What Ghosts of Battle Is
Ghosts of Battle is built around small team, infantry-focused gameplay with minimal setup and fast start times.
We don’t aim for large-scale milsim.
We focus on tight, decision-driven operations that get moving quickly and play differently each time.
Gameplay is set in a modern (2035–2040) environment, with heavy use of drones and indirect fires, and limited use of helicopters.
We play as Multi-Functional Reconnaissance Teams (MFRT), small 5–6 player elements focused on recon, decision-making, and using support instead of brute force:
Teams are expected to:
Gather information
Make decisions
Use support (drones, artillery, CAS)
Move before things go bad
Drones and fires do the heavy lifting.
Helicopters are limited and used when needed.
Small teams solve problems without relying on large formations.
If a firefight turns into a fair fight, something went wrong.
We Don’t want to be or mean to be hard ass’s about this, but let's not waste the time of the people here to play a game with you.
Operations are designed to start on time and get moving quickly.
~15 minutes from join to step-off
Minimal staging
No unnecessary delays
Every mission is different:
New objectives
New terrain
New problems
Same system. Different outcomes.
Current size: ~2GB
Target: keep it under 4GB
Uniforms
Weapons
DLC usage
But every Sugestion is evaluated.
Faster downloads
Fewer update issues
Better performance
Easier for new players to join
If it doesn’t improve gameplay, it doesn’t stay.
The server and mission framework are built for high performance and stability.
High FPS focus
Optimized mission design
Lightweight mod stack
The goal is simple: Spend time playing, not troubleshooting.
We focus on quality over quantity.
AI is expected to:
Use cover
React to contact
Move with purpose
You’re not fighting targets—you’re dealing with something that responds.
Operations take place in a modern fictional environment (2035–2040).
This allows:
Flexible equipment choices
Modern capabilities
Gameplay that stays grounded without being restrictive
A big keep is simple here, we've seen allot of units fail just do there being to much extra work to be done, THIS IS A GAME not a 2nd or 3rd job. There will be no S shops or sections.
What we do instead of S shops:
S1, personnel, Managed in the custom mod
S2, for intelligence and security, The mission/OP maker will be responsible the complete package will done before we ever start the OP.
S3, for operations, See S2,
S4, for logistics, buy your own beer.
S5, for plans, Its cute you think there is a plan.
S6, for signals, Use discord or Steam.
S7, for military education and training, Going to be honest I love training and the role of trainer, but folks don't listen, (Depth Breath), but really hard to cram 16 or so weeks of basic and Infantry school in to an hour, this may make folks feel high speed but its a waist of time.
but.. but..
look the best thing you can do is play with your team, playing is the best training there is.
S8, for finance and contracts. The Bills are Paid, servers are owned, and paid for, everything is paid for so no funding drives.
S9, for Civil-Military Co-operation (CIMIC) or civil affairs. LOL, wait some units have this
ouch I think I hurt my self laughingAre suckers folks we entrust to help move things along here
Our ranks are based on what ARMA provides,
You’re new or just here to play and shoot.
No expectations beyond showing up, using your radio, and not being chaos.
Takes on specialized roles like medic, ISR/JFO, or other mission-specific tasks.
Comfortable with systems, comms, and supporting the team.
Leads teams and makes decisions during missions.
Keeps things moving and keeps comms clean.
Important
Rank does not mean extra duties outside of gameplay.
No admin work, no paperwork, no hierarchy to deal with.
It’s just a way to organize roles in-game.
We don’t use officer ranks. Last time we had a fresh LT, he got lost and called artillery on himself
we kept the lesson, not the rank. Turns out we don’t need a fancy title to make simple decisions
WELL I say to you, that our fiction could not give a (insert your favorite curse ) about what ever misinformed idea you have!
Again we don't really do that , well expect sort of well,,,
We have no Basic, you can learn as we go OJT
But ( here are the butts)
If you want to learn a skill, Medic, EOD, JFIRES, then ask and a SGT(or above) and they will take some time to help you learn
Once a SGT(or above) has vouched for you, the skill will be granted in game.
Bring a gun. Preferably, bring at least two guns.
Bring all of your friends who have guns.
Bring their friends who have guns.
If you can, make friends with those on the crew served weapons.
Bring them as well.
Borrow money from them, it gives them an added incentive to protect you.
Anything worth shooting is worth shooting twice. Ammo is cheap. Life is expensive.
Only hits count. Close doesn’t count. The only thing worse than a miss is a slow miss.
If your shooting stance is good, you’re probably not moving fast enough nor using cover correctly.
Move away from your attacker. Distance is your friend. (Lateral and diagonal movement are preferred.)
If you can choose what to bring to a gunfight, bring a long gun and a friend with a long gun.
If you are not shooting, you should be communicating
(calling for arty or air support),
reloading,
or running.
Accuracy is relative:
most combat shooting is more dependent on “pucker factor” than the inherent accuracy of the gun.
Use a gun that works EVERY TIME. “All skill is in vain when an Angel pisses in the flintlock of your musket.”
Someday someone may kill you with your own gun,
but they should have to beat you to death with it because it is empty.
In combat, there are no rules, The only unfair fight is the one you lose.
Have a plan.
Have a back-up plan, because the first one won’t work.
Have a back-up, back-up plan in case
Use cover or concealment as much as possible. The only visible target should be in your gun sights.
Flank your adversary when possible. Protect your flank.
Don’t drop your guard.
Always tactical load and threat scan 360 degrees.
Decide to be aggressive ENOUGH, quickly ENOUGH.
The faster you finish the fight, the less shot you will get.
Be polite. Be professional. But have a plan to kill everyone you meet.
Be courteous to everyone, friendly to no one.