Frequently Asked Questions

This section is designed to address frequently asked questions about our community. These inquiries have been commonly raised in YouTube comments, on Discord, and various other platforms, particularly by individuals interested in joining our community.

northerconcepts aka Cap, who serves as the overall head of the community, will provide answers to these questions.

The section will be regularly updated with additional questions as they arise.


  • Q: What server are we playing Arma games on, who are these people, and can you join?
    • A: Task Force Reaper, our private server community, has been thriving for over 12 years now, and it’s a testament to the dedication and camaraderie of our members. It’s not just a gaming community; it’s a family. The bonds we’ve forged over the years have made for incredible gameplay experiences, not only in Arma but in various other games as well. I consider myself fortunate to be part of such an amazing community, and I wouldn’t trade it for anything.

  • Q: What modset does TFR use?
    • A: ​​Details can be found here


  • Q: Do you have a list of rules?
    • A: Certainly. We uphold a standard of maturity and responsibility, expecting each member to exercise common sense and adhere to our rules and guidelines at all times. For further details, please refer to our official policies page.


  • What are the activity requirements?
    • A: You have the freedom to attend as many or as few events as you prefer. We value active engagement within the community outside of Arma 3 as well. You won’t face penalties for missing events you didn’t sign up for. We allow flexibility that enables you to slot in when you’re available.

  • Q: Does TFR play against players or AI?
    • A: ​Our gameplay sessions comprise approximately 90% cooperative missions and 10% adversarial engagements, with a gradual shift towards more cooperative gameplay over time. For clarity, “adversarial” missions involve player versus player combat, while “cooperative” missions involve players working together against AI opponents.

  • Q: What AI do you use?
    • A: ​In addition to utilizing AI mods such as MCC’s GAIA, Drongos Map Population, and Lambs Danger, we also engage in the development and customization of AI behaviors tailored to specific missions and framework designs. 

  • Q: Is Zeus being used?
    • A: ​We possess a range of game mastering tools, including Zeus, Drongos Map Population, and various others. While our missions are typically scripted via Eden Editor, Zeus and other elements are employed to make adjustments to the scenario as needed, whether due to game errors, logistics, roleplay considerations, or in response to player actions. It’s important to note that we do not heavily rely on Zeus to manipulate the outcome of missions or coerce players into specific actions. Instead, we prioritize the utilization of AI and AI mods to manage such dynamics.

  • Q: How can I progress?
    • A: Participation in ranks and progression is entirely voluntary and signifies a commitment to responsibilities rather than imposition. No individual will be obliged to hold a rank or lead if they choose not to.

      You have the freedom to choose your role, whether it’s leading as the company commander in one mission or serving as a rifleman in the next. Your rank or level of authority will be based solely on the role you assume in each mission and will not carry over into subsequent missions or extend beyond the game environment.

      That being said, we advise that you feel comfortable with your chosen role and have a grasp of its fundamentals. For newcomers, we recommend starting as a rifleman for the first few events to acclimate yourself to the dynamics of our operations.

      Those interested in assuming various roles within the community can pursue them through different avenues:

      For basic infantry roles such as rifleman, assistant, and similar positions
      These roles are open to everyone, and newcomers are encouraged to begin with these foundational positions to learn and enhance their skills gradually. Each recruit receives a basic handbook and opportunities for field exercises to advance at their own pace.

      For leadership and specialized roles (pilot, medic, marksman, etc)
      Individuals can volunteer for these roles, although we generally suggest that they spend at least a month as a regular rifleman, especially if they are new to the game, before transitioning to these positions. They can then study the relevant handbooks and participate in sessions specific to each role they wish to undertake.

      For aspiring mission makers and game masters
      Newcomers to mission making can gain experience under the guidance of experienced game masters and developers. We encourage them to craft campaign storylines or create standalone events, submitting their work for scheduling until they have amassed sufficient experience to host sessions independently.

      For those interested in administration
      Selection for staff roles is competitive due to the limited number of positions and the higher demands associated with these roles. It’s advisable to communicate your aspirations to the staff early on and consistently attend events. This increases the likelihood of being considered when selection processes occur.

  • Q: How do I get promoted?
    • A: Promotions within our organization are entirely voluntary, ensuring that no rank is imposed on any individual against their wishes. Our rank structure diverges from traditional military hierarchies, prioritizing simplicity and efficiency by eliminating superfluous requirements and bureaucratic red tape.

      All ranks adhere to a straightforward procedure for advancement: upon meeting the minimum requirements, individuals are reviewed by our staff, who then promote those who have fulfilled the criteria. For further details on how ranks function within TF Reaper and the specific requirements for each rank, please refer to Rank Theory & Intent.

  • Q: How does training work?
    • A: We advocate for a philosophy of gradual progression, where we believe that players learn best through active participation in our community. Our approach to training is deliberately streamlined to facilitate rapid integration of new members, allowing them to learn at their own pace while receiving practical instruction in real-time gameplay scenarios.

      Our training program is structured into two main components for optimal learning and preparation. Firstly, we provide comprehensive handbooks and instructional videos for self-study overtime, allowing students to familiarize themselves with the necessary information at their own pace. Once students feel confident with the material, they progress to the second phase, which consists of hands-on “live fire” training exercises tailored to simulate our real sessions, with each exercise customized for the specific roles participants aspire to undertake.

      Those interested in undergoing specific training sessions can submit their requests through our dedicated Discord channels, where they will be promptly addressed and accommodated as needed.

  • Q: Why the name?
    • A: Initially, when transitioning from the 11th Marine Division to Task Force Reaper, our aim was to maintain a relatively hardcore approach and uphold our status as a special operations milsim unit. However, following several adjustments and a decision to lessen the emphasis on extreme hardcore elements, we opted to retain the name. This choice was made not only to honor our history and collective experiences but also to serve as a tribute when participating in organized Arma sessions representing different U.S. units.

  • Q: Why don’t you use (example asset) which is more powerful?
    • A: ​ ​Maintaining a balance of challenge and enjoyment is key to our approach. We avoid overpowered assets in favor of curated equipment allocations tailored to each mission’s faction. This ensures that gameplay remains engaging and dynamic. Adhering to task organization principles, such as matching tank deployments with anti-armor assets or countering reported enemy anti-air capabilities with appropriate air defense measures, adds depth and realism to our missions. Ultimately, the specific equipment and strategies employed vary depending on the unique context of each mission and mission maker.

  • Q: Do you have members in the military?
    • A: ​While some of our members have served, are serving, or plan to serve in the military or other services, this aspect does not serve as a defining characteristic of our community. We maintain a culture of equality where all members, regardless of their background, are treated with equal respect and consideration. Our community ethos emphasizes inclusivity and camaraderie, with military service being just one aspect of our diverse membership.

  • Q: How long have you been been a community / playing Arma 3?
    • A: ​Since our inception in 2012 on PlayStation 3, our community has evolved significantly, branching into various gaming titles such as Battlefield 3/4, Red Dead Redemption, Rainbow Six, and Grand Theft Auto. With a strong emphasis on military realism, we cultivated a dedicated following. However, in 2014, recognizing the need for change due to certain practices, I made the decision to establish a new community focused on creating a more positive environment.

      Initially, our foray into Arma 2 was limited, but the potential for immersive experiences was evident. Transitioning to Arma 3 in 2017, we established a hardcore milsim centered around a fictional U.S. Marine division. This phase provided invaluable lessons in community management. In 2019, we rebranded as Task Force Reaper, shifting our focus to hardcore special operations realism. By 2023, we opted to balance gameplay with realism, alleviating undue stress on leadership and our player base while retaining the essence of realism that made the game enjoyable.

      Throughout our journey, we have experienced the ebb and flow of membership, yet our commitment to this passion project remains unwavering. Looking ahead, I envision a future where our community continues to thrive and I dedicated to continuing this journey for years to come, cherishing the camaraderie and experiences that define our community.

  • Do I need to attend practices? I have XXXX hours in Arma
    • A: Practices within TF Reaper are primarily voluntary. However, our training program is tailored for all roles and skill levels, ranging from the basic rifleman all the way to close air support pilots. The program can accommodate either individual or group sessions, depending on availability. While your in-game or real-world experience can is usually an asset, bear in mind it may also pose challenges. Newcomers of our community may need to adjust terminologies, tactics, or habits that differ from those outlined in our handbook.

  • Q: Do you guys use deadzone or freeaim?
    • A: In the past, I advocated for a “freeaim” system in tactical gaming, influenced by games like Operation Flashpoint and Red Orchestra. However, my perspective has since shifted dramatically. I now strongly advise against using aiming deadzones in games like the ArmA series. Freeaim, while it may seem realistic, fails both in terms of realism and user interface efficiency. Freeaim disrupts the natural aiming process by forcing players to constantly readjust their aiming point, hindering the development of muscle memory crucial for effective shooting. In contrast, traditional FPS mechanics, where the weapon aligns with the view, provide a more intuitive and consistent aiming experience. While freeaim may seem functional at longer ranges, it becomes cumbersome and impractical in close-quarters combat scenarios, such as those found in urban environments. Games like Red Orchestra 2, despite their attempts to implement freeaim in a less intrusive manner, still suffer from gameplay limitations and decreased player engagement. In conclusion, while some players may prefer freeaim for nostalgic reasons or personal preference, I strongly believe that disabling deadzones in games like ArmA3 ultimately provides a more enjoyable and competitive experience.

  • Can I pitch campaign or mission ideas?
    • A: Absolutely! Feel free to share your ideas. We have specific channels on Discord dedicated to campaign brainstorming. Additionally, don’t hesitate to get in touch with our staff or mission makers directly. They’ll be more than happy to collaborate with you on your concepts.

  • Q: What is your stance on magnified optics?
    • A: The availability of magnified optics in our missions varies depending on the era and specific mission. Players are given the freedom to choose their loadout for each session, with magnified optics being an option when applicable. However, there are instances where they may not be available at all or only in limited quantities. Personally, I have no strong preference and find enjoyment in using both magnified optics and simpler aiming systems like ironsights and red dots.

      While close-quarters combat certainly offers its own excitement and tension, magnified optics can also provide a different yet equally engaging gameplay experience in ArmA. Magnified optics provide a strategic advantage by allowing players to engage targets at longer ranges effectively. This can be crucial for reconnaissance, providing cover fire, or engaging enemies before they get too close.

      Magnified optics also add diversity to gameplay styles and tactics. It caters to players who enjoy the challenge of precision shooting and long-range engagements. Mastering the use of magnified optics requires skill and practice, particularly in adjusting for factors like bullet drop and windage. This gives a sense of progression and accomplishment for players who invest time in honing their marksmanship abilities.

  • Q: Does your community play in third person?
    • A: Our server has been strictly first-person (with limited exceptions) since its inception due to concerns about fairness and immersion, especially in player-versus-player scenarios. Third-person allows players to gain knowledge without consequences, giving them an unfair advantage, which is why we try to avoid it. While some argue that third-person offers better spatial awareness, I believe it’s a crutch that diminishes the intensity of the experience. In infantry combat, first-person adds tension and risk, making decisions like peeking out of cover feel genuinely dangerous. The same applies to vehicle operations, where restricted visibility creates compelling risk-reward dynamics. Flying is also more immersive in first-person, requiring pilots to rely on skill rather than a detached perspective.

  • Q: I have an issue with someone, what do I do?
    • A: Normally, we advocate for resolving issues directly between the involved parties. However, if you find the situation too challenging to address independently, don’t hesitate to bring it to the attention of our staff. They will investigate the matter thoroughly and assist you in moving forward accordingly.

  • Q: What do you enjoy most in Arma 3?
    • A: I have a strong affinity for scenarios set in lower-tech environments like the Cold War or World War 2, where factions are more evenly matched and gameplay is intensified by technological constraints, such as battling in low-light conditions. Cold War scenarios, in particular, resonate with me due to their balance and homage to the original Operation Flashpoint games. Both the Soviet and U.S. factions offer unique advantages and disadvantages that add depth to various Arma 3 scenarios.

      When it comes to vehicles, my passion lies in aviation. I find flying challenging aircraft like the Littlebird or Chinook incredibly rewarding. Piloting a large transport helicopter like the Mi-17 or Chinook is exhilarating, knowing you’re a prominent target with limited defensive capabilities, responsible for safely transporting a significant number of troops. Conversely, maneuvering a nimble Littlebird through dense terrain and narrow streets provides a thrilling rush.

      Helicopters such as the Mi-8 or Littlebird typically feature fixed-forward armaments and are often operated by a single crew member. While anyone can operate a turret-mounted weapon or guided missiles, it requires a distinct skill set to effectively engage targets with fixed-forward machine guns and a limited supply of unguided rockets.

      The ability to execute precise landings in challenging terrain adds an extra layer of excitement to insertions, increasing the potential for “hot LZ” scenarios. While landing in an open field during a calm mission is one thing, touching down on a rooftop within enemy territory in a matter of moments, with the risk of incoming fire, elevates the intensity of the experience to a whole new level.

YouTube


  • Q: Will you make a full or short video of ___?
    • A: ​Our video editing process prioritizes quality and compelling content over adhering to a specific duration. As a result, the length of our videos can vary significantly, ranging from a few minutes to an hour or more. Our videos are typically meticulously crafted to highlight the most interesting and engaging moments from our missions or sessions. We aim to deliver content that is worth watching and captures the essence of our gameplay experiences.

Join Process


  • Q: Is there an age limit?
    • A: ​ Due to increasing demand and the nature of our community, we have implemented a minimum age requirement of 18 for new applicants. If you are under 18, we kindly ask you to wait until you reach the age of 18 before submitting an application. While exceptions to this rule may be considered on a case-by-case basis, we encourage younger individuals to wait until they meet the age requirement. Task Force Reaper has been established for over a decade, so there will be opportunities to join in the future.

  • Q: Do you respond to all inquiries, even those not accepted?
    • A: ​ We prioritize responding to applicants who have advanced further in the selection process. If the volume of applications is low, we may consider providing responses to those who have not been selected. However, if you have not received a response within one month of submitting your application, it is likely that you have not been accepted. Similarly, if you have submitted multiple applications without receiving any response, it indicates that you have not been accepted. Please refrain from sending multiple applications in short notice, as this does not improve your chances of acceptance.

  • Q: If I seem to have not been selected, how can I “improve” my application?
    • A: ​Your initial application is the one that leaves a lasting impression. Ensure that you submit it only when you are fully prepared to be evaluated based on its contents.

  • Q: How many words should be in an application?
    • A: ​ The level of effort you invest in your application is entirely at your discretion. Nevertheless, it’s worth noting that a well-crafted application typically enhances your likelihood of being accepted into the community.

  • Q: What are you looking for in an application?
    • A: ​ We encourage you to visit the homepage for detailed information regarding our requirements. Our criteria are designed to be straightforward and attainable.

  • Q: I have some sort of special situation, will you be able to accomodate me?
    • A: ​ It is unlikely but possible. It’s advisable to include any relevant information in your join inquiry. If the specific detail you mentioned isn’t a disqualifying factor and aligns with the criteria for further consideration, you can expect a follow-up communication.

  • Q: How do the timezones work out for me?
    • A: ​Our community comprises members from diverse regions, including the U.S., Canada, several from South America, a significant presence from various European countries, and even participants from Australia and New Zealand. While I won’t provide detailed breakdowns of membership by region, suffice it to say that we enjoy a broad international representation. If you’re interested in our schedule and time zones, you’ll find all the necessary information on our homepage to make those calculations.