

We specifically built the factions with mission making in mind, with a wide variety of groups (including static weapons) and support for mods such as ALiVE and VCOM. We’re building factions using CUP as a base, as CUP includes a huge array of vehicles, weapons and equipment in use by today’s aggressors. "On behalf of the CFP team we are extremely excited to announce a new community mod designed to bring a rich and diverse set of factions to Arma 3! This ambitious project is off to a flying start with 73(!) new or enhanced factions, over 900 new custom retextures, items, and support for ZEUS, VCOM, ACE3 and ALiVE. INTERESTED IN HELPING ON CFP OR PROVIDING ASSISTANCE ON FACTIONS/RESEARCH? JOIN OUR DISCORD HERE: I tried using their vehicle but without any unit to restore their hp they quickly melt.Authors: AccuracyThruVolume, Matt, AuburnAlumni, Siege-A, Helion4, Archduke_of_Landsee, jarrad96 I kinda struggling against assembly unit cause they have arc resist and syndicate unit is mostly arc weapon and nothing else So that in particular is a really stupid strategy that does pretty well. This means that you can field an army of some of the best units in the game, but better. Special mention: As Heritor, both Drained and Siphoners can equip the control collar. Originally posted by MrNo:There's a couple of main strategies I usually go with syndicate:


Do not field against dvar under any condition. Everything else in the army is frontline meatshield. In most matchups, Stagger Resist is mandatory I usually only field this as celestian and add Tranquility as the third mod. They're expensive, but will slaughter anything that's forced to deal with them. Your goal is to hit Arc Extension and Stun Module, and put it on every GA you can. Guild Assassins (+ melee frontline ideally). You probably want a few enforcers no matter what, so this is easy to transition into if your opponent has arc resist (amazon / assembly) or is defense stacking (dvar, sometimes vanguard, anything heritor/synthesis).ģ. Put Mantra of Life, your Secret Tech's T1 mod, and choice of third mod (I usually use the syndicate detector) on them. Good targets are pretty much any high DPS unit, usually repeaters, or units that benefit from having all 3 AP like snipers. Either the unit OR if you have a good target, another infantry with the control collar mod attached. There's a couple of main strategies I usually go with syndicate:ġ.
