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The Call To Arms – An Operation Flashpoint 2 Tournament

Battle System

Chapter 1: Pre-Campaign Battle Planning:

1/a: Attacking/Defending Bidding:

To win the initial attack of the campaign, the Generals must try to out bid each
other. To do this, they must ___. Whoever wins this bid, will get to choose which
frontline territory he would like to attack. He may choose any territory which is
in direct contact with a territory belonging to him.

1/b: Regimental, RISK Style Spawn System:

i). Attacking General:


If a General wins the attack and has chosen which territory to attack, he will
decide where to place his regiments. He will have two regiments, Air and Armoured,
with which he can place on any friendly territory. They can also be placed on the
same territory.

ii). Defending General:


The General who loses the attack will have to choose where to spawn his two
regiments. He will also have the choice of any friendly held territory. However,
if he spawns his regiments far away, he will require them to travel to the
besieged territory or risk losing it unopposed. Once the battle begins, the troops
will be able to see which territory is under attack on their map and will be
expected to move accordingly.

Chapter 2: Mid-Campaign Battle System:

2/a: Attack/Defence Positions:


After the initial battle where one side picked the attacked territory [see
Chapt.1, section 1/a], the following battles are fought from where the previous
battle left off. For example, if a territory is under attack but isn’t completely
taken before the end of the battle, that territory will be the initial, neutral
territory for the beginning of the next battle.

2/b: Regimental Redeployment:


Between each battle, the General can choose to redeploy his regiments to any
territory which is under friendly control. The territory under attack will not
change, but the initial spawn point of the regiment will be at the defined
territory.

2/c: Territory Advancement:


Between each battle, the General must choose which territories he would like to
attack. This is so that if he takes the neutral territory, the next territory
which becomes fought over will be one defined by the attacking General. They do
not have to form a line but they must connect to a friendly / captured territory.
To confirm any attack, the Generals must both Screenshot the position of the
territories along with the time (either using xfire or an in Game watch).

Chapter 3: Mid-Battle Battle System:

3/a: Initial Frontline Territories:


The territories along the front line, at the start of the campaign, will be of a
domination Game type if they are played in the initial battle. If they are
attacked at a later stage, the Control Points which would normally become the
attacking Control Points become neutral. For the attacking force to take the
territory, they must take all the Control Points. For the defending force to hold
the territory, they must defend their Control Points and take all Control Points.

3/b: Game types:


Game types will vary depending on either user-made or official Game types
available.

3/c: Base Territories:


‘Base’ or ‘Home’ territories are the main base of the army which owns them.
Therefore, if taken, standard military attacks cease, and an insurgency campaign
begins. The General of the insurgents has enough supplies to counter-attack his
home base three times, so he must try to retake it. He may spawn his rebels
anywhere on the map, but the objective is always the allied home base. The
insurgents get the same vehicles as they had during the campaign due to the
vehicles being evacuated with the infantry.

3/d: ‘Cut Off’ Regiments:


If a regiment is in a territory that is not attacked itself, but is, instead, no
longer connected to that army’s base territory, then they are deemed ‘Cut Off’. If
a cut off regiment manages to return to a territory which is still connected to
the friendly base then they return to normal, and will spawn in that territory
where they can move or be redeployed. If the regiment remains cut off for the rest
of the battle, they will spawn again in the cut off territory next battle, where
they will be forced to remain unless they break out. Any cut off regiment can hold
the territory they are in from enemy attack. However, they cannot attack any new
territory unless the enemy territory shares a front with a friendly territory that
isn’t cut off.

3/e: Surrenders:
If an army surrenders the battle at hand, they must first agree with the enemy’s
CO on a territory which they fall back to. If no territory is agreed upon, it will
be an unconditional surrender and the army will be pushed back as far as the
administration decides upon.

Chapter 4: Post-Campaign General System:

4/a: Next Campaign Battle Map:


At the end of each campaign, the map is returned back to its initial starting
point. No tactical or strategic advantages are kept from campaign to campaign.

4/b: Next Campaign Officers:


Before the end of the campaign the General of each army must have told the
Administrative Staff of his choice for the General for the following campaign.
This new General must have officer experience from a maximum of 5 campaigns before
becoming General. The new General then picked his new officers. These choices are
then reviewed by the Administration and approved / disapproved.

4/c: Campaign Break Games:


The time between the end of a campaign and the start of the next one is called the
‘Campaign Break’. In this time Administrative Staff will make fun, public games
for the community to play as friends. They will contribute nothing to the outcome
of a campaign and are purely for entertainment purposes. Examples of games are;
Rally Racing, Relay Rally Racing, Grenade Only Matches, Hold the City, Air Shows
and more!
-- All rights go to Timothy (Pieman) Smith.

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