Tutorials
Pilot's manual

Foothold tutorial

How to fly on the Chimera server: from your first spawn to rescuing a downed pilot, with the numbers the server runs right now.

01
Briefing

First steps

Joining the server, spawning at a base, reading the welcome message and knowing which radio to talk on.

Foothold is a persistent PvE campaign: the map starts almost entirely red and the blue coalition advances zone by zone. Nothing resets when you leave — the map's progress, your rank and the bases' stock are saved. What you do today still counts tomorrow.

  1. 01
    Join through Multiplayer

    Look for the Chimera server in the list. The mission only works in multiplayer, even if you're on your own.

  2. 02
    Pick the blue coalition

    The server is PvE: the red slots exist only for the AI. Everyone flies blue, against the computer.

  3. 03
    Use Dynamic Spawn

    In the spawn window choose Dynamic Spawn, then click the base on the F10 map (or pick it from the list). You can only spawn at blue bases — capturing zones opens new starting points.

  4. 04
    Read the welcome message

    When you spawn you get your rank, your callsign (e.g. Indy91), the ATIS and the runway in use. On a carrier, the BRC instead of the ATIS.

  5. 05
    Land to get paid

    Everything you destroy becomes personal credit, but it only goes into the account once you land safely at a friendly base. Ejecting or dying loses whatever hasn't been cashed in yet.

Radio menu (\)›F10›Others›Stats and Settings›Set language

Choose your language at the end of the path. The menu paths on this page are in English, the server's default language.

Comms: as soon as you take off, switch to the tactical channel (CH 3). Use CH 7 on the ground and on approach. Make your Fox calls on tactical — that way nobody gets a fright from a missile warning.

Radio cardthe same on all three servers
Carriers
Abraham Lincoln CVN-72272.000 AMTACAN 72X · ICLS 12
John C. Stennis CVN-74274.000 AMTACAN 74X · ICLS 14
Tarawa LHA-1271.500 AMTACAN 1X
Tankers
Shell (recovery)253.000 AMTACAN 103Y
Arco (basket/drogue)260.000 AMTACAN 101Y
Texaco (boom)266.000 AMTACAN 102Y
AWACS
E-3A primary251.000 AM—
E-3A secondary251.500 AM—
JTAC
JTAC 9-line AM241.000 AM—
JTAC 9-line FM31.000 FM—
MQ-9 lasercode 1688default, changeable in the menu
Tactical
Common frequency265.000 AMCH 3 in flight · CH 7 on the ground

The kneeboard is the same on all three maps. The naval part only exists in Syria and the Caucasus — Afghanistan has no carrier, but it has the same tankers and AWACS.

02
Installation

Mods installed on the server

Three community aircraft run on our servers. To fly them, the same mod has to be in your DCS — and there's the Chimera livery for the F-16.

Mods are optional: without them you join and fly normally, you just can't pick those aircraft — and other pilots' may show up with the wrong model or not show up for you at all. Keep the mod on its latest version, the same as the server's.

%USERPROFILE%›Saved Games›DCS›Mods›aircraft

Paste %USERPROFILE%\Saved Games\DCS into Explorer's address bar. If the Mods and aircraft folders don't exist, create them with exactly those names. Each aircraft lives in its own folder inside aircraft, with the entry.lua file right at its top level — if it's one folder further in, the ZIP was extracted twice over.

Chimera livery — F-16C Viper

Chimera's official livery for the F-16C. A livery is visual only and lives on your computer: you only see the Chimera livery on a jet — yours or another pilot's — if it's installed in your DCS.

%USERPROFILE%›Saved Games›DCS›Liveries›F-16C_50

Create Liveries and F-16C_50 if they don't exist. Extract the ZIP here: the result should be Liveries\F-16C_50\Chimera Base, with description.lua right inside it. If you get Chimera Base\Chimera Base, the folder was extracted twice over.

A-4E-C Skyhawk

The Community A-4E project's Skyhawk: a light attack jet from the 60s, free, with a clickable cockpit and about 1 GB installed. Requires DCS 2.9 or newer.

  1. 01
    Download the release package

    Use the Community_A-4E-C_vX.X.zip file attached to the release — not the source code's "Download ZIP" button, which doesn't work in the game.

  2. 02
    Updating? Delete the old version

    Remove the whole Mods\aircraft\A-4E-C folder and also Config\Input\A-4E-C (the old controls are incompatible — redo your binds afterwards). Never extract the new version over the old one.

  3. 03
    Extract into Mods\aircraft

    The result should be Saved Games\DCS\Mods\aircraft\A-4E-C, with entry.lua inside it.

  4. 04
    Check the main menu

    Open DCS: the A-4E-C theme shows up among the menu backgrounds and the aircraft joins the module list.

UH-60L Black Hawk

Kinkkujuustovoileipä's Black Hawk. Version 2.0 brought a new flight model, the armed DAP (Direct Action Penetrator) variant and cargo transport. On the server both — UH-60L and UH-60L DAP — fly logistics through CTLD: up to 2 crates, 20 troops and 3,500 kg.

  1. 01
    Remove version 1.x

    If you already had the old mod, delete its folder in Mods\aircraft before installing 2.0.

  2. 02
    Run the installer

    Download the installer from the Patreon page and run it. It shows the latest version, then downloads and extracts everything into your Saved Games folder by itself.

  3. 03
    Antivirus complained? Use the manual archive

    The installer is sometimes flagged as a false positive. The same page has a backup archive: extract it at the root of Saved Games\DCS (not inside Mods) — it already comes with the Mods\aircraft structure.

Su-35 Flanker-E

The Codename Flanker community's Flanker-E, with a glass cockpit and thrust vectoring. It's distributed through the group's Discord, which is where the current version's file and instructions live.

  1. 01
    Download it from the Codename Flanker Discord

    Grab the latest version in the downloads channel. Avoid stray copies on third-party sites: old Su-35 versions have crashed DCS since update 2.9.6.

  2. 02
    Extract into Mods\aircraft

    The aircraft's folder goes straight into Saved Games\DCS\Mods\aircraft, with entry.lua at its top level. When updating, delete the old folder first.

  3. 03
    Careful with other Flanker mods

    Running the Su-35, Su-30 and Su-57 mods together can conflict. If DCS crashes on start or the cockpit comes up empty, remove the others and test with the Su-35 alone.

03
Economy

Credits, rank and career

How money comes in, why you need to land, and what your rank unlocks in the shop.

There are two accounts. PERSONAL CONTRIBUTION is what you've earned and not yet cashed in. When you land safely at a friendly zone it becomes COALITION CREDIT — a single pool any player can spend in the shop — and it also adds to your permanent rank.

ActionContribution
Infantry10
Ground vehicle30
Air defence / SAM50
Helicopter50
Aircraft70
Structure (building, depot, radar)100
Ship200
Friendly zone upgrade100
Warehouse delivery150
Zone capture200
CSAR rescue completed200
Air-to-air refuelling2 per 100 lb transferred
Flight time (helos, C-130 and CH-47)2 per minute, from 5 min of flight

Values in force on this server.

What your sortie is worthbuild a mission
Infantry10
0
Ground vehicle30
0
SAM / air defence50
0
Helicopter50
0
Aircraft70
0
Structure100
0
Ship200
0
Zone upgrade100
0
Warehouse delivery150
0
Zone capture200
0
CSAR rescue200
0
Sortie contribution0

Pick what you destroyed or delivered on the mission.

Rank is permanent and follows the lifetime total you've earned (not what's in the pool). It unlocks the shop's most expensive items: high-value items require a minimum rank.

Rank calculatordrag to simulate
RANK 3
Senior Airman
4,000 to go to Staff Sergeant
See all 20 ranks
0Recruit0
1Aviator3,000
2Airman5,000
3Senior Airman8,000
4Staff Sergeant12,000
5Technical Sergeant16,000
6Master Sergeant22,000
7Senior Master Sergeant30,000
8Chief Master Sergeant45,000
9Second Lieutenant65,000
10First Lieutenant90,000
11Captain120,000
12Major155,000
13Lieutenant Colonel195,000
14Colonel240,000
15Brigadier General290,000
16Major General345,000
17Lieutenant General405,000
18General470,000
19General of the Air Force540,000
Radio menu (\)›F10›Others›Stats and Settings›Stats

My Stats (you), All Stats, Top 5 Players, the day's Top 5, Rank Help and the Career menu with your flight, combat, logistics and per-aircraft progress.

04
Situational awareness

Reading the F10 map

Each zone's label tells the whole story: how many groups there are, how much supply it has and what's being repaired.

Every zone on the F10 map carries its name, waypoint number and state. Click the parts of the label below to understand each piece.

Label decoderclick each part
Zone name

The name of the base or region. It's what you use to pick the zone in the shop and mission menus.

Zone typeWhat to do
Friendly zone (blue)Shows the groups built (e.g. 3/3). Use it to spawn, rearm and pick up supply.
Neutral zoneThis is what you capture: bring supply or troops.
Enemy zone (red)Doesn't show how many groups it has. Clear the defences before thinking about capturing.
SAM zone (e.g. SAM-Alpha)Can't be captured — it exists to be destroyed and open the way.
Side-mission zoneUsually no waypoint. Can't be captured; it greys out when completed.

A red zone's colour tells you what's still left inside:

  • Red — the zone is intact, with live air defence.
  • Light red — there are still mobile defenders, but no working air defence.
  • Purple — only static structures remain; nothing shoots any more.

The lines between zones show the supply routes. An enemy zone can only be attacked as an objective when it's linked to the blue network — it's along these lines that the front advances.

05
Objectives

Missions: what to do now

The campaign always suggests the next step. Missions are the server's biggest payouts.

Radio menu (\)›F10›Others›Missions

Active missions also show on screen when the mission starts.

Main missionHow to complete it
AttackAn enemy zone linked to the blue front: destroy everything on the ground until it goes neutral.
CaptureA neutral zone is waiting for supply or troops.
SupplyA friendly zone needs repair or an upgrade. Each upgrade pays 100.
CASDestroy the drawn number of ground targets. Dying or ejecting resets the count.
CAPSame idea, but against aircraft (planes and helicopters).
ReconFly over the target zone, in and out: it yields intel for 10 minutes and markers on every target.
Bomb RunwayCrater the runways of the chosen enemy base to keep its fighters on the ground. If there's more than one runway, bomb them all.
Side missionHow to complete it
StrikeFind and destroy a commander or a high-value target. Coordinates in the Missions menu. Pays 250 to 1000.
Intercept an enemy strikeA red strike package is heading for a friendly zone. Shoot it down before it arrives.
Intercept a bomberSame logic, against the bomber.
Intercept a cargo planeBring the cargo plane down before it lands at the enemy base.
Helicopter escortEscort a convoy to the enemy zone. Pays 1000 and the convoy captures the zone for you at the end.

On the helicopter escort, spawning in the mission's zone gets you a message. Accept it in Others > Ground Escort and a menu appears to make the convoy move, stop, pop smoke and report bearing and distance. It stops by itself when it detects enemies and moves on again when the area is clear. If the convoy dies, the mission fails and restarts in ~30 s. About 70% of the way along it sets up a FARP.

06
Credits

The coalition shop

Air support, JTAC, captures and permanent upgrades — it all comes out of the shared pool.

Radio menu (\)›F10›Others›Shop

Most items ask you to pick the target zone. The cost comes out of the coalition pool.

Shop catalogueprices in force on Chimera
Arco tanker (basket)free

Free on this server. One Arco active at a time.

buy:dynamicarco
Texaco tanker (boom)free

Free on this server. One Texaco active at a time.

buy:dynamictexaco
JTAC 9-line AMfree

Free. 9-line briefing on 241.000 AM.

buy:9lineam
JTAC 9-line FMfree

Free. 9-line briefing on 31.000 FM.

buy:9linefm
Smoke on targets20

Red smoke over several live targets in the zone.

buy:smoke
Flares20

Marking flares over the zone's targets.

buy:flare
Illumination20

An illumination bomb for night operations.

buy:illum
Reconnaissance50

A controllable reconnaissance group.

buy:reconrank 3+
Infantry at the zone100

Uses a permanent upgrade slot to add an infantry group.

buy:zinf
Armour (Combined Arms)100

A controllable armoured group, delivered to the friendly zone. Not permanent.

buy:armorrank 3+
Artillery (Combined Arms)100

A controllable artillery group for indirect fire.

buy:artilleryrank 3+
LAV-25100

A controllable LAV-25 group at the friendly zone.

buy:calav
M1128 MGS100

A controllable M1128 Mobile Gun System group.

buy:camgs
M1296 Dragoon100

A controllable M1296 Dragoon group.

buy:cadragoon
TALD decoy150

A flight of decoys to light up and confuse the enemy radars.

buy:dynamicdecoy
Air defence (Combined Arms)150

A controllable air-defence group.

buy:airdefrank 3+
Electronic warfare200

A jamming mission over the zone's radars. One at a time.

buy:jam
Resupply a friendly zone200

Repairs or upgrades a group in the friendly zone. Buy several for several groups.

buy:supplies2
Restock warehouse (+50)200

Adds 50 of every weapon item to the zone's stock.

buy:zwh50rank 2+
Satellite intel300

Reveals the enemy zone's groups for 60 minutes and marks each one on the F10 map.

buy:intel
Capture mission300

Sends a supply convoy to capture a neutral zone.

buy:capture
CAP flight500

A friendly fighter patrol over the chosen zone, in an orbit or a 10–50 NM racetrack. Controllable afterwards through Dynamic Control.

buy:dynamiccap
Strike on structures500

Strike against the static targets still alive in the zone.

buy:dynamicstatic
Advance capture500

Sends the capture force before the zone is 100% clear (from 50% of the defenders destroyed).

buy:advancecapture
GCI station500

Adds a GCI station to the friendly early-warning network.

buy:zgcirank 3+
Bomber600

Standard bombing attack. Only one at a time.

buy:dynamicbomb
JTAC MQ-9 Reaper600

A drone that lases the highest-priority target by itself (laser 1688) and reveals the zone on the site's map.

buy:jtac
3 supplies at the zone750

Adds 3 ready packages at a friendly zone or FARP.

buy:zsup3rank 2+
Cruise missile800

Fires the map's missile battery at the chosen zone.

buy:cruisemsl
CAS flight1,000

Attack on ground targets in the selected enemy zone.

buy:dynamiccas
SEAD flight1,000

Hunts the zone's air-defence antennas and launchers.

buy:dynamicsead
Attack convoy1,000

Sends a friendly ground column against the active enemy zone.

buy:groundattack
Full zone upgrade1,000

Takes the friendly zone to its maximum groups in one go.

buy:supplies
Logistics hub [WH]1,000

Turns the friendly base into a warehouse zone, with faster supply production.

buy:zlogc
Build a FARP1,000

A CH-47 builds a FARP at the marker reading farphere. Outside zones, 10 NM from the enemy, flat ground, within 100 NM of the base.

buy:farphere
Armour at the zone1,000

Uses an upgrade slot to add a permanent armoured group.

buy:zarm
SAM at the zone (HAWK/NASAMS)1,000

Uses an upgrade slot to install the era's medium SAM.

buy:zsam
Strategic bomber1,500

A heavy package against the enemy zone; on some maps it takes player escorts.

buy:strategicbomber
Extra upgrade slot1,500

A one-off coalition purchase: every friendly zone gets one more upgrade slot.

buy:gslotrank 5+
HIMARS at the zone1,800

Permanent guided-rocket artillery at the zone.

buy:zhimars
Patriot at the zone2,500

A permanent Patriot battery. Expensive — agree on it with the coalition.

buy:zpatrank 4+
07
Markers

F10 map marker commands

Everything you can ask for by typing in a map marker: shop, status, stats, tankers, CAP, Tarawa, JTAC and smoke.

  1. 01
    Create the marker

    On the F10 map, place a marker at the spot the command is about — inside the zone, where the FARP goes, on the orbit point. Leave it visible to your coalition, not to everyone.

  2. 02
    Type the command

    Type the text from the table below exactly, with nothing before or after it, in lower case. Only smoke takes a dash in front (-smoke); every other command is written without one — with a dash, they don't work.

  3. 03
    Click outside to confirm

    The command only runs when you click outside the marker — don't press Enter. The answer shows on screen and, for most commands, the marker disappears by itself.

Shop and information

CommandWhat it doesWhere
helpLists the marker commands.Anywhere
buyShows the coalition's credits and every shop item with its code and price.Anywhere
buy:<código>Buys the item (e.g. buy:jtac). The required rank applies and it comes out of the coalition's pool.Inside the target zone
farphereBuys Deploy FARP: a CH-47 heads out to build the FARP at the marker.Outside zones, 10 NM or more from an enemy zone, flat ground
statusShows the zone's state for 60 seconds.Inside the zone
missionsLists the active missions.Anywhere
statsThe full leaderboard.Anywhere
topThe top 5 players.Anywhere
mystatsYour own stats.Anywhere

Support: CAP and tankers

They draw a new racetrack for support that is already airborne, with two markers: one with the 1 command (e.g. arcohere1), then another with the 2 command (arcohere2). The flight goes to point 1 and flies the circuit toward point 2. Blue coalition only; the tankers ignore requests from helicopters and need the same rank as buying them.

CommandFor
caphere1 → caphere2Bought CAP
arcohere1 → arcohere2Arco tanker (basket)
texacohere1 → texacohere2Texaco tanker (boom)

Tarawa

CommandWhat it does
tarawahelpShows the Tarawa help.
tarawahereSails to the marker and stops.
tarawahereandstopSame as tarawahere.
tarawahere1 → tarawahere2Point 1 and point 2 of a racetrack; with the second, the ship starts the circuit.
tarawareturnReturns to the carrier area.

Only when the server enables the Tarawa. The route has to stay on water and in friendly or neutral territory.

JTAC and smoke

CommandWhat it does
jtac-code:<código>Changes the active JTAC laser code (e.g. jtac-code:1688).
-smoke <cor>Smoke at the marker: red, blue, green, orange or white (no colour means red). E.g. -smoke green.
08
Support

JTAC, intel and target marking

How to call in the MQ-9, use laser code 1688 and why the JTAC changes what shows up on the site's map.

The JTAC is the server's most useful tool for anyone doing air-to-ground. Buy it in Shop > JTAC & Intel > MQ-9 Reaper (600 credits) and pick the enemy zone. The drone arrives, builds a target list and starts lasing the highest-priority target by itself, on laser code 1688. When that target dies, it moves on to the next. When the zone goes neutral, the drone leaves.

JTAC menuWhat it does
F1 Target ReportCurrent target: coordinates, whether it's moving and in which direction.
F2 Next TargetSkips to another target on the list.
F3 Smoke on TargetOrange smoke on top of the lased target.
F4 Set PriorityStructure, SAM, armour, support or infantry.
F5 Set Laser CodeChanges the laser code (default 1688).
F6 Select TargetPicks a target from the full list by hand.
Other marking supportDetail
JTAC 9-line AM — 241.000 AMFree. The classic radio JTAC, with a 9-line briefing.
JTAC 9-line FM — 31.000 FMFree. The same thing, for whoever has an FM radio (helos, A-10).
Satellite Intel — 300Reveals the enemy zone's groups for 60 minutes and marks each one on the map.
Smoke / Flare / Illum — 20 eachRed smoke, flares or illumination over the zone's live targets.
09
Logistics

Supply, warehouse and the C-130

Whoever hauls crates wins the campaign: that's how a neutral zone turns blue and how a base gets its weapons back.

There are two different loads, and they do different things:

  • ZONE SUPPLIES — capture a neutral zone or repair/upgrade a friendly one. Each package also restocks 10 of every weapon category at the base.
  • WAREHOUSE ITEMS — only restock the base's weapons, bombs, rockets, tanks and pods.
  1. 01
    Pick up the load

    On the ground at a friendly zone: radio menu (\) > F10 > Others > Logistics > Zone Supplies. Choose as many packages as you can carry — each one has a weight and every aircraft has a limit.

  2. 02
    Load through the REARM menu

    Open the cargo door and use the rearm menu (Ground Crew) > Cargo > Load. Select one item at a time.

  3. 03
    Fly at an honest weight

    With 100% fuel you're probably over the limit. Cut the fuel or take fewer crates.

  4. 04
    Unload inside the zone

    Land inside the zone, open the cargo door and select Unload in the rearm menu. Within seconds the confirmation comes and the zone is captured or upgraded.

The C-130J-30 is the campaign's workhorse: it carries up to 4 zone supplies (captures/upgrades the zone and also puts 40 of every item in the warehouse) and far more warehouse items. Open the C-130 checklist, leave the ramp open, use STAGE NEARBY, walk as loadmaster to the back of the aircraft and use Load staged. Give heavy loads enough parachutes (~5 for 11 t items).

Airdrop: fly straight and level, slow down until the W symbol on the HUD sits at ~6-7 degrees and release the load over the destination zone. CTLD cargo dropped in flight assembles itself in ~30 seconds. Keep every item of the same set within 2,000 m of each other — and don't drop on top of houses, or it won't assemble.

On the zone labelMeaning
[WH] 3/6Warehouse zone: 3 packages stored, automatic target 6 (produces 1 every 10 min).
[Supplies] 1/1Ordinary zone: full. Produces 1 package every 20 min.
[SUP] 1CTLD FARP: static stock — a FARP doesn't produce supply, someone has to bring it.
Repairing 30% · 17%Repair under way and the health of the most damaged group.
Upgrading 92%A new group being installed.
Resupply!The zone ran out of supply and the work stopped. It's a direct call for help.
10
Logistics

Rearming: the base's warehouse

Why the base "has no more AMRAAMs", how to see it before you take off and how to fix it.

Every friendly zone has a warehouse with a FINITE amount of weapons — the only exception is the starting base, marked [WH], which has unlimited aircraft, fuel and weapons. At any other base, each rearm consumes the local stock. If ten pilots load AMRAAMs at the same forward base, the eleventh takes off with just the gun.

CodeCategory
A/AAir-to-air missiles
A/GAir-to-ground missiles
RKTAir-to-ground rockets
G-BGuided bombs
U-BDumb bombs
TNKExternal fuel tanks (and pylons)

Targeting pods and miscellaneous equipment come in with the tanks.

The stock is rebuilt in four ways — from slowest to fastest:

WayHow much it restocksWho does it
Automatic refill5 of every item every 15 minutes (rockets get triple)On its own, at every active blue base
AI delivery20 of every item per helicopter delivery (50 per plane)Blue logistics, after a capture or upgrade
Zone Supplies10 of every category, on top of capturing/upgrading the zoneYou, bringing a supply package
Warehouse items10, 15, 25 or 50 of a chosen categoryYou, choosing the category in the logistics menu
  1. 01
    Pick the right category

    Radio menu > Others > Logistics > Warehouse. You can take "10/15/25/50 of everything" or just what's missing: A/A Missiles, A/G Missiles, A/G Rockets, A/G Bombs or Plane fuel-tanks and pylons.

  2. 02
    Load through the rearm menu

    Same as Zone Supplies: door open, rearm menu (Ground Crew) > Cargo > Load. NEVER through CTLD.

  3. 03
    Unload at the base that needs it

    Land inside the zone, Unload in the same menu. The stock goes straight into the local warehouse.

In a hurry and the pool is full? Shop > Capture & resources > Resupply warehouse with 50 (200 credits, rank 2) drops 50 of every eligible item at the chosen zone without anyone flying anything. It's the cheapest way to reopen a forward base in the middle of an operation.

11
Helicopters

CTLD: troops, crates and FARPs

Troops capture zones, crates become SAMs and artillery, and three crates become a forward base.

Aircraft with the CTLD menu: CH-47F, C-130J-30, UH-1H, Mi-8, UH-60L, MH-60R, Mi-24P, Bronco, SA342 (troops only) and others. Not all of them carry everything: the Ka-50, AH-64D and OH-58D carry no cargo.

Radio menu (\)›F10›Others›CTLD

Inside it: Manage Troops, Manage Crates, Inventory (what's on board and what's nearby) and Smokes, Flares, Beacons.

AircraftCratesTroopsMax weight
C-130J-3076421,500 kg
CH-47Fbl153210,800 kg
Mi-8MT / MTV2316 / 186,000 kg
UH-60L / MH-60R2203,500 kg
Mi-24P281,000 kg
UH-1H18800 kg
SA342 (Gazelle)—2400 kg

TROOPS — the whole way, from the hangar to the objective:

  1. 01
    Land at a friendly zone and ask for the troops

    Radio menu > Others > CTLD > Manage Troops > Load troops. Choose the group: Squad 8, Platoon 16, Platoon 32, Anti-Air Soldiers, Mortar Squad, Engineer soldier, Zone Spy or Demolition Team.

  2. 02
    Check what's on board

    CTLD > Inventory > List boarded cargo shows troops, crates and the total weight against what your aircraft can still take.

  3. 03
    Fly to the objective

    Troops dropped within 5,000 m of the centre of a neutral or enemy zone walk there by themselves and engage whatever they find. Dropping closer is always better — they walk slowly and die on the way.

  4. 04
    Land (or hover low) and drop

    Manage Troops > Drop ALL troops. The "ALL" matters: it's the whole package that captures or upgrades the zone.

  5. 05
    Need to pick them back up?

    Manage Troops > Extract troops, pulling up close to them. Returned to the same loading zone they came from, the cost is refunded.

  • Zone Spy — drop it within 5,000 m of an enemy zone: it infiltrates, turns on intel for 60 minutes, goes back to the drop point and waits for extraction.
  • Demolition Team — goes into the enemy zone, destroys the structures and comes back to be extracted. It doesn't capture or upgrade, but it pays the credits for the structures destroyed.
  • Squad 8 / Platoon 16 / Platoon 32 — ordinary capture troops. The bigger, the more firepower.
  • Anti-Air Soldiers and Mortar Squad — light support to hold a freshly taken zone.

CRATES — ordering, hauling and building. A crate isn't the equipment: it's the packaging. Big systems come in sets of several crates, and only become a unit once built.

  1. 01
    Order the crates at a loading zone

    CTLD > Manage Crates > Get Crates, and choose the category: Anti-tank, Support, SAM/AAA, SAM Add-on or FARP. The menu shows how many crates the set needs and the weight of each; they appear on the ground beside you.

  2. 02
    Load

    Manage Crates > Load Crates > Load ALL (or one by one). Only crates within 65 m of the aircraft go in — and within your type's crate and weight limits. Sling loading works too.

  3. 03
    Drop in the right place

    Manage Crates > Drop Crates. Drop every crate of the same set together: "Drop and build" does it all at once when you're already at the final spot.

  4. 04
    Build

    Manage Crates > Build crates, with the crates within 65 m. Building takes about 30 seconds. "List crates nearby" shows what's on the ground and how much is missing to complete the set.

  5. 05
    Repaired, got it wrong or gave up

    Repair restores a damaged group using new crates. Pack crates turns what's built back into crates (Pack and Load loads them; Pack and Remove takes them off the map) — it only works with the group within 120 m, and built FARPs can't be packed.

What to buildCratesWhat for
FARP (and FARP with ZELL)3Creates a CTLD loading point with weapons, starting with [SUP] 1.
HAWK / NASAMS system3Medium air defence to cover a freshly taken zone.
IRIS-T system3The most modern defence available in crates.
SAM add-on (TR, SR, LN, C2)1Build it within 400 m of a live system and it merges in: it replaces the destroyed radar or launcher.
Guided HIMARS2Long-range artillery: fires from 9 to 29 NM from the target.
C-RAM2Point defence against rockets and artillery.
L1181Light artillery: has to be within 7 NM of the target zone.
Anti-tank and support1Humvee, Bradley, Mephisto, Scimitar, Scorpion, Avenger, Vulcan, Linebacker, ammo truck.

Built artillery fires by itself at the targets a friendly JTAC is passing.

Want a FARP without flying a single crate? Buy Deploy FARP in the shop (1000): place a blue marker reading farphere at the spot and a CH-47 leaves the nearest friendly base to build it. The spot has to be outside zones, at least 10 NM from an enemy zone, on flat ground and within 100 NM of the departure base. The FARP only appears when the helicopter lands.

12
Main objective

How to capture a zone

The whole campaign boils down to this: clear, deliver, hold. There are five ways to do it, and they combine.

Every zone goes through the same three states: ENEMY (red, full of defenders), NEUTRAL (clear, ownerless) and FRIENDLY (blue, producing and serving as a spawn). Capturing is taking the zone from the first to the third — and only the second step needs cargo.

  1. 01
    1. Pick a zone linked to the front

    You can only attack a zone linked to the blue network by the F10 lines. The Missions menu already points out the recommended one — the Attack mission exists exactly for that.

  2. 02
    2. See what's inside

    Buy a JTAC MQ-9 (600) or Satellite Intel (300), fly the Recon mission over the zone, or drop a Zone Spy within 5 km. Without that you go in blind into a zone that may have a SAM switched off and waiting.

  3. 03
    3. Clear the defenders

    The zone has to lose ALL its ground units to go neutral. Follow the colour: light red means the air defence is dead, purple means only structures are left. Bombing the enemy runway first keeps the fighters on the ground while you work.

  4. 04
    4. Deliver supply or troops

    A neutral zone doesn't turn blue by itself. Bring Zone Supplies by plane/helicopter, drop CTLD troops inside it, or buy the capture mission (300) and let the convoy go.

  5. 05
    5. Hold for 120 seconds

    The label shows the percentage and the zone starts changing colour. If everything doing the capturing is destroyed or leaves, the capture is cancelled. Stay overhead and protect it.

  6. 06
    6. Build up the defences

    A freshly taken zone is a counter-attack target. Deliver more supply (or buy Resupply/Full Upgrade) to raise the groups, and consider a CTLD SAM or a permanent upgrade.

Way to captureHow it worksCost
Zone SuppliesPick them up in Logistics > Zone Supplies, load through the rearm menu and unload inside the neutral zone.free
CTLD troopsManage Troops > Load troops, drop them within 5 km with Drop ALL troops. They walk to the zone and capture it.free
Capture missionShop > Capture & resources > Capture neutral zone: a friendly convoy goes there for you.300
Advance captureThe same thing, but released before the zone is clear — it's enough to have destroyed half the defenders.500
Convoy escortHelicopter side mission: protect the convoy to its destination and it captures the zone at the end.pays 1000

Capturing pays 200 contribution to whoever delivers, and every zone upgrade pays 100 — more than many kills. Hauling crates is, honestly, the most profitable way to play Foothold.

13
Helicopters

CSAR: rescuing pilots

Every ejected pilot is a rescue waiting to happen — and the rescue pays the credits they lost.

When a pilot ejects and survives, the helicopter crews get the call. The downed pilot keeps 75% of the credits they hadn't cashed in yet: whoever picks them up earns 200 for the rescue PLUS those kept credits, and has to land at any friendly zone or FARP to drop them off.

Radio menu (\)›F10›Others›CSAR

Info on the nearest pilot (ADF, coordinates, altitude, distance and bearing), smoke or a flare on the pilot, and smoke at the nearest zone.

Hover trainerhold 10 s inside the limits
get closer: 45 m from the pilot · descend: 90 m AGL · steady: 12.0 m/s

From 70 m Foothold itself starts guiding you with messages (forward, back, left, right and down), in 5 m steps.

You can also rescue by landing: set down within 650 m of the pilot and keep the aircraft on the ground — they run to you and board once they're within 20 m.

AircraftSurvivors on board
CH-47Fbl132
Mi-8MT24
UH-1H / UH-60L11
MH-60R10
Mi-24P8
Bronco OV-10A5
MH-6J / AH-6J4
Gazelle (SA342)3
AH-64D / OH-6A2
OH-58D1

If the pilot comes down near a friendly zone (within 3 NM), they run back by themselves and recover their own credits. If they come down in an enemy zone, they stay rescuable as long as they're alive — and if the zone is captured, they go home.

14
Support

Tankers, escort, AWACS and ships

Fuel in the air, escort fighters, early warning and the carrier that moves.

Radio menu (\)›F10›Others›Tankers Control

Move the tanker to another zone or orbit, change altitude and speed (220, 286, 300, 320 or 340 kt) and see Tanker Info with altitude and radio aids. If someone nearby is refuelling, repositioning is blocked.

PRIVATE ESCORT: when you take off in an A-10, C-130/Hercules, AV-8B Harrier, F-15E or AJS-37 Viggen, the escort offer appears. Accept it and two fighters start flying above you (offset set per type, up to 10,000 ft). By default they only engage if engaged and protect within a 40 NM radius; switching to Flightsweep sends the pair out hunting.

EWRS: the early warning builds the air picture with the coalition's real radars. Each group picks what it wants to see, and the setting is personal — you can leave the helicopter at 20 NM and the fighter at 100 NM.

Radio menu (\)›F10›Others›Stats and Settings›EWRS

Range (5–100 NM or 10–150 km), threat limit (1–5 or all), show friendlies and tankers, Auto Picture on/off, bullseye or own nose, imperial or metric.

SHIPS: the carrier group sails by itself as the front advances. In Stats and Settings > Carrier Navigation you see the active groups and can send one to another cleared area — the warning comes 5 minutes and 1 minute before the turn. Controlling the carrier requires rank 5. The Tarawa takes commands by marker on the F10 map: type tarawahelp in a marker to see the list (tarawahere, tarawahereandstop, tarawahere1/2 for a racetrack, tarawareturn). The route has to stay in deep water and in friendly or neutral territory.

Bought CAP: once the flight is in the air, the Dynamic Control menu lets you destroy it, hold it in a racetrack (default: engages only if engaged), order it to engage everything, move it to another zone or move it by distance/direction from your position. Out of air-to-air missiles, the CAP returns to base.

Radio cardthe same on all three servers
Carriers
Abraham Lincoln CVN-72272.000 AMTACAN 72X · ICLS 12
John C. Stennis CVN-74274.000 AMTACAN 74X · ICLS 14
Tarawa LHA-1271.500 AMTACAN 1X
Tankers
Shell (recovery)253.000 AMTACAN 103Y
Arco (basket/drogue)260.000 AMTACAN 101Y
Texaco (boom)266.000 AMTACAN 102Y
AWACS
E-3A primary251.000 AM—
E-3A secondary251.500 AM—
JTAC
JTAC 9-line AM241.000 AM—
JTAC 9-line FM31.000 FM—
MQ-9 lasercode 1688default, changeable in the menu
Tactical
Common frequency265.000 AMCH 3 in flight · CH 7 on the ground

The kneeboard is the same on all three maps. The naval part only exists in Syria and the Caucasus — Afghanistan has no carrier, but it has the same tankers and AWACS.

15
Threats

How red reacts

The AI doesn't sit still: it switches its radar on when it sees you, sends hunters after you and counter-attacks.

MANTIS: every red SAM is tied into an EWR and AWACS network. They stay OFF until an early-warning radar detects you — don't trust a silent RWR. Take down the EWRs and the network falls (a backup system turns random SAMs on for a short while). Mobile groups run when they detect a HARM, and the SHORADs fire and relocate.

  • The enemy CAP grows with the number of fighter jets online — A-10s, C-130s and helicopters don't count towards it.
  • Red CAS, SEAD and ground attack are unlimited and don't depend on the number of players. Bombing the enemy base's runway holds the planes, but NOT the attack helicopters.
  • When you capture certain zones, red may answer with Scuds, a ground offensive or artillery against your zones.
  • Ground units patrol instead of standing still, and react when attacked: they pop smoke, disperse, hide, and dismount infantry and MANPADS.
  • When blue pressure rises near the front line, red speeds up supply and CAP — and may force a counter-attack.
16
Bonus

Each map's special targets

The three servers run different maps, and each one has targets that aren't for capturing — they're for paying well.

Pick the map below. These targets sit outside the normal capture queue: they earn credit for the coalition pool and, in several cases, ease the enemy pressure across the whole region.

Special targetsFoothold Syria

The campaign runs from west to east. Besides the normal zones, the map has sites that exist only to be destroyed — and an enemy carrier that frees up the blue CVN.

EWR site500

Can't be captured. Taking it down reduces the enemy patrols in the region — and the MANTIS network loses one of the eyes that light up the SAMs.

Strike target500

A high-value target marked on the map. Can't be captured.

Downed Blackhawk500

A crashed helicopter surrounded by local insurgents. Clear the whole area.

Insurgent outpost1000

Can't be captured: it's there to be swept. The map's best one-off payout.

Red carrier + Silkworm site

Sink the ship and destroy the Silkworm battery: with both gone, the blue CVN starts sailing in the region.

Income zones+180/h

Power plant, factory, dam and the like. While they're yours, they drip credit into the pool on their own.

Spawn zones

Once captured, they open up helicopter spawns — some also plane spawns. That's how the front shortens the flight leg.

Defence zones and SAM sites

They're not for capturing: they exist to open the way. One of them spawns with an SA-11 or a Patriot at max level.

The coordinates of the secondary targets are on the mission's kneeboard and in the Missions menu. Each zone's label on the F10 map also carries a reminder of what it is — in Syria and Afghanistan it describes the zone in one line.

17
Troubleshooting

Didn't work? Start here

The questions that come up most on Discord, with the real cause of each. It's almost always one of these.

  1. 01
    "My cargo vanished in mid-air"

    You loaded it through the CTLD menu. Zone Supplies and warehouse items are only tracked through the REARM menu (Ground Crew > Cargo > Load) — even if CTLD offers "get and load". Loaded through CTLD, the package stops existing for the mission.

  2. 02
    "I didn't get my credits"

    Contribution only becomes credit when you LAND safely at a friendly zone and the landing is validated. Ejecting, dying or leaving the server in the air loses whatever hadn't been cashed in yet.

  3. 03
    "I clicked the menu and nothing happened"

    Most of the time it's the cargo door (or ramp) being closed — the CTLD here needs the door open to load and unload. After that, check the distance (65 m for crates) and your aircraft's weight limit.

  4. 04
    "I can't build here"

    Building equipment isn't allowed inside Foothold zones or loading FARPs. Move away from the zone and use Build crates again, with every crate of the set within 65 m.

  5. 05
    "The SAM doesn't show on my MFD"

    It's on purpose: on this server each SAM group rolls whether it spawns hidden or not. And with MANTIS the SAMs stay off until an early-warning radar detects you — a silent RWR isn't a clear area.

  6. 06
    "The base has no weapons left"

    The local warehouse is exhausted. See the rearming module: the automatic refill takes time, but someone can bring warehouse items, or buy Resupply warehouse with 50 for 200 credits.

  7. 07
    "I dropped troops and they vanished"

    If the zone was already blue and needed nothing, the troops are sent back to base. Troops are for capturing a neutral zone, clearing an enemy zone or upgrading a friendly zone that's asking for supply.

  8. 08
    "The capture got to 80% and went back"

    It was cancelled because everything doing the capturing died or left the zone before the 120 seconds were up. Stay overhead protecting it until the zone changes colour.

  9. 09
    "This blue zone is empty"

    It's by design: as the front advances, the defence groups are moved to the front line. The zone is still friendly and still serves as a spawn.

  10. 10
    "My FARP/vehicle vanished after the restart"

    What you build is saved, but there's a limit on how many come back: 3 FARPs, 3 HAWK/NASAMS systems, 8 launchers, 2 IRIS-T, 4 HIMARS, 2 Humvees, and so on. The most recent ones take priority; troops on foot don't come back. A FARP saved too far from the current front is also discarded.

  11. 11
    "Two jets, and the enemy CAP blew up in size"

    The red CAP scales with the number of fighters online. A-10s, C-130s and helicopters don't count towards it — but enemy CAS, SEAD and ground attack are unlimited and don't depend on how many are flying.

  12. 12
    "The menu is in Portuguese"

    You can change it: Others > Stats and Settings > Set language > English, then go back to the slot (reslot) so the menus are rebuilt.

Good hunting

The live map shows who's flying right now, which zones are under attack and where a pilot is waiting for rescue. Open it before you take off.