Persistent Front
Objectives, tickets, and the front line survive server restarts. The war has a generation counter. When one side finally breaks the other, the valley resets and generation increments.
Checking the machine room...
Checking the machine room...
The Ten Thousand Day War is a persistent 1968 campaign that keeps fighting whether anybody is watching or not. Territory, tickets, weather, and the history of the war carry forward. Capture and hold flags with your team. The live board below shows the current battle, and Buzz 'Rafterman' Whitlock broadcasts from the unarmed press Huey above it.
Flying today? Open Command radio > Pilot jobs for an assignment. You can help the battle without being the first person into every flag circle.
The Ten Thousand Day War is a persistent Arma 3 Vietnam campaign using Unsung and S.O.G. Prairie Fire. US and NVA commanders direct an ongoing battle for territory. The war continues when players leave, and campaign progress survives ordinary server restarts. When you join, you enter the battle already in progress.
The war moves between Vietnam theatres, each with its own objectives and balance of forces. Check the live board for the current theatre before joining.
The number of objectives depends on the theatre. Hold more than the other side to put pressure on their tickets. Defend captured flags and help your squad reach the next one.
This is not a competitive shooter and it is not trying to be. It is closer to the old LAN-party idea: a shared world running on a machine in somebody's house, that you drop into with whoever else is around, that keeps its own history whether or not you were there for it.
Objectives, tickets, and the front line survive server restarts. The war has a generation counter. When one side finally breaks the other, the valley resets and generation increments.
Use the live board to check the in-game time and weather. The campaign clock follows the mission settings; it is separate from the clock on your computer.
The server drives real weather fronts rather than a fixed preset. Fog, overcast, and rain move toward a target and then move again. Air support gets a vote on whether it can fly.
The mission director currently targets roughly 600 AI and adjusts its managed forces as performance changes. The live board shows the actual units in the field alongside the current target; vehicles and supporting crews can put the total above that target.
The public board publishes totals only. No player names, no unit positions, no objective coordinates, no server credentials, no admin surface. The snapshot is validated against a schema before it is ever written.
A heartbeat lands every few seconds and the board refreshes every fifteen. If the pulse goes quiet for 90 seconds the board says STALE, and at six minutes it says OFFLINE rather than lying to you.
The server is open to friends, not to the public. It has no public address and it will never appear in the in-game server browser — it runs on a private network, and you have to be invited onto it.
Install Arma 3 and your owned S.O.G. Prairie Fire DLC through Steam. If you have been invited, use our launcher to check the remaining requirements and connect:
The launcher checks your machine, tells you in plain words what is missing, and fixes what it can on its own — the private network client, the required Workshop mods, and our private addons: radio music, the sun fix, loading artwork, radar compatibility fixes, the period weapon locker, field smoking items, safer multiplayer controls, and optional commander speech. Then it puts you in the war. It also shows you the board above, so you can see whether anything is happening before you commit to loading a game.
Commander replies have subtitles and optional speech, with volume controls in the commander menu. Rafterman also has recorded commentary on the broadcast. Your kit determines your job and support abilities; use the first-patrol guide above if you are unsure where to start.
If you have not been invited and you want to be, the address at the bottom of this page reaches DeadMan. Bring a friend, choose complementary kits, and give the squad a hand.
Objectives held is how many objectives in the current theatre each side controls; the bar underneath shows US, contested, and NVA share of the map. Tickets are the reinforcement pool - when a side runs out, the war is decided. Server is the frame rate on the host, and units in field shows live units against the director's target. Valley weather is the current front, with the exact rain, overcast, and fog fractions underneath the board.
Public aggregate telemetry only. No player identity, unit position, objective location, server credential, raw log, or administrative control is exposed. Updates automatically every 15 seconds.