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.
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.
- 01Join through Multiplayer
Look for the Chimera server in the list. The mission only works in multiplayer, even if you're on your own.
- 02Pick the blue coalition
The server is PvE: the red slots exist only for the AI. Everyone flies blue, against the computer.
- 03Use 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.
- 04Read 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.
- 05Land 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.
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.
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.
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.
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.
- Chimera livery for the F-16C A ZIP of about 250 MB on Google Drive. Because it's large, Drive warns that it can't scan it for viruses — that's normal, click "Download anyway".
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.
- Releases on GitHub Download the ZIP of the latest release.
- 01Download 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.
- 02Updating? 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.
- 03Extract into Mods\aircraft
The result should be Saved Games\DCS\Mods\aircraft\A-4E-C, with entry.lua inside it.
- 04Check 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.
- UH-60L Mod 2.0 (Patreon) The official download page. The old GitHub was discontinued and only has 1.x — don't use it.
- 01Remove version 1.x
If you already had the old mod, delete its folder in Mods\aircraft before installing 2.0.
- 02Run 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.
- 03Antivirus 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.
- The Su-35S thread on the ED forum Project news and the invite to the Codename Flanker Discord.
- 01Download 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.
- 02Extract 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.
- 03Careful 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.
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.
| Action | Contribution |
|---|---|
| Infantry | 10 |
| Ground vehicle | 30 |
| Air defence / SAM | 50 |
| Helicopter | 50 |
| Aircraft | 70 |
| Structure (building, depot, radar) | 100 |
| Ship | 200 |
| Friendly zone upgrade | 100 |
| Warehouse delivery | 150 |
| Zone capture | 200 |
| CSAR rescue completed | 200 |
| Air-to-air refuelling | 2 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.
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.
See all 20 ranks
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.
The name of the base or region. It's what you use to pick the zone in the shop and mission menus.
| Zone type | What to do |
|---|---|
| Friendly zone (blue) | Shows the groups built (e.g. 3/3). Use it to spawn, rearm and pick up supply. |
| Neutral zone | This 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 zone | Usually 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.
Missions: what to do now
The campaign always suggests the next step. Missions are the server's biggest payouts.
| Main mission | How to complete it |
|---|---|
| Attack | An enemy zone linked to the blue front: destroy everything on the ground until it goes neutral. |
| Capture | A neutral zone is waiting for supply or troops. |
| Supply | A friendly zone needs repair or an upgrade. Each upgrade pays 100. |
| CAS | Destroy the drawn number of ground targets. Dying or ejecting resets the count. |
| CAP | Same idea, but against aircraft (planes and helicopters). |
| Recon | Fly over the target zone, in and out: it yields intel for 10 minutes and markers on every target. |
| Bomb Runway | Crater 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 mission | How to complete it |
|---|---|
| Strike | Find and destroy a commander or a high-value target. Coordinates in the Missions menu. Pays 250 to 1000. |
| Intercept an enemy strike | A red strike package is heading for a friendly zone. Shoot it down before it arrives. |
| Intercept a bomber | Same logic, against the bomber. |
| Intercept a cargo plane | Bring the cargo plane down before it lands at the enemy base. |
| Helicopter escort | Escort 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.
The coalition shop
Air support, JTAC, captures and permanent upgrades — it all comes out of the shared pool.
Free on this server. One Arco active at a time.
buy:dynamicarcoFree on this server. One Texaco active at a time.
buy:dynamictexacoFree. 9-line briefing on 241.000 AM.
buy:9lineamFree. 9-line briefing on 31.000 FM.
buy:9linefmRed smoke over several live targets in the zone.
buy:smokeMarking flares over the zone's targets.
buy:flareAn illumination bomb for night operations.
buy:illumA controllable reconnaissance group.
buy:reconrank 3+Uses a permanent upgrade slot to add an infantry group.
buy:zinfA controllable armoured group, delivered to the friendly zone. Not permanent.
buy:armorrank 3+A controllable artillery group for indirect fire.
buy:artilleryrank 3+A controllable LAV-25 group at the friendly zone.
buy:calavA controllable M1128 Mobile Gun System group.
buy:camgsA controllable M1296 Dragoon group.
buy:cadragoonA flight of decoys to light up and confuse the enemy radars.
buy:dynamicdecoyA controllable air-defence group.
buy:airdefrank 3+A jamming mission over the zone's radars. One at a time.
buy:jamRepairs or upgrades a group in the friendly zone. Buy several for several groups.
buy:supplies2Adds 50 of every weapon item to the zone's stock.
buy:zwh50rank 2+Reveals the enemy zone's groups for 60 minutes and marks each one on the F10 map.
buy:intelSends a supply convoy to capture a neutral zone.
buy:captureA friendly fighter patrol over the chosen zone, in an orbit or a 10–50 NM racetrack. Controllable afterwards through Dynamic Control.
buy:dynamiccapStrike against the static targets still alive in the zone.
buy:dynamicstaticSends the capture force before the zone is 100% clear (from 50% of the defenders destroyed).
buy:advancecaptureAdds a GCI station to the friendly early-warning network.
buy:zgcirank 3+Standard bombing attack. Only one at a time.
buy:dynamicbombA drone that lases the highest-priority target by itself (laser 1688) and reveals the zone on the site's map.
buy:jtacAdds 3 ready packages at a friendly zone or FARP.
buy:zsup3rank 2+Fires the map's missile battery at the chosen zone.
buy:cruisemslAttack on ground targets in the selected enemy zone.
buy:dynamiccasHunts the zone's air-defence antennas and launchers.
buy:dynamicseadSends a friendly ground column against the active enemy zone.
buy:groundattackTakes the friendly zone to its maximum groups in one go.
buy:suppliesTurns the friendly base into a warehouse zone, with faster supply production.
buy:zlogcA 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:farphereUses an upgrade slot to add a permanent armoured group.
buy:zarmUses an upgrade slot to install the era's medium SAM.
buy:zsamA heavy package against the enemy zone; on some maps it takes player escorts.
buy:strategicbomberA one-off coalition purchase: every friendly zone gets one more upgrade slot.
buy:gslotrank 5+Permanent guided-rocket artillery at the zone.
buy:zhimarsA permanent Patriot battery. Expensive — agree on it with the coalition.
buy:zpatrank 4+F10 map marker commands
Everything you can ask for by typing in a map marker: shop, status, stats, tankers, CAP, Tarawa, JTAC and smoke.
- 01Create 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.
- 02Type 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.
- 03Click 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
| Command | What it does | Where |
|---|---|---|
| help | Lists the marker commands. | Anywhere |
| buy | Shows 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 |
| farphere | Buys 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 |
| status | Shows the zone's state for 60 seconds. | Inside the zone |
| missions | Lists the active missions. | Anywhere |
| stats | The full leaderboard. | Anywhere |
| top | The top 5 players. | Anywhere |
| mystats | Your 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.
| Command | For |
|---|---|
| caphere1 → caphere2 | Bought CAP |
| arcohere1 → arcohere2 | Arco tanker (basket) |
| texacohere1 → texacohere2 | Texaco tanker (boom) |
Tarawa
| Command | What it does |
|---|---|
| tarawahelp | Shows the Tarawa help. |
| tarawahere | Sails to the marker and stops. |
| tarawahereandstop | Same as tarawahere. |
| tarawahere1 → tarawahere2 | Point 1 and point 2 of a racetrack; with the second, the ship starts the circuit. |
| tarawareturn | Returns 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
| Command | What 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. |
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 menu | What it does |
|---|---|
| F1 Target Report | Current target: coordinates, whether it's moving and in which direction. |
| F2 Next Target | Skips to another target on the list. |
| F3 Smoke on Target | Orange smoke on top of the lased target. |
| F4 Set Priority | Structure, SAM, armour, support or infantry. |
| F5 Set Laser Code | Changes the laser code (default 1688). |
| F6 Select Target | Picks a target from the full list by hand. |
| Other marking support | Detail |
|---|---|
| JTAC 9-line AM — 241.000 AM | Free. The classic radio JTAC, with a 9-line briefing. |
| JTAC 9-line FM — 31.000 FM | Free. The same thing, for whoever has an FM radio (helos, A-10). |
| Satellite Intel — 300 | Reveals the enemy zone's groups for 60 minutes and marks each one on the map. |
| Smoke / Flare / Illum — 20 each | Red smoke, flares or illumination over the zone's live targets. |
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.
- 01Pick 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.
- 02Load through the REARM menu
Open the cargo door and use the rearm menu (Ground Crew) > Cargo > Load. Select one item at a time.
- 03Fly at an honest weight
With 100% fuel you're probably over the limit. Cut the fuel or take fewer crates.
- 04Unload 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 label | Meaning |
|---|---|
| [WH] 3/6 | Warehouse zone: 3 packages stored, automatic target 6 (produces 1 every 10 min). |
| [Supplies] 1/1 | Ordinary zone: full. Produces 1 package every 20 min. |
| [SUP] 1 | CTLD 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. |
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.
| Code | Category |
|---|---|
| A/A | Air-to-air missiles |
| A/G | Air-to-ground missiles |
| RKT | Air-to-ground rockets |
| G-B | Guided bombs |
| U-B | Dumb bombs |
| TNK | External 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:
| Way | How much it restocks | Who does it |
|---|---|---|
| Automatic refill | 5 of every item every 15 minutes (rockets get triple) | On its own, at every active blue base |
| AI delivery | 20 of every item per helicopter delivery (50 per plane) | Blue logistics, after a capture or upgrade |
| Zone Supplies | 10 of every category, on top of capturing/upgrading the zone | You, bringing a supply package |
| Warehouse items | 10, 15, 25 or 50 of a chosen category | You, choosing the category in the logistics menu |
- 01Pick 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.
- 02Load through the rearm menu
Same as Zone Supplies: door open, rearm menu (Ground Crew) > Cargo > Load. NEVER through CTLD.
- 03Unload 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.
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.
| Aircraft | Crates | Troops | Max weight |
|---|---|---|---|
| C-130J-30 | 7 | 64 | 21,500 kg |
| CH-47Fbl1 | 5 | 32 | 10,800 kg |
| Mi-8MT / MTV2 | 3 | 16 / 18 | 6,000 kg |
| UH-60L / MH-60R | 2 | 20 | 3,500 kg |
| Mi-24P | 2 | 8 | 1,000 kg |
| UH-1H | 1 | 8 | 800 kg |
| SA342 (Gazelle) | — | 2 | 400 kg |
TROOPS — the whole way, from the hangar to the objective:
- 01Land 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.
- 02Check what's on board
CTLD > Inventory > List boarded cargo shows troops, crates and the total weight against what your aircraft can still take.
- 03Fly 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.
- 04Land (or hover low) and drop
Manage Troops > Drop ALL troops. The "ALL" matters: it's the whole package that captures or upgrades the zone.
- 05Need 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.
- 01Order 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.
- 02Load
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.
- 03Drop 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.
- 04Build
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.
- 05Repaired, 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 build | Crates | What for |
|---|---|---|
| FARP (and FARP with ZELL) | 3 | Creates a CTLD loading point with weapons, starting with [SUP] 1. |
| HAWK / NASAMS system | 3 | Medium air defence to cover a freshly taken zone. |
| IRIS-T system | 3 | The most modern defence available in crates. |
| SAM add-on (TR, SR, LN, C2) | 1 | Build it within 400 m of a live system and it merges in: it replaces the destroyed radar or launcher. |
| Guided HIMARS | 2 | Long-range artillery: fires from 9 to 29 NM from the target. |
| C-RAM | 2 | Point defence against rockets and artillery. |
| L118 | 1 | Light artillery: has to be within 7 NM of the target zone. |
| Anti-tank and support | 1 | Humvee, 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.
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.
- 011. 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.
- 022. 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.
- 033. 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.
- 044. 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.
- 055. 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.
- 066. 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 capture | How it works | Cost |
|---|---|---|
| Zone Supplies | Pick them up in Logistics > Zone Supplies, load through the rearm menu and unload inside the neutral zone. | free |
| CTLD troops | Manage Troops > Load troops, drop them within 5 km with Drop ALL troops. They walk to the zone and capture it. | free |
| Capture mission | Shop > Capture & resources > Capture neutral zone: a friendly convoy goes there for you. | 300 |
| Advance capture | The same thing, but released before the zone is clear — it's enough to have destroyed half the defenders. | 500 |
| Convoy escort | Helicopter 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.
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.
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.
| Aircraft | Survivors on board |
|---|---|
| CH-47Fbl1 | 32 |
| Mi-8MT | 24 |
| UH-1H / UH-60L | 11 |
| MH-60R | 10 |
| Mi-24P | 8 |
| Bronco OV-10A | 5 |
| MH-6J / AH-6J | 4 |
| Gazelle (SA342) | 3 |
| AH-64D / OH-6A | 2 |
| OH-58D | 1 |
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.
Tankers, escort, AWACS and ships
Fuel in the air, escort fighters, early warning and the carrier that moves.
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.
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.
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.
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.
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.
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.
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.
A high-value target marked on the map. Can't be captured.
A crashed helicopter surrounded by local insurgents. Clear the whole area.
Can't be captured: it's there to be swept. The map's best one-off payout.
Sink the ship and destroy the Silkworm battery: with both gone, the blue CVN starts sailing in the region.
Power plant, factory, dam and the like. While they're yours, they drip credit into the pool on their own.
Once captured, they open up helicopter spawns — some also plane spawns. That's how the front shortens the flight leg.
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.
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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"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"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"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.