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Introduction

Preamble

Battlefield 4 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 armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF4, China Rising, Second Assault, and Naval Strike.

Each army 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 our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map 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 army's territories.


Definitions

  • BFI - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.
  • Army: One of two factions competing for world domination on the campaign map.
  • Map: a Battlefield 4 map in a specific game mode and size, e.g. "Caspian Border 32 Vehicles"
  • Territory: A tile on the campaign map, corresponding to one Battlefield 4 map.
  • Net Worth, WCP: Net worth represents the total financial and military power of An army. Net Worth is measured in World Control Points. Each territory is worth 3 WCP. Each capital city is worth 1 WCP.
  • General, HC: Leaders of each army are traditionally referred to as generals. The highest-ranked officers in each army are referred to as the high command (HC).
  • TA: Tournament Administrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the "referees" who police the fairplay rules and administer all aspects of the tournament.
  • Executive Senate: The Executive Senate (sometimes called "execs" or "senators") is Global Conflict's highest governing body, made up of veterans who have been active in the community for years. Whereas the TA's run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA's and generals, and have the final say in all disputes.
  • SBT: Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 15:00 UTC but will be adjusted this campaign for the end of day lights saving.

Campaign Initialization

Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA's and HC's will set a timeline for the following steps

  1. Drafting officers
  2. Drafting players
  3. Selecting territories
  4. Selecting maps
  5. Initial campaign map placements

Territory Selection Process

To set the initial owners of territories on the campaign map, the TA's will meet with both HC's for the territory draft.

A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.

Capital cities are initially granted to the army which picks the territory.

Map Selection Process

It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.

The TA's will create an official maplist for the campaign.

Once the list is created, and after the territory draft, a map draft will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.

Campaign Map Placements

Map Placement

  • After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.

Once map assignments are submitted to the tournament admins, they can never be changed. However, the TA's may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.

With each map assignment, the HC must also announce which in-game side it will defend from. The defending side may be changed at any time, but there is a five day "relocation time." Side changes must be announced by Monday SBT in the Campaign Results Forum before the battleday it will take effect.

If the territory is attacked within that time, the defender will play from the original defending side.

Division Placement

  • Each army will receive 55 divisons. These divisions will be placed by the army's HC. Every territory must be occupied by at least one division. Additional divisions are used to reinforce territories at the discretion of each HC.
  • Along with division placements, each army will place it's two headquarters.
    • Once placed, these headquarters can not be moved for the remainder of the campaign.
      • Should an army have no headquarters during the reinforcement phase they will be allowed to place new headquarters on the map and immediately deploy troops from there.

Territory Battle Days

General Rules

Timing

  • Territory battles begin every Saturday at SBT.
    • TA's and HC's can agree to skip a Saturday for holidays or other reasons
    • If an attack starts late because the attacker was not ready, this time is not refunded at the end
      • However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end
    • If the server crashes during a round, the TA's will decide whether to
      1. If many tickets remain or it's very close, cancel the round and add time on at the end
      2. Otherwise, declare the army that was ahead in tickets the winner of the round
    • After SBT+5:45, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.
    • The attacker must take a 30 minute break between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they're encouraged to aim for SBT+2.75). After the break, we swap servers.
  • Each battleday has one attacker, who chooses which territories to assault, and one defender, who must protect territories for the whole battleday.
    • The army with the attack initiative tries to attack as many territories as it can
    • The defender tries to stall the attacks, limiting the damage.
    • This means attackers set the tempo. They announce when a round should be live and can take as long or as little as they need to prepare.
    • Defenders always get 30 minutes before the first map, and 5 minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.
  • 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 twenty (20) 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.
  • The army with the attack initiative must announce their first attack by Thursday SBT before the battleday.
    • If attackers miss the 48-hour deadline, the deadline may be extended.
      • This may incur a penalty to the attacking army. Penalty to be defined by the TA's.
    • Defenders are never told the attack until SBT-30 min.
    • If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time. Attackers can sacrifice one division to play immediately at SBT.
  • Every round will start with a 90-second countdown. To be counted as live, it must start with a TA announcing "LIVE LIVE LIVE" over all chat.
    • An attacker cannot cancel a live round partly through, but the TA's can rule a "false start" if needed

Risk Rules

  • For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.
    • An army cannot 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.
    • A territory can never be left empty. One division must always be left on it at all times.
  • Division number limits
    • The first attack of a battleday must use 3 divisions
    • Every territory has a max attackers limit of 3 divisions.
    • Every territory has a max defenders limit, which is 3 divisions for most maps but can be set lower by TA's for heavily defender-biased maps.
      • It's legal to have more than 3 defenders on a territory, but if this territory is attacked and 3 rounds are lost, all other divisions will also die.
  • Territory battles will be conducted as follows:
    1. The armies will play the same side for all rounds on a map, they will not alternate sides. The defender's side will be chosen in the initial map placements.
    2. The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play.
  • Game Length (number of tickets, 64p maps) - 75%
  • Game Length (number of tickets, 32p maps) - 150%
  • Game Length (Bleed rate) - 100%
  • Weapons - Taken from battlelog unlocks

Attack Sequence

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

Step 1: Opening Moves

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

  • The attacking army 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.
  • Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA's is due in the HC's private forum on Thursday SBT

Step 2: Attacking

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

  • The attacking army will state how many divisions it is attacking with.
  • 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 army. If the attack is unsuccessful no change is made other than the removal of lost divisions.
  • An attacking army 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").
  • After the battleday, TAs will announce the number of refunded divisions as soon as possible.
  • From this announcement, each army has 24 hours to announce its moves for steps 4 & 5.

Step 3: 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 army 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 can be moved there to fortify the territory against counter attack.
  • Defensive moves must be posted to the Risk forum by Monday SBT.

Step 4: Refunding

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

  • Divisions lost by both armies 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. Each side's refund is a function of its net worth.
  • The divisions in the refund pool will be redistributed according to the following criteria:
    • The army with the lower net worth will receive:
      • One (1) division for a net worth between 40% and 44.99%;
      • Two (2) divisions for a net worth between 35% and 39.99%;
      • Three (3) divisions for a net worth below 34.99%.
      • (percentages are an indication of the side's WCP score in relation to the total world score
    • The remaining divisions will then be refunded based on the percentage of the WCP's held, e.g. an army 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 lower net worth.
  • Refunded divisions can only be placed at a headquarters.
    • Refunded divisions may be moved following placement.
      • Please note this when doing your posting for movements.
  • Refund placements must be posted in the Risk forum by Monday SBT.

Step 5: Placement of New Divisions

This is the placing of the refunded divisions on each army'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 army participates in.
  • The locations of newly placed divisions must be turned in to the TAs by Monday SBT.
    • Posting will take place in the Campaign Results Forum/Risk Forum.
THE ATTACK TURN IS NOW OVER.
  • The defending army will now become the attacker.
  • Any late submissions can/will incur a penalty to be decided by the TA's.

Attack Maneuevers

Retreating

  • An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army 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.
  • Retreats must be announced between rounds. A conquest game can never be stopped mid-round.
  • No more than half the divisions used in the attack can retreat. For example, if the attacker uses 5 divisions, they must wait until the second round to announce the retreat and play a third retreating round.
  • 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.

Headquarters

  • New divisions may only be placed at headquarters.
  • Headquarters acquired from the enemy team are destroyed during capture.
    • A new headquarter placement will be announced with division placements on Monday.

Black Ops Battledays

General Rules

  • Every week, there are two Black Ops Battles
    • European Black Ops (EUBO): SBT+2 to SBT +4.5
    • North American Black Ops (NABO): SBT+8 to SBT+10.5
    • No new live round can start after 2:15 hours in, except in case of server crashes or delays -- the rules here are the same as Territory battledays.
    • Incomplete maps from EUBO are completed at NABO before a new map begins
  • The Army with the attack initiative will attack for the full length of battleday.
    • It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.
    • Additional attack moves will remain undeclared until the completion of the previous attack.
  • Each Army receives a map pool from which they can select maps to play on the battleday.
    • Each map in the pool must be played once; once all maps have been played, the pool will change to a new set of maps for that army.
    • If all maps in all pools are played through, map pools will recycle.
  • Black Ops battles will be conducted as follows:
    1. The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can each time.
      • For rules on each of these attack types, see below.
    2. For each map, the defenders have 2 minutes to choose which side they'll play.
    3. Maps will be played at 150% ticket count
      • Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.
    4. After each attack completes, return to Step 1 until the Attackers are out of time.

Game modes will be played as:

  1. Rush - Attacker will play only as attacker side.
    • Played without vehicles.
    • Attacker must capture 5 MCOMS to succeed.
  2. Obliteration - Defender chooses side. Map played for one round.
    • Played without vehicles.
      • Scored by number of attacker captures minus defender captures.
      • Attacker captures must = one or more.
      • A tie equals a defeat.
  3. Capture the Flag - Defender chooses side. Map played for one round.
    • Played with vehicles.
      • Scored by number of attacker captures minus defender captures.
      • Attacker captures must = one or more.
      • A tie equals a defeat.
  4. 32 player Maps
    • Played without vehicles
      • Team with the highest number of tickets after one round wins.
        • Meaning the map is only played for one round total.
        • Defender chooses side.

Capital City Attack

1. Attacking army must declare which capital city they wish to attack and select a map from their map pool to play.

  • Capital city attacks must be in or adjacent to a territory owned by the Attacking army.
  • Capital Cities may only be attacked once per Black Ops turn.
    • If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.

2. Defenders are granted two minutes to select which side they would like to play first.

3. The map is played once. As noted above.

4. Maps are played at 150% tickets.

  • Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.

5. Whichever army has the most cumulative tickets after the round wins.

  • In the event of a tie, default to the defending army.

6. If the attacker wins, control of the capital is transferred immediately. If the defender wins, the Capital is not attackable for the remainder of the Black Ops turn.

Theaters

A theater is a group of five connected and geographically grouped territories.

Theater Bonuses

  • Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.
  • Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:
Theaters Owned: 1 2 3 4 5 6 7 8 9
Bonus: 6 15 26 37 49 61 73 85 97
  • Theaters:
    • Canada
    • North America
    • South America
    • Western Europe
    • Eastern Europe
    • Middle East
    • Africa
    • South Asia
    • North Asia
    • Australia
  • 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 and World Control Points

  • Each City held is worth 1 WCP
  • Each Territory held is worth 3 WCP
  • Each Theater held is worth as per the above table.

An army can achieve victory by:

  1. By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army's next attack turn.
  2. By forcing the opposing army to surrender.
  • An army may surrender by announcing its decision to the Tournament Admins at any time.
  • Any army 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.



Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.