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	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1238</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1238"/>
				<updated>2014-11-30T22:37:25Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Pre live rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps are allowed to be played with transport jeeps, water craft and transport aircraft only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used before or during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). Same rules apply for TAs. They cannot !kill, !kick, !ban, etc. if not written in these rules!&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1237</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1237"/>
				<updated>2014-11-30T15:32:18Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Pre live rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps are allowed to be played with transport jeeps only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used before or during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). Same rules apply for TAs. They cannot !kill, !kick, !ban, etc. if not written in these rules!&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1236</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1236"/>
				<updated>2014-11-30T15:23:41Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). Same rules apply for TAs. They cannot !kill, !kick, !ban, etc. if not written in these rules!&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1235</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1235"/>
				<updated>2014-11-30T15:23:30Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). Same rules apply for TAs. They cannot NOT !kill, !kick, !ban, etc. if not written in these rules!&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1234</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1234"/>
				<updated>2014-11-30T15:22:47Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). Same rules apply for TAs. They must also NOT !kill, !kick, !ban, etc. if not written in these rules!&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1229</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1229"/>
				<updated>2014-11-23T11:50:43Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Filing a Complaint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1228</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1228"/>
				<updated>2014-11-23T11:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1227</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1227"/>
				<updated>2014-11-23T11:50:19Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1226</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1226"/>
				<updated>2014-11-23T11:50:06Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Pre live rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1225</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1225"/>
				<updated>2014-11-23T11:49:53Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Squad Manipulation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1224</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1224"/>
				<updated>2014-11-23T11:49:40Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Joining the game server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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 fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Main_Page&amp;diff=1223</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Main_Page&amp;diff=1223"/>
				<updated>2014-11-23T11:16:26Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Table of Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.global-conflict.org/ Back to Forum]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Global Conflict is a free-to-play Battlefield 4 tournament based on teamplay and tactics. (PC only)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gc logo dark mod1.png|right]]&lt;br /&gt;
&lt;br /&gt;
= Welcome to GC =&lt;br /&gt;
Global Conflict is a community of gamers who want to have fun playing organized 32 v 32 Battlefield. We draw our members from all over the world and at every skill level, from novice to competitive gamer. We welcome anyone who&amp;#039;s looking for some fun, team-oriented Battlefield to join the conflict. At GC, everyone is treated with respect and given their chance to play.&lt;br /&gt;
&lt;br /&gt;
Our tournament centers around two armies fighting for domination in a series of battles making up a campaign. Each army is lead by trusted members of the community and organized to compete on the battleday. Armies train, plan and play together, hoping that their efforts will earn them victory over their opponents. &lt;br /&gt;
&lt;br /&gt;
But here at GC, victory is not everything. We believe that the best rounds are the ones that go down to a single ticket and leave everyone wanting more Battlefield; the thrill of the competition is where we find our enjoyment, not stomping our opponent. We play hard on the battleday, but we always remember that when the shooting stops, our enemies will become our friends. Our ultimate goal is a tight knit community that wants to keep playing campaign after campaign, and that means making sure everyone is having fun!&lt;br /&gt;
&lt;br /&gt;
=Table of Contents=&lt;br /&gt;
&lt;br /&gt;
==Current Campaign==&lt;br /&gt;
* [[Campaign server settings]]&lt;br /&gt;
* [[Fair Play Rules]]&lt;br /&gt;
* [[BF4 Campaign 4 System]]&lt;br /&gt;
* [http://superia.org/battlefield4maps/ BF4 maps]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Member Help==&lt;br /&gt;
&lt;br /&gt;
* [http://global-conflict.org/gettingstartedatGC.php Signup for the Tournament]&lt;br /&gt;
* [http://global-conflict.org/whatisSBT_&amp;amp;_worldclock.php What is SBT]&lt;br /&gt;
* [http://global-conflict.org/HowtosetupGCTS3.php Teamspeak Guide]&lt;br /&gt;
* [[How to: Sign up for the campaign and battleday]]&lt;br /&gt;
* [[Forum Netiquette|Forum Netiquette]]&lt;br /&gt;
* [[The Basic Training|Basic Training]]&lt;br /&gt;
* [[Server IP|Server Addresses]]&lt;br /&gt;
* [[What is GC?]]&lt;br /&gt;
* [[What is GC? (ger)|Was ist GC?]]&lt;br /&gt;
* To help new members get firm with acronyms within the GC community (e.g. forum, teamspeak) visit the [[Acronyms]] page in this wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Everything Else==&lt;br /&gt;
* [[Welcome pm for new recruits during a campaign]]&lt;br /&gt;
* [[Advertising]]&lt;br /&gt;
* [[Member testimonials]]&lt;br /&gt;
* [[Battlelog platoons]]&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Main_Page&amp;diff=1207</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Main_Page&amp;diff=1207"/>
				<updated>2014-11-01T00:29:47Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Current Campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.global-conflict.org/ Back to Forum]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Global Conflict is a free-to-play Battlefield 4 tournament based on teamplay and tactics. (PC only)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gc logo dark mod1.png|right]]&lt;br /&gt;
&lt;br /&gt;
= Welcome to GC =&lt;br /&gt;
Global Conflict is a community of gamers who want to have fun playing organized 32 v 32 Battlefield. We draw our members from all over the world and at every skill level, from novice to competitive gamer. We welcome anyone who&amp;#039;s looking for some fun, team-oriented Battlefield to join the conflict. At GC, everyone is treated with respect and given their chance to play.&lt;br /&gt;
&lt;br /&gt;
Our tournament centers around two armies fighting for domination in a series of battles making up a campaign. Each army is lead by trusted members of the community and organized to compete on the battleday. Armies train, plan and play together, hoping that their efforts will earn them victory over their opponents. &lt;br /&gt;
&lt;br /&gt;
But here at GC, victory is not everything. We believe that the best rounds are the ones that go down to a single ticket and leave everyone wanting more Battlefield; the thrill of the competition is where we find our enjoyment, not stomping our opponent. We play hard on the battleday, but we always remember that when the shooting stops, our enemies will become our friends. Our ultimate goal is a tight knit community that wants to keep playing campaign after campaign, and that means making sure everyone is having fun!&lt;br /&gt;
&lt;br /&gt;
=Table of Contents=&lt;br /&gt;
&lt;br /&gt;
==Current Campaign==&lt;br /&gt;
* [[Campaign server settings]]&lt;br /&gt;
* [[Fair Play Rules]]&lt;br /&gt;
* [[BF4 Campaign 4 System]]&lt;br /&gt;
* [http://superia.org/battlefield4maps/ BF4 maps]&lt;br /&gt;
&lt;br /&gt;
== New Member Help==&lt;br /&gt;
&lt;br /&gt;
* [http://global-conflict.org/gettingstartedatGC.php Signup for the Tournament]&lt;br /&gt;
* [http://global-conflict.org/whatisSBT_&amp;amp;_worldclock.php What is SBT]&lt;br /&gt;
* [http://global-conflict.org/HowtosetupGCTS3.php Teamspeak Guide]&lt;br /&gt;
* [[How to: Sign up for the campaign and battleday]]&lt;br /&gt;
* [[Forum Netiquette|Forum Netiquette]]&lt;br /&gt;
* [[The Basic Training|Basic Training]]&lt;br /&gt;
* [[Server IP|Server Addresses]]&lt;br /&gt;
* [[What is GC?]]&lt;br /&gt;
* [[What is GC? (ger)|Was ist GC?]]&lt;br /&gt;
* To help new members get firm with acronyms within the GC community (e.g. forum, teamspeak) visit the [[Acronyms]] page in this wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Everything Else==&lt;br /&gt;
* [[Welcome pm for new recruits during a campaign]]&lt;br /&gt;
* [[Advertising]]&lt;br /&gt;
* [[Member testimonials]]&lt;br /&gt;
* [[Battlelog platoons]]&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Archives&amp;diff=1204</id>
		<title>Archives</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Archives&amp;diff=1204"/>
				<updated>2014-10-29T18:24:31Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* BF3 Archives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Archives=&lt;br /&gt;
&lt;br /&gt;
==BF4 Archives==&lt;br /&gt;
&lt;br /&gt;
* [[BF4 Campaign 3 System]]&lt;br /&gt;
* [[BF4 Campaign 2 System]]&lt;br /&gt;
* [[BF4 Campaign 1 System]]&lt;br /&gt;
&lt;br /&gt;
==BF3 Archives==&lt;br /&gt;
&lt;br /&gt;
* [[Battlefield 3 maps]]&lt;br /&gt;
* [[BF3 Campaign 6 System]]&lt;br /&gt;
* [[BF3 Campaign 5 System]]&lt;br /&gt;
* [[BF3 Campaign 4 System]]&lt;br /&gt;
* [[Fair Play Rules C4]]&lt;br /&gt;
* [[BF3 Campaign 3 System]]&lt;br /&gt;
* [[BF3 Campaign 2 System]]&lt;br /&gt;
* [[BF3 Campaign 1 System]]&lt;br /&gt;
* [[BF3 Campaign 1 System Conceptual]]&lt;br /&gt;
&lt;br /&gt;
==BC2 Archives==&lt;br /&gt;
=== Bad Company 2 Campaign ===&lt;br /&gt;
&lt;br /&gt;
* [[Bad Company 2 Campaign]]&lt;br /&gt;
&lt;br /&gt;
==BF2 Archives==&lt;br /&gt;
===Campaign 6===&lt;br /&gt;
* [[Campaign 6 System]]&lt;br /&gt;
===Campaign 7===&lt;br /&gt;
* [[Campaign 7 System]]&lt;br /&gt;
* [[Campaign 7 Rules]]&lt;br /&gt;
===Campaign 8===&lt;br /&gt;
* [[Campaign 8 System]]&lt;br /&gt;
&lt;br /&gt;
===Campaign 10===&lt;br /&gt;
* [[Risk_system|C10 Rules]]&lt;br /&gt;
&lt;br /&gt;
===Campaign 11===&lt;br /&gt;
* [[C11 AIX Map on EU Server]]&lt;br /&gt;
* [[C11 AIX Maps]]&lt;br /&gt;
&lt;br /&gt;
===Campaign 12===&lt;br /&gt;
* Forgotten Hope 2&lt;br /&gt;
&lt;br /&gt;
* Allies vs Panzerarmee&lt;br /&gt;
&lt;br /&gt;
=== Campaign 13 ===&lt;br /&gt;
&lt;br /&gt;
* [[Campain 13]]&lt;br /&gt;
&lt;br /&gt;
=== BF2 Project Reality Campaign ===&lt;br /&gt;
&lt;br /&gt;
* [[BF2 Project Reality Campaign]]&lt;br /&gt;
&lt;br /&gt;
= =GC= Modification =&lt;br /&gt;
* [[GC Mod]]&lt;br /&gt;
* [[GC Mod Installer]]&lt;br /&gt;
* [[GC Mod Ideas]]&lt;br /&gt;
* [[GC Mod Changelog]]&lt;br /&gt;
* [[GC Mod Bug Tracker]]&lt;br /&gt;
* [[Useful Modding Links]]&lt;br /&gt;
&lt;br /&gt;
=Development=&lt;br /&gt;
==Battlefield 2142==&lt;br /&gt;
* [[2142 Development]]&lt;br /&gt;
* [[Battlefield 2142 Command Line Options]]&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Main_Page&amp;diff=1020</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Main_Page&amp;diff=1020"/>
				<updated>2013-10-01T22:27:14Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.global-conflict.org/ Back to Forum]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Global Conflict is a free-to-play Battlefield 4 tournament based on teamplay and tactics. (PC only)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
[[Image:Gc logo dark mod1.png|right]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Welcome to the GC Wiki.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Everyone has probably seen Wikipedia before, now =GC= has our own Wikipedia. To create an account on this Wiki you must send .Sup a PM on the forums so he can create one for you.&lt;br /&gt;
&lt;br /&gt;
Feel free to edit any of the pages found here, except pages pertaining to the current campaign and pages in the archive.  Add new ones where needed or desired as well. You have to be logged in to do so though. If you need help or assistance please let one of the forum admins know.&lt;br /&gt;
&lt;br /&gt;
The easiest way to add a new page is to search for a page that doesn&amp;#039;t exist yet. The Wiki will then offer you the option to create/edit the page. Wiki Syntax is easy to learn and allows for fast and easy maintenance of text.&lt;br /&gt;
&lt;br /&gt;
Here is a cheat sheet which should help you with your editing: [http://en.wikipedia.org/wiki/Help:Wiki_markup Wiki Markup].&lt;br /&gt;
&lt;br /&gt;
Be sure to use headings, use bold and italics rarely and you are bound to write a page that&amp;#039;s nice to look at and easy to navigate.&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;All pages&amp;quot; link in the navigation to see all existing pages.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Welcome to GC =&lt;br /&gt;
Welcome to the Home of Global-Conflict.org. My name is BRUMMIE and I’m going to try and introduce you to what we are about. &lt;br /&gt;
&lt;br /&gt;
First off I’ll tell you what were not – we are not a clan, so don’t expect us to act like one. The many clan members we have will attest to that. Second off – we are not really a gaming community in the general sense of those words – so again don’t expect us to act like one. We aren’t a TWL or CAL spin off ladder either so lets get that out of the way. &lt;br /&gt;
&lt;br /&gt;
What we are is a 10 year old community of like-minded gamers that choose to play together in an organized manner, but outside of the formality of for-profit sites or ego-centric sites ruled by one guy. The minute someone tries to take GC commercial or to run it like a dictatorship we will roll up and collectively die – so lets get that out of the way as well. &lt;br /&gt;
&lt;br /&gt;
Stupid as it sounds we don’t have leaders. We do have a group of guys that have been around for awhile and keep an eye on things and try to direct the community in a direction that reflects the energy of the active members. We give them fluffy titles like ‘Senators’ but don’t let that worry you as for the most part they just have some admin abilities so they can keep the fools at bay. &lt;br /&gt;
&lt;br /&gt;
I encourage you to read through our forums. I encourage you to take part in our tournaments. Stick around for a while, or come back and visit as much as you like. You’ll be pleasantly surprised at how much we will welcome you here. There’s no requirements needed to join us. You’ll either pick up on what we are about, or you won’t. &lt;br /&gt;
&lt;br /&gt;
Either way – Welcome to GC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Table of Contents=&lt;br /&gt;
== New Member Help==&lt;br /&gt;
&lt;br /&gt;
* [http://global-conflict.org/gettingstartedatGC.php Signup for the Tournament]&lt;br /&gt;
* [http://global-conflict.org/whatisSBT_&amp;amp;_worldclock.php What is SBT]&lt;br /&gt;
* [http://global-conflict.org/HowtosetupGCTS3.php Teamspeak Guide]&lt;br /&gt;
* [[How to: Sign up for the campaign and battleday]]&lt;br /&gt;
* [[Forum Netiquette|Forum Netiquette]]&lt;br /&gt;
* [[The Basic Training|Basic Training]]&lt;br /&gt;
* [[Server IP|Server Addresses]]&lt;br /&gt;
* [[What is GC?]]&lt;br /&gt;
* [[What is GC? (ger)|Was ist GC?]]&lt;br /&gt;
* To help new members get firm with acronyms within the GC community (e.g. forum, teamspeak) visit the [[Acronyms]] page in this wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current Campaign==&lt;br /&gt;
* [[Campaign server settings]]&lt;br /&gt;
* [[Fair Play Rules]]&lt;br /&gt;
* [[BF3 Campaign 6 System]]&lt;br /&gt;
* [[Daylight Savings]]&lt;br /&gt;
* [[Battlefield 3 maps]]&lt;br /&gt;
&lt;br /&gt;
==Everything Else==&lt;br /&gt;
* [[Welcome pm for new recruits during a campaign]]&lt;br /&gt;
* [[Advertising]]&lt;br /&gt;
* [[Member testimonials]]&lt;br /&gt;
* [[Battlelog platoons]]&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=GCW11_Article_2&amp;diff=853</id>
		<title>GCW11 Article 2</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=GCW11_Article_2&amp;diff=853"/>
				<updated>2013-04-04T20:40:22Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BlooDRaptoR1 War Diary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Date: 16/03/13&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Time: 1504 hours.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Location: -Classified- Iran&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Status: Code - NC &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve been wandering around since the Gladius Army has been surrendered to Starfisher&amp;#039;s Initiative troops. Me and some fellas managed to escape and keep contact with each other using MARS code. Unfortunately, I can&amp;#039;t reveal my location, but I&amp;#039;ve been working as a mercenary and bounty hunter. If the cash is good, I take the job, so I can provide for myself and to live another day. For my survival I have to keep a low profile cuz Starfisher might be still looking for GLD members. I&amp;#039;ve contacted a friend from GLD army, &amp;lt;CLASSIFIED&amp;gt;, who said that there are rumours about a community called &amp;quot;Legion of Doom&amp;quot; that has been recruiting soldiers for their cause and it&amp;#039;s a trust-worthy army that has been rumoured to have GLD members as officers at the HQ&amp;#039;s. This could be a chance for me to get some information about the news beyond the borders of Iran. I took all my stuff and head on to searching the LOD camps, It took me 2 weeks to find any sign of them but being patient was worth it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As I was approaching Tehran from Hamadan ( همدان ), my eyes gazed upon some action goin on at the horizon, it was a military camp, could it be the LOD or some Starfisher camp? I had to take my chances! As soon as I approached the camp&amp;#039;s minefield, I was told to stop and turn off the engine of the car and bail out with my hands on my head from the speakers.&lt;br /&gt;
It seemed that it has a good organized defense system and it seems that they are here for some serious business.&lt;br /&gt;
After laying down to the ground with my hands on back of my head, Laser sights from M16&amp;#039;s pointed me at my chest while 2 guards with pyrotechnical suits approached me for the danger of explosives on me. As they were searching me and my stuff they removed my handgun, ID dog tags, they found no more further items that could remove that could do any harm to their camp&lt;br /&gt;
&lt;br /&gt;
- Guards: You are BlooDRaptoR1, worked as a bounty hunter and a mercenary after GLD surrender. What is the business you seek here and what is your purpose?&lt;br /&gt;
&lt;br /&gt;
-BlooDRaptoR1: I&amp;#039;ve been informed that LOD army is recruiting and I wish to sign-up! I also know that some of the GLD officers are in the HQ of LOD.&lt;br /&gt;
&lt;br /&gt;
-Guards: Very well, follow us.&lt;br /&gt;
&lt;br /&gt;
I got up, picked up my stuff and moved on to the recruiting area. As soon as I completed the sign-up papers, I got a room to stay and a badge of LOD to wear on my kit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Date&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Time: 1138 hours.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recruited as a marine, I&amp;#039;ve been put on to work at the facilities they were establishing and been at the firing range for practice, Officer CallIDTheft was informed of my presence and invited me to his office.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Time: 1145 Hours&lt;br /&gt;
&lt;br /&gt;
I knocked on CallIDs door.&lt;br /&gt;
&lt;br /&gt;
-CallID: Come in! BlooDRaptoR, please come in and have a seat. As far as I can remember you have been assigned to be an F-18 pilot at the battle of Caspian Border for ground support. Am I correct?&lt;br /&gt;
&lt;br /&gt;
-Yes sir!&lt;br /&gt;
&lt;br /&gt;
-At the moment we are few in numbers of aircraft pilots and I invite you to start your training and be an official pilot for the LOD army. I will be waiting your answer by the end of the day! Until then, dismissed! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Time:1256 Hours&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve been thinking of CallID&amp;#039;s invite for me to be a pilot, but at that moment my eyes come crossed with LoASwe, an aircraft pilot of Starfisher&amp;#039;s Army and popular among their troops, but what is he doing here...? I approached him and found out that General Starfisher has been killed by unknown assassins. That even created more questions than expected. Starfisher&amp;#039;s army scattered across the world as their General and HQ officers disappeared around the globe.&lt;br /&gt;
&lt;br /&gt;
-Loa: We are part of LoD now, these things belong to the past...&lt;br /&gt;
&lt;br /&gt;
That moment I accepted the invite of being an aircraft pilot.&lt;br /&gt;
Now we are part of LoD army. Welcome to the dark side!&lt;br /&gt;
&lt;br /&gt;
BlooDRaptoR1 back on duty, reporting in!&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=GCW11_Article_1&amp;diff=852</id>
		<title>GCW11 Article 1</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=GCW11_Article_1&amp;diff=852"/>
				<updated>2013-04-04T20:32:02Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:4.4.13.png|center|link=GCW11]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=900 align=center&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E1E1E1; border: 2px solid #C6C1C1; padding-left: 5%; padding-right: 5%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
= &amp;#039;&amp;#039;&amp;#039;World At War!&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;lt;font size= 1&amp;gt;by Necromancer, Digz and A Docile Sloth&amp;lt;/font size&amp;gt;&amp;#039;&amp;#039;=&lt;br /&gt;
[[File:C5-1.jpg|800px|link=http://www.global-conflict.org/wiki/images/3/37/C5-1.jpg|click to enlarge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Starfisher Remembered==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;font size= 4&amp;gt;T&amp;lt;/font size&amp;gt;he mass burials that took place on Wednesday passed by relatively peacefully thanks to the cease fire both major parties of the world agreed upon. Millions of people in KART confederacy were out in the streets, but this time some of the demonstrations were in support of the Congo-Moscow government. The people were protesting against barbaric behaviour, calling for peace supporting the government cease-fire decision.&lt;br /&gt;
&lt;br /&gt;
On Monday, the KART Confederacy inaugurated a new fountain on the formerly known Revolution Square. The square was renamed to Starfisher Square and a magnificent fountain was placed in the middle. The fountain shoots water above a giant statue of late Generalissimus Starfisher, giving the appearance of a rainbow shining above his head - a symbol of diversity, harmony and a brighter future. Starfisher is also surrounded by seven cats, which symbolise gentleness and independence. When the statue in the middle was revealed, many observers fell to their knees crying. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A mistake or a planned ambush?==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;font size= 4&amp;gt;D&amp;lt;/font size&amp;gt;ue to the success of the temporary ceasefire, negotiations of signing a peace treaty were beginning between the two new armies. Two days ago, an agreement was made and LoD Founder Ghoul was invited to the Croatian border town of Klana to sign the treaty. &lt;br /&gt;
&lt;br /&gt;
The LoD Delegation arrived in Klana, however for unknown reasons shots were fired between the LoD and KART bodyguard parties, which quickly escalated into full scale warfare between the escort forces for both sides. No LoD personnel survived, and dozens of KART troops were critically wounded.&lt;br /&gt;
&lt;br /&gt;
The delegation leader for LoD was not Ghoul, but LoD Commander .Sup. .Sup was a very experienced field officer who fought numerous battles under the Gladius banner before General Arcturus surrendered, and he was among the first officers to join the Black Legion and partly responsible for its rapid expansion. It appears that .Sup was sent instead of Ghoul to sign the peace treaty. It is unknown as to why LoD sent such an experienced officer to these negotiations if they believed they were to be the victim of foul play. It is possible that Ghoul sent such a respected officer to handle the negotiations to show he was serious about committing to them, however it is also possible that the reason the fight started is due to KART feeling insulted that Ghoul did not make a personal appearance. KART officials have commented saying they are &amp;quot;Investigating this incident&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When Ghoul heard about the death of .Sup, he immediately commanded his generals to launch an attack on KART as a retaliation for fighting during a meeting of peace. Ghoul gave a speech to his followers, declaring himself as Emperor Of The Legion: &amp;quot;Those [KART] cowards tried to kill your emperor by luring him to sign a false peace treaty. Although their attempt failed, a lot of high ranking LoD officers were murdered, including Commander .Sup, a close friend of mine. We will not let it pass! This was a direct attempt to destroy our great empire and seize our freedom. They will soon find that those who send their fist at us will find their arm cut off!&lt;br /&gt;
&lt;br /&gt;
The call to arms caught the LoD commanders off guard as legions were still deployed in a defensive stance, and not prepared for mobility. Some of the more resourceful generals gathered up the soldiers in their immediate area for attack, ordering more distant units to replace them. &lt;br /&gt;
&lt;br /&gt;
This resulted in many small attack groups, catching KART defenders off guard. LoD strike teams were able to breach KART defences various oil facilities in the Gulf of Mexio, the Middle East and Western Japan. They also managed to take five KART divisions captive, striking a great blow to the KART Confederacy. Despite the momentum, the unprepared attack had to be slowed down for supply lines to be secured in order to keep the units at the front stocked with ammunition, fuel and replacement troops.&lt;br /&gt;
&lt;br /&gt;
World leaders have declared that a new World Wide War is upon us. KART senior officers are being flown to their headquarters in Moscow for an emergency meeting, while LoD armies are also in a race to re-arm and regroup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sweet Destruction==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;font size= 4&amp;gt;A&amp;lt;/font size&amp;gt;fter the Legion of Doom’s recent takeover of Texas, Ghoul’s followers have been moving through shopping centres targeting confectionery stalls and vending machines. Reports from the Valley View Centre in Dallas depict groups of LOD infantry, dressed in long black cloaks, entering shops and smashing open the containers filled with various products. The members then went on to collect the fallen sweets in large bags and remove them from the premises. Witnesses in Town East Mall, Mesquite, claim that bubble gum machines were also subject to these bizarre acts of brutality, their multi coloured content spilled across the floor before being collected. In North East Mall, Hurst, the violence extended to shop fronts. Brightly coloured store fronts, such as Great American Cookie, were torn down and destroyed. These scenes have been repeated across the state.&lt;br /&gt;
&lt;br /&gt;
Wednesday evening, during the height of this bizarre action, Legion Commander Zorplex released a statement to the press. In it, he declared that all brightly coloured confectionery was now banned across all LOD controlled regions. He continued on to say that all signage or publications that used more than two colours would be seen as supporting the Kitten Adventure Rainbow Time Confederacy. Selling, distributing or being in possession of any of these items is now considered a capital crime across all LOD controlled regions. It is assumed that the collected items have been destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font size= 1&amp;gt;World At War!&amp;lt;/font size&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| width=900 align=center&lt;br /&gt;
|&lt;br /&gt;
[[GCW11|Back to main]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Global_Conflict_Weekly_index&amp;diff=851</id>
		<title>Global Conflict Weekly index</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Global_Conflict_Weekly_index&amp;diff=851"/>
				<updated>2013-04-04T20:31:07Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Battlefield3 Campaign5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Battlefield3 Campaign5 ==&lt;br /&gt;
[[GCW11]]&lt;br /&gt;
&lt;br /&gt;
[[GCW10]]&lt;br /&gt;
&lt;br /&gt;
[[GCW9]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield3 Campaign4 ==&lt;br /&gt;
[[GCW8]]&lt;br /&gt;
&lt;br /&gt;
[[GCW7]]&lt;br /&gt;
&lt;br /&gt;
[[GCW6]]&lt;br /&gt;
&lt;br /&gt;
[[GCW5]]&lt;br /&gt;
&lt;br /&gt;
[[GCW4]]&lt;br /&gt;
&lt;br /&gt;
[[GCW3]]&lt;br /&gt;
&lt;br /&gt;
[[GCW2]]&lt;br /&gt;
&lt;br /&gt;
[[GCW1]]&lt;br /&gt;
&lt;br /&gt;
[[ICallIDTheft_interview]]&lt;br /&gt;
&lt;br /&gt;
[[Week 8 and 9]]&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=File:4.4.13.png&amp;diff=850</id>
		<title>File:4.4.13.png</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=File:4.4.13.png&amp;diff=850"/>
				<updated>2013-04-04T20:25:06Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=835</id>
		<title>BF3 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=835"/>
				<updated>2013-04-01T14:43:18Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Victory Conditions and World Control Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
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) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 either 70% of the territories available on the Campaign Map or all of the opposing army&amp;#039;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 army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; 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 &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
*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. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;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.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*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. &lt;br /&gt;
*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 &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** 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, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*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&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
*The defending army may turn in their placement locations when they submit their &amp;quot;Opening Moves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**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. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** 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.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**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.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (CTF will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time. &lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* During the Risk Card Draw Phase, each army may draw up to 3 cards, or until they have until 7 in their hand.&lt;br /&gt;
* Each army may spend Extra Black Ops Card points to draw additional cards above their 3 card draw limit at this time. &lt;br /&gt;
** The 7 card limit cannot be exceeded using Extra Black Ops Card points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; of your attack week along with your Defensive Moves and Refunds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 3 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;2 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=834</id>
		<title>BF3 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=834"/>
				<updated>2013-04-01T14:43:08Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Theaters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
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) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 either 70% of the territories available on the Campaign Map or all of the opposing army&amp;#039;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 army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; 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 &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
*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. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;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.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*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. &lt;br /&gt;
*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 &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** 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, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*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&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
*The defending army may turn in their placement locations when they submit their &amp;quot;Opening Moves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**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. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** 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.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**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.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (CTF will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time. &lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* During the Risk Card Draw Phase, each army may draw up to 3 cards, or until they have until 7 in their hand.&lt;br /&gt;
* Each army may spend Extra Black Ops Card points to draw additional cards above their 3 card draw limit at this time. &lt;br /&gt;
** The 7 card limit cannot be exceeded using Extra Black Ops Card points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; of your attack week along with your Defensive Moves and Refunds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 3 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;2 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=833</id>
		<title>BF3 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=833"/>
				<updated>2013-04-01T14:42:52Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Three Card Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
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) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 either 70% of the territories available on the Campaign Map or all of the opposing army&amp;#039;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 army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; 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 &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
*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. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;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.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*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. &lt;br /&gt;
*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 &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** 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, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*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&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
*The defending army may turn in their placement locations when they submit their &amp;quot;Opening Moves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**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. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** 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.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**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.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (CTF will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time. &lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* During the Risk Card Draw Phase, each army may draw up to 3 cards, or until they have until 7 in their hand.&lt;br /&gt;
* Each army may spend Extra Black Ops Card points to draw additional cards above their 3 card draw limit at this time. &lt;br /&gt;
** The 7 card limit cannot be exceeded using Extra Black Ops Card points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; of your attack week along with your Defensive Moves and Refunds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 3 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;2 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=832</id>
		<title>BF3 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=832"/>
				<updated>2013-04-01T14:42:38Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Risk Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
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) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 either 70% of the territories available on the Campaign Map or all of the opposing army&amp;#039;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 army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; 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 &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
*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. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;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.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*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. &lt;br /&gt;
*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 &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** 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, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*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&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
*The defending army may turn in their placement locations when they submit their &amp;quot;Opening Moves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**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. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** 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.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**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.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (CTF will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time. &lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* During the Risk Card Draw Phase, each army may draw up to 3 cards, or until they have until 7 in their hand.&lt;br /&gt;
* Each army may spend Extra Black Ops Card points to draw additional cards above their 3 card draw limit at this time. &lt;br /&gt;
** The 7 card limit cannot be exceeded using Extra Black Ops Card points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; of your attack week along with your Defensive Moves and Refunds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 3 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;2 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=831</id>
		<title>BF3 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=831"/>
				<updated>2013-04-01T14:42:27Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Extra Card Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
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) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 either 70% of the territories available on the Campaign Map or all of the opposing army&amp;#039;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 army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; 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 &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
*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. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;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.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*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. &lt;br /&gt;
*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 &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** 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, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*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&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
*The defending army may turn in their placement locations when they submit their &amp;quot;Opening Moves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**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. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** 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.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**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.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (CTF will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time. &lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* During the Risk Card Draw Phase, each army may draw up to 3 cards, or until they have until 7 in their hand.&lt;br /&gt;
* Each army may spend Extra Black Ops Card points to draw additional cards above their 3 card draw limit at this time. &lt;br /&gt;
** The 7 card limit cannot be exceeded using Extra Black Ops Card points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; of your attack week along with your Defensive Moves and Refunds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 3 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;2 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=830</id>
		<title>BF3 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=830"/>
				<updated>2013-04-01T14:42:17Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Capital City Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
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) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 either 70% of the territories available on the Campaign Map or all of the opposing army&amp;#039;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 army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; 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 &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
*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. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;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.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*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. &lt;br /&gt;
*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 &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** 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, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*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&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
*The defending army may turn in their placement locations when they submit their &amp;quot;Opening Moves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**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. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** 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.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**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.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (CTF will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time. &lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* During the Risk Card Draw Phase, each army may draw up to 3 cards, or until they have until 7 in their hand.&lt;br /&gt;
* Each army may spend Extra Black Ops Card points to draw additional cards above their 3 card draw limit at this time. &lt;br /&gt;
** The 7 card limit cannot be exceeded using Extra Black Ops Card points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; of your attack week along with your Defensive Moves and Refunds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 3 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;2 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=829</id>
		<title>BF3 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=829"/>
				<updated>2013-04-01T14:42:05Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Black Ops Battledays */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
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) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 either 70% of the territories available on the Campaign Map or all of the opposing army&amp;#039;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 army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; 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 &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
*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. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;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.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*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. &lt;br /&gt;
*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 &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** 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, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*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&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
*The defending army may turn in their placement locations when they submit their &amp;quot;Opening Moves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**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. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** 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.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**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.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (CTF will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time. &lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* During the Risk Card Draw Phase, each army may draw up to 3 cards, or until they have until 7 in their hand.&lt;br /&gt;
* Each army may spend Extra Black Ops Card points to draw additional cards above their 3 card draw limit at this time. &lt;br /&gt;
** The 7 card limit cannot be exceeded using Extra Black Ops Card points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; of your attack week along with your Defensive Moves and Refunds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 3 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;2 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=828</id>
		<title>BF3 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=828"/>
				<updated>2013-04-01T14:41:45Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Territory Battle Days */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
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) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 either 70% of the territories available on the Campaign Map or all of the opposing army&amp;#039;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 army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; 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 &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
*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. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;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.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*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. &lt;br /&gt;
*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 &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** 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, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*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&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
*The defending army may turn in their placement locations when they submit their &amp;quot;Opening Moves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**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. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** 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.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**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.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (CTF will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time. &lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* During the Risk Card Draw Phase, each army may draw up to 3 cards, or until they have until 7 in their hand.&lt;br /&gt;
* Each army may spend Extra Black Ops Card points to draw additional cards above their 3 card draw limit at this time. &lt;br /&gt;
** The 7 card limit cannot be exceeded using Extra Black Ops Card points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; of your attack week along with your Defensive Moves and Refunds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 3 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;2 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=827</id>
		<title>BF3 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF3_Campaign_5_System&amp;diff=827"/>
				<updated>2013-04-01T14:41:33Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Campaign Initialization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
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) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 either 70% of the territories available on the Campaign Map or all of the opposing army&amp;#039;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 army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; 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 &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, 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.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
*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. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;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.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*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. &lt;br /&gt;
*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 &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** 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, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*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&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
*The defending army may turn in their placement locations when they submit their &amp;quot;Opening Moves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**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. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** 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.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**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.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (CTF will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time. &lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* During the Risk Card Draw Phase, each army may draw up to 3 cards, or until they have until 7 in their hand.&lt;br /&gt;
* Each army may spend Extra Black Ops Card points to draw additional cards above their 3 card draw limit at this time. &lt;br /&gt;
** The 7 card limit cannot be exceeded using Extra Black Ops Card points.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; of your attack week along with your Defensive Moves and Refunds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 3 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;2 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;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.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Server_IP&amp;diff=826</id>
		<title>Server IP</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Server_IP&amp;diff=826"/>
				<updated>2013-03-29T23:15:40Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* GC Team Speak Server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;#039;&amp;#039;&amp;#039;GC Team Speak Server&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;IP:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;ts.global-conflict.org&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Password:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;gcfun&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;GC Gameserver&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
[http://battlelog.battlefield.com/bf3/servers/show/bc442e68-e072-4151-86da-cdba81c51cf5/Multiplay-www-global-conflict-org-EU-Campaign-Battle/ GC Euro server]&lt;br /&gt;
&lt;br /&gt;
[http://battlelog.battlefield.com/bf3/servers/show/2da0845c-463d-4452-93ab-51294898474d/www-global-conflict-org-NA-Campaign-Battle/ GC North American server]&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Daylight_Savings&amp;diff=825</id>
		<title>Daylight Savings</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Daylight_Savings&amp;diff=825"/>
				<updated>2013-03-28T23:27:37Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Upcoming Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Daylight Savings=&lt;br /&gt;
As Global Conflict is a global community daylight savings changes at different times for members. This means some confusion can arise as to when a battleday starts. To try and simplify things we have set the following rules to follow.&lt;br /&gt;
&lt;br /&gt;
*When DST starts SBT will change with the Eurpoean time zone.&lt;br /&gt;
*When DST ends SBT will change with the US time zone.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Black Ops battles will change with their respective areas time zone (EUBO with European and NABO with US)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**During the change over the front page may be an hour out of date for the black ops battles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Upcoming Changes=&lt;br /&gt;
&lt;br /&gt;
==2012==&lt;br /&gt;
===End of DST===&lt;br /&gt;
This years Daylight Savings will end on Sunday November the 4th. The timings for battles affected are:&lt;br /&gt;
*Saturday 27th October - 10:00 PDT, 17:00 UST, 19:00 CEST (Last week with DST for both time zones)&lt;br /&gt;
*Saturday 3rd November - 10:00 PDT, 17:00 UST, 18:00 CET (&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: Europeans will be playing 1 hour earlier)&lt;br /&gt;
*Saturday 10th November - 10:00 PST, 18:00 UST, 19:00 CET (Everyone plays their normal time)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2013==&lt;br /&gt;
&lt;br /&gt;
===Start of DST===&lt;br /&gt;
This years Daylight Savings will start on Sunday March the 31st. The timings for battles affected are:&lt;br /&gt;
*Saturday 9th March - 10:00 PST, 18:00 UST, 19:00 CET (Last week without DST for either time zone)&lt;br /&gt;
*Saturday 16th March - 11:00 PDT, 18:00 UST, 19:00 CET (&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: US will be playing 1 hour later)&lt;br /&gt;
*Saturday 23rd March - 11:00 PDT, 18:00 UST, 19:00 CET (&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: US will be playing 1 hour later)&lt;br /&gt;
*Saturday 30th March - 11:00 PDT, 18:00 UST, 19:00 CET (&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: US will be playing 1 hour later)&lt;br /&gt;
*Saturday 6th April - 10:00 PDT, 17:00 UST, 19:00 CEST (Everyone plays their normal time)&lt;br /&gt;
&lt;br /&gt;
===End of DST===&lt;br /&gt;
This years Daylight Savings will end on Sunday November the 3rd. The timings for battles affected are:&lt;br /&gt;
*Saturday 26th October - 10:00 PDT, 17:00 UST, 19:00 CEST (Last week with DST for both time zones)&lt;br /&gt;
*Saturday 2rd November - 10:00 PDT, 17:00 UST, 18:00 CET (&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: Europeans will be playing 1 hour earlier)&lt;br /&gt;
*Saturday 9th November - 10:00 PST, 18:00 UST, 19:00 CET (Everyone plays their normal time)&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Daylight_Savings&amp;diff=824</id>
		<title>Daylight Savings</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Daylight_Savings&amp;diff=824"/>
				<updated>2013-03-28T23:27:15Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Daylight Savings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Daylight Savings=&lt;br /&gt;
As Global Conflict is a global community daylight savings changes at different times for members. This means some confusion can arise as to when a battleday starts. To try and simplify things we have set the following rules to follow.&lt;br /&gt;
&lt;br /&gt;
*When DST starts SBT will change with the Eurpoean time zone.&lt;br /&gt;
*When DST ends SBT will change with the US time zone.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Black Ops battles will change with their respective areas time zone (EUBO with European and NABO with US)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**During the change over the front page may be an hour out of date for the black ops battles.&lt;br /&gt;
&lt;br /&gt;
=Upcoming Changes=&lt;br /&gt;
&lt;br /&gt;
==2012==&lt;br /&gt;
===End of DST===&lt;br /&gt;
This years Daylight Savings will end on Sunday November the 4th. The timings for battles affected are:&lt;br /&gt;
*Saturday 27th October - 10:00 PDT, 17:00 UST, 19:00 CEST (Last week with DST for both time zones)&lt;br /&gt;
*Saturday 3rd November - 10:00 PDT, 17:00 UST, 18:00 CET (&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: Europeans will be playing 1 hour earlier)&lt;br /&gt;
*Saturday 10th November - 10:00 PST, 18:00 UST, 19:00 CET (Everyone plays their normal time)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2013==&lt;br /&gt;
===Start of DST===&lt;br /&gt;
This years Daylight Savings will start on Sunday March the 31st. The timings for battles affected are:&lt;br /&gt;
*Saturday 9th March - 10:00 PST, 18:00 UST, 19:00 CET (Last week without DST for either time zone)&lt;br /&gt;
*Saturday 16th March - 11:00 PDT, 18:00 UST, 19:00 CET (&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: US will be playing 1 hour later)&lt;br /&gt;
*Saturday 23rd March - 11:00 PDT, 18:00 UST, 19:00 CET (&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: US will be playing 1 hour later)&lt;br /&gt;
*Saturday 30th March - 11:00 PDT, 18:00 UST, 19:00 CET (&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: US will be playing 1 hour later)&lt;br /&gt;
*Saturday 6th April - 10:00 PDT, 17:00 UST, 19:00 CEST (Everyone plays their normal time)&lt;br /&gt;
&lt;br /&gt;
===End of DST===&lt;br /&gt;
This years Daylight Savings will end on Sunday November the 3rd. The timings for battles affected are:&lt;br /&gt;
*Saturday 26th October - 10:00 PDT, 17:00 UST, 19:00 CEST (Last week with DST for both time zones)&lt;br /&gt;
*Saturday 2rd November - 10:00 PDT, 17:00 UST, 18:00 CET (&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: Europeans will be playing 1 hour earlier)&lt;br /&gt;
*Saturday 9th November - 10:00 PST, 18:00 UST, 19:00 CET (Everyone plays their normal time)&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=File:Gc_logo_dark_mod1.png&amp;diff=823</id>
		<title>File:Gc logo dark mod1.png</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=File:Gc_logo_dark_mod1.png&amp;diff=823"/>
				<updated>2013-03-27T22:24:24Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: .Sup uploaded a new version of &amp;amp;quot;File:Gc logo dark mod1.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=822</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=822"/>
				<updated>2013-03-27T20:35:14Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Damavand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Damavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Damavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Damavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Damavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Damavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Damavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Damavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Damavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|284px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith Conquest 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|202px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|214px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|135px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=821</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=821"/>
				<updated>2013-03-27T20:33:15Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Markaz Monolith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|284px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith Conquest 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|202px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|214px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|135px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=820</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=820"/>
				<updated>2013-03-27T20:32:50Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Epicenter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|284px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|202px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|214px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|135px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=819</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=819"/>
				<updated>2013-03-27T20:29:51Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Tehran Highway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|284px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|202px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|214px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|135px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=818</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=818"/>
				<updated>2013-03-27T20:29:36Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Operation Metro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush Overall]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|284px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|202px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|214px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|135px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=817</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=817"/>
				<updated>2013-03-27T20:29:11Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Operation Metro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush Overall]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|284px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|202px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|214px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|135px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=816</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=816"/>
				<updated>2013-03-27T20:28:58Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Operation Firestorm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush Overall]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush Overall]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|284px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|202px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|214px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|135px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=815</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=815"/>
				<updated>2013-03-27T20:28:45Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Noshahr Canals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush Overall]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush Overall]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush Overall]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|284px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|202px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|214px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|135px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=814</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=814"/>
				<updated>2013-03-27T20:26:45Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Bandar Desert */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush Overall]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush Overall]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush Overall]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush Overall]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|284px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|202px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|214px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|135px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=813</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=813"/>
				<updated>2013-03-27T19:05:37Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Sabalan Pipeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush Overall]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush Overall]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush Overall]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush Overall]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|202px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|214px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|135px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=812</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=812"/>
				<updated>2013-03-27T19:04:32Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Sabalan Pipeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush Overall]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush Overall]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush Overall]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush Overall]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=811</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=811"/>
				<updated>2013-03-27T19:04:14Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Sabalan Pipeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush Overall]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush Overall]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush Overall]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush Overall]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Sabalan Pipeline Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/c/c6/Sabalan_Pipeline_Capture_the_Flag.jpg|Sabalan Pipeline Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=File:Sabalan_Pipeline_Capture_the_Flag.jpg&amp;diff=810</id>
		<title>File:Sabalan Pipeline Capture the Flag.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=File:Sabalan_Pipeline_Capture_the_Flag.jpg&amp;diff=810"/>
				<updated>2013-03-27T19:03:46Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=809</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=809"/>
				<updated>2013-03-27T19:03:00Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Sabalan Pipeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush Overall]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush Overall]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush Overall]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush Overall]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Sabalan Pipeline Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/2/22/Sabalan_Pipeline_Rush.jpg|Sabalan Pipeline Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=File:Sabalan_Pipeline_Rush.jpg&amp;diff=808</id>
		<title>File:Sabalan Pipeline Rush.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=File:Sabalan_Pipeline_Rush.jpg&amp;diff=808"/>
				<updated>2013-03-27T19:02:34Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=807</id>
		<title>Battlefield 3 maps</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Battlefield_3_maps&amp;diff=807"/>
				<updated>2013-03-27T19:01:48Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: /* Operation Riverside */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vanilla =&lt;br /&gt;
&lt;br /&gt;
== Caspian Border ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Caspian Border Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/22/Caspian_Border_Conquest.jpg|Caspian Border Conquest]]&lt;br /&gt;
|[[File:Caspian Border Conquest 64 Player.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/52/Caspian_Border_Conquest_64_Player.jpg|Caspian Border Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Caspian Border Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1c/Caspian_Border_Rush_Overall.jpg|Caspian Border Rush]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2e/Caspian_Border_Rush_Zone_1.jpg|Caspian Border Rush Zone 1]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a5/Caspian_Border_Rush_Zone_2.jpg|Caspian Border Rush Zone 2]]&lt;br /&gt;
|[[File:Caspian Border Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/cc/Caspian_Border_Rush_Zone_3.jpg|Caspian Border Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damavand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dramavand Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Dramavand_Conquest.jpg|Dramavand Conquest]]&lt;br /&gt;
|[[File:Dramavand Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/39/Dramavand_Conquest_64.jpg|Dramavand Conquest 64]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Overall.jpg|thumb|138px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Dramavand_Rush_Overall.jpg|Dramavand Rush]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/68/Dramavand_Rush_Zone_1.jpg|Dramavand Rush Zone 1]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/76/Dramavand_Rush_Zone_2.jpg|Dramavand Rush Zone 2]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6f/Dramavand_Rush_Zone_3.jpg|Dramavand Rush Zone 3]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Dramavand Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/af/Dramavand_Rush_Zone_4.jpg|Dramavand Rush Zone 4]]&lt;br /&gt;
|[[File:Dramavand Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Dramavand_Rush_Zone_5.jpg|Dramavand Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grand Bazzar ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Grand Bazzar Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/bf/Grand_Bazzar_Conquest.jpg|Grand Bazzar Conquest]]&lt;br /&gt;
|[[File:Grand Bazzar Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ab/Grand_Bazzar_Conquest_64.jpg|Grand Bazzar Conquest 64]]&lt;br /&gt;
|[[File:Grand Bazzar Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Grand_Bazzar_Rush.jpg|Grand Bazzar Rush]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fe/Grand_Bazzar_Rush_Zone_1.jpg|Grand Bazzar Rush Zone 1]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a4/Grand_Bazzar_Rush_Zone_2.jpg|Grand Bazzar Rush Zone 2]]&lt;br /&gt;
|[[File:Grand Bazzar Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e9/Grand_Bazzar_Rush_Zone_3.jpg|Grand Bazzar Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kharg Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kharg Island Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5b/Kharg_Island_Conquest.jpg|Kharg Island Conquest]]&lt;br /&gt;
|[[File:Kharg Island Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/28/Kharg_Island_Conquest_64.jpg|Kharg Island Conquest 64]]&lt;br /&gt;
|[[File:Kharg Island Rush.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Kharg_Island_Rush.jpg|Kharg Island Rush]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ea/Kharg_Island_Rush_Zone_1.jpg|Kharg Island Rush Zone 1]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/2d/Kharg_Island_Rush_Zone_2.jpg|Kharg Island Rush Zone 2]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Kharg_Island_Rush_Zone_3.jpg|Kharg Island Rush Zone 3]]&lt;br /&gt;
|[[File:Kharg Island Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/36/Kharg_Island_Rush_Zone_4.jpg|Kharg Island Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noshahr Canals ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Noshahr Canals Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/34/Noshahr_Canals_Conquest.jpg|Noshahr Canals Conquest]]&lt;br /&gt;
|[[File:Noshahr Canals Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/00/Noshahr_Canals_Conquest_64.jpg|Noshahr Canals Conquest 64]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Overall.jpg|Noshahr Canals Rush Overall]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 1.jpg|thumb|148px|none|link=http://www.global-conflict.org/wiki/images/6/69/Noshahr_Canals_Rush_Zone_1.jpg|Noshahr Canals Rush Zone 1]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/8e/Noshahr_Canals_Rush_Zone_2.jpg|Noshahr Canals Rush Zone 2]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3b/Noshahr_Canals_Rush_Zone_3.jpg|Noshahr Canals Rush Zone 3]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/03/Noshahr_Canals_Rush_Zone_4.jpg|Noshahr Canals Rush Zone 4]]&lt;br /&gt;
|[[File:Noshahr Canals Rush Zone 5.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e3/Noshahr_Canals_Rush_Zone_5.jpg|Noshahr Canals Rush Zone 5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Firestorm ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Firestorm Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/75/Operation_Firestorm_Conquest.jpg|Operation Firestorm Conquest]]&lt;br /&gt;
|[[File:Operation Firestorm Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ad/Operation_Firestorm_Conquest_64.jpg|Operation Firestorm Conquest 64]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Overall.jpg|thumb|140px|none|link=http://www.global-conflict.org/wiki/images/3/36/Operation_Firestorm_Rush_Overall.jpg|Operation Firestorm Rush Overall]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 1.jpg|thumb|178px|none|link=http://www.global-conflict.org/wiki/images/c/cf/Operation_Firestorm_Rush_Zone_1.jpg|Operation Firestorm Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/2/26/Operation_Firestorm_Rush_Zone_2.jpg|Operation Firestorm Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Firestorm Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/a8/Operation_Firestorm_Rush_Zone_3.jpg|Operation Firestorm Rush Zone 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Metro ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Metro Conquest and 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/fd/Operation_Metro_Conquest_and_64.jpg|Operation Metro Conquest and 64]]&lt;br /&gt;
|[[File:Operation Metro Rush Overall.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b8/Operation_Metro_Rush_Overall.jpg|Operation Metro Rush Overall]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/index.php?title=File:Operation_Metro_Rush_Zone_1.jpg|Operation Metro Rush Zone 1]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 2.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/0/05/Operation_Metro_Rush_Zone_2.jpg|Operation Metro Rush Zone 2]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 3.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/6/67/Operation_Metro_Rush_Zone_3.jpg|Operation Metro Rush Zone 3]]&lt;br /&gt;
|[[File:Operation Metro Rush Zone 4.jpg|thumb|154px|none|link=http://www.global-conflict.org/wiki/images/3/3f/Operation_Metro_Rush_Zone_4.jpg|Operation Metro Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seine Crossing ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Seine Crossing Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d4/Seine_Crossing_Conquest.jpg|Seine Crossing Conquest]]&lt;br /&gt;
|[[File:Seine Crossing Conquest 64.jpg|thumb|187px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Seine_Crossing_Conquest_64.jpg|Seine Crossing Conquest 64]]&lt;br /&gt;
|[[File:Seine Crossing Rush.jpg|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Seine_Crossing_Rush.jpg|Seine Crossing Rush]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d7/Seine_Crossing_Rush_Zone_1.jpg|Seine Crossing Rush Zone 1]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Seine_Crossing_Rush_Zone_2.jpg|Seine Crossing Rush Zone 2]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/b/b6/Seine_Crossing_Rush_Zone_3.jpg|Seine Crossing Rush Zone 3]]&lt;br /&gt;
|[[File:Seine Crossing Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/49/Seine_Crossing_Rush_Zone_4.jpg|Seine Crossing Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tehran Highway ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tehran Highway Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9f/Tehran_Highway_Conquest.jpg|Tehran Highway Conquest]]&lt;br /&gt;
|[[File:Tehran Highway Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/60/Tehran_Highway_Conquest_64.jpg|Tehran Highway Conquest 64]]&lt;br /&gt;
|[[File:Tehran Highway Rush Overall.jpg|thumb|197px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Tehran_Highway_Rush_Overall.jpg|Tehran Highway Rush Overall]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 1.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e4/Tehran_Highway_Rush_Zone_1.jpg|Tehran Highway Rush Zone 1]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 2.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e1/Tehran_Highway_Rush_Zone_2.jpg|Tehran Highway Rush Zone 2]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 3.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/d9/Tehran_Highway_Rush_Zone_3.jpg|Tehran Highway Rush Zone 3]]&lt;br /&gt;
|[[File:Tehran Highway Rush Zone 4.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/ed/Tehran_Highway_Rush_Zone_4.jpg|Tehran Highway Rush Zone 4]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Back to Karkand =&lt;br /&gt;
&lt;br /&gt;
== Strike at Karkand ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Karkand 64 assault RUS.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/5e/Karkand_64_assault_RUS.jpg|Karkand 64 assault RU]]&lt;br /&gt;
|[[File:Karkand 64 assault US.jpg|thumb|303px|none|link=http://www.global-conflict.org/wiki/images/a/ac/Karkand_64_assault_US.jpg|Karkand 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wake Island ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Wake 64 assault US.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/07/Wake_64_assault_US.jpg|Wake 64 assault US]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gulf of Oman ==&lt;br /&gt;
&lt;br /&gt;
== Sharqi Peninsula ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armored Kill =&lt;br /&gt;
&lt;br /&gt;
== Alborz Mountain ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alborz Mountains Conquest 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9c/Alborz_Mountains_Conquest_64_Map.png|Alborz Mountains Conquest 64]]&lt;br /&gt;
|[[File:Alborz Mountains Conquest Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c1/Alborz_Mountains_Conquest_Map.png|Alborz Mountains Conquest]]&lt;br /&gt;
|[[File:Alborz Mountain Rush.png|thumb|223px|none|link=http://www.global-conflict.org/wiki/images/7/76/Alborz_Mountain_Rush.png|Alborz Mountain Rush]]&lt;br /&gt;
|[[File:Alborz Mountain Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/78/Alborz_Mountain_Tank_Superiority.png|Alborz Mountain Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armored Shield ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Armored Shield Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/9/9e/Armored_Shield_Conquest_64.png|Armored Shield Conquest 64]]&lt;br /&gt;
|[[File:Armored Shield Conquest.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/5/58/Armored_Shield_Conquest.png|Armored Shield Conquest]]&lt;br /&gt;
|[[File:Armored Shield Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/1/13/Armored_Shield_Rush.png|Armored Shield Rush]]&lt;br /&gt;
|[[File:Armored Shield Tank Superiority.png|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/a/aa/Armored_Shield_Tank_Superiority.png|Armored Shield Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bandar Desert ==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bandar desert Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/4/4d/Bandar_desert_Conquest_64.png|Bandar desert Conquest 64]]&lt;br /&gt;
|[[File:Bandar desert Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/1a/Bandar_desert_Conquest.png|Bandar desert Conquest]]&lt;br /&gt;
|[[File:Bandar desert Rush.png|thumb|206px|none|link=http://www.global-conflict.org/wiki/images/6/63/Bandar_desert_Rush.png|Bandar desert Rush]]&lt;br /&gt;
|[[File:Bandar desert Tank Superiority.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/7/72/Bandar_desert_Tank_Superiority.png|Bandar desert Tank Superiority]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Valley ==&lt;br /&gt;
&lt;br /&gt;
= Aftermath =&lt;br /&gt;
&lt;br /&gt;
== Azadi Palace ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Azadi Palace CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Aftermath_Azadi_Palace_CQ_64_Map.png|Azadi Palace CQ 64]]&lt;br /&gt;
|[[File:Azadi Palace Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/8/82/Azadi_Palace_Conquest.png|Azadi Palace Conquest]]&lt;br /&gt;
|[[File:Azadi Palace Rush.png|thumb|199px|none|link=http://www.global-conflict.org/wiki/images/e/ef/Azadi_Palace_Rush.png|Azadi Palace Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Markaz Monolith ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Aftermath Markaz Monolith CQ 64 Map.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/1/16/Aftermath_Markaz_Monolith_CQ_64_Map.png|Markaz Monolith CQ 64]]&lt;br /&gt;
|[[File:Markaz Monolith Conquest.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/d/db/Markaz_Monolith_Conquest.png|Markaz Monolith Conquest]]&lt;br /&gt;
|[[File:Markaz Monolith Rush.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/6/6c/Markaz_Monolith_Rush.png|Markaz Monolith Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epicenter ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Epicenter Conquest 64.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/c/c0/Epicenter_Conquest_64.png|Epicenter Conquest 64.png]]&lt;br /&gt;
|[[File:Epicenter Conquest.png|thumb|201px|none|link=http://www.global-conflict.org/wiki/images/2/20/Epicenter_Conquest.png|Epicenter Conquest]]&lt;br /&gt;
|[[File:Epicenter Rush.png|thumb|185px|none|link=http://www.global-conflict.org/wiki/images/7/7b/Epicenter_Rush.png|Epicenter Rush.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Talah Market ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Talah Market Conquest Assault.png|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Talah_Market_Conquest_Assault.png|Talah Market Conquest Assault]]&lt;br /&gt;
|[[File:Talah Market Conquest Rush.png|thumb|169px|none|link=http://www.global-conflict.org/wiki/images/7/78/Talah_Market_Conquest_Rush.png|Talah Market Conquest Rush]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End Game =&lt;br /&gt;
&lt;br /&gt;
== Kiasar Railroad ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Kiasar Railroad Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/3/3e/Kiasar_Railroad_Conquest_64.jpg|Kiasar Railroad Conquest 64]]&lt;br /&gt;
|[[File:Kiasar Railroad Conquest.jpg|thumb|218px|none|link=http://www.global-conflict.org/wiki/images/7/7c/Kiasar_Railroad_Conquest.jpg|Kiasar Railroad Conquest]]&lt;br /&gt;
|[[File:Kiasar Railroad Rush.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/a/ae/Kiasar_Railroad_Rush.jpg|Kiasar Railroad Rush]]&lt;br /&gt;
|[[File:Kiasar Railroad Capture the Flag.jpg|thumb|184px|none|link=http://www.global-conflict.org/wiki/images/9/96/Kiasar_Railroad_Capture_the_Flag.jpg|Kiasar Railroad Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nebandan Flats ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Nebandan Flats Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/5/53/Nebandan_Flats_Conquest_64.jpg|Nebandan Flats Conquest 64]]&lt;br /&gt;
|[[File:Nebandan Flats Conquest.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/e/e2/Nebandan_Flats_Conquest.jpg|Nebandan Flats Conquest]]&lt;br /&gt;
|[[File:Nebandan Flats Rush.jpg|thumb|230px|none|link=http://www.global-conflict.org/wiki/images/b/bc/Nebandan_Flats_Rush.jpg|Nebandan Flats Rush]]&lt;br /&gt;
|[[File:Nebandan Flats Capture the Flag.jpg|thumb|207px|none|link=http://www.global-conflict.org/wiki/images/8/87/Nebandan_Flats_Capture_the_Flag.jpg|Nebandan Flats Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation Riverside ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Operation Riverside Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/0/08/Operation_Riverside_Conquest_64.jpg|Operation Riverside Conquest 64]]&lt;br /&gt;
|[[File:Operation Riverside Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/0/0f/Operation_Riverside_Conquest.jpg|Operation Riverside Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sabalan Pipeline ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest 64.jpg|thumb|200px|none|link=http://www.global-conflict.org/wiki/images/f/f7/Sabalan_Pipeline_Conquest_64.jpg|Sabalan Pipeline Conquest 64]]&lt;br /&gt;
|[[File:Sabalan Pipeline Conquest.jpg|thumb|215px|none|link=http://www.global-conflict.org/wiki/images/a/a1/Sabalan_Pipeline_Conquest.jpg|Sabalan Pipeline Conquest]]&lt;br /&gt;
|[[File:Operation Riverside Rush.jpg|thumb|191px|none|link=http://www.global-conflict.org/wiki/images/1/12/Operation_Riverside_Rush.jpg|Operation Riverside Rush]]&lt;br /&gt;
|[[File:Operation Riverside Capture the Flag.jpg|thumb|234px|none|link=http://www.global-conflict.org/wiki/images/4/4c/Operation_Riverside_Capture_the_Flag.jpg|Operation Riverside Capture the Flag]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=File:Sabalan_Pipeline_Conquest.jpg&amp;diff=806</id>
		<title>File:Sabalan Pipeline Conquest.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=File:Sabalan_Pipeline_Conquest.jpg&amp;diff=806"/>
				<updated>2013-03-27T19:01:24Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=File:Sabalan_Pipeline_Conquest_64.jpg&amp;diff=805</id>
		<title>File:Sabalan Pipeline Conquest 64.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=File:Sabalan_Pipeline_Conquest_64.jpg&amp;diff=805"/>
				<updated>2013-03-27T18:59:56Z</updated>
		
		<summary type="html">&lt;p&gt;.Sup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>.Sup</name></author>	</entry>

	</feed>