Official rules - Wargamingcdn-frm-us.wargaming.net/wowp/us/uploads/monthly_06_2015/... · 2015. 6....
Transcript of Official rules - Wargamingcdn-frm-us.wargaming.net/wowp/us/uploads/monthly_06_2015/... · 2015. 6....
OFFICIAL RULES Community Clan Wars Beta
JUNE 12, 2015 COMMUNITY CLAN WARS BETA V2.1
GeorgePatton
Index
Letter from the Administrator
Clan Participation Requirements
Clan Alliances
Clan Movement
Attack Rules
Defense Rules
Victory Conditions
Victory Points
Battle Schedules and Battle Rooms
Proof of Battle Results
Letter from the Administrator:
Dear Participants,
Thank you all for bearing with my failures getting this event started. I’m very sorry about my lack
of planning and inability to finish some of the aspects of this event in the time I had allotted myself. It
has not been fair to you, the participants to have to deal with that, and you shouldn’t have had to. Sadly
life has a way of getting in the way of our plans and messing things up for us. This isn’t an excuse, of
course, and I do take responsibility for my failures. Again, thank you all for bearing with me through this.
Going forward, there are no foreseeable reasons that this event will not remain on track so I do
look forward to an awesome month spent with you all building the competitive side of World of
Warplanes. We’ve got a lot of awesome competition ahead of us, and it is my hope that we can grow
our game together by recruiting players into our clans and telling our friends that there is a reason to
play past the lower tiers! While this isn’t an ‘official’ clan wars, it is being sponsored by Wargaming.net
and is something that has been worked towards for several years now.
Some of you may not be aware that I have been working towards having officially sponsored
events like this one for a long time, and had a small hand in setting up the EU Community Clan Wars.
This is a huge step for us all, and I look forward to working with you all to maximize the effect this event
will have on our server. If you think anything could be improved please send me a personal message on
the World of Warplanes official North American forums and I’ll definitely consider your ideas! This is a
‘beta’ iteration of the North American Community Clan Wars project, and as such it is open for
improvement which will be seen in future iterations. That’s not to say that we cannot make changes to
the current iteration in case of extreme need, but for all intents and purposes, these are the rules which
will govern the ‘beta’ iteration of the Community Clan Wars.
I look forward to our time together and wish everyone the best of luck!
Cheers!
Glenn
General Guiding Principles of the Event: Please read this section carefully and use it as a paradigm for the rules which follow. The purpose of this
section is to show the vision I have for the event, and it will serve to ensure there are not many (if any)
misinterpretations of the rules. If you have any questions about any of the rules, or if you think you
found something ‘clever’ please do run it by me to ensure that it won’t make an interpretive issue with
any of the other rules!
The Vision: The vision for the CCWB is fairly simple: an environment for clans to combat each other and receive gold
in reward for successfully defeating an opposing clan in battle.
Rewards are calculated based on a ‘Victory Point’ system which will effectively divide the total amount
of gold being provided by the event sponsors (Wargaming.net) between all clans who achieve at least
one ‘victory point’ according to the number of accumulated victory points each clan has by the event
end date.
To gain victory points, clans must emerge victorious from a combat against an opposing clan. Battles
take place over territories, which have assigned tier limits and ‘victory point’ values attached to the tier
value of the territory.
The ‘Theater Map’ (out-of-game environment where tactical decisions are made) contains 46 territories.
The map is arranged in a radial pattern with tier 6 on the ‘outside’ followed by 7, 8, 9, and finally tier 10.
Initially clans began in the tier 6 territories and grabbed and fought their way in. Clans joining the event
after the initial start date must begin by attacking one or more tier 6 territories to establish a ‘foothold’
and then move in towards the middle.
The event organizer understands that for various reasons, it is often expedient for a clan to ignore a
battle and lose a territory or forgo the opportunity to gain another territory in order to protect other
interests – due to this fact, the organizer has created a system of ‘technical victory conditions’ to ensure
that in the event of this happening, the clan scheduled to battle the opponent who chooses not to do
battle will not be unfairly penalized.
In the end, the clan which is able to win the most battles (both offensive and defensive) will have
accumulated the largest amount of victory points, and therefor will take home the largest share of the
sponsored reward.
This is the event organizer’s vision for this project.
The event organizer realizes that some readers more readily understand a negative view, so please read
on!
What the event is not about: The CCWB event was not designed for the following purposes, and any attempts to use any of the
following ‘strategies’ is against the rules.
‘Lawyering’ – arguing about the tiny details surrounding the rule phrasing. If something doesn’t
agree with the outlined event vision (a very simple event in which clans do battle against each
other, etc) then it is wrong.
Point Trading – entering multiple clans or forming alliances with the purpose of trading victory
points. Please note that this does not include declaring attacks and not showing up or not
showing up to territory defenses (termed ‘point dumping’ by some participating clans).
Gaining an edge by ‘pulling one over’ on an opposing clan – specifically in regards to battle
participation if an attack is declared and a battle room is created, said battle room may not be
deleted for any reason or else a regular victory shall be declared in favor of the ‘defense’ team
an penalties may be incurred by the offending party.
Any other act deemed ‘unsportsmanlike’ by the event organization and administration and/or
Wargaming.net.
Clan Participation Requirements: This section deals with all aspects of clan participation and will be the final governing document in the
event of any clan participation disputes. Please read this section in its entirety to ensure a full
understanding of all the rules laid out in this section and to better arm yourself in the event of a dispute
either against your organization or another.
What Constitutes a ‘Clan’:
A ‘Clan’ shall be any organization which meets the following criteria:
1. A ‘Clan’ must be officially recognized by the systems put in place by Wargaming.net,
2. A ‘Clan’ must have at least one member with at least one tier six or higher aircraft,
3. A ‘Clan’ must meet all rules and regulations set forth by Wargaming.net in all governing
documentation – this includes, but is not limited to:
3.1. Clan Logos
3.2. Clan Names
4. A ‘Clan’ must have no more than 100 members – this limit has been set by the Wargaming.net
automated systems and cannot be changed by the event organizer.
Clan Disqualifications:
A clan may be disqualified for one or several violations of any of the rules set forth in this document. The
event organizer retains the right to decide on a case-by-case basis whether or not a clan will retain
accumulated victory points or lose them in the event of a clan disqualification. All decisions made by the
event organizer are final and may not be appealed.
Clans may be disqualified for the following reasons: 1. Failure to meet any of the elements that define a clan in the above section,
2. Violations of any rules governing the Community Clan Wars Beta,
3. Attempts to derail the Community Clan Wars Beta event,
4. Attacks on the Community Clan Wars Beta organizer,
5. Attacks against the corporation sponsoring the event prizing.
Clans may not be disqualified for the following reasons: 1. Disagreeing with the event organizer’s opinions (politely and refraining from attacks),
2. Disagreeing with fellow competitors (politely and refraining from attacks),
3. ‘Playing the Rules’ rather than ‘Competing’ which may consist of the following behaviors:
3.1. Using the rules to advantage to manipulate the outcome of a battle or battles,
3.2. Pointing out inconsistency in the operations of other clans in regard to the governing rules.
Notes: These rules have been designed to ensure that the Community Clan Wars Beta event runs smoothly and
with as little work as possible required on the part of both the participants and the event organizer.
As the event remains in the testing stages (beta) it is important that participants understand the fluid
nature of the ruleset – some rules may require tweaking over the course of the event. At the same time,
in order to ensure all participants properly understand the ruleset and are aware of any changes that
may be made over the course of the event, there will be an announcement made whenever a rule is
changed, a new rulebook will be sent to all participating clan leadership, and an official explanation of
the rule-change added to the official rulebook.
This Page Intentionally Left Blank
Clan Alliances: The event organization is aware of the importance of clan alliances in tactical decisions and general
strategy. For this reason, clan alliances will be allowed, but will be governed by the following ruleset.
What Constitutes a Clan Alliance: A clan alliance shall meet the following criteria:
1. An alliance shall be an agreement made between participating clans to work towards a common
goal,
2. An alliance shall be an agreement which is breakable by either party and will not be officially
recognized,
What Alliances Can Do: An alliance shall be for any of the purposes outlined below:
1. A mutual enhancement – two or more clans may work together to push a common opponent back,
distract an opponent, etc.
2. A way to keep a group of players who are under the same ‘umbrella organization’ working
cohesively.
It is a distinct possibility that an alliance shall be formed for a reason not listed above, but these are the
general purposes of an alliance. A reason that is not listed here may be used as long as it does not
violate any of the restrictions on alliances.
What Alliances Cannot Do: An alliance shall be illegal under the following circumstances:
1. The alliance is being used to ‘trade victory points’ – this is obviously against the spirit of the
competition and will not be tolerated.
1.1. Clarification: the above rule applies to clan alliances and does not encompass ‘point dumping’.
2. The alliance is being used to play non-roster players or to include players who are not part of the
clan as defined under the clan requirements.
Notes: When creating alliances it is important that all involved parties are aware that any given battle must be
fought solely by members of the clan who declared attacks, or are defending a territory. Each side of a
given battle must be composed entirely of a single clan’s rostered pilots.
Example:
Clan A attacks Clan D – Clan A is allied with Clan B – Only players from Clan A may participate on the
attacking side, and only players from Clan D may participate on the defending side. Clan B is more than
welcome to attack Clan D’s headquarters to draw the best players from Clan D away from Clan A’s battle
and provide an easy victory or greater chance of success for clan A.
Alliances are a powerful tactical tool, but must adhere to all of the rules set forth to govern them.
Alliances will not be accountable to the event organization and clan leadership should always be ready
for the moment of betrayal when an alliance breaks up. The event organization will not become involved
in any inter-clan issues arising from alliances unless it is demonstrated that a clan or clans involved
violated one or more of the rules governing alliances.
This Page Intentionally Left Blank
Clan Movement: This section deals with the movement of clans on the Theater Map.
Initial Placement: Initially, each participating clan has been assigned a randomized tier 6 territory on the Theater Map. This
initial placement is a one-time aspect of the Community Clan Wars Beta and is irrelevant to any clans
joining the event past the end date.
The initial randomized territory placement is designed so we will see more land acquired rapidly which
will give clans more opportunities to gain victory points without a highly competitive clan taking the
territory directly beside them and always taking the victory points.
It is a real possibility that further on in the event’s progress more clans will join, and they will go through
the process required to get a foothold on the Theater Map. This initial placement has no effect on their
ability to participate in the event.
The framed section is no longer relevant but is being left to demonstrate how the event began.
Acquiring a Foothold on the Theater Map: For clans who join the event after the initial start date, or clans who lose their territories on the Theater
Map, the following ‘Landing’ process shall be followed to gain territory on the Theater Map:
1. A clan may attack any territory on the edge of the Theater Map,
2. A clan must have at least one player to declare a single attack,
3. A clan with 15 players or less may only declare one (1) attack,
4. A clan with more than 15 players may declare 1 attack for every 15 players on their roster following
the guidelines set forth in part 4.x,
4.1. A clan with 16 or more players is able to declare two (2) attacks,
4.2. A clan with 31 or more players is able to declare three (3) attacks,
4.3. A clan with 46 or more players is able to declare four (4) attacks,
4.4. A clan with 61 or more players is able to declare five (5) attacks,
4.5. A clan with 76 or more players is able to declare six (6) attacks,
4.6. There is a maximum of six (6) declarable attacks for any given clan, and a clan must have at
least 76 rostered players to declare six (6) attacks.
5. If an attacked land-able territory is not held by a clan, a technical victory shall be declared and the
attacking clan shall gain possession of the attacked territory. In the event of a technical victory
against a territory that is not held, no victory points shall be granted to the victorious clan.
6. A clan may acquire up to six (6) territories during the ‘landing’ process and may hold as many
‘landing’ territories as possible,
6.1. A clan may only attempt to ‘land’ during a turn in which no territory is held on the Theater Map
6.2. A clan does not have to attack territories that border each other during the landing stage.
6.2.1. A clan does not have to abandon any landing territories once landings have been
achieved. Being ‘spread out’ can work either for or against a clan.
Acquiring Territories: Once a clan has established a foothold on the Theater Map, the following rules shall govern a clan’s
acquisition of new territories and declaration of attacks:
1. A clan may attack any territory which borders (touches) their current territory or territories,
1.1. An attack may not be declared against a territory held by the attacking clan,
1.2. For clans who established multiple footholds, attacks may be declared from any of the clan’s
currently held territories provided rule 1.1 is followed.
Notes: Movement on the Theater Map is designed to be intuitive – if you ask yourself ‘is this territory touching
mine’ and the answer is ‘yes’, then go ahead and declare an attack if you’d like. If the answer is ‘no’, you
shouldn’t do it.
Please see the section on ‘Attack Rules’ for more details on what constitutes a viable attack.
This Page Intentionally Left Blank
Attack Rules: This section deals with the regulations surrounding the declaration of attacks. Please read this section
carefully and adhere to all the rules laid forth.
Viable Attacks: An attack shall be viable if the following requirements are met:
1. The territory being attacked is not held by the attacking clan,
2. The territory being attacked is not being ‘traded’ between allied clans in an effort to ‘trade’ victory
points,
3. The territory being attacked borders a territory currently held by the attacking clan – the following
conditions constitute ‘bordering’:
3.1. One or more sides or corners contact one or more sides or corners of a territory held by the
attacking clan.
3.2. There is a direct point of contact as outlined in 3.1 – bodies of water create a ‘buffer zone’ and
edges or corners that are separated from a territory by a body of water will not be considered
to be ‘bordering’.
3.3. In the case of island territories a dashed or dotted line shall signify a viable attack from territory
to territory. In all other cases, 3.1 and 3.2 shall be the sole governing rules.
Declaring an Attack: In order to declare an attack, a clan must meet all the requirements set forth in the Clan Participation
Requirements as well as follow the rules set forth in the Clan Movement section. If all requirements are
met, the following process is used to declare an attack:
1. A clan officer (Commander, Executive Officer, or Combat Officer) shall find the proper attack thread
on the official World of Warplanes North America forum.
2. The clan officer must then declare an attack using the following format – all declared attacks which
do not follow this format will not be considered by the event organization and will therefore not be
placed in the official battle schedule:
2.1. Clan Name: InsertClanNameHere
2.2. Territory Name: InsertTerritoryNameHere (6A, 7H, etc)
2.3. Action Requested: Attack
2.4. Attack Number: InsertAttackNumberHere
2.5. Clan Roster Count: InsetClanRosterCountHere
3. Attacks must be declared by 4:00 PM Eastern Standard Time on the Tuesday before each
Wednesday turn (for attacks being declared for Wednesday turns) or by 4:00 PM Eastern Standard
Time on the Friday before each Saturday turn (for attacks being declared for Saturday turns).
3.1. Each declared attack shall be considered for the next available turn. A clan may not declare an
attack on Tuesday for a turn on Saturday.
4. Attacks shall not be declared before 12 PM Eastern Standard Time on Sundays for a Wednesday
turn, or before 12 PM Eastern Standard Time on Thursdays for a Saturday turn.
Attack Number shall be the number of attacks (including the attack being declared) that the attacking
clan has declared to the point of posting. If a clan has already declared 2 attacks and this declaration is
the 3rd attack, then Attack Number = 3. This is very important as it allows the event management to
more efficiently track the event. Failure to comply with the required format will result in no attacks
being declared by the attacking clan. Please double-check your attack declarations BEFORE and AFTER
posting. A clan may edit the format of the attack declaration until the declaration cutoff time – changes
to the format after the declaration cutoff time may or may not be considered by the event administrator
depending on whether the change was made before or after the administrator checks the attack thread
for each territory. Failure to include the Attack Number will not disqualify a clan from participation in
the event, but will affect the clan’s ability to attack territories during the turn in question. Specifically,
failure to include the Attack Number in the attack declaration will void only the attack declaration in
question. A clan cannot declare another attack to ‘make up’ for the lost attack.
Attack Limitations: Each clan shall be limited in the number of attacks possible solely by the size of the clan’s roster. The
following rules govern the number of attacks a clan may declare for a given roster size:
1 – 15 Rostered Players: 1 attack
16 – 30 Rostered Players: 2 attacks
31 – 45 Rostered Players: 3 attacks
46 – 60 Rostered Players: 4 attacks
61 – 75 Rostered Players: 5 attacks
76 – 100 Rostered Players: 6 attacks
Rostered Players shall include all clan positions and is verifiable via the Wargaming.net clan website
available here. (Third Army is used as an example. This clan is managed by the CCWB Administrator and
use of the clan website is therefore allowable.)
To verify the clan roster count, the CCWB Administrator shall check the clan website linked from the
declaring officer’s forum profile. Any discrepancy between the posted roster count and the website
roster count will be addressed with clan leadership due to the possibility of recruitment or dismissal
from the clan creating discrepancies.
In the event of roster size falling below any of the numbers required for declaring attacks, any attacks
which had been declared past the clan’s roster size limit at the time of schedule creation (attack
declaration cutoff) the number of attacks will be adjusted by the CCWB Administrator by removal of
the most recently declared attacks until the proper number of attacks is achieved.
In the event of roster size growing, additional attacks may be declared until the attack declaration
cutoff.
Notes: Please see the appendix for examples of viable attacks to supplement understanding of the attack rules
if anything is unclear.
This Page Intentionally Left Blank
Defense Rules: This section deals with the defense of regular battles on the Theater Map. For information on attacking
or defending a Headquarters Territory, please see the section on Headquarters.
What is a ‘Defense’: A defense is a battle fought by a clan that holds a territory to retain ownership of a territory that was
attacked by another clan.
Who May Participate in a Defense: A defense shall be attended only by members of the clan which currently holds the territory in question.
Allied clans are unable to assist in the defense of a territory except by creating a distraction or
distractions against the attacking clan in other territories.
What if My Clan Declared Attacks: In the event of a clan declaring attacks and then also being attacked (having defense battles) a clan may
divide their players however the clan leadership sees fit. Some battles may be ignored (granting a
technical victory to the attacking or defending clan) or fought with less than 15 players to allow
distribution of forces in areas deemed important by clan leadership.
Another possibility that should be considered is the battle timings – a clan may be able to use 15 players
for an attack, and then use some or all of these players in a defensive battle that takes place later on, or
vice versa.
Defensive Victory: A defensive victory shall be declared in the event of one or more of the following conditions being met:
1. All attacking forces destroyed,
2. A ‘supremacy victory’ is achieved by the defending clan,
3. A ‘Technical Victory’ is declared in favor of the defending clan.
Defensive Loss: A defensive loss shall be declared in the event of one or more of the following conditions being met:
1. All defending forces destroyed,
2. A ‘supremacy victory’ is achieved by the attacking clan,
3. A ‘Technical Victory’ is declared in favor of the attacking clan.
This Page Intentionally Left Blank
Victory Conditions: This section deals with all victory conditions pertinent to ‘standard battles’ on the Theater Map. For
information about headquarters battles, please see the section dealing with headquarters.
Technical Victories: Technical victories shall be declared in the following circumstances:
A defending clan does not attend a battle (no defenders join the battle room) – attacking clan
will receive a technical victory and full victory points associated with the attacked territory,
o The attacking clan must create (and maintain) a battle room for this condition to be
met.
An attacking clan does not attend a battle (no attackers join the battle room) – defending clan
will receive a technical victory and half of the victory points associated with the territory,
Neither the attacking clan or defending clan attend a battle (no attackers or defenders join the
battle room) – defending clan will receive a technical victory and will receive no victory points
for the defensive battle.
Attacking Victories: An attacking victory shall be declared if any of the following requirements are met:
All defending forces destroyed,
The attacking force achieves a Supremacy Victory,
The defending force fails to show (see technical victories).
In the event of an attacking victory, the attacking team will acquire the attacked territory and will
receive the full value of the attacked territory in victory points.
Defending Victories: A defending victory shall be declared if any of the following requirements are met:
All attacking forces destroyed,
The defending force achieves a Supremacy Victory,
The attacking force fails to show (see technical victories),
The attacking force and the defending force fail to show (see technical victories).
In the event of a defensive victory by technical victory, the defending clan shall receive half of the value
of the territory defended in victory points as the attack was simply a diversion, or was successfully
averted by other means. In the event of any other defensive victory, the full value of the territory will be
given to the defending clan in victory points. In any defensive victory, the defending clan will retain
possession of the defended territory.
This Page Intentionally Left Blank
Victory Points: This section deals with victory points.
What Are Victory Points: Victory points are points which may be accumulated by clans for winning battles (offensive and
defensive) against other clans. Victory points are a simple way for the CCWB Administrator to track clan
rewards and effectively distribute gold at the event conclusion.
Why Should We Gain Victory Points: As the numeric used to track clan rewards, it is important for each clan to accumulate as many victory
points as possible over the duration of the event. The more victory points a clan accumulates, the larger
their share of the available reward.
How Many Victory Points Will Each Territory Be Worth: Each territory is assigned a maximum aircraft tier and will reward victory points on the following basis:
Maximum Tier 6: 2 Victory Points
Maximum Tier 7: 4 Victory Points
Maximum Tier 8: 6 Victory Points
Maximum Tier 9: 8 Victory Points
Maximum Tier 10: 10 Victory Points
How Are Rewards Tied to Victory Points: Rewards are tied to victory points by the following formula:
𝑅 = 𝑉𝑃 (200,000 ÷ 𝑇𝑉𝑃)
Where:
R = Clan Reward (in in-game gold) Paid to Clan Treasury
VP = Clan Victory Points
TVP = Total Victory Points Accumulated by All Clans
Of course, the more victory points are accumulated (total) throughout the duration of the event, the
less gold each point is worth. As a result, clans will want to attack the provinces with the highest payout
(in victory points) possible to achieve maximum rewards. This is the driving competitive element of the
CCWB.
How Are Victory Points Tracked: Each time the CCWB Administrator updates the Theater Map the Administrator will also update a
spreadsheet documenting the number of victory points each clan has achieved. This spreadsheet also
tracks total victory points achieved (TVP) over the course of the event so everything remains clear and
easy to understand. There will also be a forum thread updating each clan’s totals over the course of the
event so clans can track their own performance and see where they are in the overall progress of the
event.
Remember that initially victory points will be worth a lot, and will become less and less valuable as
more victory points are achieved by all clans. To get the most out of the event, you’ll want to get as
many victory points as possible!
Some helpful ideas to increase your potential to earn victory points include:
Recruit – the more players you have in your clan, the more attacks you can declare, and thus
you’ll have a greater potential to earn victory points,
Form Alliances – spreading a major opponent thin by attacking multiple territories belonging to
your opponent will decrease your opponent’s ability to successfully defend territory, thus
increasing your chance of a successful attack or potentially staving off an attack from them,
Utilize all of your available attacks – if you go this route, try to fill all of your attacks as your
opponent will gain victory points if you don’t show up!
This Page Intentionally Left Blank
Battle Schedules and Battle Rooms: This section deals with battle schedules including time of posting, deadlines, and other necessary
aspects of the schedule creation as well as the rules governing battle rooms.
Turns: A turn shall be defined according to the following parameters:
The period from the opening of attack declarations to the conclusion of the battles that result
from the attack declarations.
In each turn, each participating clan has the opportunity to declare attacks according to the rules set
forth in the section on attacks. The event shall consist of a total of 8 turns which means each
participating clan will have the opportunity to declare up to a maximum of 48 attacks (6 each turn)
across the duration of the event.
The Battle Schedule: The battle schedule is the official list of battles to be fought in each turn. It shall be posted by 11 pm
Eastern Standard Time the day prior to battles being fought (posted on either Tuesday or Friday) to
allow time for clan leaders to prepare their forces.
Battle Schedule Time: The battles will begin at 9pm EST on battle days (Wednesday and Saturday) and
will run as long as necessary for all battles to be fought. There is no way the administration is able to set
a ‘closing time’ as several clans are able to attack any given territory which will extend the battle time
out depending on how many clans attack a territory. Each clan will have the opportunity to see the
battle schedule prior to the battles going live, so this should not be an issue.
Deadlines: The following deadlines shall be observed in regards to turns ending on Wednesdays:
1. Attack Declarations Open: 12 pm on Sundays
2. Attack Declaration Formatting Changes Close: 4 pm on Tuesdays (changes past 4 pm on
Tuesdays will be accepted if the Administrator notices them, otherwise see governing rules on
attack declarations)
3. Attack Declarations Close: 4 pm on Tuesdays
The following deadlines shall be observed in regards to turns ending on Saturdays:
1. Attack Declarations Open: 12 pm on Thursdays
2. Attack Declaration Formatting Changes Close: 4 pm on Fridays (changes past 4 pm on Thursdays
will be accepted if the Administrator notices them, otherwise see governing rules on attack
declarations)
3. Attack Declarations Close: 4 pm on Fridays
Please notice that attacks declared outside the times listed here will not be considered. The
administration shall use the timestamp on each attack declaration post as the final determining
information.
Battle Schedule Creation: Battles shall be handled on a ‘first come first serve’ basis – in the event of multiple attacks being
declared against the same territory this is the algorithm used to determine battle pairings:
1. The most recent clan to declare an attack (attacker) shall be paired with the clan that declared an
attack immediately prior to their declaration (defender),
2. The next clan in reverse order (newest declaration to oldest declaration) to have declared an attack
(defender) shall be paired with the attacker who wins the first battle (attacker),
3. This pattern shall continue until only one attacker (attacker) remains to fight the territory holder
(defender).
The first set of battles for a territory will be held at 9 PM Eastern Standard Time and will have a total of
20 minutes allotted for the battle time. (Battle room creation at 9pm EST, 9:05pm EST start, 9:05pm –
9:20pm EST battle)
Battle Rooms: Battle rooms shall be created using the following rules:
The attacking clan must create the battle room by battle start time (posted on the battle
schedule) or else a technical victory shall be declared in favor of the defense,
The battle room must be created by a clan officer – this is to ensure that there are no
misunderstandings related to which battle room is the ‘official’ battle room. An officer is
required to create the battle room as officers are always listed at the top of a clan roster.
Once a battle room has been created, it cannot be deleted until battle start time + 20 minutes
(9:20pm EST for a 9:00pm EST battle). This requires the clan officer who created the room to be
present in the battle room regardless of whether or not the defending team shows up.
Both teams must join the battle room by battle start time + 5 minutes or a technical victory shall
be declared. (see victory conditions for details)
In the event of 1 or more, but less than 15 members of either team showing up to the battle
room, the battle shall begin at battle start time + 5 minutes and no technical victory shall be
declared.
Battle Room Naming Scheme: Battle rooms must use the following naming scheme:
Tier *insert number* *insert letter* - ClanXYZ (Defense) vs ClanABC (Attack)
Where ‘ClanXYZ’ and ‘ClanABC’ are replaced by the respective clan names.
Example: Tier 6A – 3ARMY (Defense) vs 4ARMY (Attack)
Filling Battle Rooms: Due to the nature of the ‘Training Room’ function built into World of Warplanes, the attacking team will
be responsible for placing the defending team into the battle. The result of this is that the attackers have
the chance to ‘set up’ their opposing team. In order to avoid complaints about this, the Administration
has decided to implement the following algorithm for filling battles:
1. The attacking team may place anyone who joins the battle room from the opposing clan into the
‘defender’ side of the training room,
2. Defending clans can ensure that they only send their ‘A Team’ by limiting their own players who join
the room.
This Page Intentionally Left Blank
Proof of Battle Results: This section deals with proper documentation of battle results.
Accepted Documentation: The following documentation shall be accepted by the event administration:
1. Screenshots supplied by a clan officer,
2. Replays.
Battle Results: Battle results shall be determined using the following guidelines:
1. Both clan officers in charge of the battling forces shall post either ‘win’ or ‘loss’ in the battle results
thread. The event is going to use the honor system at this point and if both clan officers (one from
attack, one from defend) agree that the battle went to either side, no evidence of the battle result
shall be required.
1.1. Battle results must be posted by battle time + 25 minutes in order to be considered valid. This
is because the event administration needs enough time to put together a ‘round 2’ battle
schedule in the event of multiple attacks against the same territory. This rule may be bent by
the administration at the administration’s sole discretion.
2. In the event of a dispute in the ‘win’ or ‘loss’ posts, supporting documentation shall be required. The
following will be considered adequate evidence:
2.1. Screenshots of the training room list in the event of the attacking team failing to create the
training room – this must include a timestamp (clock in the hangar).
2.2. Screenshots of the training room in the event of the defending team failing to show up – this
must include a timestamp (clock in the hangar).
2.3. Any other documentation shall be considered but will not be deemed final.
3. In the event of a dispute, battle results should immediately be sent to
Please note that the rules surrounding headquarters battles are different and should be read carefully!
This Page Intentionally Left Blank
Miscellaneous Rules and Useful Information: This section deals with rules that did not fit well in other sections
Penalties:
1. The event administration reserves the sole right to change penalties at the administration’s
discretion.
2. Penalties shall be incurred for violations of rules – regardless of who was initially at fault or
whose rule violation was more severe. The event administration must look at disputes on the
most basic level possible – was a rule broken? If so, penalty is incurred.