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For a normal player-hosted Arma Reforger server, forward UDP port 2001 from your router to the hosting computer’s local IPv4 address, using 2001 as both the public and local port. The port entered in Arma Reforger must match that rule. Dedicated servers use UDP 2001 for game traffic, with UDP 17777 for the optional Steam Query/A2S socket and UDP 19999 for optional RCON.
Arma Reforger ports at a glance
The correct rule depends on whether you are hosting from the game client or running a dedicated server. Arma Reforger’s documented sockets use UDP; adding broad TCP rules is not a substitute for the required UDP mappings.
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| Use case | Port | Protocol | Purpose | Required? |
|---|---|---|---|---|
| Player-hosted game | 2001 | UDP | Public game connection | Yes for the default setup |
| Dedicated server game | 2001 by default | UDP | Game traffic | Yes, unless you deliberately configure another port |
| Dedicated server query | 17777 by default | UDP | Steam Query/A2S server-browser queries | Optional |
| Dedicated server administration | 19999 by default | UDP | RCON remote-console traffic | Optional |
Bohemia Interactive’s player-hosting guide, published on 21 May 2024, specifies a default public port of 2001 and says to set both the public and local range from 2001 to 2001. The dedicated-server configuration reference lists the same UDP game port and the optional query and RCON defaults.
What “public,” “local,” bindPort and publicPort mean
Public and local router ports
Your router has a public, or external, side facing the internet and a private, or internal, side facing devices on your home network. A port-forwarding rule tells the router that incoming traffic arriving on one public port should be sent to a particular computer and local port.
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For the default player-hosted arrangement, both values are 2001:
- Public/external port: 2001
- Local/internal port: 2001
- Protocol: UDP
- Destination: the hosting computer’s local IPv4 address
The public and local numbers can differ only when you intentionally translate the port. If no translation is planned, keeping them identical avoids a common configuration error.
Dedicated-server socket and registration ports
In a dedicated-server configuration, bindPort is the UDP port on which the server process listens locally. publicPort is the port registered externally in the backend. They normally have the same value. If a router or load balancer translates ports, bindPort can be the local listening port while publicPort must be the externally reachable forwarded port.
For example, a server listening on local UDP 2001 and exposed unchanged uses bindPort=2001 and publicPort=2001. If an infrastructure device exposes UDP 21001 and forwards it to local UDP 2001, the external registration is 21001 while the local socket remains 2001. The forwarding rule and the values in the server configuration must describe the same path.
What you need before creating a rule
- The computer that will host the game or dedicated process.
- Its current local IPv4 address, recorded before you configure the router.
- Administrator access to the home router, or to the firewall and security-group controls for a hosted server.
- The port number you intend to use. Use 2001 for the standard player-hosted setup.
- Permission to allow Arma Reforger through the host operating system’s firewall.
The local address matters because the router must know which device should receive the incoming UDP packets. If that address changes later, the rule can continue pointing at the wrong computer even though the port number is correct. A DHCP reservation or another method of keeping the host’s local address stable is therefore useful, although the official guide’s essential requirement is simply that the rule target the hosting machine’s current local IP.
How to forward the default player-hosted port
1. Find the host computer’s local IPv4 address
On the computer that will run the host, identify the local IPv4 address assigned by your router and write it down. Use the address belonging to the network connection that is actually carrying the game traffic. Do not enter the router’s own address or a public internet address in the destination field.
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Sign in to the router and locate Port Forwarding. Manufacturers place it in different menus, often under Security, Advanced networking, NAT, or Firewall. The label may also be Port Mapping or Virtual Server; the required fields are the same in principle.
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3. Create a UDP rule for the host
Create a new rule whose destination is the host computer’s local IPv4 address. For the default setup, enter the following values:
| Router field | Value |
|---|---|
| Service or rule name | Any recognizable name, such as Arma Reforger |
| External/public port range | 2001–2001 |
| Internal/local port range | 2001–2001 |
| Protocol | UDP |
| Destination device | The host computer’s local IPv4 address |
| Enabled | On |
Do not select TCP-only. If the router offers an “Both” or “TCP/UDP” choice but also permits UDP alone, use UDP alone for the documented game socket. A broad combined rule can expose an unnecessary TCP service and does not correct a wrong destination address.
4. Enter the same port in Arma Reforger
Start Arma Reforger, select the scenario you intend to host, open the host settings, and enter 2001 as the server port. The number in the game must be identical to the router’s forwarded public port when there is no deliberate translation.
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5. Check advanced host settings
Review the advanced settings and make sure the server port and bind IP correspond to the forwarding rule and the host computer’s local address. The official guidance allows the public IP setting to remain on automatic detection in a normal home setup. The bind address, however, must refer to the interface and local address on which the host is listening.
6. Save, start, and test
Save or apply the router rule, start hosting locally, and wait for the server to become available. Friends can search for it in the server browser or accept a Steam invitation. Test from a different internet connection when possible; a device on the same home network may not exercise the router’s public-side path in the same way as an outside player.
7. Recheck after network changes
If the host computer reconnects to the network, verify that its local IPv4 address is still the address targeted by the rule. A changed address is one of the most common reasons a previously working setup stops accepting joins.
Dedicated-server port configuration
Default sockets
The dedicated-server reference documents these defaults:
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| Configuration role | Default port | Protocol | What it does |
|---|---|---|---|
| Game socket | 2001 | UDP | Carries player game connections |
| Steam Query/A2S | 17777 | UDP | Allows supported server-browser query traffic |
| RCON | 19999 | UDP | Provides optional remote-console administration |
Only enable and forward the optional query or RCON sockets if your configuration needs them. A server that does not use query or RCON does not gain anything from exposing those ports.
Keep the external and internal values coherent
For an unchanged network path, forward UDP 2001 to the dedicated host’s UDP 2001 and configure matching public and bind values. If you enable Steam Query, forward UDP 17777 to the server’s corresponding query socket. If you enable RCON, forward UDP 19999 only when remote administration is required and protect it according to your server-management policy.
When a hosting provider, load balancer, or router translates a port, document both sides. The provider-facing or router-facing public value belongs in publicPort; the local process value belongs in bindPort. A mismatch can leave the process listening successfully while external clients are sent somewhere else.
Allow the same UDP ports through firewalls
The host operating-system firewall must allow inbound UDP on every socket enabled in the server configuration. A cloud or managed provider may also have a separate security group or network firewall; it must permit the same enabled UDP ports. The exact commands and screens depend on the operating system and provider, so use that platform’s firewall controls rather than copying a command intended for a different system.
Why friends can see the server but cannot join
The rule targets the wrong local address
A server can appear in a browser through query information while the actual game connection is forwarded to an old or different machine. Compare the router destination with the host computer’s current local IPv4 address. Correct the rule, save it, and restart the host if necessary.
The game port and forwarded port differ
Check the port entered in the player-hosted settings or the dedicated server’s publicPort. It must equal the router’s external port unless a translation is intentional and represented correctly by bindPort. A rule forwarding 2001 while the server advertises another public value will not reliably connect players.
The protocol is wrong
Arma Reforger’s documented game, query, and RCON sockets are UDP. A TCP-only rule will not carry the required traffic. Confirm the protocol on the router, host firewall, and any cloud security group.
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The host firewall or provider security group blocks the socket
Even a correct router rule cannot deliver traffic to a process blocked by the operating-system firewall. Check that the enabled UDP ports are allowed for the correct network profile. On a hosted server, inspect the provider’s inbound security-group rules as well.
The local address changed after the rule was created
Routers commonly assign local addresses dynamically. If the host received a different address, update the forwarding destination or reserve the address for that computer. Confirm the address again after rebooting network equipment.
Carrier-grade NAT prevents inbound forwarding
Some internet providers place customers behind carrier-grade NAT. In that arrangement, your router may not receive a directly reachable public IPv4 address, so a local port-forwarding rule cannot accept unsolicited internet connections even when every local setting is correct. The official player-hosting guidance does not provide a carrier-grade-NAT diagnostic procedure. If the browser lists the server but outside players consistently cannot establish the game connection after the address, port, protocol, and firewall checks, ask the ISP whether the connection has a directly reachable public address or use a server arrangement that supplies one.
Testing from inside the same network gives a false result
Some routers do not support loopback or hairpin NAT consistently. A test performed by a friend on the same home network may fail or behave differently from an internet test. Have a player outside the local network try the connection, or test using a separate mobile or other external connection.
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- Write down the host computer’s current local IPv4 address.
- Confirm the forwarding destination is that exact address.
- Confirm the game or dedicated configuration uses the intended public port.
- Confirm the router forwards a one-port range for the game and selects UDP.
- Confirm the host firewall allows the enabled UDP socket.
- For a dedicated service, confirm any cloud or provider security group allows the same UDP port.
- If query or RCON is enabled, check 17777 or 19999 separately rather than assuming those optional sockets prove that the game socket works.
- Test from outside the home network.
- If all local checks pass and inbound connections still fail, investigate whether the ISP uses carrier-grade NAT or choose a host with a public address.
Work through the list in order. Changing several port numbers at once makes it harder to identify which setting caused the failure.
Player hosting versus dedicated hosting
Both approaches require correct UDP mappings, but they solve different operational problems. Player hosting is convenient for an occasional session; a dedicated service is better suited to an always-on world or a machine that should not be tied to one player’s game session.
| Consideration | Player-hosted server | Dedicated server |
|---|---|---|
| Where it runs | The player’s computer running the game host | A separate dedicated process on a home machine, VPS, or managed host |
| Default game port | UDP 2001 | UDP 2001 |
| Router administration | Usually required on a home network | Required at home, or replaced by provider networking controls |
| Host availability | The hosting computer and session must remain available | Can be operated as an always-on service if the machine and plan support it |
| Query and RCON | Not the focus of the player-hosting setup | Optional UDP 17777 query and UDP 19999 RCON sockets |
| Configuration control | Game host settings and scenario choices | Explicit server configuration, including bind and public ports |
| Public-address handling | Home router forwards to the player’s local address; public IP can normally remain automatic | Provider or router must expose the configured public port and route it to the process |
| Recurring cost | No hosting-provider fee is established by the cited guidance | Depends on the selected managed host or VPS; compare current plans separately |
Managed hosting removes the need to expose a home router, but it does not remove networking work. The service still needs the documented UDP mappings, an allowed firewall path, and a public address that matches the advertised configuration.
Port-forwarding security and maintenance
- Forward only the UDP ports you actually use. The game socket is the starting point; query and RCON are optional.
- Point rules at the intended host and remove stale rules for retired machines.
- Keep the host operating system, game server, and router firmware maintained according to their normal update policies.
- For RCON, avoid exposing the administration socket unless remote control is needed, and apply the authentication and access controls provided by the server configuration.
- Record any non-default public-to-local translation so future administrators know why
publicPortandbindPortdiffer.
Port forwarding does not make a server public by itself; the process, firewall, router, and address registration must all agree. Conversely, deleting an unused forwarding rule reduces the number of reachable services on the home network.
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Final pre-launch checklist
- Host local IPv4 address recorded and stable.
- Player host: UDP 2001 forwarded as public 2001 to local 2001.
- Dedicated host: game, query, and RCON ports enabled only when needed.
publicPortmatches the externally reachable port.bindPortmatches the local UDP socket, unless deliberate translation is documented.- Router, operating-system firewall, and any provider security group use UDP for the enabled sockets.
- In-game port and router rule agree.
- External test performed from outside the host’s local network.
Once these values line up, friends should be able to find the server through the browser or an invitation and establish the game connection on the forwarded UDP port.
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