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	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1243</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1243"/>
				<updated>2014-12-01T00:20:28Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps are allowed to be played with transport jeeps, water craft and transport aircraft only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. &lt;br /&gt;
&lt;br /&gt;
*The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;ALL PLAYERS&amp;#039;&amp;#039;&amp;#039; (including TA&amp;#039;s) are subject to the rules of Fair Play and must abide by these rules and consequences.&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1242</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1242"/>
				<updated>2014-12-01T00:20:13Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps are allowed to be played with transport jeeps, water craft and transport aircraft only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. &lt;br /&gt;
&lt;br /&gt;
*The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). &lt;br /&gt;
&lt;br /&gt;
*ALL PLAYERS (including TA&amp;#039;s) are subject to the rules of Fair Play and must abide by these rules and consequences.&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1241</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1241"/>
				<updated>2014-12-01T00:19:15Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps are allowed to be played with transport jeeps, water craft and transport aircraft only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. &lt;br /&gt;
&lt;br /&gt;
*The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). &lt;br /&gt;
&lt;br /&gt;
*The TA&amp;#039;s are subject to the rules of Fair Play and must abide by these rules and consequences.&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1240</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1240"/>
				<updated>2014-12-01T00:19:00Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps are allowed to be played with transport jeeps, water craft and transport aircraft only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. &lt;br /&gt;
&lt;br /&gt;
The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s are subject to the rules of Fair Play and must abide by these rules and consequences.&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1239</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1239"/>
				<updated>2014-12-01T00:15:48Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Pre live rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps are allowed to be played with transport jeeps, water craft and transport aircraft only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). Same rules apply for TAs. They cannot !kill, !kick, !ban, etc. if not written in these rules!&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1233</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1233"/>
				<updated>2014-11-23T18:24:41Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Miscellaneous General Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1232</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1232"/>
				<updated>2014-11-23T18:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Pre live rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1231</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1231"/>
				<updated>2014-11-23T18:22:58Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds. This includes pre-live.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1230</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1230"/>
				<updated>2014-11-23T18:21:08Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Pre live rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds. This includes pre-live.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1219</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=1219"/>
				<updated>2014-11-11T02:10:50Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* General 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;
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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;
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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;
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==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.&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;
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==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;
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Once the list is created, the TAs will place BF4 maps on territories. &lt;br /&gt;
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===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;
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Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
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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;
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&lt;br /&gt;
====Map Placement====&lt;br /&gt;
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*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;
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If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
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====Division Placement====&lt;br /&gt;
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* 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;
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=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
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===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;
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===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;
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===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;
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==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;
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=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;
*&amp;#039;&amp;#039;&amp;#039;NO map may be played a second time until ALL maps have been played the first time through by the army.&amp;#039;&amp;#039;&amp;#039;&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1218</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=1218"/>
				<updated>2014-11-11T02:10:27Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* General 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.&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;
==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;
*NO map may be played a second time until ALL maps have been played the first time through by the army.&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1217</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=1217"/>
				<updated>2014-11-11T01:57:40Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Definitions */&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.&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;
==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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1206</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=1206"/>
				<updated>2014-10-30T01:27:41Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&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 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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1205</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=1205"/>
				<updated>2014-10-30T01:27:25Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&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 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;
#* 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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1203</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=1203"/>
				<updated>2014-10-18T18:36:30Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* 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 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 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;
#* 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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1202</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=1202"/>
				<updated>2014-10-18T18:35:29Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* 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 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;
** 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;
#* 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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1200</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=1200"/>
				<updated>2014-10-18T18:31:25Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* 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 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. &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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1199</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=1199"/>
				<updated>2014-10-18T18:29:26Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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;
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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;
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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;
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==Definitions== &lt;br /&gt;
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*&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;
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*&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;
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*&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;
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*&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;
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==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;
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Once the list is created, the TAs will place BF4 maps on territories. &lt;br /&gt;
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===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;
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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;
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Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
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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;
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====Map Placement====&lt;br /&gt;
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*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;
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If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
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====Division Placement====&lt;br /&gt;
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* 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;
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=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
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===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;
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*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;
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*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;
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*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;
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==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AFTER THE PLACEMENT OF NEW DIVISIONS.&lt;br /&gt;
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===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;
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===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;
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===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;
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===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;
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*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;
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*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;
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==Attack Maneuevers==&lt;br /&gt;
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Movement perks may be played during an attack turn.&lt;br /&gt;
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==Headquarters==&lt;br /&gt;
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*New divisions may only be placed at headquarters.&lt;br /&gt;
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*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;
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=Black Ops Battledays=&lt;br /&gt;
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==General Rules==&lt;br /&gt;
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*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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1198</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=1198"/>
				<updated>2014-10-18T18:29:16Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE.&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1197</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=1197"/>
				<updated>2014-10-18T18:25:22Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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 = &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 = &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;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE.&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1196</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=1196"/>
				<updated>2014-10-18T18:24:30Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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 = &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 = &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 intimidate replacement of the HQ during the refund phase.&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;
=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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1195</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=1195"/>
				<updated>2014-10-18T18:24:05Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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 = &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 = &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 intimidate replacement of the HQ.&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;
=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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1194</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=1194"/>
				<updated>2014-10-18T18:23:03Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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 = &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 = &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;
** &lt;br /&gt;
** In the event BOTH HQ&amp;#039;s have been destroyed, one replacement will be granted FREE. &lt;br /&gt;
*** This will allow the intimidate replacement of the HQ.&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1193</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=1193"/>
				<updated>2014-10-18T18:19:33Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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 = &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 = &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;
&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1192</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=1192"/>
				<updated>2014-10-18T18:18:22Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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 Replacement:&lt;br /&gt;
** Perk Cost = &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 Placement:&lt;br /&gt;
** Perk Cost = &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;
&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1191</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=1191"/>
				<updated>2014-10-18T18:17:23Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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 Replacement:&lt;br /&gt;
** Perk Cost = &lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory with a friendly link to the current location.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Placement:&lt;br /&gt;
** Perk Cost = &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;
&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1190</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=1190"/>
				<updated>2014-10-18T18:16:32Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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 Replacement:&lt;br /&gt;
** Perk Cost = &lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory along the same chain of supply.&lt;br /&gt;
** This movement can not take place through any enemy territory.&lt;br /&gt;
* HQ Placement:&lt;br /&gt;
** Perk Cost = &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;
&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1189</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=1189"/>
				<updated>2014-10-18T18:14:04Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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 Replacement:&lt;br /&gt;
** Perk Cost = &lt;br /&gt;
** Allows the movement of a current HQ to another currently owned territory along the same chain of supply.&lt;br /&gt;
* HQ Placement:&lt;br /&gt;
** Perk Cost = &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;
&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1188</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=1188"/>
				<updated>2014-10-18T18:11:14Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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 Placement/Replacement:&lt;br /&gt;
** Perk Cost = &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;
** Allows the movement of a current HQ to another currently owned territory.&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1187</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=1187"/>
				<updated>2014-10-18T18:05:56Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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;
&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1186</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=1186"/>
				<updated>2014-10-18T18:00:13Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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;
* Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.&lt;br /&gt;
** Perk Cost = 1&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;
* 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;
&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1185</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=1185"/>
				<updated>2014-10-18T17:59:09Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* General 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) - 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. &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;
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==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;
*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;
* Quick March: +1 Move for a division.&lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&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;
* Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.&lt;br /&gt;
** Perk Cost = 1&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1184</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=1184"/>
				<updated>2014-10-18T17:56:20Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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;
#* 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;
* Quick March: +1 Move for a division.&lt;br /&gt;
** Perk Cost = 2&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&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;
* Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.&lt;br /&gt;
** Perk Cost = 1&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1183</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=1183"/>
				<updated>2014-10-18T17:55:44Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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;
#* 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;
* Quick March: +1 Move for a division.&lt;br /&gt;
** Perk Cost = 3&lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = 1&lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = 2&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;
** Perk Cost = 1&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1182</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=1182"/>
				<updated>2014-10-18T17:54:39Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Movement Perks */&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. &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;
&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;
#* 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;
* Quick March: +1 Move for a division.&lt;br /&gt;
** Perk Cost = &lt;br /&gt;
* Resupply: Remove attacker fatigue for one division.&lt;br /&gt;
** Perk Cost = &lt;br /&gt;
* Paradrop: &lt;br /&gt;
** Perk Cost = &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;
** Perk Cost =&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1181</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=1181"/>
				<updated>2014-10-18T17:51:14Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&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. &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;
&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;
#* 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;
* 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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1180</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=1180"/>
				<updated>2014-10-18T17:45:50Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&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. &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;
&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;
#* 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;
#* 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 on the carrier at any point.&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1179</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=1179"/>
				<updated>2014-10-18T17:44:38Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&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. &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;
&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;
#* 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;
#* 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;
&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1178</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=1178"/>
				<updated>2014-10-18T17:39:17Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&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. &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;
&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;
#* 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;
#* 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;
#* 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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1177</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=1177"/>
				<updated>2014-10-18T17:38:25Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&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. &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;
&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;
#* 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;
#* 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;
#* Played with vehicles.&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;
#* 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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1176</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=1176"/>
				<updated>2014-10-18T17:37:44Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&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. &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;
&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;
#* 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;
#* 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 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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1175</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=1175"/>
				<updated>2014-10-18T17:36:19Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&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. &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;
&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 destroy ALL 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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1174</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=1174"/>
				<updated>2014-10-18T17:35:55Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&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. &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;
&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 ALL 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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1173</id>
		<title>Campaign 6 server settings</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1173"/>
				<updated>2014-10-18T17:17:47Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Friendly Fire - On&lt;br /&gt;
*Regenerate Health - Off&lt;br /&gt;
*Kill Cam - Off&lt;br /&gt;
*Mini Map - On&lt;br /&gt;
*HUD - On&lt;br /&gt;
*Cross Hair - On&lt;br /&gt;
*3d Spotting - Off&lt;br /&gt;
*Mini Map Spotting - On&lt;br /&gt;
*Name Tag - On&lt;br /&gt;
*3P Cam - On&lt;br /&gt;
*Vehicle Spawn Allowed - On&lt;br /&gt;
*Vehicle Spawn Delay - 100% &lt;br /&gt;
*Soldier Health - 100% &lt;br /&gt;
*Player Respawn Timer - 100%&lt;br /&gt;
*Bullet Damage - 100%&lt;br /&gt;
*Squad Leader Only Spawn - On&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;
*Reload Full Mag - On&lt;/div&gt;</summary>
		<author><name>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_4_System&amp;diff=1161</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=1161"/>
				<updated>2014-10-14T12:07:40Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* 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 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.&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_3_System&amp;diff=1136</id>
		<title>BF4 Campaign 3 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_3_System&amp;diff=1136"/>
				<updated>2014-08-13T00:48:34Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&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;
==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;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the 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;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Every territory must be occupied by at least one division. Additional divisions are used to reinforce territories at the discretion of each HC. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place 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 can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;s legal to have more than 3 defenders on a territory, but if this territory is attacked and 3 rounds are lost, all other divisions will also die.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
&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 both armies during the battle day are put into the Refund Pool. At the end of the battle day, these lost divisions will be redistributed between the two sides. Each side&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters.&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;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*No more than half the divisions used in the attack can retreat. For example, if the attacker uses 5 divisions, they must wait until the second round to announce the retreat and play a third retreating round.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round.&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played once. As noted above.&lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the round wins.&lt;br /&gt;
* In the event of a tie, default to the defending army.&lt;br /&gt;
6. If the attacker wins, control of the capital is transferred immediately. If the defender wins, the Capital is not attackable for the remainder of the Black Ops turn.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&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;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each City held is worth &amp;#039;&amp;#039;&amp;#039;1 WCP&amp;#039;&amp;#039;&amp;#039;&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_3_System&amp;diff=1135</id>
		<title>BF4 Campaign 3 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_3_System&amp;diff=1135"/>
				<updated>2014-08-13T00:47:35Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Game modes will be played as: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&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;
==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;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the 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;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Every territory must be occupied by at least one division. Additional divisions are used to reinforce territories at the discretion of each HC. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place 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 can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;s legal to have more than 3 defenders on a territory, but if this territory is attacked and 3 rounds are lost, all other divisions will also die.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
&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 both armies during the battle day are put into the Refund Pool. At the end of the battle day, these lost divisions will be redistributed between the two sides. Each side&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters.&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;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*No more than half the divisions used in the attack can retreat. For example, if the attacker uses 5 divisions, they must wait until the second round to announce the retreat and play a third retreating round.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round.&lt;br /&gt;
&lt;br /&gt;
==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 one time.&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 one time.&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;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played once. As noted above.&lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the round wins.&lt;br /&gt;
* In the event of a tie, default to the defending army.&lt;br /&gt;
6. If the attacker wins, control of the capital is transferred immediately. If the defender wins, the Capital is not attackable for the remainder of the Black Ops turn.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&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;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each City held is worth &amp;#039;&amp;#039;&amp;#039;1 WCP&amp;#039;&amp;#039;&amp;#039;&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_3_System&amp;diff=1134</id>
		<title>BF4 Campaign 3 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_3_System&amp;diff=1134"/>
				<updated>2014-08-08T17:46:43Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Step 5: Placement of New Divisions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&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;
==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;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the 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;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Every territory must be occupied by at least one division. Additional divisions are used to reinforce territories at the discretion of each HC. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place 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 can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;s legal to have more than 3 defenders on a territory, but if this territory is attacked and 3 rounds are lost, all other divisions will also die.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
&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 both armies during the battle day are put into the Refund Pool. At the end of the battle day, these lost divisions will be redistributed between the two sides. Each side&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters.&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;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*No more than half the divisions used in the attack can retreat. For example, if the attacker uses 5 divisions, they must wait until the second round to announce the retreat and play a third retreating round.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round.&lt;br /&gt;
&lt;br /&gt;
==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 with vehicles.&lt;br /&gt;
#* Attacker must capture 5 MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played one time.&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;
# Capture the Flag - Defender chooses side. Map played one time.&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;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played once. As noted above.&lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the round wins.&lt;br /&gt;
* In the event of a tie, default to the defending army.&lt;br /&gt;
6. If the attacker wins, control of the capital is transferred immediately. If the defender wins, the Capital is not attackable for the remainder of the Black Ops turn.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&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;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each City held is worth &amp;#039;&amp;#039;&amp;#039;1 WCP&amp;#039;&amp;#039;&amp;#039;&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_3_System&amp;diff=1133</id>
		<title>BF4 Campaign 3 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_3_System&amp;diff=1133"/>
				<updated>2014-08-03T19:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Timing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&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;
==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;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the 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;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Every territory must be occupied by at least one division. Additional divisions are used to reinforce territories at the discretion of each HC. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place 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 can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;s legal to have more than 3 defenders on a territory, but if this territory is attacked and 3 rounds are lost, all other divisions will also die.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
&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 both armies during the battle day are put into the Refund Pool. At the end of the battle day, these lost divisions will be redistributed between the two sides. Each side&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters.&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;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*No more than half the divisions used in the attack can retreat. For example, if the attacker uses 5 divisions, they must wait until the second round to announce the retreat and play a third retreating round.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round.&lt;br /&gt;
&lt;br /&gt;
==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 with vehicles.&lt;br /&gt;
#* Attacker must capture 5 MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played one time.&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;
# Capture the Flag - Defender chooses side. Map played one time.&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;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played once. As noted above.&lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the round wins.&lt;br /&gt;
* In the event of a tie, default to the defending army.&lt;br /&gt;
6. If the attacker wins, control of the capital is transferred immediately. If the defender wins, the Capital is not attackable for the remainder of the Black Ops turn.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&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;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each City held is worth &amp;#039;&amp;#039;&amp;#039;1 WCP&amp;#039;&amp;#039;&amp;#039;&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>Spreez</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_3_System&amp;diff=1132</id>
		<title>BF4 Campaign 3 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_3_System&amp;diff=1132"/>
				<updated>2014-07-29T21:11:11Z</updated>
		
		<summary type="html">&lt;p&gt;Spreez: /* Risk Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&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;
==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;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the 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;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Every territory must be occupied by at least one division. Additional divisions are used to reinforce territories at the discretion of each HC. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place 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 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;s legal to have more than 3 defenders on a territory, but if this territory is attacked and 3 rounds are lost, all other divisions will also die.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
&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 both armies during the battle day are put into the Refund Pool. At the end of the battle day, these lost divisions will be redistributed between the two sides. Each side&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters.&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;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*No more than half the divisions used in the attack can retreat. For example, if the attacker uses 5 divisions, they must wait until the second round to announce the retreat and play a third retreating round.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round.&lt;br /&gt;
&lt;br /&gt;
==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 with vehicles.&lt;br /&gt;
#* Attacker must capture 5 MCOMS to succeed.&lt;br /&gt;
# Obliteration - Defender chooses side. Map played one time.&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;
# Capture the Flag - Defender chooses side. Map played one time.&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;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played once. As noted above.&lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the round wins.&lt;br /&gt;
* In the event of a tie, default to the defending army.&lt;br /&gt;
6. If the attacker wins, control of the capital is transferred immediately. If the defender wins, the Capital is not attackable for the remainder of the Black Ops turn.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&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;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each City held is worth &amp;#039;&amp;#039;&amp;#039;1 WCP&amp;#039;&amp;#039;&amp;#039;&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>Spreez</name></author>	</entry>

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