Campaign 6 System
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Contents |
Preamble and Definitions
Goals
- Both sides have the same chances
- We don't play the same maps over and over
- It allows for strategic decisions.
Definitions
- Tile aka City: A tile is an area on the campaign map that has a game map assigned. Tiles can also be considered as "flags" or "cities."
- Red/Orange tiles are controlled by Mec, Chinese, Rebels or Insurgent Forces. The team we usually call the "bad" guys.
- Blue tiles are controlled by US, SAS, Spetznas. The party that are commonly refered to as the "good" guys. If only good guys face eachother on a map this becomes an ordered list. So the US are in our perception the most good guys, SAS rank second and Russians are okay these days but only 3rd.
The system requires the neutrals to take care of some parts (explained below).
Pre-Campaign Procedure
Creation of map pools Maps will be classified as head-on or attacker/defender. There will be two pools:
- One pool consisting of 32- and 64-player maps
- Another pool containing only 16p version maps.
A map doesn't have to be in both pools.
Example 32/64 pool:
- Head-on Maps: Dalian Plant, Daqing Oilfields, Dragon Valley, Fushe Pass, Gulf of Oman, Mashtuur City, Songhua Stalemate, Zatar Wetlands, Ghost Town
- Attacker/Defender Maps: Operation Cleansweep, Sharqi Peninsula, Strike at Karkand, Wake Island, Devils Perch, Iron Gator, Leviathan, Mass Destruction, Night Flight, Surge, Warlord
A total of 20 maps * 2 ( 32/64p version ) = 40 "maps" that can be assigned to tiles. Our Campaign map will have 40 + 1 tiles, so we will never have a draw.
Example 16p pool:
- Head-on Maps: Dalian Plant, Daqing Oilfields, Dragon Valley, Gulf of Oman, Mashtuur City, Songhua Stalemate, Zatar Wetlands, Ghost Town, Dines City
- Attacker/Defender Maps: Sharqi Peninsula, Strike at Karkand, Wake Island, Devils Perch, Iron Gator, Leviathan, Mass Destruction, Night Flight, Surge, Warlord
Please note that the 16p pool includes a map that is not part of the 32/64 pool and does not include a map that is part of the 32/64 pool.
Picking the Maps High Commands and Neutral Executives will create the map pool. Some 64p versions suck, so we will either remove these maps completely from the pool or just assign their 32p versions twice. Since 64p versions are only fun if we really have a lot of people on the server, the Map Pool creating team is free to agree on placing only the 32p version for maps (those maps would be placed twice on the campaign map).
If numbers drop i suggest we switch to playing 32p versions until we again have numbers good enough for 64p maps. My suggestion would be a a minimum of 50 guys for 64p maps. For the first map played on a battleday, ABC signups would decide whether we play 32p or 64p version. For all battles after, the count on Teamspeak before the battle will decide the number of players. We would play 64p maps only if we have 50+ players.
Setting up the campaign map
See Forums for real Campaign Map, it's abstract Representation (which is the authorative) and the Mappools.
Each army can assign their maps to their cities in any way they want to. One map per City limit though ;-)
The placement of maps is not revealed to the public. Placement of the maps has to be done within a specified timeframe. The finished map to city assignments will be sent in to a neutral who makes sure no map placements are changed once the campaign started.
Pre-Campaign Scrim
The Winner of the Pre Campaign Scrim will get the center tile and has first attack on Tuesday during Eubo and first attack on Saturday.
The center City (only on map with uneven number of cities) has no map assigned (and thus can't be attacked).
Objectives and HeadQuarters (HQ)
Neutrals will declare one city of each team as it's HeadQuarters. Placement will be fair with each team's objectives having the same distances to enemy tiles.
- A team that manages to make a connection to the very opposite of the map. Isolating at least two enemy held cities from the other teams mainland gets one extra Attack per Mainbattle Day to be used in any turn. For this Campaign Operation X would have to make a connection to any of the Cities 2,3,4,5, SFB to 57,58,59,60. The Bonus kicks in immediatly (can be used same Mainbattle Day) and is granted for every Mainbattle Day starting with the divider in place.
- The headquarters is the key to victory. A team wins by capturing the enemy HQ and holding it for 8 days. See Victory Conditions for details.
Battle Rules
All battles will be played best three out of five.
Counterattacks
- No team may attack the same city twice in two weeks
- No city may be attacked more than twice in three weeks
This allows counterattacks but should keep us from playing the same maps over and over.
In-Game Teams
For Attacker/Defender maps, the Attacker will always play on the side that represents the Attacker on that map.
Example: Red attacking on Strike at Karkand will play as US.
If a map has been classfied as attacker/defender based for it's 32/64p version, the 16p version will also be considered defender/attacker based.
For Head-On maps, the attacking team will always play as the "good" guys (see definition above).
Examples:
Red attacking on Daqing Oilfields will play as US. If Blue were attacking on Daqing Oilfields, it would play as US too.
Red attacking on Ghost Town will play as SAS. If Blue were attacking on Ghost Town, it would play as SAS too. SAS are considered to be better than Spetznas. See Definition above.
Ticket Ratios
- 16 and 32p versions of maps are played with a ticket ratio of 150%
- 64p maps are played with a ticket ratio of 100%
- Custom maps will be adjusted so we achieve a base level of 300 tickets for Main Battles and 150 tickets for BlackOps.
Divisions
Each team will have three divisions which can be placed at will at the start of the campaign by High Commands.
Uses of a Division
- Only Divisions have the ability to stage an attack.
- Only Divisions are able to hire Ops Teams
- This means that a defender cannot hire ops teams unless he got a division on/in this city
- Divisions do not have any attack/defense modifiers.
Destroying a Division
- Divisions are destroyable
- Once destroyed, a division won't come back
- If all divisions are lost, the opposing team wins the campaign.
- A division gets destroyed if it has no adjacent tile to retreat.
Retreating With a Division There are two situations in which a division will need to retreat:
- If a division looses its attack, it retreats to the city it started its attack from
- If a division captures a city in which an enemy division is stationed, the attacker will choose which flag the defending division retreats to.
Division Movement
Fuel
- A barrel of fuel, also referred to as a "movement point," represents the ability of a division to move one tile.
- At the beginning of a turn, an army will have 5 barrels of fuel.
- Fuel can be distributed among divisions in any way. For example:
- One division can move six tiles, or
- Three divisions can each move two tiles
- There are no exceptions in movement between adjacent friendly flags
- For example, if an enemy division is present in an enemy tile, you can continue to move your division to where you want it
- A division that has been moved during the turn but not used for anything can be used to stage an attack but can't be moved again.
- Example: Blue moves Division A two steps, Division B one step. Three barrels of fuel are still available. Blue attacks with Division C and wins. It is now allowed to move C two spots but cannot move A and B. However, it can still attack with A or B.
Attacking and Blitzing
- To attack a city, the division moves into the city and pays fuel for that move.
- Moving into an enemy flag costs one barrel of fuel.
An attacking division thats sweeps it's enemy (defender doesn't win a single round) is able to perform a blitz by attacking another flag with the same division.
- Note: The division needs to have an additional barrel of fuel to move to the next flag
- An army may only blitz once per turn. This is also true if the team gained extra Attack rights.
Fog of War
Not everything on the campaign map is visible to each team.
Maps
- At the beginning of the campaign, an army will not know which maps correspond to enemy-owned cities
- Maps can be revealed using an Aerial Photo Ops Team
- Once a map is revealed, it will stay that way.
Divisions
- Divisions are invisible under fog of war.
- If an Aerial Photos Ops Team was hired to uncover a city in which a Division is stationed, the division will be revealed as well.
- Exception: If a division is adjacent to an enemy flag, it is visible to the enemy.
Objectives and HQ
Objectives and HQ's are not hidden by fog of war--everyone knows where they are. However, the maps corresponding to them are hidden just like other tiles.
Main Battles (Saturdays)
The party with attack rights can attack any hostile tile within movement range of a division (note that a division cannot move between enemy flags).
First Attack rights are switched every week. The attacking team has to announce the number/name of the city they are going to attack 30 minutes prior to the scheduled start time.
To limit the time between maps:
- When a map ends, the attacking team has 5 minutes to announce the tile it is attacking. - Admins should announce the map being played and switch the server over in the next 3 minutes. - When the server is switched, there will be 10 minutes of planning time - And then we do a 2 minute restart.
This means a maximum of 20 minutes between maps. Neutrals will announce times and enforce them.
The turn ends:
- when the attacking team chooses to pass, voluntarily ending its turn. The team that recieves the attack may not also pass.
- after the first attack. Remaining divisions maybe moved according to movement rules and available fuel but can't attack again.
- if the attack was a sweep ( attacker won 3:0 ) it is allowed one Blitz! Attack with the division that swept.
- An army uses all of its fuel and/or is unable to make any more moves.
- A division's attack fails and it is forced to retreat.
Black Ops Battles (Tuesdays)
The party with attack rights can choose any map from the 16p map pool. Once a map has been picked it is removed from that pool. When the pool is empty all maps get back in the pool and can be picked again. The 16p maps have no connection to the campaign map.
Games are played best out of five with no ingame commander and no assets. During each NABO and EUBO two maps will be played. Attacker/Defenders will alternate.
Map Picks for Blackops
The Team that has first Attack for EUBO or NABO will have to announce the map to the public 30 minutes prior to battle. The Team that has 2nd Attack during EUBO or NABO doesn't have to announce it's choice 30 minutes prior to the battle.
Example:
Blue got first attack during EUBO and has to announce it's map pick 30 minutes prior to the scheduled start time. Red will have second Attack and needs not to announce but Red will have first attack for NABO and there needs to announce it's map choice 30 minutes prior to battle. Blue will have 2nd Attack for Nabo and doesn't. Just remember once played a map can't be played again until the pool is refilled.
Money and Ops Teams
Black ops battles will be played for Money. Winning a Black Ops attack gives a team an allowance of $1,000,000. We abbreviate this as $1. $2,000,000 = $2 and so on. Teams can spend their funds on various Ops Teams and on extra Fuel.
Both Teams will have to tell a neutral before a match starts if they are going to spend money on an Ops Team and which one before the first round starts. Only one Ops Team per match per team. No team shall know if the other team hires an Ops Team before it has made it's own decision to hire or not hire. Once the neutral knows from both teams what ops teams each team will be using, he will announce it to the public. As soon as the attacking team said what city it will attack the other team has to reveal what map is beeing played next to the public.
- Reminder: Only Divisions can use Ops Teams.
- Any Ops Team can only be used once per attacker turn.
Aerial Photo Team -- $1
A simple but important Ops Team that can be hired at any time as long as the team has the funds is the Aerial Photo Ops Team. This team can immediately be sent to gather intel on any city. A neutral will tell the team the map that is assigned to the requested city and if present, will reveal a division in this city. The neutral won't tell the other team which city an Aerial Ops Team has uncovered.
- Example: Red won their black op attack and ask the neutral to uncover the city named Tokyo. The neutral tells red that Tokyo is Wake Island 64. It's not revealed to Blue that Red asked for Toyko to be uncovered.
Teams will start the Campaign with two Aerial Photo Ops Teams. They do not need to be used on the first battle.
These Ops Team can only be hired by the Attacker:
The Magic Electricians -- $1
(Working Title). These guys will initate an EM Pulse, destroying the enemy team's Scan Radar for two rounds. The defending field commander will have to blow up (or assign someone to do it) his Scan Radar asset. Even if it magically gets repaired. The FC must not use it for the first two rounds and destroy it as fast as possible when it is repaired. The attacking team that is dropping supply crates on the destroyed scan rader will loose the round for unsportsmanlike behaviour. The Magic Electrians demand no less than 1$ for their services.
Airlift Team -- $2
The Airlift Team allows an army to drop a division one flag behind enemy lines.
This one is special and has some rules. If the attack fails or the map is counter attacked (minimum 8days time between) the division retreats to the flag the attack was launched from (it is not destroyed). If the flag where the air drop was launched from is taken and the isolated division is attacked it is treated as surrounded. This is a visual picture of what an airdrop attack will look like:
http://imgfree.com/images/ahhulndljxmj.jpg
To make an airdrop a team must take a division adjacent to an enemy flag and use the required funds/credits to buy "airlift ops team". The airlift ops team allows a division to either attack an enemy flag that is two flags away or allows that division to move to any friendly flag on the map. Completely surrounded divisions may only airlift to enemy flags not to friendly flags.
See the map above, there is only one enemy flag between the flag being attacked and the flag the division will be attacking from. Airlift ops teams allow behind-the-lines attacks. If the flag is won, then divisions can move between the flag the attack was launched from and the flag that was captured through the drop. The airdrop acts like a "road". If either end of the road is severed by a successful enemy attack then the road is gone.
A visual picture of the aftermath of a successful airdrop
http://imgfree.com/images/ryoanxafqyau.jpg
If the road is still connected and the flag that was captured through an airdrop is successfully counter-attacked then the division is allowed to retreat via the airdrop (because it is like a road).
http://imgfree.com/images/rkdppiasnuqc.jpg
The airdrop will also be severed if a ground connection exists between the formally isolated flag(s) and the flag the airdrop attack was launched from.
http://imgfree.com/images/rejvvwlfdnuu.jpg
If the attack fails the division returns to the flag that the attack was launched from. If the road is severed and a division is still isolated in a flag in enemy territory, then it cannot use the airdrop to retreat if attacked.
http://imgfree.com/images/ebkkxtlnyuji.jpg
This includes divisions that captured mulitiple flags behind the enemy lines, but the airdrop flag is lost stranding the division behind the lines.
Miscellaneous
The Battle day is officially over when there is less than 45 minutes to the scheduled end is left (no matter how late we started, no matter how many breaks we had.). Battles that started will be played to the end. The High Commands are of course free to agree on continuing or not.
Unused funds expire on Sunday.
If a team manages to create a connection to the opposite end of the map, dividing the enemies territory into two parts, it will recieve a $1 bonus for immediate use and $1 extra for every saturday thats starts with the divider in place. A minimum of 3 Cities need to be cut off from the rest for this bonus to kick in. This will be defined when the campaign map is ready Intension are to have an objective that is not connected to a single city to make movements less predictable.
Victory Conditions
The Campaign winner is determined by a percentage. The winning party has to hold 70% of the campaign map at the end of two consecutive battledays to be declared the winner.
If no team manages to achieve 70% map possesion within 10 weeks or time is up the winner will be the team that controls more maps on the end of the 10th main battleday.
Taking the enemies HQ in a best out of seven battle will instantly win the campaign for the successful team.
A team can also win by destroying all enemy divisions.

