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	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1257</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1257"/>
				<updated>2015-03-05T22:54:05Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Timing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from [[BF4 Campaign 4 System]]:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system.&lt;br /&gt;
Creation of an entirely new campaign system.&lt;br /&gt;
&lt;br /&gt;
Removal of Black Ops Battles&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Points will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign points will be updated to reflect the ebb and flow of each army&amp;#039;s score.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
*Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
*The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
*Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**If a map is not finished by the end of the battleday, it will be completed at the start of the next battleday.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
***Late maps will incur a penalty: the late team will forfeit one map starting side choice for every three hours the maps are late.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Weapon Bans==&lt;br /&gt;
The following weapons are banned from use during a battleday.&lt;br /&gt;
&lt;br /&gt;
*SOFLAM&lt;br /&gt;
*PLD&lt;br /&gt;
*M2 SLAMs&lt;br /&gt;
*SUAV&lt;br /&gt;
*UCAV&lt;br /&gt;
*Active Radar Missiles&lt;br /&gt;
*AA Mines&lt;br /&gt;
*Javelin&lt;br /&gt;
*battle pickups&lt;br /&gt;
*AC130 Gunship&lt;br /&gt;
&lt;br /&gt;
The list is subject to review and may be changed if deemed necessary.&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1256</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1256"/>
				<updated>2015-03-05T22:51:54Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Map Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from [[BF4 Campaign 4 System]]:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system.&lt;br /&gt;
Creation of an entirely new campaign system.&lt;br /&gt;
&lt;br /&gt;
Removal of Black Ops Battles&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Points will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign points will be updated to reflect the ebb and flow of each army&amp;#039;s score.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
*Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
*The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
*Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
***Late maps will incur a penalty: the late team will forfeit one map starting side choice for every three hours the maps are late.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Weapon Bans==&lt;br /&gt;
The following weapons are banned from use during a battleday.&lt;br /&gt;
&lt;br /&gt;
*SOFLAM&lt;br /&gt;
*PLD&lt;br /&gt;
*M2 SLAMs&lt;br /&gt;
*SUAV&lt;br /&gt;
*UCAV&lt;br /&gt;
*Active Radar Missiles&lt;br /&gt;
*AA Mines&lt;br /&gt;
*Javelin&lt;br /&gt;
*battle pickups&lt;br /&gt;
*AC130 Gunship&lt;br /&gt;
&lt;br /&gt;
The list is subject to review and may be changed if deemed necessary.&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1255</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1255"/>
				<updated>2015-02-26T20:50:59Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Summary of Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from [[BF4 Campaign 4 System]]:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system.&lt;br /&gt;
Creation of an entirely new campaign system.&lt;br /&gt;
&lt;br /&gt;
Removal of Black Ops Battles&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Points will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign points will be updated to reflect the ebb and flow of each army&amp;#039;s score.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
*Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
*The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
*Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Weapon Bans==&lt;br /&gt;
The following weapons are banned from use during a battleday.&lt;br /&gt;
&lt;br /&gt;
*SOFLAM&lt;br /&gt;
*PLD&lt;br /&gt;
*M2 SLAMs&lt;br /&gt;
*SUAV&lt;br /&gt;
*UCAV&lt;br /&gt;
*Active Radar Missiles&lt;br /&gt;
*AA Mines&lt;br /&gt;
*Javelin&lt;br /&gt;
*battle pickups&lt;br /&gt;
*AC130 Gunship&lt;br /&gt;
&lt;br /&gt;
The list is subject to review and may be changed if deemed necessary.&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1254</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1254"/>
				<updated>2015-02-26T20:50:16Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Summary of Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from [[BF4 Campaign 4 System]]:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system.&lt;br /&gt;
Creation of an entirely new campaign system&lt;br /&gt;
Removal of Black Ops Battles&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Points will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign points will be updated to reflect the ebb and flow of each army&amp;#039;s score.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
*Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
*The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
*Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Weapon Bans==&lt;br /&gt;
The following weapons are banned from use during a battleday.&lt;br /&gt;
&lt;br /&gt;
*SOFLAM&lt;br /&gt;
*PLD&lt;br /&gt;
*M2 SLAMs&lt;br /&gt;
*SUAV&lt;br /&gt;
*UCAV&lt;br /&gt;
*Active Radar Missiles&lt;br /&gt;
*AA Mines&lt;br /&gt;
*Javelin&lt;br /&gt;
*battle pickups&lt;br /&gt;
*AC130 Gunship&lt;br /&gt;
&lt;br /&gt;
The list is subject to review and may be changed if deemed necessary.&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1253</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1253"/>
				<updated>2015-02-12T23:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Weapon Bans= */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from [[BF4 Campaign 4 System]]:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system.&lt;br /&gt;
Creation of an entirely new campaign system&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Points will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign points will be updated to reflect the ebb and flow of each army&amp;#039;s score.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
*Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
*The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
*Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Weapon Bans==&lt;br /&gt;
The following weapons are banned from use during a battleday.&lt;br /&gt;
&lt;br /&gt;
*SOFLAM&lt;br /&gt;
*PLD&lt;br /&gt;
*M2 SLAMs&lt;br /&gt;
*SUAV&lt;br /&gt;
*UCAV&lt;br /&gt;
*Active Radar Missiles&lt;br /&gt;
*AA Mines&lt;br /&gt;
*Javelin&lt;br /&gt;
*battle pickups&lt;br /&gt;
*AC130 Gunship&lt;br /&gt;
&lt;br /&gt;
The list is subject to review and may be changed if deemed necessary.&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1252</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1252"/>
				<updated>2015-02-12T23:06:12Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from [[BF4 Campaign 4 System]]:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system.&lt;br /&gt;
Creation of an entirely new campaign system&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Points will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign points will be updated to reflect the ebb and flow of each army&amp;#039;s score.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
*Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
*The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
*Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Weapon Bans===&lt;br /&gt;
The following weapons are banned from use during a battleday.&lt;br /&gt;
&lt;br /&gt;
*SOFLAM&lt;br /&gt;
*PLD&lt;br /&gt;
*M2 SLAMs&lt;br /&gt;
*SUAV&lt;br /&gt;
*UCAV&lt;br /&gt;
*Active Radar Missiles&lt;br /&gt;
*AA Mines&lt;br /&gt;
*Javelin&lt;br /&gt;
*battle pickups&lt;br /&gt;
*AC130 Gunship&lt;br /&gt;
&lt;br /&gt;
The list is subject to review and may be changed if deemed necessary.&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1251</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1251"/>
				<updated>2015-02-12T21:53:07Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Summary of Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from [[BF4 Campaign 4 System]]:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system.&lt;br /&gt;
Creation of an entirely new campaign system&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Points will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign points will be updated to reflect the ebb and flow of each army&amp;#039;s score.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
*Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
*The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
*Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Main_Page&amp;diff=1250</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=1250"/>
				<updated>2015-02-12T21:51:31Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: &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 5 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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1249</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1249"/>
				<updated>2015-02-12T21:50:23Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Preamble */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C4:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system&lt;br /&gt;
Creation of an entirely new campaign system&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Points will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign points will be updated to reflect the ebb and flow of each army&amp;#039;s score.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
*Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
*The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
*Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1248</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1248"/>
				<updated>2015-02-12T21:48:24Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Map Pool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C4:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system&lt;br /&gt;
Creation of an entirely new campaign system&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Score will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign score will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
*Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
*The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
*Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1247</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1247"/>
				<updated>2015-02-12T21:48:00Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C4:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system&lt;br /&gt;
Creation of an entirely new campaign system&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Score will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign score will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
#Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
#The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
#Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1246</id>
		<title>BF4 Campaign 5 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_5_System&amp;diff=1246"/>
				<updated>2015-02-12T21:47:24Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: Created page with &amp;quot;=Introduction=  ==Summary of Changes== Major changes of note from C4:  Removal of RISK system Creation of an entirely new campaign system  ==Preamble== Battlefield 4 is a tact...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C4:&lt;br /&gt;
&lt;br /&gt;
Removal of RISK system&lt;br /&gt;
Creation of an entirely new campaign system&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, Naval Strike, Dragon&amp;#039;s Teeth and Final Stand.&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 supersede 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 goal of the Campaign is to gain control of 50 points or to force the other side into surrender. The Campaign Score will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign score will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&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 4 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;Army Initiative:&amp;#039;&amp;#039;&amp;#039; The army that wins the BFI will have first initiative and choose the first map and starting side on the first Battleday. Initiative will alternate weekly between the two armies.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Attacking army:&amp;#039;&amp;#039;&amp;#039; The army that chooses the map and the starting side they wish to play from.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending army:&amp;#039;&amp;#039;&amp;#039; The army that does not choose the map or starting side.&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 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting maps&lt;br /&gt;
&lt;br /&gt;
==Map Pool==&lt;br /&gt;
The Generals and HCs are responsible for creating the map pool.&lt;br /&gt;
&lt;br /&gt;
#Both armies will have identical map pools at the start of the campaign&lt;br /&gt;
#The map pool will not contain the different modes, just the maps themselves&lt;br /&gt;
#Map pools reset once all maps have been played&lt;br /&gt;
&lt;br /&gt;
=Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Battledays start on the EU server on &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039; and go on until SBT+6&lt;br /&gt;
**A &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; will be called after the first round that ends later than SBT+2.5. It will also be called if the next round can not be set up before that time.&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039; no new round can begin.&lt;br /&gt;
***Should a round start at SBT+5:30 only one round will be played to make sure the battleday finishes as close to the finishing time as possible.&lt;br /&gt;
**TA’s and HC’s can agree to skip a Saturday for holidays and other reasons&lt;br /&gt;
&lt;br /&gt;
*Order: Armies alternate their map picks on the battleday, starting with the army that did not start last battleday&lt;br /&gt;
**5 minutes of prep time per map&lt;br /&gt;
**If a battleday runs longer than the previously chosen 6 maps, TAs will pick additional maps from the attacking army’s pool. These maps will be announced to both sides right before they’re played.&lt;br /&gt;
**There will be 10 minutes of prep time for the additional maps&lt;br /&gt;
**Every round will start with a 60-second countdown. To be counted as live, it must start with a TA announcing “LIVE, LIVE, LIVE” over all chat.&lt;br /&gt;
&lt;br /&gt;
===Map Choice===&lt;br /&gt;
*Each army picks 3 maps and the side they wish to start from.&lt;br /&gt;
**All three picks are public&lt;br /&gt;
**The army that has initiative for the week must post their picks by &amp;#039;&amp;#039;&amp;#039;Thursday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**The army without initiative must post their picks by &amp;#039;&amp;#039;&amp;#039;Wednesday, SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
*No map can be played twice in one battleday by either army.&lt;br /&gt;
*When an army chooses a map to play, they also choose the mode (64v/64i/32v/32i) they wish to play. Once the map is played, it’s removed from that army’s pool including all unplayed variants. It can only be chosen again by that army in any variant after their map pool is reset.&lt;br /&gt;
*An army’s map pool resets when all they have picked all available maps.&lt;br /&gt;
**If an army can’t choose any more maps, because the other army picked the same maps for the battleday and they don’t have any other maps left in their current map pool, that army’s map pool will be reset, so they can choose other maps. They must pick the leftover maps on the next battleday.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
*Both teams start out with 25 campaign points (CP)&lt;br /&gt;
*One CP will be awarded per round won. It will be deducted from the loser’s pool and added to the winner’s pool&lt;br /&gt;
*Maps are played from both sides. If both teams win one round each, a tiebreaker round is played&lt;br /&gt;
**If on the same map, both armies win one round each with less than 25 tickets left, the tiebreaker round will be worth double points&lt;br /&gt;
*When an army accumulates a total of 50 points, they win&lt;br /&gt;
*Generals can at any point agree to increase the number of CP won per round if the campaign stagnates.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on either 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;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;/div&gt;</summary>
		<author><name>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1216</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1216"/>
				<updated>2014-11-02T16:32:17Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Step 4: Placement of New Divisions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 60-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE DEFENSIVE MOVES.&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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The first attack announcement must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Posting will take place in the TA &amp;amp; HC&amp;#039;s Private forum in the form of a link to the first attack.&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. &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;
&lt;br /&gt;
===Step 3: 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 an army return to its refund pool to be placed on [[#Headquarters|Headquarters]] or on a [[#Theaters|Theater]] during the Placement Phase.&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 4: 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;
*Divisions from the refund pool may be placed onto a [[#Headquarters|Headquarters]] or owned [[#Theaters|Theater]] .&lt;br /&gt;
**Unlimited refunds may be placed on a [[#Headquarters|Headquarters]] .&lt;br /&gt;
**One division may be placed on each owned [[#Theaters|Theater]] .&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of newly placed divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the only post-battle day step a defending army participates in.&lt;br /&gt;
&lt;br /&gt;
===Step 5: 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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the beginning of the next attack 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.&lt;br /&gt;
The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory can be moved there to fortify the territory against counter attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the last thing that occurs during a turn.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
* New divisions may only be placed at headquarters.&lt;br /&gt;
** If a [[#Theaters|Theater]] is owned, one (1) division may be placed into that [[#Theaters|Theater]] .&lt;br /&gt;
&lt;br /&gt;
* Headquarters acquired from the enemy team are destroyed during capture.&lt;br /&gt;
** A destroyed HQ will be replaceable 1 week from the Battle Day destroyed. &lt;br /&gt;
*** Placement will take place during the refund phase following their attack day.&lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE during the refund phase.&lt;br /&gt;
** Units may be deployed to the new HQ during the same turn as the HQ is 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 a 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 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;
*Each Map Win counts as 1 point. &lt;br /&gt;
** Points go into your Black Ops pool to be used to purchase perks.&lt;br /&gt;
** The points remain in the pool until spent.&lt;br /&gt;
&lt;br /&gt;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#* Attacker must destroy ALL MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more.&lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Played with vehicles&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Quick March: +1 Move for a division. &lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
** Used only for move turns.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* HQ Movement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link from the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Replacement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Once one of your HQ&amp;#039;s have been destroyed, this perk will allow the placement of a new HQ.&lt;br /&gt;
** This will allow the immediate replacement of the HQ during the refund phase.&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. The territories forming a theater have their names in the same colour.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1215</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1215"/>
				<updated>2014-11-02T16:31:36Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Step 3: Refunding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 60-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE DEFENSIVE MOVES.&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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The first attack announcement must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Posting will take place in the TA &amp;amp; HC&amp;#039;s Private forum in the form of a link to the first attack.&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. &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;
&lt;br /&gt;
===Step 3: 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 an army return to its refund pool to be placed on [[#Headquarters|Headquarters]] or on a [[#Theaters|Theater]] during the Placement Phase.&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 4: 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;
*Divisions from the refund pool may be placed onto a Headquarters or owned [[#Theaters|Theater]] .&lt;br /&gt;
**Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
**One division may be placed on each owned [[#Theaters|Theater]] .&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of newly placed divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the only post-battle day step a defending army participates in. &lt;br /&gt;
&lt;br /&gt;
===Step 5: 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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the beginning of the next attack 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.&lt;br /&gt;
The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory can be moved there to fortify the territory against counter attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the last thing that occurs during a turn.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
* New divisions may only be placed at headquarters.&lt;br /&gt;
** If a [[#Theaters|Theater]] is owned, one (1) division may be placed into that [[#Theaters|Theater]] .&lt;br /&gt;
&lt;br /&gt;
* Headquarters acquired from the enemy team are destroyed during capture.&lt;br /&gt;
** A destroyed HQ will be replaceable 1 week from the Battle Day destroyed. &lt;br /&gt;
*** Placement will take place during the refund phase following their attack day.&lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE during the refund phase.&lt;br /&gt;
** Units may be deployed to the new HQ during the same turn as the HQ is 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 a 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 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;
*Each Map Win counts as 1 point. &lt;br /&gt;
** Points go into your Black Ops pool to be used to purchase perks.&lt;br /&gt;
** The points remain in the pool until spent.&lt;br /&gt;
&lt;br /&gt;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#* Attacker must destroy ALL MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more.&lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Played with vehicles&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Quick March: +1 Move for a division. &lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
** Used only for move turns.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* HQ Movement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link from the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Replacement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Once one of your HQ&amp;#039;s have been destroyed, this perk will allow the placement of a new HQ.&lt;br /&gt;
** This will allow the immediate replacement of the HQ during the refund phase.&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. The territories forming a theater have their names in the same colour.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1214</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1214"/>
				<updated>2014-11-02T16:30:55Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Headquarters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 60-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE DEFENSIVE MOVES.&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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The first attack announcement must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Posting will take place in the TA &amp;amp; HC&amp;#039;s Private forum in the form of a link to the first attack.&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. &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;
&lt;br /&gt;
===Step 3: 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 an army return to its refund pool to be placed on headquarters or on a [[#Theaters|Theater]] during the Placement Phase.&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 4: 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;
*Divisions from the refund pool may be placed onto a Headquarters or owned [[#Theaters|Theater]] .&lt;br /&gt;
**Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
**One division may be placed on each owned [[#Theaters|Theater]] .&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of newly placed divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the only post-battle day step a defending army participates in. &lt;br /&gt;
&lt;br /&gt;
===Step 5: 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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the beginning of the next attack 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.&lt;br /&gt;
The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory can be moved there to fortify the territory against counter attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the last thing that occurs during a turn.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
* New divisions may only be placed at headquarters.&lt;br /&gt;
** If a [[#Theaters|Theater]] is owned, one (1) division may be placed into that [[#Theaters|Theater]] .&lt;br /&gt;
&lt;br /&gt;
* Headquarters acquired from the enemy team are destroyed during capture.&lt;br /&gt;
** A destroyed HQ will be replaceable 1 week from the Battle Day destroyed. &lt;br /&gt;
*** Placement will take place during the refund phase following their attack day.&lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE during the refund phase.&lt;br /&gt;
** Units may be deployed to the new HQ during the same turn as the HQ is 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 a 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 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;
*Each Map Win counts as 1 point. &lt;br /&gt;
** Points go into your Black Ops pool to be used to purchase perks.&lt;br /&gt;
** The points remain in the pool until spent.&lt;br /&gt;
&lt;br /&gt;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#* Attacker must destroy ALL MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more.&lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Played with vehicles&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Quick March: +1 Move for a division. &lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
** Used only for move turns.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* HQ Movement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link from the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Replacement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Once one of your HQ&amp;#039;s have been destroyed, this perk will allow the placement of a new HQ.&lt;br /&gt;
** This will allow the immediate replacement of the HQ during the refund phase.&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. The territories forming a theater have their names in the same colour.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1213</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1213"/>
				<updated>2014-11-02T16:30:26Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Theaters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 60-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE DEFENSIVE MOVES.&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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The first attack announcement must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Posting will take place in the TA &amp;amp; HC&amp;#039;s Private forum in the form of a link to the first attack.&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. &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;
&lt;br /&gt;
===Step 3: 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 an army return to its refund pool to be placed on headquarters or on a [[#Theaters|Theater]] during the Placement Phase.&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 4: 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;
*Divisions from the refund pool may be placed onto a Headquarters or owned [[#Theaters|Theater]] .&lt;br /&gt;
**Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
**One division may be placed on each owned [[#Theaters|Theater]] .&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of newly placed divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the only post-battle day step a defending army participates in. &lt;br /&gt;
&lt;br /&gt;
===Step 5: 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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the beginning of the next attack 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.&lt;br /&gt;
The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory can be moved there to fortify the territory against counter attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the last thing that occurs during a turn.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
* New divisions may only be placed at headquarters.&lt;br /&gt;
** If a [[#Theater|Theater]] is owned, one (1) division may be placed into that [[#Theater|Theater]] .&lt;br /&gt;
&lt;br /&gt;
* Headquarters acquired from the enemy team are destroyed during capture.&lt;br /&gt;
** A destroyed HQ will be replaceable 1 week from the Battle Day destroyed. &lt;br /&gt;
*** Placement will take place during the refund phase following their attack day.&lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE during the refund phase.&lt;br /&gt;
** Units may be deployed to the new HQ during the same turn as the HQ is 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 a 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 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;
*Each Map Win counts as 1 point. &lt;br /&gt;
** Points go into your Black Ops pool to be used to purchase perks.&lt;br /&gt;
** The points remain in the pool until spent.&lt;br /&gt;
&lt;br /&gt;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#* Attacker must destroy ALL MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more.&lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Played with vehicles&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Quick March: +1 Move for a division. &lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
** Used only for move turns.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* HQ Movement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link from the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Replacement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Once one of your HQ&amp;#039;s have been destroyed, this perk will allow the placement of a new HQ.&lt;br /&gt;
** This will allow the immediate replacement of the HQ during the refund phase.&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. The territories forming a theater have their names in the same colour.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1212</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1212"/>
				<updated>2014-11-02T16:29:59Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Headquarters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 60-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE DEFENSIVE MOVES.&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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The first attack announcement must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Posting will take place in the TA &amp;amp; HC&amp;#039;s Private forum in the form of a link to the first attack.&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. &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;
&lt;br /&gt;
===Step 3: 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 an army return to its refund pool to be placed on headquarters or on a [[#Theaters|Theater]] during the Placement Phase.&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 4: 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;
*Divisions from the refund pool may be placed onto a Headquarters or owned [[#Theaters|Theater]] .&lt;br /&gt;
**Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
**One division may be placed on each owned [[#Theaters|Theater]] .&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of newly placed divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the only post-battle day step a defending army participates in. &lt;br /&gt;
&lt;br /&gt;
===Step 5: 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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the beginning of the next attack 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.&lt;br /&gt;
The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory can be moved there to fortify the territory against counter attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the last thing that occurs during a turn.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
* New divisions may only be placed at headquarters.&lt;br /&gt;
** If a [[#Theater|Theater]] is owned, one (1) division may be placed into that [[#Theater|Theater]] .&lt;br /&gt;
&lt;br /&gt;
* Headquarters acquired from the enemy team are destroyed during capture.&lt;br /&gt;
** A destroyed HQ will be replaceable 1 week from the Battle Day destroyed. &lt;br /&gt;
*** Placement will take place during the refund phase following their attack day.&lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE during the refund phase.&lt;br /&gt;
** Units may be deployed to the new HQ during the same turn as the HQ is 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 a 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 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;
*Each Map Win counts as 1 point. &lt;br /&gt;
** Points go into your Black Ops pool to be used to purchase perks.&lt;br /&gt;
** The points remain in the pool until spent.&lt;br /&gt;
&lt;br /&gt;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#* Attacker must destroy ALL MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more.&lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Played with vehicles&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Quick March: +1 Move for a division. &lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
** Used only for move turns.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* HQ Movement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link from the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Replacement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Once one of your HQ&amp;#039;s have been destroyed, this perk will allow the placement of a new HQ.&lt;br /&gt;
** This will allow the immediate replacement of the HQ during the refund phase.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1211</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1211"/>
				<updated>2014-11-02T16:26:21Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Attack Sequence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 60-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE DEFENSIVE MOVES.&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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The first attack announcement must be turned in to the TAs by Thursday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Posting will take place in the TA &amp;amp; HC&amp;#039;s Private forum in the form of a link to the first attack.&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. &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;
&lt;br /&gt;
===Step 3: 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 an army return to its refund pool to be placed on headquarters or on a [[#Theaters|Theater]] during the Placement Phase.&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 4: 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;
*Divisions from the refund pool may be placed onto a Headquarters or owned [[#Theaters|Theater]] .&lt;br /&gt;
**Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
**One division may be placed on each owned [[#Theaters|Theater]] .&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of newly placed divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the only post-battle day step a defending army participates in. &lt;br /&gt;
&lt;br /&gt;
===Step 5: 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;
**Each division can move by one (1) territory in total. &lt;br /&gt;
**Newly refunded/placed divisions can be moved by one (1) territory in total.&lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the beginning of the next attack 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.&lt;br /&gt;
The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory can be moved there to fortify the territory against counter attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The locations of moved divisions must be turned in to the TAs by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Posting will take place in the Campaign Results Forum/Risk Forum.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Please note: This is the last thing that occurs during a turn.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
** A destroyed HQ will be replaceable 1 week from the Battle Day destroyed. &lt;br /&gt;
*** Placement will take place during the refund phase following their attack day.&lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE during the refund phase.&lt;br /&gt;
** Units may be deployed to the new HQ during the same turn as the HQ is 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 a 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 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;
*Each Map Win counts as 1 point. &lt;br /&gt;
** Points go into your Black Ops pool to be used to purchase perks.&lt;br /&gt;
** The points remain in the pool until spent.&lt;br /&gt;
&lt;br /&gt;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#* Attacker must destroy ALL MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more.&lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Played with vehicles&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Quick March: +1 Move for a division. &lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
** Used only for move turns.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* HQ Movement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link from the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Replacement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Once one of your HQ&amp;#039;s have been destroyed, this perk will allow the placement of a new HQ.&lt;br /&gt;
** This will allow the immediate replacement of the HQ during the refund phase.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1210</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1210"/>
				<updated>2014-11-02T13:39:03Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Step 4: Refunding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 60-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE PLACEMENT OF NEW DIVISIONS.&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;
**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. &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;
**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 beginning of the next attack 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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on each owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**These movements count as [[#Step 3: Defensive Move|Defensive Moves]] and thus follow those rules.&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
** A destroyed HQ will be replaceable 1 week from the Battle Day destroyed. &lt;br /&gt;
*** Placement will take place during the refund phase following their attack day.&lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE during the refund phase.&lt;br /&gt;
** Units may be deployed to the new HQ during the same turn as the HQ is 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 a 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 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;
*Each Map Win counts as 1 point. &lt;br /&gt;
** Points go into your Black Ops pool to be used to purchase perks.&lt;br /&gt;
** The points remain in the pool until spent.&lt;br /&gt;
&lt;br /&gt;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#* Attacker must destroy ALL MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more.&lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Played with vehicles&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Quick March: +1 Move for a division. &lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
** Used only for move turns.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* HQ Movement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link from the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Replacement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Once one of your HQ&amp;#039;s have been destroyed, this perk will allow the placement of a new HQ.&lt;br /&gt;
** This will allow the immediate replacement of the HQ during the refund phase.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1209</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1209"/>
				<updated>2014-11-02T13:32:24Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Step 4: Refunding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 60-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE PLACEMENT OF NEW DIVISIONS.&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;
**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. &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;
**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 beginning of the next attack 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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on each owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**These movements count as Defensive Moves and thus follow those rules.&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
** A destroyed HQ will be replaceable 1 week from the Battle Day destroyed. &lt;br /&gt;
*** Placement will take place during the refund phase following their attack day.&lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE during the refund phase.&lt;br /&gt;
** Units may be deployed to the new HQ during the same turn as the HQ is 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 a 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 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;
*Each Map Win counts as 1 point. &lt;br /&gt;
** Points go into your Black Ops pool to be used to purchase perks.&lt;br /&gt;
** The points remain in the pool until spent.&lt;br /&gt;
&lt;br /&gt;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#* Attacker must destroy ALL MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more.&lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Played with vehicles&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Quick March: +1 Move for a division. &lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
** Used only for move turns.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* HQ Movement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link from the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Replacement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Once one of your HQ&amp;#039;s have been destroyed, this perk will allow the placement of a new HQ.&lt;br /&gt;
** This will allow the immediate replacement of the HQ during the refund phase.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1208</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1208"/>
				<updated>2014-11-02T12:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Timing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 60-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE PLACEMENT OF NEW DIVISIONS.&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;
**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. &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;
**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 beginning of the next attack 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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on each owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
** A destroyed HQ will be replaceable 1 week from the Battle Day destroyed. &lt;br /&gt;
*** Placement will take place during the refund phase following their attack day.&lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE during the refund phase.&lt;br /&gt;
** Units may be deployed to the new HQ during the same turn as the HQ is 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 a 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 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;
*Each Map Win counts as 1 point. &lt;br /&gt;
** Points go into your Black Ops pool to be used to purchase perks.&lt;br /&gt;
** The points remain in the pool until spent.&lt;br /&gt;
&lt;br /&gt;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#* Attacker must destroy ALL MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more.&lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Played with vehicles&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Quick March: +1 Move for a division. &lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
** Used only for move turns.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* HQ Movement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link from the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Replacement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Once one of your HQ&amp;#039;s have been destroyed, this perk will allow the placement of a new HQ.&lt;br /&gt;
** This will allow the immediate replacement of the HQ during the refund phase.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1201</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1201"/>
				<updated>2014-10-18T18:34:40Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Risk Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 90-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE PLACEMENT OF NEW DIVISIONS.&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;
**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. &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;
**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 beginning of the next attack 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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on each owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
** A new headquarter placement will be announced with division placements on Monday.&lt;br /&gt;
** A destroyed HQ will be replaceable 1 week from the Battle Day destroyed. &lt;br /&gt;
*** Placement will take place during the refund phase following their attack day.&lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE.&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 a 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 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;
*Each Map Win counts as 1 point. &lt;br /&gt;
** Points go into your Black Ops pool to be used to purchase perks.&lt;br /&gt;
** The points remain in the pool until spent.&lt;br /&gt;
&lt;br /&gt;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#* Attacker must destroy ALL MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Gamemode to be selected from the Black Ops list.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures - Defender captures = one or more.&lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Played with vehicles&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
#* Players MAY NOT spawn via the para drop at any point. (Spawn beacons may still be used)&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Quick March: +1 Move for a division. &lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
** Used only for move turns.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* HQ Movement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link from the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Replacement:&lt;br /&gt;
** Perk Cost = 4&lt;br /&gt;
** Once one of your HQ&amp;#039;s have been destroyed, this perk will allow the placement of a new HQ.&lt;br /&gt;
** This will allow the immediate replacement of the HQ during the refund phase.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1170</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1170"/>
				<updated>2014-10-15T21:26:20Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Step 3: Defensive Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 90-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 100%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE PLACEMENT OF NEW DIVISIONS.&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;
**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;
**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 beginning of the next attack 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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on an owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
**A new headquarter placement will be announced with division placements on Monday.&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 a 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 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;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#* Attacker must capture 5 MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played with vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Quick March: +1 Move for a division.&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1169</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1169"/>
				<updated>2014-10-15T21:16:20Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Attack Sequence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 90-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 100%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE PLACEMENT OF NEW DIVISIONS.&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;
**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;
**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 attack 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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on an owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
**A new headquarter placement will be announced with division placements on Monday.&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 a 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 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;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#* Attacker must capture 5 MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played with vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Quick March: +1 Move for a division.&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1168</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1168"/>
				<updated>2014-10-15T21:14:36Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Step 3: Defensive Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 90-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 100%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&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;
**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;
**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 attack 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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on an owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
**A new headquarter placement will be announced with division placements on Monday.&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 a 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 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;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#* Attacker must capture 5 MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played with vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Quick March: +1 Move for a division.&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1167</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1167"/>
				<updated>2014-10-15T21:14:08Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Step 1: Opening Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 90-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 100%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&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;
**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 attack 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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on an owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
**A new headquarter placement will be announced with division placements on Monday.&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 a 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 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;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#* Attacker must capture 5 MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played with vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Quick March: +1 Move for a division.&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1166</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1166"/>
				<updated>2014-10-15T21:13:29Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Step 3: Defensive Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 90-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 100%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&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 attack 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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on an owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
**A new headquarter placement will be announced with division placements on Monday.&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 a 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 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;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#* Attacker must capture 5 MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played with vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Quick March: +1 Move for a division.&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1165</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1165"/>
				<updated>2014-10-15T21:11:19Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: /* Theaters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 90-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 100%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on an owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
**A new headquarter placement will be announced with division placements on Monday.&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 a 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 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;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#* Attacker must capture 5 MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played with vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Quick March: +1 Move for a division.&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.&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. The territories forming a theater have their names in the same colour as well as being enclosed by a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1164</id>
		<title>BF4 Campaign 4 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1164"/>
				<updated>2014-10-15T21:08:39Z</updated>
		
		<summary type="html">&lt;p&gt;Adocilesloth: Theater definition clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
==Summary of Changes==&lt;br /&gt;
Major changes of note from C3:&lt;br /&gt;
&lt;br /&gt;
# Number of divisions has been reduced to 16 per army.&lt;br /&gt;
## Intent is to decrease rounds played per map and increase number of maps played per battleday.&lt;br /&gt;
# Territories may be left empty.&lt;br /&gt;
## See [[#Risk Rules|Risk Rules]] for more details.&lt;br /&gt;
# [[#Theaters|Theater]] Bonuses have been buffed.&lt;br /&gt;
# [[#Black Ops Battledays|Black Ops]] victories will earn an Army meta-game perks. Capital Cities have been removed.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 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) BF4, China Rising, Second Assault, and Naval Strike.&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 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s 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 4 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 4 map.&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 1 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 15:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&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;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
The TAs and HCs will collaborate to create an official maplist for the campaign. Maps will be selected based on their playability, balance and to ensure variety for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, the TAs will place BF4 maps on territories. &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;
All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&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, each HCs must select &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 Campaign Results 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;16 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Territories may be left empty.&lt;br /&gt;
** All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory.&lt;br /&gt;
* Along with division placements, each army will place 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 new headquarters on the map and immediately deploy troops from there.&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, the deadline may be extended.&lt;br /&gt;
*** This may incur a penalty to the attacking army. Penalty to be defined by the TA&amp;#039;s.&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 90-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.&lt;br /&gt;
**A territory &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be left empty. &lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;2 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 2 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit of 1 divisions.&lt;br /&gt;
***All territories are considered to have a &amp;quot;garrison&amp;quot; equal to the strength of one division. The garrison will fight for whoever owns the territory. Thus, an empty territory still requires the attackers to win one round to capture it.&lt;br /&gt;
***Divisions are lost before the garrison comes into play. If a defender has one division defending a territory and loses one round in an attack, the defending division dies before the garrison round is played.&lt;br /&gt;
***It&amp;#039;s legal to have more than one defender on a territory, but if this territory is attacked and two 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;
&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 100%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&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 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 an army return to its refund pool, and will be placed on headquarters or on a [[#Theaters|Theater]] during the Refund Phase.&lt;br /&gt;
*Unlimited refunds may be placed on a Headquarters.&lt;br /&gt;
*One division may be placed on an owned [[#Theaters|Theater]] .&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refunded divisions may be moved following placement.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Please note this when doing your posting for movements.&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 by Monday SBT.&lt;br /&gt;
** Posting will take place in the Campaign Results Forum/Risk Forum.&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;
*Any late submissions can/will incur a penalty to be decided by the TA&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
Movement perks may be played during an attack turn.&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 acquired from the enemy team are destroyed during capture.&lt;br /&gt;
**A new headquarter placement will be announced with division placements on Monday.&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 a 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 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;
==Game modes will be played as:==&lt;br /&gt;
# Rush - Attacker will play only as attacker side.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#* Attacker must capture 5 MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played without vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# Capture the Flag - Defender chooses side. Map played for one round.&lt;br /&gt;
#* Played with vehicles.&lt;br /&gt;
#** Scored by number of attacker captures minus defender captures.&lt;br /&gt;
#** Attacker captures must = one or more. &lt;br /&gt;
#** A tie equals a defeat.&lt;br /&gt;
# 32 player Maps&lt;br /&gt;
#* Played without vehicles&lt;br /&gt;
#** Team with the highest number of tickets after one round wins.&lt;br /&gt;
#*** Meaning the map is only played for one round total. &lt;br /&gt;
#*** Defender chooses side.&lt;br /&gt;
# Carrier Assault&lt;br /&gt;
#* Team with the highest number of tickets after one round wins.&lt;br /&gt;
#** Meaning the map is only played for one round total. &lt;br /&gt;
#** Defender chooses side.&lt;br /&gt;
&lt;br /&gt;
== Movement Perks ==&lt;br /&gt;
* Quick March: +1 Move for a division.&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** One division can skip one enemy territory OR&lt;br /&gt;
** +2 move over friendly territory for a division.&lt;br /&gt;
* Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.&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. Each theater&amp;#039;s territories have the same coloured names and are enclosed within a thick line on the campaign map.&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.&lt;br /&gt;
* One refund from your pool may be placed anywhere within the theater.&lt;br /&gt;
* An army&amp;#039;s total division count will go up by one for each theater owned.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&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;
*WCP Bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater. Other bonuses apply immediately.&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 Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory by: &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>Adocilesloth</name></author>	</entry>

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