Post by Bleach on Feb 9, 2009 19:41:53 GMT -5
Scrub,
Please "sticky" this on the forums. DO NOT worry about the $25 dollar entry fee. I will take care of it...no questions asked.
OFFICIAL RULES FOR URGENT FURY: CHAIN REACTION
THIS IS AN URGENT FURY TACMAP TOURNEY FOR SOCOM: CONFRONTATION
Rule Set 1: DISCREPANCIES AND DISPUTES
A: If there is a discrepancy in the way a clan perceives a rule, the way a rule affects another rule in an unforeseen way, or in any instance where something was not covered within the rule sets to begin with, the following procedure will take place.
B: After the creators find there is a complaint, the creators will first try to offer an explanation/interpretation to satisfy all parties and to get tourney play resuming as normal again.
C: If this cannot be done, then the creators will address the potential flaw in the rules and re-write the rule for clarity and correctness.
D: Once a rule is altered, there will be a forum-wide announcement stating so, but it should fall on your Clan Rep's shoulders to MAKE SURE that you clan, ALL of your clan, is fully aware of the change.
Rule Set 2: PAYMENT PROCEDURES
A: Urgent Fury TACMAP tourneys are a series of pay-to-play tourneys, unlike some of UF's free fare that can be found throughout the year. If you are signing up for this tournament then you are agreeing that you can and will pay the $25.00 USD entry fee for this tournament. All payments, without exception, are accepted through PayPal only. Once paid, this entry fee is non-refundable.
B: Your entry fee guarantees your clan entry into the tourney but does not guarantee how long your clan plays in this TACMAP tourney. That is up to you and your ability to stay alive. Once a clan is eliminated in any of the various ways of the TACMAP tourney, then that clan may no longer participate in the remainder of the tourney.
C: If your clan is found to be dishonoring the values of this community tournament by way of foul play, then your clan will be immediately removed from the tourney without refund of your entry fee. This TACMAP tourney is the sacred tournament here in Urgent Fury and no shady play by any clan will be tolerated.
D: Clans do not pay any entry fee until they have received their official invite and they have been sent payment instructions. Anyone paying the entry fee before they have been sent an invite will not be considered part of the tournament.
E: There will be a clan-wide Urgent Fury-issued prize announced for the winners of Chain Reaction in the coming weeks.
Rule Set 3: INITIAL MOTIONS OF THE TOURNEY
A: Urgent Fury will determine the clans chosen to participate in the TACMAP tournament after reviewing all submitted applications. The creators reserve all rights to pass on any clan(s) they feel will not fit in this tourney, either by online actions, temperament on these forums, or simply because the quota for the clan limit was reached. The creators of Urgent Fury are not obligated to disclose any reason for not accepting a particular clan into Urgent Fury.
B: You must be a running member of this UF community in order to participate in a TACMAP tourney. If you have yet to run your clan through a UF: Hell Week to be inducted into the UF Community, you will have to do that before signing up for a TACMAP tourney.
C: This 13-week tourney will be comprised of 8 standard weeks of play, 4 sudden death weeks of play, and then one week for final four playoffs (Full Scale Assault), if playoffs are needed by the 13th week.
D: It should be known that all current maps for SOCOM: Confrontation are used in this TACMAP tourney.
E: Once chosen to participate in this TACMAP tourney, each clan is responsible for appointing a CLAN REP for their clan. This Clan Rep is responsible for all maneuvers for their designated clan, as well as being in charge of informing all their clansmen of any updates and/or changes to the happenings in the tourney. In the best interest of your clan, PLEASE make your Clan Rep the most responsible and most available member of your clan. They are in charge of getting to this forum on an almost daily basis to make sure your clan is informed of all happenings in this tourney. Immature Clan Reps will be removed by the admins.
F: All meetings to decide territory ownership and attack coordination will happen on every SUNDAY of the week at a meeting starting PROMPTLY at 9pm CST. The room will be set up by UF Staff admins and the room name will be "UF MEETING." With or without your Clan Rep, the meeting will start at 9:05pm CST.
G: All Clan Reps in the initial week of this tourney will be choosing THREE Areas of Operations (AOs) for their clan. The maps attributed to the AOs that they choose will be UNKNOWN at the time of choosing. The maps for the AOs will be revealed AFTER the entire selection meeting is complete and will be revealed here on the Urgent Fury website www.urgentfury.com . This allows those clans unfortunate enough to receive a last pick in the AO choosing to not have to be stuck with a necessarily bad map.
Rule Set 4: CLAN ALTERNATES
A: After the initial clans are selected to participate, there will also be 3 total clans selected as alternates. These three clans initially will not be participating in the tourney. However, they retain the chance to come into the tourney if any of the following occurs (Note: Thus far, clan alternates have been called upon in every one of the prior UF TACMAP tourneys):
B: If within TWO WEEKS from the start of warring in the tourney a clan decides that they will drop out entirely or a clan has been disqualified by the creators of UF, the first alternate clan chosen by the UF creators will be activated and that clan will automatically take charge of the drop-out clan's AOs as their own. This happens ONLY within the first TWO WEEKS of play. In this event, all planned attacks/defenses for the dropout clan are CANCELED, with no awards for the dropout given to any other clan. The alternate clan starts fresh in the following week's war meeting. The clan alternate will not have to pay an entry fee, as they will be taking over the prior clan's entry fee.
C: If, AFTER TWO WEEKS from the start of warring in the tourney, a clan decides to drop from the tournament, then that clan's holdings will automatically be blocked off for the rest of the tournament, never to be fought over by the remaining clans. These AOs will essentially act as EVERYONE'S personal holding, able to be used to pass through on any attack on an opponent as if the dead city was your own.
D: If a clan is ejected from the tourney by the UF creators for conduct issues and failure to adhere to warnings, then their current AOs will be taken out of the tourney as well, to eliminate all speculation that the decision was influenced by greed. This tourney and its creators want nothing more than to have an honest game through and through. Take comfort in knowing that all decisions are deliberated on and are enacted fairly and with all participating clans' interests in mind.
Rule Set 5: INITIAL AO PICKS & "BAD NIGHTS"
A: Clans will have one week after the initial AO-choosing meeting to confer with their clans to decide their course of action. The first meeting to declare attacks and defenses will be the week following the initial picks.
B: Clan Reps will choose their initial AOs, as well as declare their weekly attacks on neighboring enemies, by way of a random drawing each and every week, every Sunday evening. This allows any clan a possible chance of being one of the first to declare their attacks on prime targets regardless of how well they are or are not doing in the tourney.
C: If a clan is not represented at a total of two (un)consecutive war scheduling meetings at any time during the course of this tourney, then that clan is eliminated from the tournament at the close of the second meeting. The clan's holdings will automatically be blocked off for the rest of the tournament, never to be fought over by the remaining clans. These AOs will essentially act as EVERYONE'S personal holding, able to be used to pass through on any attack on an opponent as if the dead AO was your own. If you're having problems with your REP, then make the motions to select a new replacement, for YOUR benefit.
D: Each clan will have a total of two attack options and two defend options. This is for standard play. A clan does not have to use all of their available attacks if they so choose. However, if a clan has an available defense available and a clan wishes to attack them, they must accept the attack and schedule it within the time frame for all wars. All times for wars are to be negotiated by the Clan Reps during the meeting at the appropriate time.
E: There is no "rolling over" of unused attacks. If your clan opts to refuse an attack option, then your clan loses its attack until the following week's war meeting.
F: All attacks are considered "en route," as in, once an attack has been declared, that attack follows through, regardless of whether the city the attacking clan is attacking from has been taken by an enemy prior to that night's attack during the week. Forces sent to invade a city are "en route" and unaffected by an attack and loss at home.
F1: A Clan Rep cannot declare an attack on a city that has already been attacked that week on a day BEFORE it’s already being attacked on. There will be no undercutting of other Clan Reps in their race for a specific target. You may only declare an attack on an already-attacked city on a day AFTER the first war.
F2: If you're scheduled to attack a clan and their city on one day, but that clan loses its defense of that same city to another clan who attacked the city on an earlier day of the week, then your attack is void. You take on that risk if attacking a city after someone already declared it that week.
G: Once a clan has been attacked their maximum allowed times for that week, then that clan can no longer be attacked with any following attack declarations from any other clan for the remainder of that war meeting.
H: On the night of city picks by the Clan Reps, Clan Reps are to be prepared to announce what ONE night of the week is their "Bad Night." On this night, that clan does NOT have to accept any attacks on any of their cities each week. They can, if necessary, launch an attack on that night. This is to help alleviate the rigors of the tourney by giving your men one guaranteed night off. A clan may not, during any point of the tourney, switch their "Bad Night" to another night of the week. The specified night stays as-is for the entire tourney.
I: All wars must be scheduled between the hours of 8pm CST to 11:00 CST. There are NO wars allowed to transpire on a Sunday. That night is for war meetings only.
J: After each war meeting on every Sunday night, the UF forum will be updated showing a full listing of all scheduled wars for the week.
K: If a Clan Rep is not present for a War Meeting, then the Clan Rep’s clan does not declare a war if his turn is passed. However, if during his absence, a clan attacks the missing Clan Rep’s clan, then the war is scheduled at the attacker’s convenience within the legal time frame for all wars, while respectfully observing the missing clan's "bad night." The missing defender is obligated to the set wartime. Make your meetings!
Rule Set 6: ROSTERS & PLAYERS FOR YOUR CLAN
A: All clans that finally receive a formal invite to join in the Urgent Fury tournament are required to submit their most current roster lineup. Only your Clan Rep will do this and it will be done only in the Clan Rep section. Any player on your clan's roster NOT listed in the official lineup list will NOT be eligible for play in any UF-scheduled war for that month, until your roster can be updated again.
B: Upon being selected as a participating clan, all clans MUST submit a 1-roster list of NO MORE than 40 players. This is to ensure that all clans, no matter how large or small, compete on an even playing level in regards to available soldiers.
C: Your players do not have to be in the same actual online Socom clan roster, as many clans out there have multiple rosters or rosters for recruits. Our only concern here is that your eligible players are sporting the exact same clan tag in wars and that they are on the 40-man legal roster submitted to UF. Players not found on a clan’s official roster list found participating in a UF war will disqualify that clan for the night. A disqualified attack means the defenders keep their city, and a disqualified defense means the attackers get the city they were attacking.
D: Once your official lineup roster has been submitted, please make special note of the guidelines on which you may ADD or SUBTRACT players from your roster. During the course of the tourney, clans may add or subtract players from their listed active roster during the FIRST DAY OF EVERY MONTH, from midnight to midnight. This is done to help keep the list of eligible players manageable for the creators of this tourney.
E: Players from invited clans to the most current UF tourney cannot, at any time during the course of the most current UF, switch from one clan to another and play in this tourney. If a player leaves or is booted from their clan during their clan's march through this tourney, that individual is also disqualified from the entire tourney with any other clan. This is to help circumvent any potential ill will between clans during the tournament. The only time a switch is acceptable is when the clan being left has dissolved and is no longer a clan existing in Socom.
F: Clan Reps, please take note. You MUST submit a player’s name EXACTLY how it appears in the game. If your player uses any numbers, symbols, underscores or punctuation marks in their name, the official UF3 roster MUST show that. The reason for this rule is because ANY deviation from the actual name could "potentially" be another SOCOM name. The only exception to this is the use of capitalization. Capitalization errors are acceptable but Urgent Fury URGES you to list your players' names correctly for the benefit of your opponents.
Get the names right the first time! We are NOT kidding!
G: All clans are to check out EACH OTHER'S rosters before the start of the war. If you notice someone incorrect on the opponent's team, you will tell them immediately in the lobby, so that the offending clan has the opportunity to bring in a legal player WITHIN THE TIME LIMIT FOR THE START OF THE WAR, or play the man down in the war. IF both clans green up without having to call on any ineligibility issues, once the war starts, all players are considered LEGIT and, even if there is a case of ineligibility found DURING the war, it is too late, and the war goes on AS IS. This will effectively eliminate any practices of "allowing" a clan to green up knowing they already have an ineligible player on their team in order to get a free win.
Rule Set 7: CLAN BEHAVIOR UNFIT FOR URGENT FURY
A: There will absolutely be NO threats, remarks, insinuations, posts, messages, images or quotes involving the use of racial, religious, political or disrespectful sexual slurs on ANY platform of UF. Any record or instance of this kind will be dealt with swiftly from a player disqualification from the tournament to the elimination of the entire clan, depending on the severity of the incident and the number of clansmen (man) involved. The two creators of UF will deliberate the penalty and the verdict will not be rescinded.
B: UF discourages the use of taunts and dancing in game against other UF clans. If your clan feels the need to do this, do it in a different tournament. While engaged in combat against another UF clan, there is to be NO dancing on dead bodies and NO overhead taunts from one clan to the other. This tourney is based on and built upon a foundation of respect. We expect all to adhere to the ideals whilst playing in our house. Multiple infractions of this will result in a penalty handed down by the creators in an appropriate fashion they see fit.
C: For the sake of temperament, there will be no typing (ALL) in-game so that the other team may see what you are typing, no matter how cozy the clans are together. This may lead, down the line, to some questionable ribbing that a clan may eventually take offense to.
D: It is encouraged, though not strictly a rule by any means, that only the Clan Rep (or the clan/team leader for that night) speak in the lobby for their team until the match starts. This will reduce the risk of any bone-headed remarks by any of your clan mates when the lobbies should be respectful.
E: There will be no trash-talking or insults thrown at a downed player by use of the proximity chat mics. This tournament is not based on who can ridicule a dead body the best. This tourney is based on honor and dignity. Those with these characteristics usually do not need to trash-talk anyway. Infractions will be dealt with on a case by case basis.
Rule Set 8: MASS DROPS & WAR NO-SHOWS
A: At ANY time that a MASS DROP occurs at the BEGINNING of the first round of a war, the map must be aborted and the attackers must make the new room again.
B: A "MASS DROP" will be categorized as such an event when HALF of the players from at least one team gets dropped from the onset of the first round. When this happens, all remaining players are to abort, meet in the same server's lobby, and re-make the room.
C: The Mass Drop must be recognized immediately. Clans seeing that only one or two players got dropped from their team and decide to unplug half the team to restart the match evenly WILL be disqualified from the war. This is an honor system and the rules for restarting after a legitimate drop were created for YOUR benefit. Please do not abuse them.
D: DURING a war, all drops, no matter how small or large, are to be PLAYED THROUGH. Basically, there can be, from time to time, server problems that we have to work through. Also, just make sure that the players you walk into the war with have reliable connections so they don't get dropped (ie, quit the downloading while warring. Be courteous to your opponents as well as your teammates).
E: No matter HOW MANY players from a clan show up, a scheduled match MUST be played at the designated time and cannot be rescheduled for any reason. If a sorely outnumbered clan wishes not to go through with their war, they can opt not to show at all and forfeit their match.
F: The schedule for wars are as follows and there are to be NO exceptions:
F1: The attackers make the room ON TIME. Attackers, make it 5 minutes early to make CERTAIN the room is up at the designated time. The clan who makes the room should invite his opponent contact's PSN FIRST so that both members can concentrate on getting their full teams in at the same time.
F2: The start of the war MUST begin NO LATER THAN TEN MINUTES after the designated start time of the war. At TEN MINUTES, no matter the number of clan attendance for either side, players must green up and commence play.
F3: THE NUMBER YOU GO IN WITH IS THE NUMBER YOU PLAY WITH. If you have late clan members, they are NOT allowed to join once the match has begun if your team went in understaffed. If they join the match and participate in one live round, that clan is disqualified from that war.
F4: Under NO circumstances should the start of a war be held up for ANY reason. People, we know there can be a courtesy here to wait, but we encourage you NOT to, and to begin the war AS AGREED by both Clan Reps at the scheduling meeting. If you cannot get clan mates at your war at the time designated, then take that problem up with your player(s). There is NO GUILT in requiring that a clan green up at TEN MINUTES after the designated time of the war. Some clans caught on this may say that forcing them to start short-handed, but on time, isn’t very “honorable” of the other clan. However, the way the situation should be looked at is that THEIR player not showing up is showing both clans no respect. The wars start ON TIME.
G: At NO TIME will a clan be able to switch out a player in mid-war (referred to as "subbing"). Once your clan heads into a war, the team you walk in with is the team you walk out with. If your clan is caught illegally subbing during a war, then your clan will automatically LOSE that war. The 2nd infraction will result in your clan's expulsion from the tourney, no questions asked. This also includes players who get dropped and can't, for some reason, get back on. If the dropped player, because of connection problems, cannot log back into the war, then the war finishes WITHOUT him and his team plays short a body.
H: If, by fault of the game, a player is spawned UNDER the ground or high atop an otherwise unreachable location, by any normal account, spawns in a place not set by natural game standards (typically known as a “glitch”), then that player is NOT to engage in any combat and is to immediately change spawn points and then drop his/her controller. Changing spawn points has been known to solve this problem. IF a player takes a kill from one of these "glitch" points, then that offending clan will immediately lose that war and all rewards associated with that war. The player knowingly breaking the rules will be subject to expulsion from the tourney. Also, the clan of the offending player cannot add any further players to their roster through the entire FOLLOWING month as a penalty.
I: If, during the course of the war, a typical drop occurs where the entire room is dropped with the exception of one man on one team, the room is to be re-made and the war is to pick up replaying the last round where the room was dropped. A clan will not gain rounds simply by being the only clan in the room. Only players involved in the initial war can enter the newly remade room. This is not an opportunity to fill up some no-shows who finally made it online. When the new room is made up, NO NEW NAMES are to participate.
Rule Set 8: DESCRIPTION OF "CHAIN REACTION" GAME PLAY
A: "Chain Reaction" showcases a brand new tourney mechanic to the UF TACMAP tourney. Chain Reaction will be played on what we all know as the United States of America. There will be a total of 48 AOs across the continental United States. These 48 AOs will be grouped into 16 "clusters."
B: Each AO of a 3-AO cluster will comprise a "chain" of three unique tiered AOs, starting with an Entry AO and leading to the AO's Bastion. The first AO of every cluster will always be comprised of a Demolition map. The second AO of every cluster will always be comprised of an Suppression map. The third and final AO of every cluster will always be comprised of a Control Points map. An explanation of each AO and its importance to the "cluster" will be explained below:
B1: ENTRY: Each cluster has a first or "Entry" AO. Entry AOs will always be Demolition maps. The Entry AO can ONLY attack the "Spine" AO of that same cluster on the TACMAP throughout the tourney.
B2: SPINE: Each cluster has a second or "Spine" AO. Spine AOs will always be Suppression maps. The Spine AO can ONLY attack the Entry AO or the "Bastion" AO of that same cluster on the TACMAP throughout the tourney.
B3: BASTION: Each cluster has a third or "Bastion" AO. Bastion AOs will always be Control Points maps. The Bastion AO can ONLY attack the Entry AO or the Spine AO of that same cluster on the TACMAP throughout the tourney. The Bastion AO can ALSO attack the Entry AO only of a neighboring border cluster as well.
C: When a clan takes control of all three AOs of a cluster, then that cluster is considered "fortified." When a cluster is fortified, the Spine AO and Bastion AO of that cluster cannot be attacked by anyone. The only way to penetrate a fortified cluster is through attacking the Entry AO first and working your way through. Any AO from a neighboring border of the cluster can choose to attack the Entry AO of that fortified cluster as long as that bordering AO touches ANY part of the entire cluster.
D: When a clan controls an entire fortified cluster, that clan gains the ability of chopper assaults. A chopper assault counts as one of the two attack options for the week for that clan. With a chopper assault, a clan can attack ANY Entry AO across the entire TACMAP. Borders do not come into play with chopper assaults. A clan may make both their attacks for the week separate chopper assaults if they so wish.
Rule Set 9: ROOM SET-UP FOR UF4 WARS
A: All rooms MUST be made by the time designated by both Clan Reps at the scheduling meeting. The room is to be made by the attackers. In your best interests, please have the room up at least 5 minutes before the actual start time. A 3rd party UF clan member can be called upon to verify that a room is not up on time.
B: The room must be set up with the following parameters:
> All one-map war rooms for UF4 are to be made BEST OF TWELVE ROUNDS. Each round will be SEVEN MINUTES long.
> Each war will be over one map only. The defenders of that AO choose which side they will play on to start the map. The attackers, when making the room, will decide whether their attack will occur during DAY or NIGHT. Attackers do not need to reveal this day or night option to the defenders until the defenders arrive in the war lobby.
> Friendly fire MUST be turned on (teammates CAN be killed by friendly fire).
> There are to be NO spectators allowed.
> The room MUST be PRIVATE.
> A maximum of 32-players must be allowed (no matter how small the teams are to be, the maps are to be full-sized LARGE. Throughout the weeks, team sizes per week will range between 6v6 to 14v14).
> All GL attachments and all types of hand-held grenade launchers are prohibited. RPGs are acceptable. Using a hand-carried GL in a war will result in your team’s forfeit of that war.
C: In the lobby before the war, if an attacker refuses to green up at 10 minutes after the official start time of the war for whatever reason, including waiting for a late arrival, then the attack has failed and there will be no war. Also, if a defender refuses to green up at 10 minutes after the official start time of the war for whatever reason, including waiting for a late arrival, then the defense has failed and the AO is transferred to the attacker by default. A 3rd party UF clan member can be called upon to verify that a room is not greened up on time.
D: It will be known that ALL maps will be comprised of Demolition, Suppression or Control Points. All other mission versions tip the scales of battle towards one side, and this tourney was constructed to make the playing field as even for both sides as possible.
Rule Set 10: REPORTING YOUR WARS
A: At the END of the war, one representative from each clan will report in to the UF forums and report the match results in the War Report Section. The information should be posted as such:
Subject line should read as: [attacking clan tag] vs [defending clan tag] for "AO fought over."
And the post should include:
1: The attacking clan tag
2: The defending clan tag
3: The name of the AO being defended
4: The winner of the war and the final round count
5: The ownership of the AO (whether it was transferred or not).
6: Number of room restarts, if any.
B: A clan is eliminated in one of two ways:
> when they lose the defense of their last remaining AO, and they have either no more attacks left in the week, or have failed in their last attack scheduled for that week.
> when a clan does not possess enough territory when the playoffs begin to make it into the "final four."
C: When a clan is eliminated, they no longer war and their Clan Rep will be removed from the Clan Rep Section.
D: SPECIAL PERFORMANCE AWARD: The clan responsible for the last war that ousts a clan from the tournament will be awarded an EXTRA attack the very next week. This reward does not carry over to another week that is more convenient for the winning clan. No matter how many attacks are allotted during that time frame in the tourney, the rewarded clan is able to mount one more. This is done at the next Sunday War meeting, after all the other clans have made their regularly scheduled attack and defense options. This attack is still limited to the max number of defenses that any clan can receive at that time in the tourney.
Rule Set 11: FULL SCALE ASSAULT WEEK
A: This tournament will run exactly 13 weeks. This will not change, unless clans are eliminated quickly enough to provide the tourney with a winner before the end date.
B: The first 8 weeks will see standard play as explained in the rules. Each clan will afford two attacks and two defenses each week, totaling a possible four wars per week. Successful defenses gain nothing and unsuccessful attacks lose nothing.
C: Weeks 9-12 will throw the tournament into "sudden death." In the four weeks of sudden death, all remaining clans MUST use both of their attacks every week, unless the clan they can attack has its defensive quota already filled. If the desired attack is blocked off, but another attack CAN be made, then the alternate attack MUST be made. In this scenario, an attacker must declare from which AO they are attacking FROM. If the attack is unsuccessful, then the attacking clan loses the AO they attacked FROM to the defenders.
D: The final 13th week of UF4 will happen only if there is not a winner declared in the regular or sudden death portions of the tour. At the arrival of the 13th week, the top four clans with the MOST AOs in their possession enter into the "Full Scale Assault" phase of the tourney. The parameters for this are as follows:
> If there are more than four clans left active at the end of the 12th week, then the four clans with the MOST AOs advance to the Full Scale Assault week following the scale of importance below for seeing:
- First considered are the clans with the most fortified clusters along with scattered single AOs.
- Next considered are the clans with the most fortified clusters only.
- Next considered are the clans with the most Bastion AOs along with scattered single AOs.
- Next considered are the clans with the most scattered single AOs.
> If there are less than four clans left in UF at the end of the 12th week, then they still enter into Full Scale Assault week with any odd numbered clan, being the higher seed, receiving a bye.
> In the case where 2 or more clans have the same number of AOs to tie for one of the playoff spots after the Full Scale Assault week, then the clan with the more clan eliminations moves on into the playoffs. If both clans are tied in this manner as well, then a special night 3-map playoff will need to be played by these two clans to determine who will enter into the playoffs.
> The Full Scale Assault week will see each advancing clan choosing TWO maps from their current holdings with the exception of any Control Points maps. Suppression or Demo only. The two clans will face off in a 5-map war, with the first map played belonging to the clan with the higher seed, and each clan's map alternating from there. A fifth tie-breaker map, if needed, will be announced at the time of the playoffs by Urgent Fury.
> If a playoff clan only has Bastion AOs left, meaning only Control Point maps in their possession, then all their Bastion AOs are to play as Suppression maps.
> The #1 seed will play the #4 seed, and the #2 seed will play the #3 seed on Monday of the 13th week.
> The winners of each war will play against one another, in the same format, on Wednesday of the 13th week. This war will declare the final winner of the TACMAP tourney.
> Parameters for the Full Scale Assault wars will be:
1: Rooms to be put up at 8pm CST
2: Round count: 6 rounds / Round time: 6 minutes
3: All wars will be fought no more than 14v14.
4: All Chain Reaction rules apply.
5: Clans may switch players out at the end of every map to compensate for map-proficiency or to allow someone to head off because of a late hour.
6: UF admins may elect to sit in to watch the Full Scale Assault wars and record for UF showcasing after the tourney.
Please "sticky" this on the forums. DO NOT worry about the $25 dollar entry fee. I will take care of it...no questions asked.
OFFICIAL RULES FOR URGENT FURY: CHAIN REACTION
THIS IS AN URGENT FURY TACMAP TOURNEY FOR SOCOM: CONFRONTATION
Rule Set 1: DISCREPANCIES AND DISPUTES
A: If there is a discrepancy in the way a clan perceives a rule, the way a rule affects another rule in an unforeseen way, or in any instance where something was not covered within the rule sets to begin with, the following procedure will take place.
B: After the creators find there is a complaint, the creators will first try to offer an explanation/interpretation to satisfy all parties and to get tourney play resuming as normal again.
C: If this cannot be done, then the creators will address the potential flaw in the rules and re-write the rule for clarity and correctness.
D: Once a rule is altered, there will be a forum-wide announcement stating so, but it should fall on your Clan Rep's shoulders to MAKE SURE that you clan, ALL of your clan, is fully aware of the change.
Rule Set 2: PAYMENT PROCEDURES
A: Urgent Fury TACMAP tourneys are a series of pay-to-play tourneys, unlike some of UF's free fare that can be found throughout the year. If you are signing up for this tournament then you are agreeing that you can and will pay the $25.00 USD entry fee for this tournament. All payments, without exception, are accepted through PayPal only. Once paid, this entry fee is non-refundable.
B: Your entry fee guarantees your clan entry into the tourney but does not guarantee how long your clan plays in this TACMAP tourney. That is up to you and your ability to stay alive. Once a clan is eliminated in any of the various ways of the TACMAP tourney, then that clan may no longer participate in the remainder of the tourney.
C: If your clan is found to be dishonoring the values of this community tournament by way of foul play, then your clan will be immediately removed from the tourney without refund of your entry fee. This TACMAP tourney is the sacred tournament here in Urgent Fury and no shady play by any clan will be tolerated.
D: Clans do not pay any entry fee until they have received their official invite and they have been sent payment instructions. Anyone paying the entry fee before they have been sent an invite will not be considered part of the tournament.
E: There will be a clan-wide Urgent Fury-issued prize announced for the winners of Chain Reaction in the coming weeks.
Rule Set 3: INITIAL MOTIONS OF THE TOURNEY
A: Urgent Fury will determine the clans chosen to participate in the TACMAP tournament after reviewing all submitted applications. The creators reserve all rights to pass on any clan(s) they feel will not fit in this tourney, either by online actions, temperament on these forums, or simply because the quota for the clan limit was reached. The creators of Urgent Fury are not obligated to disclose any reason for not accepting a particular clan into Urgent Fury.
B: You must be a running member of this UF community in order to participate in a TACMAP tourney. If you have yet to run your clan through a UF: Hell Week to be inducted into the UF Community, you will have to do that before signing up for a TACMAP tourney.
C: This 13-week tourney will be comprised of 8 standard weeks of play, 4 sudden death weeks of play, and then one week for final four playoffs (Full Scale Assault), if playoffs are needed by the 13th week.
D: It should be known that all current maps for SOCOM: Confrontation are used in this TACMAP tourney.
E: Once chosen to participate in this TACMAP tourney, each clan is responsible for appointing a CLAN REP for their clan. This Clan Rep is responsible for all maneuvers for their designated clan, as well as being in charge of informing all their clansmen of any updates and/or changes to the happenings in the tourney. In the best interest of your clan, PLEASE make your Clan Rep the most responsible and most available member of your clan. They are in charge of getting to this forum on an almost daily basis to make sure your clan is informed of all happenings in this tourney. Immature Clan Reps will be removed by the admins.
F: All meetings to decide territory ownership and attack coordination will happen on every SUNDAY of the week at a meeting starting PROMPTLY at 9pm CST. The room will be set up by UF Staff admins and the room name will be "UF MEETING." With or without your Clan Rep, the meeting will start at 9:05pm CST.
G: All Clan Reps in the initial week of this tourney will be choosing THREE Areas of Operations (AOs) for their clan. The maps attributed to the AOs that they choose will be UNKNOWN at the time of choosing. The maps for the AOs will be revealed AFTER the entire selection meeting is complete and will be revealed here on the Urgent Fury website www.urgentfury.com . This allows those clans unfortunate enough to receive a last pick in the AO choosing to not have to be stuck with a necessarily bad map.
Rule Set 4: CLAN ALTERNATES
A: After the initial clans are selected to participate, there will also be 3 total clans selected as alternates. These three clans initially will not be participating in the tourney. However, they retain the chance to come into the tourney if any of the following occurs (Note: Thus far, clan alternates have been called upon in every one of the prior UF TACMAP tourneys):
B: If within TWO WEEKS from the start of warring in the tourney a clan decides that they will drop out entirely or a clan has been disqualified by the creators of UF, the first alternate clan chosen by the UF creators will be activated and that clan will automatically take charge of the drop-out clan's AOs as their own. This happens ONLY within the first TWO WEEKS of play. In this event, all planned attacks/defenses for the dropout clan are CANCELED, with no awards for the dropout given to any other clan. The alternate clan starts fresh in the following week's war meeting. The clan alternate will not have to pay an entry fee, as they will be taking over the prior clan's entry fee.
C: If, AFTER TWO WEEKS from the start of warring in the tourney, a clan decides to drop from the tournament, then that clan's holdings will automatically be blocked off for the rest of the tournament, never to be fought over by the remaining clans. These AOs will essentially act as EVERYONE'S personal holding, able to be used to pass through on any attack on an opponent as if the dead city was your own.
D: If a clan is ejected from the tourney by the UF creators for conduct issues and failure to adhere to warnings, then their current AOs will be taken out of the tourney as well, to eliminate all speculation that the decision was influenced by greed. This tourney and its creators want nothing more than to have an honest game through and through. Take comfort in knowing that all decisions are deliberated on and are enacted fairly and with all participating clans' interests in mind.
Rule Set 5: INITIAL AO PICKS & "BAD NIGHTS"
A: Clans will have one week after the initial AO-choosing meeting to confer with their clans to decide their course of action. The first meeting to declare attacks and defenses will be the week following the initial picks.
B: Clan Reps will choose their initial AOs, as well as declare their weekly attacks on neighboring enemies, by way of a random drawing each and every week, every Sunday evening. This allows any clan a possible chance of being one of the first to declare their attacks on prime targets regardless of how well they are or are not doing in the tourney.
C: If a clan is not represented at a total of two (un)consecutive war scheduling meetings at any time during the course of this tourney, then that clan is eliminated from the tournament at the close of the second meeting. The clan's holdings will automatically be blocked off for the rest of the tournament, never to be fought over by the remaining clans. These AOs will essentially act as EVERYONE'S personal holding, able to be used to pass through on any attack on an opponent as if the dead AO was your own. If you're having problems with your REP, then make the motions to select a new replacement, for YOUR benefit.
D: Each clan will have a total of two attack options and two defend options. This is for standard play. A clan does not have to use all of their available attacks if they so choose. However, if a clan has an available defense available and a clan wishes to attack them, they must accept the attack and schedule it within the time frame for all wars. All times for wars are to be negotiated by the Clan Reps during the meeting at the appropriate time.
E: There is no "rolling over" of unused attacks. If your clan opts to refuse an attack option, then your clan loses its attack until the following week's war meeting.
F: All attacks are considered "en route," as in, once an attack has been declared, that attack follows through, regardless of whether the city the attacking clan is attacking from has been taken by an enemy prior to that night's attack during the week. Forces sent to invade a city are "en route" and unaffected by an attack and loss at home.
F1: A Clan Rep cannot declare an attack on a city that has already been attacked that week on a day BEFORE it’s already being attacked on. There will be no undercutting of other Clan Reps in their race for a specific target. You may only declare an attack on an already-attacked city on a day AFTER the first war.
F2: If you're scheduled to attack a clan and their city on one day, but that clan loses its defense of that same city to another clan who attacked the city on an earlier day of the week, then your attack is void. You take on that risk if attacking a city after someone already declared it that week.
G: Once a clan has been attacked their maximum allowed times for that week, then that clan can no longer be attacked with any following attack declarations from any other clan for the remainder of that war meeting.
H: On the night of city picks by the Clan Reps, Clan Reps are to be prepared to announce what ONE night of the week is their "Bad Night." On this night, that clan does NOT have to accept any attacks on any of their cities each week. They can, if necessary, launch an attack on that night. This is to help alleviate the rigors of the tourney by giving your men one guaranteed night off. A clan may not, during any point of the tourney, switch their "Bad Night" to another night of the week. The specified night stays as-is for the entire tourney.
I: All wars must be scheduled between the hours of 8pm CST to 11:00 CST. There are NO wars allowed to transpire on a Sunday. That night is for war meetings only.
J: After each war meeting on every Sunday night, the UF forum will be updated showing a full listing of all scheduled wars for the week.
K: If a Clan Rep is not present for a War Meeting, then the Clan Rep’s clan does not declare a war if his turn is passed. However, if during his absence, a clan attacks the missing Clan Rep’s clan, then the war is scheduled at the attacker’s convenience within the legal time frame for all wars, while respectfully observing the missing clan's "bad night." The missing defender is obligated to the set wartime. Make your meetings!
Rule Set 6: ROSTERS & PLAYERS FOR YOUR CLAN
A: All clans that finally receive a formal invite to join in the Urgent Fury tournament are required to submit their most current roster lineup. Only your Clan Rep will do this and it will be done only in the Clan Rep section. Any player on your clan's roster NOT listed in the official lineup list will NOT be eligible for play in any UF-scheduled war for that month, until your roster can be updated again.
B: Upon being selected as a participating clan, all clans MUST submit a 1-roster list of NO MORE than 40 players. This is to ensure that all clans, no matter how large or small, compete on an even playing level in regards to available soldiers.
C: Your players do not have to be in the same actual online Socom clan roster, as many clans out there have multiple rosters or rosters for recruits. Our only concern here is that your eligible players are sporting the exact same clan tag in wars and that they are on the 40-man legal roster submitted to UF. Players not found on a clan’s official roster list found participating in a UF war will disqualify that clan for the night. A disqualified attack means the defenders keep their city, and a disqualified defense means the attackers get the city they were attacking.
D: Once your official lineup roster has been submitted, please make special note of the guidelines on which you may ADD or SUBTRACT players from your roster. During the course of the tourney, clans may add or subtract players from their listed active roster during the FIRST DAY OF EVERY MONTH, from midnight to midnight. This is done to help keep the list of eligible players manageable for the creators of this tourney.
E: Players from invited clans to the most current UF tourney cannot, at any time during the course of the most current UF, switch from one clan to another and play in this tourney. If a player leaves or is booted from their clan during their clan's march through this tourney, that individual is also disqualified from the entire tourney with any other clan. This is to help circumvent any potential ill will between clans during the tournament. The only time a switch is acceptable is when the clan being left has dissolved and is no longer a clan existing in Socom.
F: Clan Reps, please take note. You MUST submit a player’s name EXACTLY how it appears in the game. If your player uses any numbers, symbols, underscores or punctuation marks in their name, the official UF3 roster MUST show that. The reason for this rule is because ANY deviation from the actual name could "potentially" be another SOCOM name. The only exception to this is the use of capitalization. Capitalization errors are acceptable but Urgent Fury URGES you to list your players' names correctly for the benefit of your opponents.
Get the names right the first time! We are NOT kidding!
G: All clans are to check out EACH OTHER'S rosters before the start of the war. If you notice someone incorrect on the opponent's team, you will tell them immediately in the lobby, so that the offending clan has the opportunity to bring in a legal player WITHIN THE TIME LIMIT FOR THE START OF THE WAR, or play the man down in the war. IF both clans green up without having to call on any ineligibility issues, once the war starts, all players are considered LEGIT and, even if there is a case of ineligibility found DURING the war, it is too late, and the war goes on AS IS. This will effectively eliminate any practices of "allowing" a clan to green up knowing they already have an ineligible player on their team in order to get a free win.
Rule Set 7: CLAN BEHAVIOR UNFIT FOR URGENT FURY
A: There will absolutely be NO threats, remarks, insinuations, posts, messages, images or quotes involving the use of racial, religious, political or disrespectful sexual slurs on ANY platform of UF. Any record or instance of this kind will be dealt with swiftly from a player disqualification from the tournament to the elimination of the entire clan, depending on the severity of the incident and the number of clansmen (man) involved. The two creators of UF will deliberate the penalty and the verdict will not be rescinded.
B: UF discourages the use of taunts and dancing in game against other UF clans. If your clan feels the need to do this, do it in a different tournament. While engaged in combat against another UF clan, there is to be NO dancing on dead bodies and NO overhead taunts from one clan to the other. This tourney is based on and built upon a foundation of respect. We expect all to adhere to the ideals whilst playing in our house. Multiple infractions of this will result in a penalty handed down by the creators in an appropriate fashion they see fit.
C: For the sake of temperament, there will be no typing (ALL) in-game so that the other team may see what you are typing, no matter how cozy the clans are together. This may lead, down the line, to some questionable ribbing that a clan may eventually take offense to.
D: It is encouraged, though not strictly a rule by any means, that only the Clan Rep (or the clan/team leader for that night) speak in the lobby for their team until the match starts. This will reduce the risk of any bone-headed remarks by any of your clan mates when the lobbies should be respectful.
E: There will be no trash-talking or insults thrown at a downed player by use of the proximity chat mics. This tournament is not based on who can ridicule a dead body the best. This tourney is based on honor and dignity. Those with these characteristics usually do not need to trash-talk anyway. Infractions will be dealt with on a case by case basis.
Rule Set 8: MASS DROPS & WAR NO-SHOWS
A: At ANY time that a MASS DROP occurs at the BEGINNING of the first round of a war, the map must be aborted and the attackers must make the new room again.
B: A "MASS DROP" will be categorized as such an event when HALF of the players from at least one team gets dropped from the onset of the first round. When this happens, all remaining players are to abort, meet in the same server's lobby, and re-make the room.
C: The Mass Drop must be recognized immediately. Clans seeing that only one or two players got dropped from their team and decide to unplug half the team to restart the match evenly WILL be disqualified from the war. This is an honor system and the rules for restarting after a legitimate drop were created for YOUR benefit. Please do not abuse them.
D: DURING a war, all drops, no matter how small or large, are to be PLAYED THROUGH. Basically, there can be, from time to time, server problems that we have to work through. Also, just make sure that the players you walk into the war with have reliable connections so they don't get dropped (ie, quit the downloading while warring. Be courteous to your opponents as well as your teammates).
E: No matter HOW MANY players from a clan show up, a scheduled match MUST be played at the designated time and cannot be rescheduled for any reason. If a sorely outnumbered clan wishes not to go through with their war, they can opt not to show at all and forfeit their match.
F: The schedule for wars are as follows and there are to be NO exceptions:
F1: The attackers make the room ON TIME. Attackers, make it 5 minutes early to make CERTAIN the room is up at the designated time. The clan who makes the room should invite his opponent contact's PSN FIRST so that both members can concentrate on getting their full teams in at the same time.
F2: The start of the war MUST begin NO LATER THAN TEN MINUTES after the designated start time of the war. At TEN MINUTES, no matter the number of clan attendance for either side, players must green up and commence play.
F3: THE NUMBER YOU GO IN WITH IS THE NUMBER YOU PLAY WITH. If you have late clan members, they are NOT allowed to join once the match has begun if your team went in understaffed. If they join the match and participate in one live round, that clan is disqualified from that war.
F4: Under NO circumstances should the start of a war be held up for ANY reason. People, we know there can be a courtesy here to wait, but we encourage you NOT to, and to begin the war AS AGREED by both Clan Reps at the scheduling meeting. If you cannot get clan mates at your war at the time designated, then take that problem up with your player(s). There is NO GUILT in requiring that a clan green up at TEN MINUTES after the designated time of the war. Some clans caught on this may say that forcing them to start short-handed, but on time, isn’t very “honorable” of the other clan. However, the way the situation should be looked at is that THEIR player not showing up is showing both clans no respect. The wars start ON TIME.
G: At NO TIME will a clan be able to switch out a player in mid-war (referred to as "subbing"). Once your clan heads into a war, the team you walk in with is the team you walk out with. If your clan is caught illegally subbing during a war, then your clan will automatically LOSE that war. The 2nd infraction will result in your clan's expulsion from the tourney, no questions asked. This also includes players who get dropped and can't, for some reason, get back on. If the dropped player, because of connection problems, cannot log back into the war, then the war finishes WITHOUT him and his team plays short a body.
H: If, by fault of the game, a player is spawned UNDER the ground or high atop an otherwise unreachable location, by any normal account, spawns in a place not set by natural game standards (typically known as a “glitch”), then that player is NOT to engage in any combat and is to immediately change spawn points and then drop his/her controller. Changing spawn points has been known to solve this problem. IF a player takes a kill from one of these "glitch" points, then that offending clan will immediately lose that war and all rewards associated with that war. The player knowingly breaking the rules will be subject to expulsion from the tourney. Also, the clan of the offending player cannot add any further players to their roster through the entire FOLLOWING month as a penalty.
I: If, during the course of the war, a typical drop occurs where the entire room is dropped with the exception of one man on one team, the room is to be re-made and the war is to pick up replaying the last round where the room was dropped. A clan will not gain rounds simply by being the only clan in the room. Only players involved in the initial war can enter the newly remade room. This is not an opportunity to fill up some no-shows who finally made it online. When the new room is made up, NO NEW NAMES are to participate.
Rule Set 8: DESCRIPTION OF "CHAIN REACTION" GAME PLAY
A: "Chain Reaction" showcases a brand new tourney mechanic to the UF TACMAP tourney. Chain Reaction will be played on what we all know as the United States of America. There will be a total of 48 AOs across the continental United States. These 48 AOs will be grouped into 16 "clusters."
B: Each AO of a 3-AO cluster will comprise a "chain" of three unique tiered AOs, starting with an Entry AO and leading to the AO's Bastion. The first AO of every cluster will always be comprised of a Demolition map. The second AO of every cluster will always be comprised of an Suppression map. The third and final AO of every cluster will always be comprised of a Control Points map. An explanation of each AO and its importance to the "cluster" will be explained below:
B1: ENTRY: Each cluster has a first or "Entry" AO. Entry AOs will always be Demolition maps. The Entry AO can ONLY attack the "Spine" AO of that same cluster on the TACMAP throughout the tourney.
B2: SPINE: Each cluster has a second or "Spine" AO. Spine AOs will always be Suppression maps. The Spine AO can ONLY attack the Entry AO or the "Bastion" AO of that same cluster on the TACMAP throughout the tourney.
B3: BASTION: Each cluster has a third or "Bastion" AO. Bastion AOs will always be Control Points maps. The Bastion AO can ONLY attack the Entry AO or the Spine AO of that same cluster on the TACMAP throughout the tourney. The Bastion AO can ALSO attack the Entry AO only of a neighboring border cluster as well.
C: When a clan takes control of all three AOs of a cluster, then that cluster is considered "fortified." When a cluster is fortified, the Spine AO and Bastion AO of that cluster cannot be attacked by anyone. The only way to penetrate a fortified cluster is through attacking the Entry AO first and working your way through. Any AO from a neighboring border of the cluster can choose to attack the Entry AO of that fortified cluster as long as that bordering AO touches ANY part of the entire cluster.
D: When a clan controls an entire fortified cluster, that clan gains the ability of chopper assaults. A chopper assault counts as one of the two attack options for the week for that clan. With a chopper assault, a clan can attack ANY Entry AO across the entire TACMAP. Borders do not come into play with chopper assaults. A clan may make both their attacks for the week separate chopper assaults if they so wish.
Rule Set 9: ROOM SET-UP FOR UF4 WARS
A: All rooms MUST be made by the time designated by both Clan Reps at the scheduling meeting. The room is to be made by the attackers. In your best interests, please have the room up at least 5 minutes before the actual start time. A 3rd party UF clan member can be called upon to verify that a room is not up on time.
B: The room must be set up with the following parameters:
> All one-map war rooms for UF4 are to be made BEST OF TWELVE ROUNDS. Each round will be SEVEN MINUTES long.
> Each war will be over one map only. The defenders of that AO choose which side they will play on to start the map. The attackers, when making the room, will decide whether their attack will occur during DAY or NIGHT. Attackers do not need to reveal this day or night option to the defenders until the defenders arrive in the war lobby.
> Friendly fire MUST be turned on (teammates CAN be killed by friendly fire).
> There are to be NO spectators allowed.
> The room MUST be PRIVATE.
> A maximum of 32-players must be allowed (no matter how small the teams are to be, the maps are to be full-sized LARGE. Throughout the weeks, team sizes per week will range between 6v6 to 14v14).
> All GL attachments and all types of hand-held grenade launchers are prohibited. RPGs are acceptable. Using a hand-carried GL in a war will result in your team’s forfeit of that war.
C: In the lobby before the war, if an attacker refuses to green up at 10 minutes after the official start time of the war for whatever reason, including waiting for a late arrival, then the attack has failed and there will be no war. Also, if a defender refuses to green up at 10 minutes after the official start time of the war for whatever reason, including waiting for a late arrival, then the defense has failed and the AO is transferred to the attacker by default. A 3rd party UF clan member can be called upon to verify that a room is not greened up on time.
D: It will be known that ALL maps will be comprised of Demolition, Suppression or Control Points. All other mission versions tip the scales of battle towards one side, and this tourney was constructed to make the playing field as even for both sides as possible.
Rule Set 10: REPORTING YOUR WARS
A: At the END of the war, one representative from each clan will report in to the UF forums and report the match results in the War Report Section. The information should be posted as such:
Subject line should read as: [attacking clan tag] vs [defending clan tag] for "AO fought over."
And the post should include:
1: The attacking clan tag
2: The defending clan tag
3: The name of the AO being defended
4: The winner of the war and the final round count
5: The ownership of the AO (whether it was transferred or not).
6: Number of room restarts, if any.
B: A clan is eliminated in one of two ways:
> when they lose the defense of their last remaining AO, and they have either no more attacks left in the week, or have failed in their last attack scheduled for that week.
> when a clan does not possess enough territory when the playoffs begin to make it into the "final four."
C: When a clan is eliminated, they no longer war and their Clan Rep will be removed from the Clan Rep Section.
D: SPECIAL PERFORMANCE AWARD: The clan responsible for the last war that ousts a clan from the tournament will be awarded an EXTRA attack the very next week. This reward does not carry over to another week that is more convenient for the winning clan. No matter how many attacks are allotted during that time frame in the tourney, the rewarded clan is able to mount one more. This is done at the next Sunday War meeting, after all the other clans have made their regularly scheduled attack and defense options. This attack is still limited to the max number of defenses that any clan can receive at that time in the tourney.
Rule Set 11: FULL SCALE ASSAULT WEEK
A: This tournament will run exactly 13 weeks. This will not change, unless clans are eliminated quickly enough to provide the tourney with a winner before the end date.
B: The first 8 weeks will see standard play as explained in the rules. Each clan will afford two attacks and two defenses each week, totaling a possible four wars per week. Successful defenses gain nothing and unsuccessful attacks lose nothing.
C: Weeks 9-12 will throw the tournament into "sudden death." In the four weeks of sudden death, all remaining clans MUST use both of their attacks every week, unless the clan they can attack has its defensive quota already filled. If the desired attack is blocked off, but another attack CAN be made, then the alternate attack MUST be made. In this scenario, an attacker must declare from which AO they are attacking FROM. If the attack is unsuccessful, then the attacking clan loses the AO they attacked FROM to the defenders.
D: The final 13th week of UF4 will happen only if there is not a winner declared in the regular or sudden death portions of the tour. At the arrival of the 13th week, the top four clans with the MOST AOs in their possession enter into the "Full Scale Assault" phase of the tourney. The parameters for this are as follows:
> If there are more than four clans left active at the end of the 12th week, then the four clans with the MOST AOs advance to the Full Scale Assault week following the scale of importance below for seeing:
- First considered are the clans with the most fortified clusters along with scattered single AOs.
- Next considered are the clans with the most fortified clusters only.
- Next considered are the clans with the most Bastion AOs along with scattered single AOs.
- Next considered are the clans with the most scattered single AOs.
> If there are less than four clans left in UF at the end of the 12th week, then they still enter into Full Scale Assault week with any odd numbered clan, being the higher seed, receiving a bye.
> In the case where 2 or more clans have the same number of AOs to tie for one of the playoff spots after the Full Scale Assault week, then the clan with the more clan eliminations moves on into the playoffs. If both clans are tied in this manner as well, then a special night 3-map playoff will need to be played by these two clans to determine who will enter into the playoffs.
> The Full Scale Assault week will see each advancing clan choosing TWO maps from their current holdings with the exception of any Control Points maps. Suppression or Demo only. The two clans will face off in a 5-map war, with the first map played belonging to the clan with the higher seed, and each clan's map alternating from there. A fifth tie-breaker map, if needed, will be announced at the time of the playoffs by Urgent Fury.
> If a playoff clan only has Bastion AOs left, meaning only Control Point maps in their possession, then all their Bastion AOs are to play as Suppression maps.
> The #1 seed will play the #4 seed, and the #2 seed will play the #3 seed on Monday of the 13th week.
> The winners of each war will play against one another, in the same format, on Wednesday of the 13th week. This war will declare the final winner of the TACMAP tourney.
> Parameters for the Full Scale Assault wars will be:
1: Rooms to be put up at 8pm CST
2: Round count: 6 rounds / Round time: 6 minutes
3: All wars will be fought no more than 14v14.
4: All Chain Reaction rules apply.
5: Clans may switch players out at the end of every map to compensate for map-proficiency or to allow someone to head off because of a late hour.
6: UF admins may elect to sit in to watch the Full Scale Assault wars and record for UF showcasing after the tourney.