There are two types of Base within SDCS
Once either has been captured/deployed, you may place 2 Shelters at an Airbase which enable you to take additional weapons (see Shelters below)
Airbases are the standard Airbases within DCS World, in known, fixed locations on the map.
Each airbase will have a selection of available fixed wing and rotary wing modules for both coalitions
When no enemy is present and the airbase is neutral and not established, you need only to:
When complete, you will become the owners of that Airbase
You must repair the Airbase by delivering a Base Crate from another location and unpack it, after which you will be able to slot.
In order to take over an airbase in contested zone you must:
Once this criteria is complete, all enemy units within 2.1km will surrender and be removed from the map
This prevents being unable to rearm/refuel due to the presence of enemy within 2km.
When capturing an enemy airbase, you will inherit any shelters you have left alive at the time of capture.
You must repair the Airbase by delivering a Base Crate from another location and unpack it, after which you will be able to slot.
An Airfield becomes DAMAGED when either of the shelters are destroyed outside of the initial 5 hour period of a campaign
When an airbase is damaged, you will be unable to spawn new shelters, and several other base assets / resources.
To repair a damaged airbase, deliver a Base Crate from another location and unpack it, remember to put out your shelters to enable you to take weapons after repair!
FARPs are your gateway to success, they provide a location for rearm, refuel and reduce the distance for Helicopter operations.
FARPs are placed by players in any build-able zone and players can deploy shelters and a larger number of facilities to help prevent destruction (available from the base itself)
They have a selection of Rotary wing aircraft, along with Harrier STOL fixed wing aircraft.
As they are fully player placed with real time spawning available and allow full rearm-refuel capabilities, you may wish to place them on roads to enable road bases for all fixed-wing operators to utilize.
Deliver a “Base Crate” from any established base, and use standard crate unpack to select where you want FARP pad to be.
The FARP pad will be on your exact position, so make sure it’s a safe and level LZ
There will also be a map marker, denoting the FARP to ensure you know which slots to select from the slot selection list. You are able to immediately select a slot from this FARP.
In addition to the standard Shelters available at all bases, FARPs have additional assets to improve their resilience against destruction.
You may have up to 8 Ammo Depots deployed at a FARP that can be placed between 100m, and 1km of the center of the FARP pad
These can be obtained from F10 → Cargo → Base Items → Ammo Depot
A FARP becomes DAMAGED when any of the supporting assets (ammo depots or shelters) are destroyed.
For instance, should your shelter be destroyed, you are not able to deploy another shelter, or additional supporting assets until you have repaired the base.
To repair a base deliver and unpack a “Base Crate" from another location
A FARP is destroyed when all Ammo depots, and shelters have been destroyed
If no shelters, or ammo depots have been placed, you must destroy the generators located at the FARP pad itself.
If you destroy the generators, and the farp does not get removed, it means there must be a FARP asset nearby!
Once destroyed, the FARP is fully removed and you must re-establish the FARP.
If you are struggling to find FARP assets, place a JTAC or other offensive unit (MBT, IFV etc) on the enemy FARP pad itself.
This will start revealing units within a 250m, growing radius every 10 minutes (so after 30 minutes, any asset within 750m will be detected, and at 40 minutes 1000m)
You can obtain the FARP status by F10 -> F1 -> F1
which will inform you to the current status
Shelters limit which weapons you may load at an Airbase or FARP
Level 2 shelters enable the use of laser guided, and IR (excluding 9x/ET) weapons.
They have a “Build” Delay of 15 minutes, during this time you will have a pump station (lacking a better object for the time being)
The previous Level 1 shelter will remain to ensure you can continue to manage risk
If the enemy destroys this pump station, you will have to deploy another and fulfill the 15 minute period.
When completed, you will have a sandbox
Our most advanced shelter, enabling the carriage of all weapons.
Like level 2, this has a build timer of 30 minutes during which you will see a pump station. If your level 2 shelter is under construction, the remaining construction time is appended, so if you immediately deploy an Level 3 shelter after deploying your level 2 shelter, the level 3 shelter will be complete in 45 minutes, even if the Level 2 pump station is destroyed.
When completed, you will have a shelter