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Arma Reforger Server Ports and Port Forwarding Guide (2024 Defaults)

Forward UDP 2001 to the computer hosting Arma Reforger. This guide explains player-hosted router rules, dedicated-server ports 17777 and 19999, port translation, firewall checks, and troubleshooting when friends cannot join.
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For a normal player-hosted Arma Reforger server, forward UDP port 2001 from your router to the computer running the game. Set the router’s public and local ranges to 2001–2001, then enter the same port in Arma Reforger’s host settings. Dedicated servers use UDP 2001 for game traffic, with UDP 17777 available for Steam Query/A2S and UDP 19999 for RCON.

The forwarding rule must target the host computer’s current local IPv4 address. If you use different external and internal ports, configure the dedicated server’s publicPort and bindPort to describe that translation. Most failed joins result from a stale local IP, a TCP-only rule, a mismatched port, a blocked firewall, or carrier-grade NAT at the ISP.

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Arma Reforger port quick reference

These are the documented default roles. All three sockets are UDP; do not create TCP rules unless another service on your machine specifically requires them.

Port Protocol Use Required?
2001 UDP Public game traffic for player-hosted and dedicated servers Yes for a server using the default game port
17777 UDP Steam Query/A2S server-list queries Optional; enable when your dedicated configuration uses query support
19999 UDP RCON remote administration Optional; enable only when you configure RCON

Bohemia Interactive’s player-hosting guide, published 21 May 2024, specifies public port 2001 by default and instructs hosts to set both public and local ranges from 2001 to 2001. The dedicated-server configuration reference assigns the same game role to UDP 2001 and lists 17777 and 19999 for the optional services.

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What port forwarding does for Arma Reforger

A home router normally keeps unsolicited internet traffic away from devices on the local network. Port forwarding creates a narrowly defined exception: traffic arriving at a chosen public UDP port is sent to one private computer and port on your LAN.

For a default player-hosted game, the path is:

  • Internet clients send Arma Reforger traffic to your public address on UDP 2001.
  • Your router forwards UDP 2001 to the host computer’s local address on UDP 2001.
  • Arma Reforger listens on that port and advertises the session through the game’s hosting system.

The router rule is not a substitute for starting a host in the game. It only makes the selected socket reachable. The computer must be running Arma Reforger, the correct scenario must be selected, and the operating-system firewall must allow the same UDP traffic.

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Before you create the rule

Identify the actual host computer

Use the computer that will run the server, not necessarily the machine you use to play when joining someone else. Record its local IPv4 address, such as an address in the 192.168.x.x, 10.x.x.x, or 172.16–172.31.x.x ranges. The official guidance recommends saving this address for the router rule.

Because many routers assign addresses dynamically, reserve that address for the host in the router’s DHCP or LAN settings if the option exists. Otherwise, a reboot or lease renewal can give the computer a new address and silently invalidate the forwarding rule.

Confirm that you control the required network layers

  • Administrator access to the home router’s configuration page.
  • Permission to allow Arma Reforger through the host operating system’s firewall.
  • For a dedicated machine in a data center, access to its provider firewall or security-group controls.
  • A public internet connection that accepts inbound traffic. Carrier-grade NAT can prevent home-router forwarding from working even when every local setting is correct.

Player-hosted port forwarding: exact procedure

  1. Find and record the host’s local IPv4 address. On the computer that will host, open the operating system’s network details and note the active adapter’s IPv4 address. If the machine has Wi-Fi and Ethernet, use the address on the connection that is actually carrying the game traffic.
  2. Open the router administration page. Sign in to the router and locate Port Forwarding. Vendors may place it under Security, NAT, Firewall, Advanced Networking, or Virtual Server. Do not confuse it with a port-triggering rule, which is session-dependent and is not the documented setup.
  3. Create one UDP forwarding entry. Select the recorded host address as the destination. Set the external or public port to 2001, the internal or local port to 2001, and choose UDP. If the router asks for ranges, enter 2001 as both the start and end of the public range and 2001 as both the start and end of the local range.
  4. Save or apply the router change. Some routers apply immediately; others require a separate Apply, Save, or reboot action. Confirm that the rule is enabled and that no second rule uses the same public UDP port.
  5. Allow the host through its firewall. Create or approve an inbound rule for UDP 2001 for the Arma Reforger server process. If the firewall asks whether the rule applies to private, public, or domain networks, select the profile that matches the network connection, using the narrowest scope that still permits your intended players.
  6. Start the game and choose the hosting scenario. Open Arma Reforger’s host flow, select the scenario and other session settings, and enter port 2001 unless you deliberately chose another supported port.
  7. Check advanced host settings. Ensure the server port matches the router’s forwarded port. Set the bind IP to the host computer’s local address when the interface exposes that field; do not bind to an inactive adapter or an address belonging to another machine.
  8. Start hosting and test externally. Save the session, start hosting locally, then ask a friend on a different internet connection to find the server or accept a Steam invitation. Testing from inside the same LAN can be misleading because some routers do not support hairpin NAT.

Router fields: what each value means

Router field Default value Meaning
Service or rule name Any descriptive name, such as Arma Reforger A label for your own administration
External/public start and end 2001 and 2001 The internet-facing UDP port players contact
Internal/local start and end 2001 and 2001 The destination port on the host computer
Protocol UDP The transport used by the documented game socket
Destination device or IP The host computer’s current local IPv4 address Where the router sends matching packets
Enabled On Whether the router actually enforces the rule

If your router offers a single “port” box rather than start and end fields, enter 2001. If it offers a protocol choice such as TCP/UDP, choose UDP-only for the Arma Reforger game socket. A combined TCP/UDP rule is broader than necessary and is not required by the documented configuration.

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Can you use a different game port?

The documented default is 2001, not a mandatory universal value. If your router or another service already occupies UDP 2001, choose a different available port only when the game or dedicated-server configuration allows it. The critical requirement is consistency: the port Arma Reforger listens on must correspond to the port your router forwards and the port players are expected to reach.

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For a straightforward home setup, keep the public and local values identical. That eliminates a translation layer and makes diagnosis easier. For example, forwarding public UDP 21001 to local UDP 21001 means the server should listen and advertise 21001. Do not leave the game on 2001 while forwarding only 21001.

Dedicated-server port configuration

A dedicated server separates the socket on which the process listens from the port registered as reachable by clients. The configuration reference calls these values bindPort and publicPort:

  • bindPort is the local UDP socket port used by the server process.
  • publicPort is the external port registered in the backend and shown to clients.

When there is no NAT translation, set both to the same number. With the defaults, that means UDP 2001 for both values. If a router or load balancer maps an external port to a different internal port, set publicPort to the forwarded external value and bindPort to the local listening value.

Dedicated-server function Default UDP port Configuration consideration
Game 2001 Forward the public game port and allow it through the host or provider firewall
Steam Query/A2S 17777 Optional; expose it only when query support is enabled and needed
RCON 19999 Optional; expose it only when RCON is enabled and secured

For a dedicated server behind a home router, create a separate UDP forwarding rule for every enabled socket. For a server in a cloud or hosting facility, there may be no home router, but the provider’s firewall, security group, or edge NAT must still allow the same UDP mappings. The exact firewall commands vary by operating system and are not universal; use the platform’s inbound-rule interface and restrict sources where practical.

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Example with matching ports

Suppose the dedicated process listens on UDP 2001, the router forwards public UDP 2001 to local UDP 2001, and the backend should advertise 2001. In that arrangement, bindPort=2001 and publicPort=2001. Add UDP 17777 only if Steam Query/A2S is enabled, and add UDP 19999 only if RCON is enabled.

Example with port translation

Suppose a provider requires public UDP 22001 but sends it to the server’s local UDP 2001. The server’s local socket remains bindPort=2001; the externally registered value becomes publicPort=22001. The provider firewall must allow UDP 22001 at the edge, and the translation must deliver it to UDP 2001. A mismatch in either side produces a server that may appear online but cannot complete connections.

Why friends can see the server but cannot join

Visibility and successful session establishment are related but not identical. A listing can be present through query traffic while gameplay packets are blocked or sent to the wrong destination. Work through these checks in order.

1. Verify the destination address

Look at the router rule and compare its destination with the host computer’s current local IPv4 address. If the address changed after a reboot, update the rule or create a DHCP reservation. A rule aimed at an old address is one of the most common causes of a visible-but-unjoinable server.

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2. Verify UDP, not just TCP

The documented game, query, and RCON sockets are UDP. A TCP-only rule will not carry the game traffic. Remove an incorrect TCP rule or replace it with the required UDP mapping.

3. Verify every port value

Compare the in-game host port or dedicated configuration with the router’s public port. If no translation is intended, the server port, public port, and local forwarded port should all be the same. For a translated arrangement, check that publicPort describes the external value and bindPort describes the local socket.

4. Check the host firewall

The router can forward a packet correctly and still have the computer discard it. Confirm that the firewall allows inbound UDP on each enabled port: 2001 for game traffic, plus 17777 and 19999 only when those services are configured.

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5. Check cloud or provider filtering

A dedicated server may be behind a second firewall at the hosting provider. Open the same UDP ports in that security group or edge firewall, and confirm that any provider-side NAT matches the server’s publicPort and bindPort relationship.

6. Test from another network

Ask a friend on a different ISP or use a separate mobile connection. Some routers cannot test their own public address from inside the LAN, so a local test can fail even when outside players can connect.

7. Consider carrier-grade NAT

With carrier-grade NAT, the router’s apparent public address is shared by multiple subscribers and inbound forwarding may not be available. The official port guidance does not provide a carrier-grade-NAT diagnostic procedure. If your rule, firewall, and port values are correct but outside connections never arrive, ask the ISP whether the connection has a publicly reachable IPv4 address or an inbound-connection option.

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Using query and RCON ports safely

UDP 17777 and UDP 19999 are optional, not additional requirements for every player-hosted session. Enabling an unused port increases the number of reachable services without adding functionality.

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  • Enable UDP 17777 when server-list query or A2S-compatible monitoring is part of your dedicated setup.
  • Enable UDP 19999 only when you have configured RCON and need remote administration.
  • Use strong, unique RCON credentials and limit administrative access at the firewall when the platform supports source restrictions.
  • Document which ports are enabled so that a later firewall audit does not leave stale openings.

Player hosting versus dedicated hosting

The ports are similar, but the operational trade-offs differ. Player hosting is convenient for occasional sessions; a dedicated service is better suited to an always-on community server or a host who cannot configure a home router.

Decision factor Player-hosted session Dedicated server
Public game port Usually UDP 2001, forwarded from the home router UDP 2001 by default, or another configured public port
Local port control Router forwards to the gaming computer’s local port bindPort defines the server socket
External registration Uses the host session’s configured port publicPort tells the backend what clients should reach
Host availability The player’s computer and game session must remain active Designed for an independently running process
Network administration Requires home-router and operating-system firewall changes Requires host firewall and, if applicable, provider security-group rules
Query and RCON Usually unnecessary for a casual session Optional UDP 17777 and UDP 19999 services can be configured
Mods and configuration Controlled through the host session’s game settings More persistent control over server configuration and administration
Recurring cost No hosting-provider fee is established by the port documentation Depends on the selected managed host or VPS plan

Managed hosting or a VPS can avoid exposing a home router and can keep the process online when your gaming PC is off. It does not remove networking work: verify that the plan permits configurable UDP mappings, gives you control of firewall rules, and supports the game’s required query, RCON, and mod configuration if you need them.

Port-forwarding security and maintenance

Forward only the ports you use. UDP 2001 is the normal game requirement; leave 17777 and 19999 closed unless their functions are enabled. Keep the router and host operating system updated, and remove old rules when you stop hosting.

Give the host a stable local address, but avoid placing the entire computer in a router’s DMZ. A single, documented forwarding rule limits exposure more effectively than forwarding a broad range. Review the rule after changing network adapters, replacing the router, or moving the server to a different machine.

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Final validation checklist

  • The host computer’s current local IPv4 address is recorded and targeted by the router rule.
  • UDP 2001 is forwarded for the game, with public and local ranges both set to 2001–2001 for the default player-hosted setup.
  • The in-game port matches the forwarded public port when there is no translation.
  • A dedicated configuration uses bindPort for the local socket and publicPort for the externally registered port.
  • UDP 17777 is opened only when Steam Query/A2S is enabled.
  • UDP 19999 is opened only when RCON is enabled.
  • The host operating-system firewall allows each enabled UDP port.
  • A cloud or provider security group allows the same ports for a dedicated server.
  • An outside player has tested the connection from a different network.
  • If all local checks pass but inbound traffic still fails, the ISP’s NAT arrangement has been investigated.

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