for ambushing.
AI takes the attention off of you.
Use the suppressive fire command to keep the AI pinned down. AI that are suppressed act irrationally and will be less accurate.
Use AI as a distraction. For example, you can use a squad of AI to distract a local outpost while you destroy their radio tower.
HC squad management
HC squads are primarily controlled through the Y menu and the map.
To select HC squads, use CTRL + SPACE then select which squad you’d like to control
On the map, you can only order move/attack orders.
To instruct mortars to conduct a fire mission, have the unit selected then select SHIFT + Y.
HC squads cannot be micromanaged to the degree that you can with your personal squad.
Every squad will have its own squad leader who will spot for their squad mates.
When you mount your squads, make sure that you place a move order on the road. AI are terrible at driving offroad.
Disembark your squads away from the fight. The AI are slow to disembark even when getting shot at.
Storing equipment
Storing equipment
I will quickly go over how to store equipment in this game, because there are many ways to do it and sometimes you may have trouble storing a particular item.
Transfer vehicle cargo
Anything you put inside your vehicle can be quickly and easily transferred into the arsenal by using the interaction menu while looking at the arsenal.
Storing loot boxes and arsenal boxes
Sometimes you will find an ammo box filled with weapons and equipment that you can load onto a truck and take back to base.
Obviously, you need a vehicle with sufficient cargo capacity to load the box and then move it back. Just put the vehicle close to the box then use the interaction menu to transfer the box to the back of the vehicle.
Once you get to the base, the easiest way to transfer to the arsenal is unloading the box, opening the Y menu, then selecting “Put vehicle in garage.”
Sometimes that might not work. Another way is with the box still loaded onto the truck, drive it as close as possible to the arsenal with the back of the truck closest to the arsenal as if you are unloading the box into the arsenal. Then select on the arsenal “transfer vehicle cargo to ammo box” this is buggy so it may take multiple tries but it does work.
Lastly you may be able to unload the box, close to the arsenal and transfer vehicle cargo to ammo box.
Hopefully with these three ways you will never have trouble storing the box. You can use this same method on loot boxes as well.
Looting
Looting
Looting is a core part of Antistasi. You need to learn how to effectively and safely collect loot.
For starters, always have a loot box. You can obtain loot boxes for $10 at the vehicle box.
These loot boxes can be loaded into the back of the truck or inside the cargo of any vehicle using ace interact if there is not enough cargo capacity.
Loot boxes allow you to collect loot with the press of a button.
Simply look at the box and use the interaction menu to collect loot.
The loot box only collects loot that has yet to be unlocked. I.E., it will not pick up the M4 if you already unlocked it inside the arsenal.
You should only loot when you believe it is safe to do so.
Use your vehicle as cover while looting, it will save your life. I like to drive in between unlooted enemies, loading and unloading the loot box as needed. This way I can retain the safety of the vehicle.
You can also use the Auto Rearm/loot function AI in a vehicle to have them collect and load loot into the vehicle for you.
Managing your loot and arsenal
In Antistasi you start with limited gear. If you find enemy equipment, like an assault rifle for example, you can collect enough to eventually “unlock” that equipment.
In order to unlock a weapon, you must have a certain amount of a weapon stored in your arsenal. This depends on your parameters. The default is 25.
Explosives and Guided AT/AA Launchers cannot be unlocked by default, check parameters to change that.
For ammunition, you must have a certain amount to unlock that ammunition. You can change this in parameters. The default is 25 magazines of that weapon.
If you’d like the ammo of a weapon to be automatically unlocked with the weapon, there is an option in parameters.
Unlocking equipment allows your AI soldiers to use that equipment. For example, after unlocking an assault rifle, new soldiers will choose to carry that weapon instead of bolt-actions or SMGs. The equipment will also become infinite inside the arsenal.
Obviously, we want ourselves and our soldiers to have the best equipment possible. So, we have to attempt to unlock as much equipment as possible.
This means always looting the enemies you kill, at least in the early to mid-game. As you kill and loot, more equipment becomes unlocked in the arsenal and as a result you and your soldiers will become more lethal. But there are ways you can speed up this process.
There are essentially two schools of thought when it comes to equipment.
The first is to never take any equipment you want unlocked until it is unlocked. Choose to use worse weapons and equipment so that you may unlock that equipment faster. For example, I have 20 M4s but I choose to use a FAL instead until I get 5 more M4s.
The second method is to take everything you want as long as you believe it will make you more likely to come home alive.
Both methods have merit. I used to religiously use the first method and died and failed more often, but when I DID succeed, I kept those weapons no matter what. I think it is more optimal to use what you have if it will make you more effective. Recently I started using equipment that was rare and I found I won more often. It’s really a risk versus reward analysis at the end of the day. Do what you think is optimal.
Loadouts
Loadouts
Please note there are no rules to loadouts, but if you are using the ACE mod, you have to account for medical supplies, ammo, weapons, and how that equipment will affect your weight. The heavier you are, the faster your stamina bar will deplete. This will have an adverse effect on your accuracy and speed.
I assume you are using ACE for this tutorial.
Here are some suggestions on loadouts you will likely need to pull quickly during emergencies. All of these loadouts will have 5 elastic bandages, 5 packing bandages, two 500m blood, 2 splints, 2 tourniquets and an entrenching tool. For most loadouts, I carry only two grenades and two smoke grenades.
Starting loadout
Starting loadout, I go with a lot of grenades and pistol ammunition, I find the WW2 bolt action rifles you get at the start do not do enough damage.
I spam grenades and don’t carry a primary to offset the weight of the grenades.
AT and AA
There will be times you will need to grab an AT kit fast.
I usually use an SMG or no primary with heavy AT weapons like the javelin or MAAWS because I have to account for the roughly 40-50 pounds more I will carry.
I carry as many extra rockets as I can carry in my backpack and I carry a bigger backpack.
This will make me unbearably heavy so I will have to put some of the rockets in my truck to allow me to move around.
MG
There are times where I want/ need to kill infantry fast. Enemies in Antistasi clump up a lot and makes machine gunners drool.
I always put a 4x or higher scope, plenty of ammunition and usually I do not carry a secondary.
I put ammo in my vehicle to offset the weight.
Undercover and how to use it
In the early to mid-game, you can dress as a civilian and go undercover to recon and ambush enemy positions.
This is an essential tool as it opens up many options for the resistance. This is the one advantage your opponent does not possess.
In the top part of your screen, it will say (undercover: off/on) on coloured in green means you are undercover.
In order to go undercover, you must be in civilian clothes and not wearing any military equipment. Being naked does not count either. Vests, NVG’s and helmets count as military equipment, but all backpacks are safe to wear.
Press Y to open the Y menu and click “undercover on” to go undercover.
Jumping into an unreported civilian vehicle will also put you undercover even if you are in full military gear.
If you leave the truck near enemies while having military equipment on you will be “spotted” and lose your undercover status.
Additionally, going off-road with any vehicle will get you spotted. If there are any enemies around Stay to the roads.
Note that passing through checkpoints (the roadblocks you will see driving around) sometimes spots you. While this can happen at the lower levels of aggression and war level, the higher they become, the higher the chance of being spotted.
If you are spotted and jump into a civilian vehicle that vehicle may become reported and will render it unable to give you undercover status. Try to re-enter your vehicle when no enemies are around.
You can stash your weapons in your backpack and take it out when you need it. Understand the second you take out your weapon, even if no one sees you, you will be “spotted” and cannot go back undercover.
Use enhanced movement and the E tool to obtain entrenched and elevated positions to ambush the enemy. They won’t shoot as long as you retain your undercover status
Use your undercover status to recon enemy areas. Find out how many men they have, what equipment are they carrying, ETC.
Use undercover to spot for your friendly artillery. You will become spotted if the enemy sees you even if you are just “spotting” so use cover and spot from a distance.
HQ placement
HQ placement
Placing your HQ correctly is critical to the success of your resistance.
You want your HQ to be both concealed and close enough to strategic zones for missions.
Always place your HQ on or near the end of a road. You will want all of your vehicles to be on a road so you can go undercover. Going off road may get you spotted.
Never place your HQ in between towns or other strategic zones. The enemy sends patrols in between zones and may spot your HQ.
Place your HQ inside a compound and put Petros inside a building for added protection.
Place your HQ within 4km of strategic zones so you can get missions. Any area 4km or more from your HQ will not be available for missions (distance can be changed through parameters)
Vehicles
Vehicles
There are only certain vehicles you can purchase through the red box. Civilian vehicles, and military vehicles.
Civilian vehicles are vehicles you can purchase and go undercover when you enter them
Military vehicles are vehicles that cannot go undercover and are sometimes armed. Weapon statics such as a mortar or HMG’s can also be bought.
Off-roads are the backbone of the resistance. These can carry up to 6 rebels, load supplies, loot, and arsenal boxes. And well, go offroad. To boot, they are a cheap 200 bucks! Use these liberally. Honestly, this is the only civilian vehicle you need.
SPG-9s and SPG-9 mounted vehicles, this is your best purchasable equipment for dealing with enemy armour. The scopes can be complicated, but they allow you to fire from longer ranges and is very handy once you get the hang of it. The SPG also has HE shells, use these to terrorize infantry. Be warned however the SPG is a hit or a miss with tanks and IFVs (Infantry Fighting Vehicles).
DSHK and the DSHK mounted vehicles are a great substitute to a M2 HMMV. use these to out range enemy infantry. (700M or more) throw AI on it and target with binoculars for increased effect.
ZU-23-2; your deadliest purchasable weapon and bane of all things air and infantry. Place these in your captured zones to annihilate enemy air attacks.
Taking a strategic point
Taking a strategic point
What you will need
Taking a strategic point in the early game is no easy challenge.
The enemy’s vehicle arsenal is big and getting bigger every day so you will need at least this on hand to take and hold a point.
You will need AT to eliminate Armor threats. NLAWs, MAAWS and JAVELIN launchers are the best launchers. The NLAWS and JAVELINS especially so because the missile will lock on to the target and should heavily damage when it hits.
Armor tends to show up in the mid to late game more often than the early game, but you should have some on hand nonetheless.
You will need anti air when taking a strategic point. Transport helicopters like little birds and chinooks can be taken down with 50. Cal MGs but for enemy attack helicopters and jets you will need proper AA launchers like the IGLA or STINGER missile launchers.
From personal experience the most likely attack will be 1 or more helicopters filled with infantry (in the early game) but you should be ready for anything.
You will also need a large amount of infantry on standby. Taking a point, you may be able to do alone, but if you leave the strategic zone or more than a single enemy comes inside the strategic zone, the zone will flip to the enemy.
That is something you never want for reasons I’ll explain later. That is why you will always want friendly infantry nearby to take and hold the point.
I usually bring at least double the men the resource has. If they have 20, I bring 40. Even if my soldiers have body armour, helmets and rifles, they will not have AT launchers, LMGs, or other rare equipment and their training will definitely be inferior to the enemy. That is why I bring double at least.
Scouting your target
Go to map info and check to see if the garrison is in a weakened state. If its status is weakened or decimated it will have a smaller garrison and easier to attack.
You should also scout the point you will attack and plan ahead.
Find out how many of them there are and what their equipment looks like.
Taking the point
Ok, so you’ve scouted the target, you have double the men outside the zone ready to take the point on your command. You have both AA and AT assets ready to fight the counterattack. What now? Now you attack.
The real objective is from the point the fight first starts to finish it as fast as possible.
The longer you wait, the more likely the enemy will continually send unmarked reinforced convoys or transport helicopters to replenish the garrison.
Once you flip the point by interacting with the flag, you MUST hold it. The enemy will send one counter attack and if you take it down, congrats the point is yours. But, if the enemy takes the point with their counterattack, and you flip it back, then you will have to face another counter attack AFTER you finish off the previous counter attack. That is often enough to overpower you and force a retreat.
After you take the point
Ensure you have a large garrison to protect the point. If you have any, you should place static weapons and allow the AI to use them in case an attack comes.
In the later stages of the game, I always have a ZU in every other zone. That is expensive though.
The enemy WILL attempt to take this point again, make sure you are there to keep that point.
Taking an airbase
Taking an airbase
So, you have a few towns, resources, factories and outposts under your control, a good amount of HR, money, equipment and even some armour assets. What’s the next big step? Taking an airbase of course. Taking an airbase is your gateway to what I call the late game. It allows you to ungarage and use air assets, you have the chance to gain a couple armour and air assets, and you cement your hold on the region. It’s a HUGE power spike.
But it is not for the faint of heart. This won’t be your usual outpost smash. Air Bases have multiple squads of infantry, MG towers, mortars and even stationary AA Armoured vehicles. There are no armour patrols. Only a stationary AA vehicle which can be anything.
What you will need
You can take and hold an airbase in many ways, but three things you absolutely must have: AA, AT, and a ton of infantry. Mortars and armour helps too. I would not suggest using any air assets as the air bases usually have AA sites.
Attacking and holding the airbase
You will want to start with killing the enemy mortar, armour and MG towers first.
Javelins make short work of armour
Mortars can do wonders against the infantry, mortars, and MG towers.
Once you soften them up, it’s time to send in the infantry. Assist the infantry in killing off the remaining infantry and take the airbase.
This is all easier said than done, it might be a process. It once took me an hour of dying, and sending waves of infantry to finally take it. But the ruthless amount of equipment and manpower it may take is all worth the reward. This is part of the victory conditions so either way, you need the air base.
Enemy AI behaviour
Enemy AI behaviour
Many people who play Arma 3 don’t understand how the AI works. They complain of the AI being terminators. They never miss, they don’t see foliage, etc. this section will explain how the AI works and how to more effectively manipulate and win against them.
AI responds to suppression. Enemy AI who are suppressed will react irrationally and their accuracy and spotting skill will decrease. Keeping steady fire on the enemy will give you an edge in combat.
AI do see foliage. Large bushes and foliage that are larger than the player’s character hide the player. Bushes smaller than the character are inconsistent at concealment however.
AI can’t see through smoke. The AI will not be able to see through smoke. However, the cloud of smoke must be fully formed to conceal.They may also fire through smoke because it was the last known position of the player, and they are attempting to suppress.
The AI does not care about visual camouflage. It does not matter if you wear forested or arid camouflage clothing in a forested environment.
The AI will spot an enemy with a line of sight based on their camouflage coefficient number. A sniper role will have a coefficient number of 0.8, making him harder to spot than a basic rifleman that has a coefficient number of 1.2. This camouflage coefficient number is affected by movement, noise, and stance of the player.
Being prone and crouching will make you less visible to the AI.
The AI will react to audible noises like sprinting close to them or firing. Walking slowly to an enemy may allow you to get the jump on them.
Suppressed weapons reduce the range at which the AI can hear you firing from. They do not prevent the AI from hearing the shot altogether.
Continually firing your weapon without pause, even with a suppressor will result in the AI looking for the source of the incoming fire and identify the source of the fire unless the attacker relocates.
AI can hear you breathing when you are fatigued.
AI responds to movement. The faster you move, the more likely it is the AI to see you.
Flashlights will make you more visible to the AI. especially in low light environments.
AI use offset targeting. They will become more accurate the longer they shoot at a stationary target. Keep moving in combat to avoid getting shot.
AI will attempt to advance and flank the enemy. Keep moving to avoid being flanked by the enemy.
Credit:
https://armedassault.fandom.com/wiki/AI_Basics:_Detection
https://armedassault.fandom.com/wiki/AI_Basics:_Targeting_priority
Support System
Support System
Enemy squad leaders can call in support in various forms when they come under attack from either opposing force. The ability to call in supports CAN be transferred from a killed squad leader to the next person who controls the group. As the war level increases, more options to what the faction can call in opens up. There are more factors than just war level to what may be called in.
Supports:
Quick Reaction Force
Mortars
Generic airstrike
Close Air Support
Air Superiority Fighter
155mm Artillery
Gunship (Vanilla Only)
Carpet Bomber (Unfair Param)
SAM Site (Unfair Param)
Orbital Strike (Futuristic Param)
Victory condition
Victory condition
Main Article: Win / Loss Conditions
Now it’s time to understand how we win the game. You must own all airbases and more than 50% of the population of Altis must support your side. You can own all of the map. and still not win. you need to work to take airbases and win the hearts and minds of the people to win.
Walkthrough
Walkthrough
Early game
Your first priority is gear. You should not attempt to take and hold any zones until you have a rifle, body armour, and helmet unlocked. This could take 10-20 hours of your campaign.
Start by killing the patrols scattered around towns and completing the easy missions (city supplies and kill the traitor)
Missions should be your bread and butter until the earlier mentioned goal is accomplished.
As you accrue better weapons and vehicles, attempt to tackle more difficult missions.
Checkpoints are great ways of getting some gear, including a useful 50.cal mounted vehicle.
Use all available resources to take on greater odds. Improvise adapt overcome.
Once you obtain placeable explosives like C4, you should work to destroy nearby radio towers. Destroying these radio towers will keep the enemy from brainwashing the people and allow you to more easily convert them.
Mid game
Once the original goal is completed, it’s time to take a strategic zone (refer to taking a strategic zone section), take an outpost with a radio tower or a resource first. Garrison 20-30 soldiers for an adequate defence.
Now that you have a zone under control expect frequent attacks depending on the aggression of the enemy factions. Defend against those attacks and scavenge their dead for equipment.
Continue attacking zones only when you have the opportunity to. (You will need the vehicles, HR and money)
Fortify your zones with static weapons, soldiers, and cover. This will allow you to stay on offense later in the game.
As you gain more advanced AT options, attempt to capture enemy armour and turn it against them.
Use roadblocks and observation posts to solidify your hold on an area. Observation posts can be used as fast travel points as long as they are 500 meters or more from an enemy (must change fast travel parameters for this to work).
Use your excess money to train your soldiers. This will make them more comparable to the enemy’s hardened infantry.
Once you have a surplus of soldiers, AA and AT assets, and hopefully armour it may be enough to take an airbase. Taking an airbase is no easy matter. Refer to taking an airbase section for more.
You should attack an airbase only when you feel you’re ready. You need to recon the area and plan accordingly to win the day.
Note that attacking an airbase does not have to succeed on the first attack. Launch multiple attacks and whittle them down.
Late game
Gaining an airbase is your way of knowing “we’re in the end game now”
You should have gained armour and air assets, as well as a passive income of airstrike points from your airbase. Now it’s time to turn from a resistance to an army.
Use your new assets to continue conquering Altis. Make liberal use of airstrikes and soldiers to overwhelm the enemy
Use your armour assets carefully. You can be surprised at the accuracy of enemy AT. kill the AT assets first and focus on enemy armour.
As you take from the government, so will the invaders. This will culminate in a power vacuum in between you and the invaders. The government will run out of vehicles and unable to counterattack or retaliate at all. I call this the collapse of the occupiers. Take advantage and take as much from the government as possible. It’s free real estate.
Once the government is gone, it’s just you versus the invaders. The invaders have a full vehicle arsenal and are not tolerant with the local populace. Piss them offand they will destroy cities and kill civilians.
Defend every city retaliation. If they kill 1/3rd of the population of the map you lose the game.
Be prepared for massive attacks because of their full arsenal. Once I had to fight 5 jets all at once!
Take airbases and continue to convert as much as possible to win the game. You need at least 51% of the population supporting you and all air bases to win the game.
This is all a process. You will die. A lot. You will fail attacks. The way to win Antistasi is persistence. Keep trying until you win. Whittle down the enemy. Sometimes it’s a slog, but I know you can do it. Good luck commander!
Translation of Antistasi - How can I help?
Translation of Antistasi - How can I help?
Our goal is it to translate Antistasi into all languages which are supported by Arma which are the following:
Czech
French
German
Italian
Japanese
Korean
Polish
Portuguese
Russian
Simplified Chinese
Spanish
Turkish
If you want to help to translate Antistasi in one of the languages mentioned above, the way to get on board and to help is to join our Discord Server and to contact Bob Murphy bob_murphy
by either sending him a DM or by poking him in one of the public channels and stating that you’d like to help with the translation. He will check in with you and onboard you.
For more detailed information on the translation of Antistasi, check out the Translation-Localization of Antistasi via Tolgee entry in the Dev Guide.
Contributors
Contributors
Thanks to the following contributors for making this guide possible:
Moni, Meerkat, Bob Murphy, Giddi, DeathTouchWilly, Targetingsnake
Moni also has some video tutorials on his youtube channel.