1. General Provisions
1.1 Only members of clans participating in the event (players with clan tags) are allowed into the competition.
1.2 By joining the event at the website of the event, clan accepts the terms of these Regulations.
1.3 Tournament administration:
● head of the event—coordinates activities of all members of the tournament administration (Wizard)
● judges—make decisions on matters of dispute that arise between participants of the event and determine disciplinary actions to be applied to teams and clans that violated these Regulations.
● administrators—provide information support for the event, perform operational functions, fill in results of battles, and record financial transactions;
● streamers—hold online broadcasts of certain matches of the tournament.
1.4 Time control is conducted by the administration of the event according to the time indicated at https://time100.ru/.
1.5 Coordination of players and communication with judges is arranged via a Discord channel.
1.6 The unit of currency of the event is 1 Gallon.
2. Registration Procedure
2.1 To participate in the event, commander of the clan click the JOIN button at the website of the event.
3. Admission of Participants to the Main Stage of the Event
3.1 The number of clans allowed to participate in the event simultaneously is not limited. To participate in the event, a clan should file an application at the Global Map website.
4. Schedule of Event Stages
4.1 Clans can join and participate in the event throughout its full duration.
4.2 The main stage of the Clan Wars event lasts from 25.02.2019 till 08.04.2019 23:59 (FET).
5. Prize Pool and Gold Withdrawal Procedure
5.1 Prize pool of the event is 1,000,000 gold.
5.2 Gallons are converted into in-game gold by filing an application in the Account Management section of the clan commander.
5.3 Once an application to convert Gallons to gold has been sent, the gold is credited to clan members within the subsequent in-game week.
5.4 Exchange rate of Gallon to gold is set as 1 in-game gold per 2 Gallon. The event administration reserves the right to adjust the exchange rate, either increasing the amount of in-game gold granted per 2 Gallon or setting it back to the initial rate. Any changes of the exchange rate will be announced in the Discord channel.
6. General Description of the Game Mechanics
6.1 The Clan Wars event is divided into two stand-alone campaigns. This rule set applies to the second campaign of the event – World of Tanks: Mercenaries (XBOX platform).
6.2 Each Campaign consists of individual turns. During one week, a total of three turns are made. Each turn comprises tactical and combat phases. Each of the phases takes one day.
6.3 Tactical phases occur on Mondays, Wednesdays and Fridays; combat phases occur on Tuesdays, Thursdays and Saturdays. IMPORTANT! For participants living in the Western Hemisphere, the tactical phases start on Sunday, Tuesday and Thursday, and the combat phases start on Monday, Wednesday and Friday! Also note that your local time may change due to Daylight Savings Time, which starts in the United States on March 10th.
6.4 Within the Campaign, once a week, a Battle for Capital occurs (see section 13).
7. Description of Map Elements
7.1 Tactical Map—image of the territory with a grid mesh and markings of objects described below.
7.2 Base—object marked on the tactical map:
The square does not bring income and only serves to set the position of moved tokens on the map as a result of the tactical phase.
7.3 Token—element with the clan logo and clan tag of the main clan. Indicates the number of teams in the square.
Token movements are made by clan commander or deputy commander of the clan from their Account Management section. For example, if a Town or Base has three clan teams simultaneously, the token is displayed with the number 3 after the clan tag and is called stacked.
7.4 Entry Point—square marked [ICON] on the tactical map.
Map squares with this mark are a starting point for token movement on the map. The token cannot move onto this square.
7.5 Town—object marked on the tactical map:
7.6 Anti-Tank Gun (ATG)—object marked on the tactical map:
ATG serves to increase defense level of the Town, for which it was purchased. A Town can have up to three ATGs. ATG is active for one turn (tactical and combat phases). ATG are valid only during Attack-Defense Battle. Deployed ATGs grant the following effects in a battle for Town defense:
- Setting of 1 (first) ATG – 10 minutes of battle;
- Setting of 2 (second) ATG – attakers first chooses the list of tanks for battle and can not change its composition;
- Setting of 3 (third) ATG – 7 minutes of battle
Effects of deployed ATGs are cumulative.
The Supplies appears on the random bases on Tactical days and in case of capturing this base by the clan will brings one-time earnings of 1000 to 3000 "Gallons""
7.8 Region—three Towns captures by the same clan on the map. Indicated with lines between the towns and earns increased Gallon income (see item 12.2 of these Regulations for details).
7.9 Prohibition on entry or movement —
If this mark is on top of an object, it indicates that a token cannot be moved onto this object.
8. Description of the Tactical Phase
8.1 At the start of the game, each clan is granted a single token. Token movement starts from an Entry Point. A token can be moved across map squares only vertically and/or horizontal. Per one turn, a token can be moved up to four squares max (the starting object does not count towards this number) and must end the turn only on Base or Town type squares. Diagonal movement is not allowed.
Example: From Entry Point "J' you can move token to the Chost Town or Prohorovka (4 cell tj the goal), but you can't move it to the Paris (6 cells)
8.2 To determine the objects, onto which tokens can be placed on the map, Entry Point squares are used. Token movement from Entry Points follows the general rules, i.e. target objects cannot be further than four squares from an Entry Point.
8.3 Commander can move tokens available to them across the map either separately or by combining several tokens into one, defining its par value. Tokens are stacked when moved to the same object on the map.
For example, 1 token is displayed like this: and 2 tokens is displayed like this:
8.4 If a team loses a battle during the combat phase, the token is removed from the map or its par value is decreased by the number of lost battles.
8.5 Tokens of clans who attack an object on the map are placed near that object. As the battles progress, tokens of the clans that lost are removed from the map. The token of the clan who emerged victorious out of the battles is moved onto the target object.
8.6 If a clan lost all of its tokens on the map, it is granted one free token again. Subsequent actions are repeated according to item 8.1.
8.7 Coordinates of token movements are accepted during the tactical phase.
8.8 Movements are accepted from 0:01 till 19:00 (FET) on tactical days.
8.9 To add an additional token onto the map, a clan should have enough Gallons. A single new token costs 500 Gallons.
8.10 The maximum number of chips from 1 clan is not more than 10. All extra chips will be deleted.
9. Description of the Combat Phase
The combat phases take place following the tactical phases. The battle start time is indicated in the object parameters. Battle brackets are formed based on moves made by clan commanders and token placements on the map. The time between battles is 20 minutes. For example, if the battle start time is 21:30, then the second battle (if needed) should begin at 21:50, the third battle at 22:10, etc. If the room was not created within 5 minutes of the battle start time the team assigned to create the room receives a technical defeat.
Server Selection – Objects with battle start times of 12:30am and 9:30pm are on the EU server. Objects with battle start times of 4am, 7am and 2pm are on the NA server. All times are listed in Moscow time (UTC +3)!
Objects where the start time of fights is indicated as 5:00 and 8:00 should be read as 4:00 and 7:00!
9.2 Team Destruction (TD):
9.2.1 A Team Destruction takes place when several clans planned to move their tokens onto the same Base or Town. The attacking clans fight each other in the Team Destruction mode. The owner of the object does not take part in the clash.
9.2.2 If an object is simultaneously contested by several different clans, a tournament bracket is formed, the order of battles within which is determined based on the time when the contesting clans submitted their turns.
9.2.3 If an object is attacked by stacked tokens of several clans, the bracket is created according to the following rules:
- Teams from the same clan do not fight each other.
- In the first round, all clans that attack the object fight their battles at the same time. Pairs in the bracket are formed to engage maximum number of attacking tokens of different clans.
- If a clan attacking the object has the highest number of tokens, battles for the objects are conducted in two rounds. Once the pairs for the first round have been formed, the remaining tokens that could not be distributed are transitioned to the second round. The bracket of the second round is formed from tokens of the winning teams and the tokens that remained undistributed during the first round.
9.2.4 The winning team (or winning teams from the same clan) automatically becomes the owner of the Town or Base or fights a battle against the clan that owns the object.
9.2.5 The team that completely eliminates the opposing team wins the Team Destruction; the victory can also be granted by the automatic system.
9.3 Attack-Defense Battle (ADB)
9.3.1 An Attack-Defense Battle is fought between a clan that attacks an object and the clan that owns the Town or Base. Such battles are conducted in the Assault game mode. In this casw, the clan that owns the city when creating a room must choose the side of Base Defense
9.3.2 If a single clan attacks an already owned Town or Base, only an ADB is fought for the object.
9.3.3 If a stacked token of the clan owning the Town is placed on the Town, the attacking clan must defeat all teams of that clan deployed in the contested Town. In this case, separate battles between each team of the attacking clan against each team of the defending clan are arranged.
For example, if clan A with its three teams emerges victorious from all the Team Destructiones for a Town, and three teams of clan B are deployed in the Town, the first round comprises battles between the three teams from each side. If the number of teams is not even, the battles are divided into two rounds. Teams that had no pair in the first round and the winners of the first round get into round two.
9.3.4 The attacking team will be deemed victorious if they destroy all vehicles of the opposing team or capture the base. The defending team will be deemed victorious if they destroy all vehicles of the opposing team or prevent the opponents from capturing the base until the battle time runs out.
9.4 Battle results (confirmed with screenshots in case of disputes) are sent by the winning teams via a message in the Discord channel. For instance, according to the bracket in the screenshot below, after victory the OLD clan must send the following message: E5, WACEK vs OLD 0-1. At the same time, in the final, the OLD clan will have 2 tokens and their opponents WND clan will also have 2 tokens, so onje team should win twice in finals
9.5 If for any reason a clan team cannot attend a battle in time, it suffers a technical defeat. The winning clan makes a screenshot proving that the opponent was not present in the training room. The winning clan also calls for a judge via Discord so that the latter could ascertain that the opposing team is not present in the training room or that no training room was created by the opponents to conduct the battle. The token of the defeated clan is removed from the tactical map.
9.6 Each unit of a stacked token should be supported with teams comprising different players. It means that in the case when a clan loses a fight within a battle, in which it contests one object with several tokens, for the next fight such clan should be represented by a team that did not participate in the previous lost fights.
10. Type, Tier, and Number of Vehicles on a Team
10.1 All battles are fought in vehicles of the tier that matches the Roman number indicated on the contested object. The number also shows the mandatory quantity of vehicles of a team.
Vehicle types within a team: no more then 3 identical tanks.
10.2 Selection and Announcement of Vehicle Composition of a Team:
The team on the left slot of the bracket chooses the first tank, followed by the team on the right slot of the bracket choosing one tank. This is repeated until the correct number of tanks have been selected for the given battle. Tanks may not be changed once selected. Changing selected The team on the left slot of the bracket chooses the first tank, followed by the team on the right slot of the bracket choosing one tank. This is repeated until the correct number of tanks have been selected for the given battle. Tanks may not be changed once selected. Changing selected tanks results in a technical defeat for that team.
IMPORTANT! If the team chooses a vehicle and then deselects it is not a violation if they reselect the same tank.
IMPORTANT! A team may select additional tanks early without penalty.
10.3 Team commanders must make screenshots of their final team compositions. All disputes regarding team compositions are investigated by a judge only if such screenshots are available. Once the team compositions have been revealed.
10.4 Both teams go into battle only in full strength. Otherwise a team with fewer vehicles than the required number is deemed defeated in the battle.
11. Creation of Rooms and Arrangement of Battles
11.1 The room for battles is created by the team in the left slot of the bracket. In case of an Attack-Defense Battle, the room is created by a team of the clan that owns the object.
11.2 The team that creates the room should be in the left part of the training room.
11.3 The map of the training room, vehicle tier, and number of vehicles on the teams should match the parameters indicated for the contested objects.
11.4 Example of a room name: CW Е5 STM vs ACES. (CW—Clan Wars, Е5—coordinates of the contested object, STM vs ACES—teams of the opposing clans).
11.5 Duration of a Team Destruction and a Battle for Capital is 10 minutes, duration of an Attack-Defense Battle is 15 minutes (if no ATGs are deployed).
11.6 The teams fight till the first victory. A draw is not accepted. After a draw, the teams must swap respawn points on the map. If there are more than 2 replays during one round, then both teams will be given a forfeit loss. In case of a technical defeat, respawns remain the same.
11.7 Battle should start not later than 10 minutes past the time indicated in the battle bracket. The team responsible for the delay of the battle is given defeat in that battle.
12. Income and Costs
12.1 At the end of each combat day (after the end of all battles), a clan that owns a Town object is granted Gallons based on the level of the object.
12.2 If a clan captures 3 cities within 9 cells of each other they will be merged into a Region. Cities in a Region will earn 25% more Gallons per combat day.
12.3 Cost of an additional token is 500 Gallons.
12.4 Cost of a single Anti-Tank Gun is 250 Gallons per one combat day. Deployment of ATGs must be confirmed on every tactical day because it has a price in Gallons. Otherwise, ATGs are removed from the map.
12.5 The cost of participating in a Battle for Capital—500 Gallons. Each clan can only be represented by a single team.
12.6 On tactical days, transition of Gallons between clans via the functionality in Account Management is allowed.
12.7 All earned Gallons remain on the clan’s balance even if all its tokens are removed from the map.
12.8 If a clan removes its token from a Town, they do not earn any income from that Town.
12.9 Sunday is a day-off. On that day, no turns are made, no battles are fought, no income is credited.
13. Battle for Capital
13.1 Battle for Capital is a 10x10 battle.
13.2 Battle for Capital is held every Friday at 8:00 p.m FET. The winner gets 2,500 Gallons at once and becomes the honorable owner of the Capital until the next Friday. A flag with the logo of the winning clan is placed over the object and remains there until the next Battle for Capital.
To participate in a Battle for Capital, a clan should:
- have a balance of at least 500 Gallons;
- send an application form from the Account Management section of the clan.
An application for participation in a Battle for Capital is accepted during tactical phases—on Monday, Wednesday, and Friday, till 19:00 FET. A single application per week is enough for participation.
13.4 Once an application from a clan has been accepted, 500 Gallons will be deducted from the balance of that clan, a token of that clan will appear near the Capital on Friday after the time for turn submission ends.
13.5 Team composition in Battle for Capital:
- vehicle tier: X
- number of vehicles: 10
- vehicle types: no more than 3 same tanks.
13.6 Battles are fought in the “Encounter Battle” mode mode till two victories. A team that wins two engagements by either capturing the base or destroying the opposing team is deemed the winner. The token of the clan represented by such team is placed on the Capital. This token cannot be used for movements on the map.
13.7 Maps used to conduct battles for the Capital change each round according to the list below:
Round 2—Ghost Town;
13.8 If only a single clan sends an application to participate in a Battle for Capital, such clan becomes the winner of the Battle for Capital automatically. It earns 2,500 Gallons and occupies the Capital until the next Friday.
14. Regulations for Cases of Technical Issues with the Game Client
14.1 Errors in training room settings.
All claims regarding the correctness of training room settings are accepted until the battle starts (or within 30 seconds of battle start if it was started without confirmation from the other team that they were ready for battle). Absence of any such claim in channel on the WoT Console Discord server automatically means acceptance of the current battle settings.
If the team found that their opponents violated the rules (incorrect room setup, vehicle selection, etc.) at the beginning of the battle, their entire team must immediately withdraw from battle (return to garage). If the team remains and fights the match then all claims are void.
If the opposing team has not created a training room within 5 minutes of the indicated time you must take a screenshot of the training room lists. This will show the absence of a training room from your opponents. No claim is accepted without a screenshot!
14.2 Lags, latency issues, other technical issues.
Any player claims related to game lag, high latency, and other technical issues are disregarded.
15. Battle Broadcasts
15.1 Clan Wars battles may be broadcast on the Internet. In this case, commanders of both teams will be notified in the Discord channel of the event by the administration of the tournament.
15.2 Teams that participate in battles selected for broadcast cannot refuse to be featured in the broadcast. The teams must get to the training room on time and prepare for the battle in as short time as possible. Before starting the battle, the team captain who created the training room must ensure that the streamers are ready. The battle can only be started upon their approval.
15.3 A streamer who broadcasts a battle on the Internet must set a 10-minutes delay for the broadcast.
15.4 A streamer is not a judge and is not entitled to resolve any disputes.
16. Violations and Penalties
16.1 The following is strictly forbidden:
16.1.1 Any actions contradicting these Regulations and the Game Rules of World of Tanks: Mercenaries.
16.1.2 Insults and use of strong language.
16.1.3 Flood and repetitions of identical questions/messages in the Discord channel already answered by the administration.
16.1.4 Unsportsmanlike conduct (such as sabotage of matches).
16.1.5 Use of vehicles prohibited for the event.
16.1.6 Use of borrowed or special (press) accounts for battles.
16.1.7 Disrespectful behavior towards the administration and participants of the event.
16.2 In case of a documented violation, a judge of the event is entitled to deliver a decision on the following:
- technical defeat in the match/battle;
- reduction of prizes based on the event results for the team;
- disqualification of a player/team/clan;
- removal of a participant from the Discord channel until the event end;
- restrictions on participation in all official events.
16.3 Claims from teams after a meaningful end of a battle are disregarded.
16.4 Decision of a judge is final and is not subject to discussion or appeal.