Infantry Mode Enduring Confrontation Concept - War for the Islands

Infantry Mode Enduring Confrontation

Alderney Island WW2


Modern Over flight

Infantry Enduring Confrontation

With Infantry Mode currently in development and the community’s long-standing enthusiasm for Enduring Confrontation, I believe the two concepts would complement each other exceptionally well. Infantry gameplay has the potential to thrive in a large-scale, persistent battlefield environment, with the primary challenge being map design.

While an Infantry Enduring Confrontation scenario could be set in many different environments, island-based maps would likely be the strongest starting point. Islands provide naturally self-contained battlefields, reducing the need for immersion-breaking out-of-bounds zones while still allowing players significant freedom to maneuver and flank enemy positions.

Another advantage is player readability. Island maps are intuitive and easy to understand because their boundaries are clearly defined by the surrounding sea. Players can focus on the battle rather than navigating confusing map edges or artificial restrictions. This design philosophy has already proven successful in numerous large-scale games, where island environments provide a balance between freedom of movement and clear battlefield structure.

An island-focused Infantry Enduring Confrontation mode could create dynamic combined-arms battles featuring naval fire support, amphibious assaults, air transport operations, and infantry combat, all within a naturally contained battlefield that encourages teamwork, strategic planning, and long-term objectives.

Channel Island Alderney Island (D-Day on an Island)

Though there are many islands out there (I will write about many of them) the Channel Islands are some of the best for this concept as they where heavy militarized by the Germans and reused old British Forts on the island. The Channel Islands being the only British territory occupied by the Germans in WW2 would result in these islands becoming the most fortified over engineered parts of the Atlantic Wall. Roughly 10-12% of the resources allocated to the entire Atlantic Wall was dumped into these islands Alderney being the most.

The Odeon

The Islands where never invaded though military force out side of some intelligence raids as they would be left to rot on the vine until the end of the War. This map would be a “what if” some time between late 1943 - 44 as once D-Day happened almost all work ended besides the most basic dug in defenses like trenches because the islands where cut off.

Interesting Sites

The Germans would reactivate and modify the preexisting British forts, emplace gun batteries, trenches, tunnels, & pill boxes

Fort Clonque



Germans added more guns

Fort Tourgis


Know to have three-gun 20 mm Flak battery, two 10.5 cm beach defense guns, two 7.5 cm Pak guns, several searchlights and numerous machine guns.

Fort Albert

The Odeon

Fort Houmet Herbé

There are many hard points and small Forts taken over by the Germans The Germans would also drill gun positions into sea walls like other parts of the Atlantic Wall. They would also position mines and other cheap anti-armor / infantry traps and defenses these are all gone by now.

Map

The overall map would look like this as a basic Axis vs Allies (Japan, Germany, Italy, etc.) (USA, UK, France, USSR, etc.) when you first start a match. No Man land would have emptied out trenches, broken building, & craters. The goal in the early stages would be to stabilize no mans land and prevent any sort of enemy combined armored trusts. The simple goal is to punch threw and capture hard point bases and forts and run down the points of the enemy though destruction of player and AI who has the most points if the clock runs down wins. The beaches will be full of mines and other traps / defenses so flanking will take time. There are also a German tunnel system to take advantage of so avoid air attack. There would be a small fleet for both sides for carrier aircraft one of the other islands can have a allies airstrip while Axis has there’s near by in France.

AI

The point of AI is not to win the battle for you but to hold the rear line provide early warning for infiltration and thrusts. They can be AI trooper, Gun Post, Anti-Tank, Anti-Air gunner, MG, Dug in tank. This would not be all of them but a good example of what it could be. You can take over a gun emplacement or MG if you want.

Transport Truck


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Gun Truck

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AA Emplacement

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Bunker emplacement"


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Mobile AA


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Usable Naval Vehicles

So you can flank around using motor boats / landing craft so you can have your own D day (for both side using there sides landing vessels)

Transport Boats

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Paratrooper Drops

Spawns a paratrooper plane / glider you fly it to where you want to drop can be shot down by AA and enemy aircraft.

Aircraft



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Random Events

These are meant to shake things up.

Shore bombardment event (heavy guns light up a chunk of a map)
Bomber event (bombers bomb a chunk of a map)
Naval landing event (a new spawn appears off shore allowing people to spawn in landing ships)
Fake paratrooper landing event (some aircraft drop some dummies behind the lines)

Final Thoughts

At the end of it the idea is to have a long battle where the objective is simple to kick each side off of the island. This is to start a conversation of what you would want out of such a mode. Not a suggestion.

Enduring Confrontation Infantry Island Map
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0 voters

Leave a like and comment on the concept. We cant write suggestions now but we can make ideas for the future.

1 Like

so Arma with a tech tree?

1 Like

A bit smaller and with unlimited equipment. Gaijin cant have a map too big but its big enough to handle some flanking and sneaking around.

Iwo Jima is sort of a perfect size as well for this

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Its also welcome to tunnel town