The Conflict Isles: 1989
Set in 1989, the Soviet Union has invaded the island of Everon, prompting the UK, NATO’s sole force in the region, to launch a mission to reclaim the territory. This game mode, a heavily modified adaptation of the vanilla Conflict mode, offers a slower-paced, more hardcore cooperative experience focused on realism, strategic coordination, and resource management. British forces must work together to establish beachheads, seize and secure points of interest, and maintain supply lines from the carrier to the mainland. Meanwhile, Soviet players act as a quick reaction force, defending strategic points, reinforcing AI garrisons, and launching counter-attacks to disrupt NATO operations."
All supplies originate from the carrier. There are no forward stockpiles or free resupply on the mainland. Every deployment, reinforcement, and advance must be planned, transported, and protected.
Air assault forms the backbone of gameplay. Infantry and helicopters operate as a single system, with rotary assets responsible for insertion, extraction, resupply, and close support. Aircraft are limited, losses matter.
The objective is not total occupation. As territory is secured, control is handed back to FIA elements. NATO establishes only a limited number of forward strongholds to project power, build infrastructure, and sustain presence. This prevents unchecked expansion and keeps operations focused.```
# Features
**Carrier-based operations**
NATO forces deploy exclusively from an offshore Nimitz aircraft carrier. All personnel, vehicles, and supplies must be transported in. There are no supply caches on the island.
**Hand-built regional objectives**
The island is divided into regions with hand-crafted, multi-stage objectives. Defensive systems, communications, and support assets must be neutralised before final objectives become available.
**Enemy forces driven by logistics**
Soviet AI presence is tied directly to supply infrastructure. Units require supply points to spawn, bases must be resupplied by convoy, and QRF elements deploy from real, traceable locations.
**FIA holding ground**
Cleared areas are transferred to FIA control. These zones cannot be used as spawn points, but contribute to stabilisation and reduce enemy pressure.
**Limited PvP QRF**
An optional Soviet player role, capped at four players. Focused on disruption, counter-attacks, and interdiction rather than direct deathmatching.
**Mobile HQ replaces squad radio**
The squad radio is replaced by a light vehicle MHQ. It is visible, vulnerable, and can be targeted and destroyed by both AI and players.
**UK / US roles and loadouts**
Side-specific roles and equipment reflecting faction doctrine. Balance is achieved through capability differences and operational constraints.
**Persistent campaign**
Rank progression and unlocks persist across sessions.
# Try it out
```We'd love to get your feedback and thoughts, either in this thread or on our Discord and use it as a bit of motiviation to keep expanding the idea further```
**Discord**
```discord.gg/TheConflictIsles```
**Workshop**
```https://reforger.armaplatform.com/workshop/62451E10CD2CE382```
**Server (EU)**
```The Conflict Isles | Cold War 1989 CTI | (Persistent Campaign + Carrier) | PVE/P
IP: 78.46.84.121:2008```
**Overview video:**
```https://youtu.be/TzzbaQSuJZk```