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Workshop mod by JDripstein

CPO Frontline PvE Arma Reforger Mod

Persistent frontline PvE campaign layer for COE2: capture points, push the front AO by AO and side missions, reset for a new season when the map falls. Works on any COE2 world.

61F3A9C24D7B80E5
CPO Frontline PvE preview

Ranking

Popular#216889.8Rising#158971.0
41Serversrunning this mod
11Observed players nowon servers reporting this mod
2.6kEstimated player-hours (7d)7-day data
DeploymentTop 5%94.9ahead of 95% of tracked mods by servers running it
ActivityTop 18%82.1ahead of 82% of tracked mods by play on those servers
Popularity89.8deployment and activity combined
How those 41 installs happen100% traced
  • Not identified as a dependency33
  • Required by another mod8
Last 30 days
Servers, last 30 days
41 latest41 peak, 17 Oct24 low, 4 Oct

Servers reporting the mod in each hourly observation. Last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept3333309
20 Sept29322824
21 Sept28292524
22 Sept32322524
23 Sept31322924
24 Sept35363024
25 Sept34402824
26 Sept39393324
27 Sept37393324
28 Sept32373224
29 Sept31342924
30 Sept35352824
1 Oct31353124
2 Oct32332924
3 Oct28332624
4 Oct35352424
5 Oct34373324
6 Oct35363324
7 Oct37383324
8 Oct39403524
9 Oct38403624
10 Oct34393424
11 Oct36373424
12 Oct38383424
13 Oct38403724
14 Oct40403624
15 Oct35403524
16 Oct35373024
17 Oct39413424
18 Oct39413724
19 Oct41413815
Observed players, last 30 days
9 latest55 peak, 3 Oct0 low, 21 Sept

Sampled player counts on servers reporting the mod; not unique players. Last 30 days.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept202679
20 Sept1928324
21 Sept920024
22 Sept618224
23 Sept635024
24 Sept736424
25 Sept1250424
26 Sept3238824
27 Sept3041524
28 Sept732224
29 Sept632324
30 Sept1030324
1 Oct1034124
2 Oct5252024
3 Oct15551524
4 Oct1551024
5 Oct622224
6 Oct516424
7 Oct1527524
8 Oct654224
9 Oct1239224
10 Oct3042924
11 Oct15431124
12 Oct1932524
13 Oct1738524
14 Oct2129224
15 Oct1330124
16 Oct1330324
17 Oct2035324
18 Oct1542724
19 Oct915315

Calculated Oct 19, 2026, 2:13 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Persistent frontline PvE campaign layer for COE2: capture points, push the front AO by AO and side missions, reset for a new season when the map falls. Works on any COE2 world.

Official Workshop description

A persistent frontline PvE campaign for Arma Reforger, built on COE2 Persistent Ops by Kexanone. The whole map starts enemy held. The front advances one town at a time, the enemy fights back, supplies have to be trucked forward, and the campaign survives server restarts. THE CAMPAIGN The map is seeded with capture points taken from the map's location data, sworks on any COE2 world without setup. The system picks the next objective on the frontier, runs it, and advances the line when you take it. What you capture stays captured across restarts. Take everything and the season resets with a counter. Enemy towns raise garrisons on approach. Captured towns get counterattacked, with a live timer on the map marker. The objective's defenders can call in a QRF from the neighbouring town. Scales with players on. SIDE MISSIONS Optional guarded sites near the objective: - Mortar Position: shells the approaches while its tube and crew live - AA Position: threatens helicopters near the objective - Supply Truck: a guarded enemy truck - High Value Target: an enemy leader, and the task follows him - Enemy ORBAT: guarded documents. Recover them and the enemy's positions in the objective appear on your map. Take them after the town falls and they cover the next one instead - Cut the Power: at night, destroy the enemy fuel supply and the town goes dark for the rest of the session - Supply Convoy: a column sets out from the next enemy town. Stop it, or it arrives and reinforces the defenders - Comms Relay: a heavily guarded antenna. While it stands the defenders can call for help. Destroy it and nobody answers SUPPLY ECONOMY Supplies are generated at main base and have to be moved forward. Building at main base is free. Building at a forward position costs supplies. Deploying to a forward base costs supplies too. A FOB that runs dry stops accepting spawns until a truck arrives. THE POPULATION The towns are where people live, and they are watching. Every civilian killed by a player is named in chat and costs local support; taking a town without civilian deaths earns it back. Most of the time the population is wary and nothing changes. Push them to hostile and they talk to the enemy: counterattacks and reinforcements come more often and heavier, and the towns hide more defenders. Earn their support and they talk to you: locals mark an enemy position on your map as you close on an objective, warn you minutes before a counterattack, and the enemy hears less. Only players count, never the AI, and a griefer rule keeps one person from sinking the campaign. Every threshold is in the server config. CHOOSING THE NEXT OBJECTIVE When a town falls the strongest candidates appear as VOTE tasks. Assigning yourself to one is your ballot, which works on every platform including console. Most votes wins. If nobody votes, command decides. You may also use #vote weather and #vote time to trigger votes for the game weather and time. AIRDROP Configurable airdrop that paradrops players in. Works with my Static Line Parachutes mod. Can also be used from MOB with the #airdrop command by any player. #frontline status shows the current type of parachutes being used, and the status of the DZ. FOR ADMINS AND GAME MASTERS A Frontline tab in the Game Master scenario settings with live controls for the AI budget, the map wide AI ceiling, the counterattack, QRF and garrison caps, the forward spawn cost and the build cost. Changes take effect on the next event, so a big night can be tuned mid session. They last for the session only and are never written back to the server config. Chat commands for status, forcing a counterattack or a QRF, opening a ballot, placing or removing any side mission, the local support report and controls, and a one command campaign reset. A server config file covering every distance, chance, cooldown and cap, written with defaults on first boot. An in game field manual chapter. A campaign feed in JSON for external tools, and a file trigger lane for panels on hosts without a reachable RCON port. SCALING Every enemy force scales with the players online, and the server sets the ceiling. The campaign watches the server's frame rate, trims what it fields while the box is struggling and lets it back up as it recovers, with a floor so the fight never goes hollow. The objective's own garrison is sized to fit what the server has room for. One switch turns the whole system off, and every threshold is a server config key. LICENSE APL-ND.Every designed extension surface is external anyway via the server config, the campaign feed, the directive lane and the trigger lane. Redistributing modified copies of the mod itself is not permitted. REQUIREMENTS COE2 Persistent Ops, Kex Scenario Core, and the COE2 Persistent Ops PvE overrides layer. Map agnostic and works alongside RHS, ACE and DCO. WORKS WITH:: SABER Static Line Parachutes CONTACT: For bug reports and questions, reach out to me via discord @jefferydripstein

Servers running this mod

41

41 currently listed servers report CPO Frontline PvE in its mod list. Showing the 5 with the most players.

View all 41 servers

Versions

10
published · approved · 338 KiB
published · approved · 256 KiB
published · approved · 256 KiB
published · approved · 255 KiB
published · approved · 250 KiB
published · approved · 237 KiB
published · approved · 199 KiB
published · approved · 198 KiB
published · approved · 182 KiB
published · approved · 181 KiB
2.6.0Game 1.8.0.13 · 338 KiB · Oct 19, 2026
Dependencies: 5Scenarios: 0PublishedApproved
The Battlespace Update:
Added
- Admins can choose the objective: #frontline target <town> switches to it now, #frontline target <town> next queues it after the current one, and admins and Game Masters have Make this the objective on the map wheel.
- Supply lines: friendly towns cut off from the main base by enemy ground show CUT OFF on the map, and forward spawns more than 500 m from the connected friendly line (or the line to the current objective) close until it is reopened. A post slightly ahead of the front, out to the side, or staged toward the objective stays open. The distance is configurable, and the command truck can be exempted.
- Enemy towns remember their losses: soldiers you kill stay dead, a garrison you wipe does not come back when you walk away and return, and an emptied town slowly regrows (60 minutes to full by default). Saved across restarts.
- Commander: one player can take command at the objective board (or #commander take at main base). The commander gets a locked COMMAND group with the commander flag, and an Assess area order on the map wheel that reports a town's owner, supply state and enemy garrison strength. Admins and Game Masters have the same orders. AO controls stay with admins.
- A living battlespace: enemy towns hold supplies that travel between them as convoys, and rebuild their garrisons only with the supplies that reach them, so cutting a town off or ambushing its convoys keeps it weak.
- Your command posts are supplied from the main base: convoys of up to 1,000 supplies leave the main base for the command post that needs them most and unload into its supply depot. The supplies come out of the main base's own depots, and only when a post has room. A command post's own table holds up to 10,000 and is filled first, then any depots beside it, so a post near the front is kept stocked and forward spawns and building there draw on it. Friendly towns without a post get nothing.
- Convoys and troop movements near you are real: enemy supply trucks drive the roads and enemy reinforcements march to the towns you have weakened. Destroy a truck and its supplies never arrive; kill a column and fewer reach the town. Supply trucks carry their load as real supplies: kill an enemy convoy's crew and leave the truck intact, and its supplies are yours to take. Take the wheel of a friendly convoy truck and it is yours to drive.
- The enemy now reinforces its weakest front-line towns and counterattacks the friendly towns it can hurt most: cut off, short of supplies, or ungarrisoned.
- Commander orders on the map wheel: garrison a friendly town, move troops between friendly towns, and set a supply line that has the main base supply one town's command posts first. Friendly garrisons defend their town when players are near or when it is attacked, and their strength shows on the town marker.
- Vehicle cleanup: abandoned vehicles that have not moved for 30 minutes, and disabled ones after 10, are removed, so the map no longer fills with left-behind hardware. Nothing is removed near players, at main base or a command tent, with someone aboard, or with supplies loaded. All of it is configurable.
- Commander troops ride: garrisons and troop moves travel at convoy speed, near players aboard a vehicle sized to them that unloads at the town (and can be ambushed): a Humvee for a fire team, one truck for two groups. When fresh troops from the main base arrive, their vehicle is broken down into supply for the town's command post, giving back part of what the order cost. A garrison order takes its troops from the nearest friendly town with some to spare, and only sends fresh troops from the main base when it is closer or no town has any. Each order moves two groups by default. The commander's orders now sit in their own Commander submenu on the map.
- Commander convoy priority: mark a friendly town high priority to have its command posts supplied before any other, or low to serve them last. The main base keeps a reserve the convoys never send, so the commander's garrison orders always have supplies to draw on. A friendly garrison in a town with a command post eats a little from the post's depot; in a town without one it costs nothing.

Changed
- Main base supply checks draw from every supply depot at the main base, not only the ones closest to its centre.
- While Frontline's vehicle cleanup runs, it replaces CPO's own idle vehicle cleanup.

Fixed
- The airdrop point moves with the objective again. After #frontline next (or any new objective) the deploy menu showed the old drop spot.

config.json entry

{
  "modId": "61F3A9C24D7B80E5",
  "name": "CPO Frontline PvE",
  "version": "2.6.0"
}

Use CPO Frontline PvE on your server

Add CPO Frontline PvE to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/61F3A9C24D7B80E5
GET https://api.reforgermods.net/v2/mods/61F3A9C24D7B80E5/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.