Battalion 1944 - League

Introduction

Please take your time to read through our rules before you start playing in this tournament. Not knowing the rules is never a valid excuse for not following them.

Gallantry reserves the right to broadcast every match. This can be done with online game broadcast tools for spectating purposes. The recording of such broadcasts can't be refused by the clans. In many cases Gallantry.mt will allow or ask third parties to broadcast the matches. 

Match rules

The default team size for clan matches is 5on5. The minimum team size is 5; a team having less then 5 players will registered will result in a forfeit loss. All teams must register their team before the start of the first match. If you find out that your opponent has a player which is not registered before match starts, you should ask them to replace that player(s) who are violating the rules. If they refuse or can't replace the player(s), you can claim a noshow win. Once a match starts a team cannot complain regarding a freelancer.

All matches will be played with general Competitive Wartide 2.0 settings

Map list

  • Liberation
  • Coastal
  • Derailed
  • Manorhouse v2
  • Savoia
  • Invasion

General

After each game both team captains must relay score to an admin. If one team can not show their screenshot, their opponent's screenshot will be considered as confirmation of the final score.

If a team is not contactable 10 minutes after the scheduled start time (assuming there are no delays), the opposing team can contact an admin to be awarded a default wins. Teams that do not show up without contacting an admin before the scheduled start time will be subject to forfeit.

Demos and screenshots

It is important to take any screenshots that might help you if a problem arises during a match. Screenshots will be used as evidence when admins need to take a decisions. 

Miscellaneous rules

Once the match starts, neither clan can complain that the other clan is using a player which is not registered in the tournament. That should have been checked before the match started.

Once a match starts on the suggested server, a clan cannot claim the server has serious ping issues unless both teams agree the server is not fit to be used or the game server has major problems. Evidence must be taken of the serious disadvantage (preferably a screenshot with the full line-up with visible pings) caused by the server issues. 

If one member of a team says that his team is ready he is considered to speak for the whole team, regardless of his status in the clan. Once a team Ready's Up and the game has started it may only be restarted if both clans agree and final descesion to be taken by an admin.

Substituting a player during the match is not allowed.

Spectating during an official match is not allowed. If a player leaves the server for any kind of reason and joins again he needs to choose sides’ immediately. When spectators that are not allowed to join the server enter the match, it should be paused and they should be made to leave before the match is continued.

The bomb can be planted to any location around the bombsite as long as it stays defusable. You are also allowed to plant on top of the bomb. 

Technical issues

If the server crashes, teams must wait for the server to restart and then resume playing from the score when the game has crashed (if a crash occurs in the middle of a round, that round must be restarted)

If server is restarted because of a crash, we can't do anything about coins so teams will have 1 coin / player

Each team has 1 allowed pause per side. They may use it only for solving technical issues or tactics. A pause can't be longer than 2 minutes. (If someone crashes, the game must be paused and players must wait until the crashed player gets back. If the crashed player was alive when crash occurred, the round must be played again.

Boosting / Bugs

  • ALLOWED: Jumping on someone’s head to gain vision

  • ALLOWED: Jumping on someone’s head to reach an area that you can also reach by yourself

  • NOT ALLOWED: Changing of settings that are otherwise not changeable within the settings menu of the game. ie, mini map.

  • NOT ALLOWED: Jumping on someone’s head to reach an area that you cannot get to by yourself

  • NOT ALLOWED: Pixel Walking

  • NOT ALLOWED: Bug smoke on Coastal at A house stairs

  • NOT ALLOWED: Abuse of any bugs to gain an advantage.

Cheating and abuse

Any cheating or excessive abusive behaviour during a match will result in a forfeit loss. 

It is not allowed to take advantage of or abuse bugs. Any kind of bug abuse is considered cheating and will lead to a forfeit loss, unless otherwise mentioned specifically in the game-related rules.

All programs or files, either changed game files or new files, that change the game or add to its functionality, or which interact with the game in any way, are strictly forbidden unless other rules specify otherwise. updated_at versions of the game's resource files are always forbidden, regardless of what they do. The use of any forbidden program or file by any clan member during a match, leads to a forfeit loss.

Programs that do not interact with the game in any way are allowed, even if they can be used and operated simultaneously with the game. Voice communication programs are examples of such programs.

Any types of scripts proven to give a real advantage or are part of not allowed binds/scripts below will not be tolerated and will result in a forfeit loss. Config settings that give a distinct advantage over the opponent may be deemed config abuse and can lead to a forfeit loss depending on severity of claim. 

Match Formats

1 group of 16 teams where each map will be played with an MR15 Format having each team playing twice against his opposing team playing 1 match as 'home' and one match as 'away'. A knife is done at the begining of the war will have the winner determine which map to start first either the home or away. The home team chooses the map to play while the away team choose which side to start with. It is the responsibility of the players to keep up with their team’s standings. Three points will be awarded for a win, one point for a tie and zero points for a loss in the group stage. In the event of ties in point standings, the following sequence will be used to determine who advances to the elimination stage, and who wins his group:

  1. Points earned from matches won or tied. 
  2. Result of head to head game. 
  3. Maximum number of rounds taken. 
  4. Round difference: Total net score for tournament games. Net score = rounds won, less rounds lost. 
  5. If two teams are still tied, an MR 15 match will be played where a coin toss will determine the map and side, having the winner of the coin toss to choose either the map being played or the side to start. Should the teams still tie a 15-15 score O/T  with MR 3 will decide the winner having a pistol bash done before the start of the O/T to determine the winner which side to start at.

Global rules

Not knowing the rules is never a valid excuse for not following them.

These rules are subject to change if necessary, and Gallantry administrators reserve the right to make additional decisions outside the defined ruleset if necessary.

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