Campaign 8 System

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Contents

Introduction

Preamble

Battlefield 2 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games.

At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized empires. Members join a side and agree to abide by the rules of that empire and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using the original (vanilla) BF2, the Special forces expansion pack and the Point of Existence 2 mod as well as select custom maps.

Downloading the PoE2 mod and select custom maps will be necessary to play within the campaign. The Special Forces Expansion will be necessary in order to play in the battles fought on these maps. New patches and updates are constantly being made available by EA and the mod community, so please visit the campaign information forum regularly to ensure you are up to date!

Each empire is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive.

The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.

The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by the Tournament Admins, the Executive and the voting members of GC. The goal of the Campaign is to gain control of either 70% of the territories available on the Campaign Map or all of the opposing empire's military bases, or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each empire's divisions and territories.

Definitions

  • Empire: One of two political factions competing for world domination on the campaign map.
  • Theater: A region on the campaign map consisting of several countries sharing similar geographical traits.
  • Country: A tile on the campaign map. A country consists of one territory and one city.
  • Territory: The geographic landmass of a country.
  • City: The political center of a country.
  • Military Base: The military center of an Empire. New divisions are trained at military bases. Each Empire will have two military bases.
  • Division: A game piece on the campaign map which represents the amount of military strength in a territory. Each division is represented by one round of play in game. Divisions are sometimes referred to as "armies."
  • WCP: World Control Points represent the total political and military power of an empire. Each territory and city is worth 1 WCP, making a country worth 2 points.
  • TA: Tournament Administrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign and, along with the Executive Senate, have the final say in all disputes.

Campaign Initialization

Territory Selection Process

At the beginning of the Campaign a meeting will be held during which each HC will select territories on the Campaign Map. Territories will be selected one at a time until all the territories available are claimed. This will typically be done immediately following the draft. The empire that picked first in the "group draft" will pick first for territories.

Map Selection Process

A list including all maps to be used in the campaign will be submitted to the HCs prior to the draft. Following territory selection, the armies will take turns choosing maps from this map list. The maps chosen must correspond to a territory's theater. The empire that picked first in the individual draft will pick first for maps.

Map, Division, and Base Placement

THE FOLLOWING STEPS WILL BE TAKEN BY EACH HC WITHOUT THE OTHER HC’S KNOWLEDGE 
  • After the territories and maps have been selected, the HC’s will then place their maps on their territories in private. The Tournament Admins reserve the right to relocate any or all maps to avoid gaps that will disrupt the campaign's progress.
  • Each empire will then be given two divisions for every territory that it holds. These divisions will be placed by the empire's high commands. Each territory must be occupied by at least one division. Additional divisions are used to re-enforce territories at the discretion of each HC.
  • Once all divisions have been placed, HC's will take turns placing each of their 2 initial military bases.
    • Once placed, these military bases can not be moved for the remainder of the campaign.
    • Military bases may not be placed in the same territory used as a base in the previous 2 campaigns.

Territory Battle Days

General Rules

  • Territory battle days will occur every Saturday after the campaign begins, unless a break period is agreed upon by both HCs and the Tournament Admins. The empire with the attack initiative will attack for the full length of the battle day. The current defender will receive their attack turn on the following battle day.
  • The empire with the attack initiative must announce their first attack at least 48 hours in advance to the Tournament Admins in the proper forum. The TAs will then reveal the map assigned to that territory so they may prepare their assault. After the 48-hour deadline, no map details will be revealed for this attack turn until thirty (30) minutes before the first attack of the main battle day.
    • The map selected must be attacked with a minimum of three divisions (this applies only to the first attack). The defending empire will not be made aware of the attack location until 30 minutes before the first battle begins.
  • Additional attack moves will remain undeclared until the completion of the previous attack.
  • When declaring an attack, the attacking empire must state the territory they wish to attack, the number of divisions they are attacking with and must reveal to the TAs where those divisions are coming from.
  • The number of divisions defending a territory will not be revealed until at least one round has been won by the attacking empire.
  • After the attacking empire has declared it is ready to start the battle, the empires will have the length of a two-minute round restart plus any time it takes to prepare the server to organize their armies.
  • An empire can not re-attack a territory until their second attack turn following their initial attack on that territory.
  • An attack can be amassed with divisions from multiple territories. These territories must be in direct contact with the territory to be attacked, unless the para-drop rule is invoked and one division must always be left behind to occupy each territory involved.
  • Territory battles will be conducted as follows:
    1. They will take place on 32 player maps
    2. Before the campaign begins, the TAs will list the side the attacker will play on each map and distribute this list to both HCs.
      • The empires will play the same side for all rounds on a map, they will not switch sides.
      • You can find the maplist here
    3. The number of winning rounds required for a successful outcome is equal to the number of opposing empire divisions in play.
    4. Map ticket count will be adjusted to 300 tickets per side, except on maps where a bleed exists at the beginning of play.
      • On these maps the tickets will be adjusted so that the side not under bleed will total 300 tickets and the bleeding side will be increased by the same percentage.
    5. The TAs reserve the right to alter the ticket count of any map should it be in the interest of fair play.

Attack Sequence

THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY'S BATTLE.

As such, Tuesday's Black Ops battle day comes at the beginning of the turn. It is followed by Saturday's territory battle day, which is described here.

Step 1: Opening Moves

This is the attacking empire's movement of divisions to amass them for attack.

  • The attacking empire can redistribute it's divisions to any adjoining occupied territory.
    • All territories must remain occupied at all times by at least one division.
    • Each individual division can only move one territory in preparation to attack.

Step 2: Attacking

This is the phase in which the attacking empire moves its divisions into the defending empire's territory for the purpose of capturing it.

  • After the movement phase is complete, attacks against the opposing force may commence.
  • Attacks must be made against adjoining territories or must fall within the para-drop rule.
  • The attacking empire will state how many divisions it is attacking with.
    • The attacking force may not exceed five (5) divisions.
    • A defending empire may not defend a territory with more than five (5) divisions or the stated max-defendable limit of the map being attacked (as defined by the TAs).
      • Additional divisions may be placed on a territory but will be forfeited if the territory is captured.
      • A "max-defendable" limit appears on maps that are noted to have a strong defender bias.
  • For each round played the loser of the round must remove one division and place it in the "refund" pool for later re-distribution.
  • The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat.
    • The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender.
  • If the attack is successful, the remaining attacking divisions are moved into the territory and ownership of the territory is transferred to the attacking empire. If the attack is unsuccessful no change is made other than the removal of lost divisions.
  • An attacking empire may continue to move on and attack any adjoining territory from the one just conquered and occupied. This is known as the Blitzkrieg Effect (aka "Blitz").
  • The attack phase will finish at the end of the battle day.
    • The two empires will be informed by the Tournament Admins (TAs) of the number of refunded divisions they will receive as soon as possible after the end of the battle day.
    • The empires will have 24 hours to announce their moves for Steps 4 & 5.

Step 3: Refunding

This is the phase in which defeated divisions are redistributed between the two empires.

  • Divisions lost by both empires during the battle day are put into the Refund Pool. At the end of the battle day, these lost divisions will be redistributed between the two sides. The amount each side receives is determined by the amount of World Control Points (WCPs) each empire holds.
  • An empire's WCP total is the sum of the point values of all its territories and cities.
  • The divisions in the refund pool will be redistributed according to the following criteria:
    • The empire with the lower WCP total will receive:
      • One (1) division for a WCP total between 40% and 45.99%;
      • Two (2) divisions for a WCP total between 35% and 39.99%;
      • Three (3) divisions for a WCP total below 34.99%.
      • (percentages are an indication of the side's WCP score in relation to the total world score; the total world score is the sum of the point values of all territories and cities in the entire world, regardless of owner)
    • The remaining divisions will then be refunded based on the percentage of the WCP's held, e.g. an empire holding 75% of the WCPs will receive 75% of the divisions in the pool.
  • The rounding of point values will always go in favor of the side with fewer WCPs.
  • Refunded divisions can only be placed at a military base that has been controlled by an empire for at least one full attack turn.

Step 4: Defensive Moves

This is the phase in which the attacker may reposition their forces at the end of a day

  • The attacker may reposition its divisions following the conclusion of the Battle Day.
  • The attacker can move its divisions to any adjoining occupied territory.
    • However, each territory must always remain occupied by at least one division.
    • Each division can move by one (1) territory.
  • Due to battle fatigue, any division used in an attack cannot be moved until the next turn.
  • A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)
    • For example: the attacking empire conquers a territory and only has 3 divisions remaining. The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.
  • Defensive moves must be turned in to the TAs within 24 hours of being told how many refunded divisions the attacking empire will receive.

Step 5: Placement of New Divisions

This is the placing of the refunded divisions on each empire's military base of choice.

  • Please note: This is the last thing that occurs during a turn and is the only post-battle day step a defending empire participates in.
  • The locations of newly placed divisions must be turned in to the TAs within 24 hours of being told how many refunded divisions the attacking empire will receive.
  • The defending empire may turn in their placement locations when they submit their "Opening Moves."
THE ATTACK TURN IS NOW OVER.
  • The defending empire will now become the attacker.

Attack Maneuevers

Para-Dropping

  • Once per turn a para-drop maneuver may be utilized by both empires to allow for the attack or fortification of an isolated territory.
    • If used for attack, this move must take place during Step 2 "Attacking."
    • If used for fortification this move must take place during Step 4 "Defensive Moves."
  • This maneuver will allow an empire to drop a maximum of 3 divisions behind enemy lines at the cost of 1 division.
    • The sacrificed division is immediately placed into the refund pool.
  • The following conditions must be met for a Para-drop to be used:
    1. The divisions which are to be used must reside within a three territory radius of the territory being para-dropped over.
    2. An unbroken supply line between a military base and the territory to be para-dropped from must exist.
  • The Para-dropping maneuver can only skip over one enemy territory.
  • Para-dropping may be used to reinforce a Blitzkrieg attack.
    • All normal para-drop rules still apply.
  • There is no retreat option for the para-drop maneuver.
  • In the event that a para-drop maneuver is unfinished because of time constraints, the remaining divisions will be returned to the territory they attacked from. They will not be allowed to move in the redistribution for defense phase.

Retreating

  • An empire with the attack initiative may retreat from a territory under the following conditions:
  1. On any attack against a specific territory a series of rounds shall be played equal to at least half of the divisions attacked with. Rounding up shall apply.
  2. A retreat can only be announced between rounds.
  • When a retreat is announced the attacking empire shall either:
  1. Play one more round and retreat at its conclusion regardless of the outcome.
  2. Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool.
  • If the retreating attacker wins the retreat round the defender loses a division.
    • In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy.
    • The attacker can not gain control of a territory on a retreat round.
  • A defending empire cannot retreat.

Military Bases

  • New divisions may only be placed at military bases.
  • Military bases can be acquired or re-acquired through conquest. If a military base is re-acquired the controlling empire must remain in possession for one week before new divisions can be placed there.

Black Ops Battle Days

General Rules

  • Black Ops battle days will occur twice every Tuesday after the campaign begins, unless a break period is agreed upon by both HCs and the Tournament Admins. The empire with the attack initiative will attack for the full length of the battle day. The current defender will receive their attack turn on the following Black Ops battle day.
  • The empire with the attack initiative must announce its first attack at least 30 minutes in advance to the Tournament Admins.
  • Additional attack moves will remain undeclared until the completion of the previous attack.
  • When declaring an attack, the attacking empire must state which type of mission they are conducting, the target of the mission and the map to be used.
    • For Recon and Assassination missions the targeted territory will not be revealed to the defending empire.
  • After the attacking empire has declared it is ready to start the battle, the empires will have the length of a two-minute round restart plus any time it takes to prepare the server to organize their armies.
  • Black Ops battles will be conducted as follows:
    1. They will be played on 16-player maps
    2. They will be played with out commanders or the use of commander assets.
    3. The TAs will submit a map list to both HCs at the beginning of the campaign. The HCs will select maps from this pool when making their attacks.
      • No map can be selected for a second time until the entire list has been used.
    4. Before the campaign begins, the TAs will list the side the attacker will play on each map.
      • The empires will play the same side for all rounds on a map, they will not switch sides.
    5. All attacks will be played best 3 out of 5 rounds.
    6. Map ticket count will be adjusted to 150 tickets per side, except on maps where a bleed exists at the beginning of play.
      • On these maps the tickets will be adjusted so that the side not under bleed will total 150 tickets and the bleeding side will be increased by the same percentage.
    7. The TAs reserve the right to alter the ticket count should it be in the interest of fair play.
    8. Black Ops battles may be played as infantry only.
      • This option will be the attacking HC's choice.

Mission Types

Quell Unrest

The objective of the quell unrest mission is to gain control of a city.

  • During a quell unrest mission, the defending empire will play the part of insurgent forces resisting the attacking empire.
  • Gaining control of a city awards the controlling empire WCPs. Cities and territories are each worth 1/2 of a country's stated WCPs.
  • An empire must control a country's territory before it can attempt to gain control over its city.
  • An empire may attempt a quell unrest mission on any uncontrolled city located within their borders.
  • An empire will remain in control of a conquered city until the opposing empire conquers the city, and will continue receiving WCP for the city even if the opposing empire has conquered the territory.

Recon

The objective of the recon mission is to reveal the territory, map and division count of a country. It will also reveal a military base if one is there.

  • The defending empire will not be told which territory has been targeted.
  • Recon missions may be conducted on any territory controlled by the opposing empire.

Assassination

The objective of the assassination mission is to eliminate a division from a targeted territory.

  • If successful, the eliminated division will be considered immediately removed and placed in the refund pool.
    • The defender will not find out which division has been eliminated until the territory is attacked, or the next refund phase, which ever occurs first.
  • Assassination missions can be conducted on any territory controlled by the opposing empire.
  • In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy.
    • The attacker can not gain control of a territory during an assassination mission.

World Control

Theater Bonuses

  • Capturing all countries in a theater grants a bonus to the controlling empire.
    • Controlling a country requires that the empire own both the territory and the city of that country.
    • The bonus for controlling a theater is 5% WCPs.
  • Theater bonuses will be factored after WCPs from territories and cities.
    • The total WCPs can not exceed 100%.
    • Example: After calculating territory and city ownership empire A has 65% WCP and empire B has 35%. Empire A also controls a theater so the WCP percentages are shifted so that empire A has 70% WCP and empire B has 30%.
  • Theater bonuses do not go into effect until the attacker's next attack turn after capturing all zones in the theater.
  • Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.

Victory Conditions

An empire can achieve victory in three ways:

  1. By capturing all of the opposing empire's military bases and holding them through the opposing empire's next attack turn.
  2. By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing empire's next attack turn.
  3. By forcing the opposing empire to surrender
  • An empire may surrender by announcing its decision to the Tournament Admins at any time.
  • Any empire with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.

Other Rules

Minimum Play Requirements

  • On each Battle Day the empire with the attack initiative must attack with the intention of fighting until the scheduled end of the battle day. This will be accomplished as follows:
  1. Within ½ hour of the end of the day, any round in progress will be considered the last round of the day.
  2. Prior to the ½ hour mark, if any round is finished a new round must be started and played out in its entirety. This would include an attack on a new map.
  3. Regarding server time:
    1. The attack period will be considered to start at the scheduled beginning of the battle day regardless of when the first attack begins.
    2. It is the responsibility of the Tournament Admins and the attacking empire to ensure that the battle is started on time.
    3. After the attacking empire has declared they are ready to start, the battle will begin, even if the defensive side is not ready.
      • The two-minute pre-live round restart will begin after the attacking empire has declared they are ready.
  • If empire numbers do not fall with in the "+4 rule" requirements the TAs reserve the right to kick players from the server to facilitate the beginning of the battle day. This includes players who are on the wrong side and/or AFK.
    • A request and then a warning will be issued prior to kicking players.
  • Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every thirty (30) minutes lost before the scheduled end of the battle day.
    • This forfeit will be rounded upwards.
    • Should no attacking move be declared, the defensive side may choose which divisions to forfeit.
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