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How to Host an Arma 3 Server Without Port Forwarding

A practical guide to hosting a private Arma 3 server without router port forwarding. Set up Tailscale, configure Arma’s UDP ports and firewall, connect players by overlay IP, troubleshoot relays, and decide when a VPS is better.
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Yes—you can host a private Arma 3 dedicated server without changing your router. Install Tailscale on the server computer and every player device, place those devices in the same tailnet (or share the server with selected users), run the Arma server normally, and give players the host’s Tailscale IP address and game port. Players then connect directly through Arma’s direct-connect screen rather than through the public server browser.

This removes the need for an inbound router rule, including when your home connection uses CGNAT or you cannot administer the network. It does not remove the normal Arma work: installing the dedicated server, configuring missions and mods, opening the correct ports in the host operating-system firewall, and maintaining BattlEye and server files.

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What “without port forwarding” actually changes

A conventional home-hosted Arma 3 server sits behind a router performing network address translation (NAT). Public players send traffic to the router’s public address, so the router must be told to forward the Arma ports to the server computer. Bohemia Interactive’s server guidance describes that requirement for servers behind NAT or a firewall.

A private overlay takes a different path. Tailscale gives the server and invited players private overlay addresses and attempts to connect those devices directly. The router does not receive unsolicited public Arma traffic; the players’ clients send traffic through the encrypted overlay to the host. This is why the method works behind CGNAT, university networks, or a router you cannot configure.

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Tailscale describes private game-server sharing as working “without opening a single port or touching a firewall rule.” In practice, that means no inbound port-forwarding rule on the router. You should still create a narrowly scoped rule in the host computer’s firewall for the Arma UDP ports on the Tailscale interface. Restricting the rule to that interface prevents the game from being exposed on other network interfaces.

When this method is the right choice

  • Invite-only groups: Every participant can install the overlay client and receive access to the same tailnet or to the shared host.
  • CGNAT or locked-down routers: The host does not need a public IPv4 address or administrator access to the gateway.
  • Private administration: Only authenticated tailnet members can reach the server address, rather than anyone scanning the public internet.
  • Occasional sessions: You can start the dedicated server when the group plays and shut the host down afterward.

It is not a public-server-listing solution. Anyone who cannot join your tailnet or receive shared access cannot connect, and every player using this route needs the overlay software and a reachable overlay address.

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Arma 3 ports you still need to understand

Port forwarding is optional with a private overlay; Arma’s port model is not. Bohemia Interactive’s current dedicated-server documentation identifies this default UDP series:

UDP port Arma role What to check
2302 Default Arma 3 game port Use the same value in the server startup, host firewall, and player connection details.
2303 Steam query Keep it available to the server process when using the default port series.
2304 Steam port Verify it is not blocked by the host firewall or another service.
2305 Reserved VON (voice over network) port Include it when your configuration and voice features require the default series.
2306 BattlEye traffic port Allow it consistently with the server and BattlEye configuration.

The server’s listening port can be changed with the -port= startup parameter. A changed base port means you must verify the complete set of ports used by that instance rather than leaving 2302–2306 in the firewall by habit. Keep the command line, server configuration, host firewall, and the address/port shared with players synchronized.

What you need before starting

  • A Windows or Linux computer that can run the Arma 3 dedicated server continuously for the duration of a session.
  • An Arma 3 dedicated-server installation obtained and maintained through the documented SteamCMD workflow.
  • Tailscale installed on that server computer and on every player computer that will connect privately.
  • A tailnet account, or a way to share the server machine with selected users under your organization’s access controls.
  • Matching Arma 3 builds, mission files, and mods on the server and clients.
  • Permission to create a local operating-system firewall rule on the host.
  • The time to test with the actual players and mod set, especially if the overlay has to relay traffic.

You do not need to reserve a public IPv4 address, configure a router port-forwarding rule, or make the server visible to the global Arma browser.

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Step-by-step: host a private Arma 3 server with Tailscale

1. Install Tailscale on the server and players’ devices

  1. Install the Tailscale client on the computer that will run the dedicated server.
  2. Install the client on every computer that will play. A player who has not joined the overlay cannot reach the server’s Tailscale address.
  3. Sign in and confirm that all devices appear in one tailnet, or use the product’s sharing function to grant selected users access to the host machine.
  4. Give the server a recognizable device name. This makes it easier to select the correct machine when several computers are online.

Use the tailnet’s access controls to keep membership limited to your group. Sharing only the host with invited users is preferable to adding unknown people to a broader private network.

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2. Install or update the dedicated server with SteamCMD

Install and update the Arma 3 dedicated server using Bohemia Interactive’s documented SteamCMD procedure. Complete this before troubleshooting the overlay: Tailscale changes the network path, not the Arma binaries, SteamCMD authentication, mission rotation, mod downloads, or BattlEye files.

Record the server directory and the account or service that runs it. The service must be able to read the configuration, missions, keys, and mod folders, and it must be allowed to create its logs. Update the server and client versions together when a game update changes compatibility.

3. Configure the Arma instance

Set the server name, administrator password, player limit, mission rotation, difficulty, BattlEye policy, and mods in the normal Arma configuration files and startup options. Decide whether the server should use the default game port or a different value with -port=.

Do not bind the process exclusively to an address that exists only on the physical LAN. If the server is configured to listen only on a LAN address, it may reject connections arriving through the Tailscale interface. Adjust the bind/listen setting for your operating system and confirm the resulting behavior in the server log and with a real client.

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4. Start the server and verify its listening port

  1. Start the dedicated server with the same startup options you would use on a normally hosted machine, including any chosen -port= value.
  2. Watch the startup log for the game, Steam, voice, and BattlEye ports. Confirm that no other process is already using the selected ports.
  3. Keep the server process running while you perform the network tests. A Tailscale connection to a powered-off or sleeping host cannot succeed.

If the log shows a different port from the one you plan to distribute, use the log’s value. Never rely on the default 2302–2306 series after changing the startup port without checking what the instance actually opened.

5. Limit the host firewall to the Tailscale interface

Create inbound UDP rules for the Arma port range used by this instance on the host operating system. Scope those rules to the Tailscale network interface or its address range where your firewall supports interface or source restrictions. Tailscale’s game-server guidance recommends this isolation so the game port is reachable through the private overlay but not through unrelated interfaces.

Allowing the ports on every interface is a common mistake. It can expose the server to your physical LAN or to a public interface even though you never configured router forwarding. Keep the rule’s protocol, port range, interface, and profile aligned with the server’s actual configuration.

6. Give players the overlay address

On the host, copy its Tailscale IP address from the Tailscale client or administration view. Send players that address and the Arma game port. If you kept the default, the game port is normally UDP 2302; if you changed it, send the value used by the running instance.

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Do not send the router’s public address for this setup. Players must use the host’s overlay address, and they must be signed in to an account that has access to the same tailnet or shared machine.

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7. Connect through Arma’s direct-connect flow

  1. Have the player start Arma 3 with the same required mods and compatible game version as the server.
  2. Open the game’s direct-connect option rather than waiting for a public-browser listing.
  3. Enter the host’s Tailscale IP and the configured Arma game port.
  4. Authenticate with the server password if one is configured, then confirm that the player appears in the server log.

A private overlay server may not appear in the public server browser. That is expected; direct connection is the reliable path for an invite-only tailnet deployment.

Direct connections, relays, and performance

Tailscale normally attempts NAT traversal so two devices can communicate directly. If both networks are difficult or direct UDP is blocked, traffic can continue through a Tailscale Peer Relay or a DERP relay. A relay keeps the session possible, but it generally adds latency or lowers throughput compared with a direct path.

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There is no Arma-specific latency guarantee in the cited documentation. Test the real mission, player count, voice traffic, and mod collection with the people who will play. A short ping test can look acceptable while a busy mission suffers from delayed state updates, so validate movement, vehicle control, AI density, and voice communication during an actual session.

Tailscale’s firewall documentation identifies HTTPS on port 443 for coordination and DERP data, and UDP 41641 as the default direct WireGuard port. The direct port can be changed. Most users therefore do not need to open an inbound router port for Tailscale itself, but restrictive networks may still block direct UDP and force a relay.

How to tell whether the path is the problem

  • If the player cannot reach the host at all, check tailnet membership, device approval, the Tailscale client status, and the host firewall before evaluating game performance.
  • If the connection succeeds but the mission feels sluggish for everyone, check whether the path is relayed and test again from a network that permits direct UDP.
  • If only one player has trouble, compare that player’s network and client status with a player who connects successfully; a single restrictive Wi-Fi or campus network can force only that route through a relay.
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Troubleshooting by symptom

The Tailscale host is not visible to a player

  • Confirm both devices are signed in and online in the same tailnet, or that the player accepted the host-sharing invitation.
  • Check that the player is using the host’s Tailscale IP, not its LAN address or public router address.
  • Review tailnet access policies and device approval status.
  • Temporarily test basic reachability between the two overlay clients using the platform’s diagnostic tools. A failed overlay test means Arma cannot be the first thing you troubleshoot.

The server starts, but direct connect times out

  • Verify that the Arma process is listening on the selected port and that the player entered the same port.
  • Check the host firewall rule’s protocol and interface. A TCP-only rule will not pass Arma’s UDP traffic.
  • Inspect the server’s bind/listen setting. A process restricted to a physical-LAN address may not accept traffic arriving through Tailscale.
  • Confirm that the full port series used by the instance is consistent with its startup options and firewall rules, including Steam and BattlEye traffic.

The server connects, but the player is rejected

  • Compare the Arma game version on the client and dedicated server.
  • Compare mod names, versions, load order, and signatures. A network path cannot fix a missing or mismatched mod.
  • Check the server password, player limit, BattlEye status, and required key files.
  • Read the server and client logs for the exact rejection reason before changing ports.

Voice or BattlEye behaves incorrectly

Do not assume that a successful game connection means every auxiliary service is correctly reachable. Recheck the configured VON and BattlEye ports, their UDP firewall rules, and any changed base-port value. Keep these settings aligned across the server command line, configuration, host firewall, and player instructions.

Performance is worse than expected

  • Determine whether Tailscale selected a relay instead of a direct path.
  • Test with fewer players and the same mission to separate network limits from server CPU, memory, or script load.
  • Check the host’s upload capacity and whether another application is saturating it.
  • If relaying is unavoidable and the group needs lower latency, move the dedicated server to a network or hosted machine with suitable direct UDP connectivity.

Security and administration practices

Keep the server private by default

Use a strong Arma administrator password and a separate in-game server password where appropriate. Limit tailnet membership to people who should be able to reach the machine. Remove old devices and invitations when a player leaves the group.

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Isolate the game service

Bind and firewall the service so it accepts game traffic through Tailscale rather than every available interface. Keep the operating system, Arma server, mods, and BattlEye files updated through trusted sources. Run the server under a limited operating-system account when your platform and management tooling allow it.

Plan for restarts and backups

Back up mission files, server configuration, mod lists, and administrator settings before updates. Document the selected port, Tailscale device name, startup options, and firewall rule so another trusted administrator can restore the session. A private overlay does not provide automatic uptime; if the host sleeps, reboots, loses power, or closes the server process, players are disconnected.

Private overlay versus a VPS or managed Arma host

A hosted server places the dedicated process outside your home NAT, so players can connect over the public internet without joining your private overlay. It is usually the cleaner choice for a public community, persistent uptime, or a host that cannot run a computer continuously. The trade-off is a recurring hosting charge and less direct control over the underlying machine.

Decision factor Private overlay at home VPS or managed Arma host
Who can join Invite-only users in the same tailnet or users granted access to the host. Anyone who can reach the public server and passes its password or whitelist controls.
Player software Every player needs the overlay client and tailnet access. Players normally need only Arma 3 and the required mods.
Router forwarding Not required for the Arma service. Not required at home because the server is in the provider’s network.
Latency path Direct overlay path when NAT traversal succeeds; relay possible when UDP is blocked. Depends on provider location, transit, and the players’ regions.
Recurring cost No hosting cost is established here; you provide the computer and connection. Recurring cost varies by provider and plan; verify it before purchase.
Uptime Limited by your power, internet connection, maintenance, and whether the host stays awake. Designed for continuous operation, subject to the provider’s service terms.
Mods and missions Maximum control over local files, storage, and update timing. Control depends on storage, upload tools, permissions, and mod policies.
Firewall exposure Tailnet access plus a host firewall rule; no public Arma port is required. Public UDP access must be allowed by the provider and secured on the server.
Administration You administer the operating system, Arma, mods, backups, and overlay. You still administer Arma and mods, while the provider handles the infrastructure layer to the extent promised.

Before buying a VPS or managed service, verify all of the following: Arma 3 support, unrestricted or suitable UDP access, BattlEye support, enough CPU and RAM for your mission, mod-storage capacity, backup options, region, and permission to run the required server traffic. Bohemia Interactive’s documentation establishes the Arma port and SteamCMD requirements but does not endorse a hosting provider.

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Where ZeroTier and other virtual-LAN products fit

ZeroTier and similar virtual-LAN products can serve the same general purpose: place the server and invited players on a private virtual network and connect using the server’s virtual address. However, an Arma-specific setup and current support terms are not established here. Treat these products as alternatives to test, not guaranteed drop-in replacements.

If you evaluate one, use the same checklist as Tailscale: every player must be able to install and join, the host must bind to the virtual interface, the firewall must allow the correct UDP ports there, and the path must be tested under the group’s real mission and mod load.

Pre-session checklist

  • The dedicated server and all clients run compatible Arma 3 versions.
  • Every player is online in the correct tailnet or has accepted the host-sharing invitation.
  • The host is awake, the dedicated process is running, and the Tailscale client reports the device online.
  • The startup -port= value, server configuration, firewall rules, and player instructions agree.
  • The host firewall allows the required UDP ports on the Tailscale interface.
  • The server’s bind/listen configuration accepts the overlay interface.
  • Mission files, mods, signatures, BattlEye settings, passwords, and player limits are ready.
  • Players know to use direct connect with the host’s Tailscale IP and configured game port.
  • A test player has connected before the full group assembles.

Bottom line for CGNAT and locked-down networks

For a friends-only Arma 3 session, Tailscale is the most practical way to avoid router port forwarding: install it everywhere, authorize the participants, run the dedicated server normally, allow the Arma UDP series on the Tailscale interface, and connect with the host’s overlay IP. Expect direct connections where possible and relay-related latency where they are not. Choose a VPS or managed host instead when the server must be public, persistent, or independent of one player’s home computer.

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