DoD:S Realism Campaign Handbook

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c-whit?

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This is a modification/change to the current DoD:S Realism event with the approval of DoD:S Leadership and the rest of eGO Leadership to whom it applies to.​



Brief Overview:

Realism is a type of DoD game play that focuses on teamwork, tactics, and realistic actions. As the name implies, realism relies on using weapons and the environment in a realistic manner. The use of cover, communication, and good leadership is required in order for a team to achieve victory. Weapon restrictions, a chain of command, and team cooperation separate realism from standard DoD game play. The DoD division of eGO hosts two variations of realism: Tournament Realism and Regular Realism. Tournament realism run 4 weeks and require players to play on one team (Axis or Allies) for the duration. Regular realism allows players to switch between teams during each battle and give players the opportunity to lead a team.

This event/tournament will be run in campaigns (4 week durations). Within the campaign, the opposing armies will fight for strategically important territories, which have been assigned specific DoD:S maps. Each army Commander in Charge (or Cinc) will be able to allocate points across the territories their armies control, along with any points gained throughout the campaign. Territory points will be used in a bidding system that will determine the number of resources (troops) remaining at the end of a battle. Bidding points required to attack territories will vary according to strategic importance. At the end of the 4 week campaign, the army with the most territories (unless Germany has fallen) will be the victor.​


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Tournament Administrators (in alphabetical order)

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Blue Stealth
ST0RMY
Sumac
​

Roles

The role of the Tournament Administrators, hence forth abbreviated as [TA], is to run the daily operations needed for a smooth and efficient campaign. Furthermore, they are there to deal with any issues that may arise at any time during the campaigns and during the off-season.​
Responsibilities

The [TA]?s decision will be FINAL unless the [TA]?s decide otherwise, that in the best interest of the realism campaign, changes and/or modifications to any rule or policy are needed.

Please remember that all rules, policies, and decisions by the [TA]?s are subject to change and/or modification at any time.​


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Tournament Specifics
​


This will be a structured/organized tournament.

As such, each army will have a structured ranking system, starting from Cinc (Commander in Chief) to Pvt. (Private). In cooperation with eGO rules, players participating will have their names as such: =(eGO)=? Player [Cinc] or =(eGO)=? Player [Pvt.] {Please see the Army Structure Section for Complete Rankings.}​

CO Positions

Cinc?s and CO?s will be chosen. The Cinc?s will choose their Generals. Generals will choose their CO?s with approval of their respective Cincs. The slots for CO?s will be limited and will include a restriction. If you have served as a CO or higher rank in a campaign, you may not serve again as a CO until another campaign passes unless it?s a higher position.​

Registration

Upon registration closing, a player will be assigned an army (Axis or Allies) upon which they will be serving for the duration of the campaign. Teams will be randomized unless decided otherwise by the [TA]?s. In only very rare circumstances will the [TA]?s allow for team switching.​

Timeline

At the end of the campaign (4 weeks), whichever side has the most territories, wins {Please see VII. Point System for more information}. A 2 week duration (or more as needed) will be given between campaigns, during which a new registration process to begin. This will allow ample time (at least 1 week) for previous Cincs to select new Cincs and in return they will select their Generals. The new Generals will be given the task of selecting his/her new CO?s. The next week (or more) will be devoted for registration and team selection.​

Other

Cincs for both sides will be given a certain amount of bidding points and these points will be used in attacking territories. The side that bids the most points will be considered the aggressor. For example, if the allied Cinc bids 5 points to attack Germany and the axis Cinc bids only 3, the Allied Army will be attacking for the control of Germany.
Every battle will begin with the aggressor attacking the defending army. If the attacking army wins, they will continue to assault the next round. If however the defending army is successful in defending their territory, they will begin a counter attack the following round. At the end of three rounds, the army with the most total wins will be the victor. These battles will occur four times each week to account for both army's strategic moves. Each Cinc will be allowed two attacks per week. Each territory fought over will be assigned two different maps, each selected to favor the defending army.

Axis Stronghold will be designated as Germany. If the allies overrun the Axis stronghold, campaign is over, even if the 4 week deadline is not met.

** For the Allies to attack Germany, they must be in possession of at least 8 territories!​


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Schedule
​

Time and Schedule

Realism will run every Saturday night during the campaign. Scheduled realism battles may be interrupted by clan-wide meetings or other circumstances. Regular realisms may be played if tournament realisms cannot meet scheduling requirements.

Time: Battles will start at approximately 8pm Eastern Standard Time.​

Time Conversion


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Communication and Queuing
​

** VENTRILO REQUIRED!

Once the server is full, there will be a queue in Ventrilo. The queue will be on a first come, first serve system at the discretion of the specific army's Cinc. The intent is to allow every player present playing time.​

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Regular Realism
​

Non-tournament Realism

Regular realisms were the foundation for our realism campaign. At the beginning of the game all players line up. Two COs (Commanding Officers) are chosen by TAs to lead the Axis and Allied teams respectively. Each CO then picks an XO (Executive Officer) as their second in command. COs must then decide amongst themselves who will receive first pick of players and who will choose a team to start on. Teams are then chosen in a similar manner to dodge ball by having the COs alternating while they choose players for their team. Once the game starts, Allies attack the first round and then alternate. Halfway through the game team will automatically switch from Allies to Axis and vice versa. Players get the chance to play on both the Allied and Axis teams. NO MANUAL SWITCHING is required except at the beginning of the game when players are chosen for a team.

Regular Realism Basics:

  • Players lineup at the beginning of the game.
  • COs (Commanding Officers) volunteer to lead a team and are selected by TAs (Tournament Admins) to lead teams.
  • COs select XOs (Executive Officers) as their second in command.
  • COs alternate in selecting players for their team.
  • As soon as a player is chose for a team they should join their respective team.

Please be aware:

  • NO MANUAL TEAM SWITCHING is required except when teams are chosen at the start of the game.
  • Teams switch midway through the game so all players will play on the Allies and Axis sides.
  • All tournament rules apply.


Ventrilo



Ventrilo is the standard communication program in accordance with eGO Standards and Policies and as such, we will conform to it.

Ventrilo can be downloaded HERE: Ventrilo
See Guide HERE: eGO's Ventrilo Guide​

eGO Realism Unit Social Group

​

If you want to learn more about realism, stay current on our clan Realism Events, or just hang around with other fans of Realism.
Join by Clicking Here!​

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Army Structures


NOTE: Not all available slots need to be filled.

Allies Axis
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Territories
​

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**Attacks can only commence on territories bordering controlled territories. ​

List of Territories:

Allies:
1 ? Great Britain
2 ? The Netherlands
3 ? Norway
4 ? Sweden
5 ? Finland
6- North Africa


Axis:
7 ? France
8 ? Germany (Axis Stronghold)
9 ? Italy
10 ? Denmark
11 ? Austria
12 ? Poland
​

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The Point System
​

General rules regarding points:

  • Each team receives 400 points (may change via discretion of TA's) to disperse among their territories.
  • You must place at least 1 point on each territory and keep one there at all times.
  • A tie (regarding points during an attack bid) goes to the aggressor.
  • No team may attack the same territory twice in one evening.
  • All redistribution of points after a loss (not including reinforcement phase), must be placed on an adjacent territory.
  • The attrition system will remove points after a battle based on the formula below OR up to 300% of the points on the territory with fewer points, whichever is greater.
  • If either team is attacking or defending a territory with more than triple the number of points of the other team, they will be automatically afforded an extra auto for that battle.

How Bidding Points Will Work (example):

Here?s how both sides dispersed their points:

Allies:
Great Britain 30
North Africa 80
The Netherlands 30
Norway 20
Sweden 20
Finland 20

Axis:
France 20
Germany 50
Italy 50
Denmark 20
Austria 40
Poland 20​

EXAMPLE WEEK

Axis Attack Bid
  • Axis: Attacks Norway from Denmark with 12 points

Events​

  • Denmark now has 8 points left on it (20 initial ? 12 bid for the attack).
  • Norway has 20 Allied points to defend against 12 Axis points from Norway.
  • Because the Allies have more points than the Axis on Norway, the Axis attack bid FAILED.

C. POSSIBLE OUTCOMES

i. If Axis wins the Realism Match, they will take control of Norway and the 12 points used to attack will now be decremented based on the number of rounds lost during the match (representing a loss of Army strength). 8 points will remain on Denmark, the origin of attack.

The Allies will lose control of Norway but will retain 8 of the points from Norway (the difference in the points 20 defending 12 attacking) which will be moved to an adjacent territory.



POINT CALCULATION FORUMULA
(Rounds Lost/ Total Rounds) * Attack or Defend Points = Points Left After the Battle

E.g. Axis loses 2 out of 5 rounds, 2/5 = 40% * 12 attack points = 4.8, rounded up to 8. Therefore, Norway will retain 8 out of the original 12 points, and Denmark will still have 8 points remaining out of the original 20. The total Axis loss of points is 4, representing the loss of forces incurred versus the Allied defense.

If the result of the formula is greater than 300% of the points on the enemy territory, 300% of the enemy?s points will be subtracted from the Axis points instead of the formula result. Example: Axis attacks with 15 points versus an Allied territory with 1, but loses the match. The formula would suggest 3/5 = 60% * 15 = 9 points lost. With this rule, only 300% of the 1 point can be taken away, in other words 3 points are lost from the Axis attack. It is unusual that such a small force could defeat more than 3 times their number before falling.​


If the Axis lose, they will lose all 12 attack points.

The Allies will retain control of Norway and all 20 points on it. INDENT]​

A. ALLIES ATTACK BID
Allies: Great Britain attacks France with 24 Attack Points

B. EVENTS
? Great Britain now has 6 points on it.
? France has 20 Axis points to defend against 24 Allied points from Great Britain.
? Because the Axis have less points than the Allies on France, the Allies attack bid WON.​

C. POSSIBLE OUTCOMES

  • If Allies win the Realism Match, they will take control of France and the 24 points less the number of points lost during the attack (see the formula above) used to attack will now be stationed on France, leaving 6 on Great Britain.
  • The Axis will lose control of France and will lose a percentage of points from the territory, the remaining forces to be distributed to up to 2 adjacent friendly territories.
  • If the Allies lose the attack bid, they will lose the number of points computed in the formula found in Section III, part A.

    The Axis will retain control of France and all 20 points on it less the number of points lost during the attack (see the formula above).


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In-game Server Play
​
Overview

Though the first campaign was widely considered a success, the tournament administrators have gone to great lengths to optimize the game-play, flow, and realistic nature of the event. One such optimization has come in the form of a new in-game format.

  • Under the first campaign?s rules, each team would bid to attack a territory adjacent to one of their own. The bidding system resolves the winners of attack bids and affects the strategic campaign map.
  • Under the old format, each team was considered the ?Attacking? team for one map each. The Attacking team would play a best of 5 rounds and would be considered on the attack for each round, minus the tie-breaking round where each team was considered Attacking.
  • The Defending team would therefore be defending for the best of 5 rounds, as well. This format has changed considerably.

Under the new format, the team who has bid attack points will still be considered ?on the attack? when the match begins in-server. For round 1, the attacking team attacks while the defending team defends. Under the new format, however, if the Attacking team loses the first round it then invites a counter-attack, whereby the Defending team now becomes the Attacking team.
The same pattern will now be followed for all subsequent rounds. If the attacking team fails at the attack, they will become the defending team. If the attacking team succeeds at the attack, however, they will sustain the attack until they lose a round or the map is won. Let?s look at an example.

The new format
The Allies have attacked Germany from Poland. The Allied team is considered the ?attacking? team and will start round 1 as the attacker.​

  • Round 1 begins. The Allies win the first round by defeating all Axis players. As a result, the Allies will maintain the attack and will stay as the Attacking team. The score is 1-0, Allies.
  • Round 2 begins. The Allies lose the round by failing to eliminate the Axis players within the allotted time. As a result, the Allies are now Defending for round 3, as the Axis begin a counter-attack. The score is 1-1, tied.
  • Round 3 begins with the Allied Cinc choosing to defend. The Axis win the round by defeating all Allied players. As a result, the Axis won the battle and maintains control of Germany.

As you can see, the Axis started the match on defense but won the match while on the attack. This style of play more closely mirrors the traditional style of Realism. It also provides a more realistic approach to an actual battle where opposing forces are constantly pushing each other back and forth.

Tiebreaker

Tie-breaking rounds have been modified, as well. Let?s examine another example. Assume that the battle has proceeded so far as it did above:
The Allies have attacked Germany from Poland. The Allied team is considered the ?attacking? team and will start round 1 as the attacker, however both teams have managed to win 1 round each.
  • Under the new format, the tie-breaking method will be a best of 1 round fight, where each team is attacking or defending based on the decision of the ?aggressor? or the team with the greater number of points.
  • In this case, and using our previous example, the Allies have chosen to defend against the Axis for the third tie-breaking round.
  • The winner of the tie-breaking round is the winner of the match.

This new format, in general, was designed to counter-balance lopsided map selection where Defense is much easier than Attack. In the previous campaign, a 3 round victory by a Defending team was common. Under this new system, each team will be forced to win at least one round on Defense and one round on Attack. There is no longer any provision that would allow a team to sweep another while staying entirely on Defense for the duration of the match. A sweep on the Attacking team is still possible, but it will be as least as unlikely as it was in Campaign #1​

Time Constraints

In the interest of keeping the pace of these matches by moving swiftly and efficiently, as each battle is at least an 30 minutes, the TA's have decided to impose time-limits during the course of the night.

Round Start

When a round of Realism is to take place on a stock or well-known map, each team will have 5 minutes after the expected start-time or after the previous round to gather their team into the Events server. For example, for a round of Anzio played during the default start-time of 9PM EST, each team will have until 9:05PM to gather teams at which time the match will commence whether or not there are 16 players on a team.

In the case of custom maps, up to 10 minutes of time will be allotted to allow players to download the map. When 10 minutes has elapsed, the match will begin whether or not teams have 16 players.

During a Round

If a round is in setup time and a team loses a player, the match will pause for no more than 2 minutes at which point the CINC on defense for the next round may begin Setup time. This will give the disadvantaged team 2 minutes of waiting time plus the duration of Setup time to find a new player. The CINC on defense must wait the entire duration of set-up time (minus 10 seconds to avoid nade-spam, etc.) before calling the round live to allow the other team's player to join.

If the match enters the tie-breaking round, only 1 minute will be afforded to the disadvantaged team to find a replacement. The same rules for the Defensive CINC apply. They must wait the entire set-up time before calling the match live. This gives the disadvantaged team 1 minute plus the Defense set-up time to find a replacement.

The addition of these rules is to keep the pace of battle flowing and shorten the time-overhead incurred during these long nights. For CINCs, this means you need to have your people alert and on stand-by to fill in during these short windows of time.

​

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Realism Rules
​

Realism Basics

Realism is a tactical approach to playing DoD, making players utilize cover and increase their communication and teamwork skills. As the name implies Realism relies on realistic positions and tactics. The leadership comprised of Commanding Officers [CO] and their respective Executive Officers [XO] is a key to victory; keeping these individuals alive will help the team achieve victory over their enemies. Listening to and obeying orders given by the CO is vital in achieving victory, disobeying or disrespecting the CO will result in in-game or server wide repercussions.

Realisms start by having all players line up on a wall with the team leaders and tournament admins facing them. A briefing is then given of current and past realism, DoD, or eGO topics. Players will then be asked to switch to their appropriate teams. COs and XOs will distribute weapon classes and discuss plans of attack or defense before the round goes live. It is imperative that players listen to and respect their team?s leadership. When the round is called live (!live) the attacking team will try to eliminate the defending team. In the tournament, victory is achieved by the team that wins three or more rounds out of five.

Playing tactically will keep teams functional while helping to meet the objectives of attacking and defending respectively. Realism game-play differs from regular DoD by limiting assigned weapons, eliminating re-spawn, and relying on leadership and teamwork to achieve victory. Players assigned to a team must follow the orders of their team leader. Weapons are normally assigned by the leaders through verbal commands. Once you are killed you will not re-spawn until one team wins. Ultimately, the success of your team will depend on its leaders and teamwork.​


Tournament Admins & Cincs

->No talking when one of the leaders or tournament admins is speaking.

***Once the round of a realism begins (after the !live command) do not type anything in all-chat, admin all-chat, admin chat, or god chat for any reason except to ask a serious question or make a legitimate comment. Any jokes, comments, or other conversations should be made to your team only using team-chat. Repeatedly breaking this rule will result in a kick or ban.*** ​

If told to line up:

1. Stand up straight, face forward. (No crouching)
2. Do not move around
3. Do not fire/punch/knife or use your flashlight
4. Do not friendly fire
5. Do not leave the area you are told to stand
6. Do not nudge AFK or non-compliant members​


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Team Responsibilities

1. LISTEN to your Commanding Officer and respective Executive Officer.
2. PROTECT Your Team Leaders; their survival is key to your team?s victory.
3. PROCEED with your objective. If attacking, make advances on the enemy. If defending, hold your ground.
4. COMMUNICATE. If you do not talk, no one will know what is going on around you. Nor will they be able to help you.
5. RESPOND. If a team leader calls for information, relay it. Nothing is worse than asking for support and hearing silence.​

You will have an opportunity to use different weapons - full autos, MG's, rockets, sniper rifles. However, the decision to distribute weapons is ultimately made by a team?s leaders.

We employee the Honor System-- meaning, that if you have used a full auto or a special class, you should give other players the chance to use other weapons.​


Choices and Consequences

? If you move without saying something, you might be shot by one of your team mates because your were mistaken for an enemy
? If you need help and don't call for it, never know
? If you are a special class and need to move from an assigned spot, and do so without calling for support - it will be handled as insubordination.
? If you break rank, so will someone else-- creating a domino effect which is unacceptable.​

The Rules

Friendly fire is ON
Purposefully killing team members when the event has started will result in a 1 hour ban from all eGO servers.

When you are killed you will not respawn
When you are spectating do not ?ghost? for players or post distracting messages.

A Commanding Officer [CO] and an Executive Officer [XO] lead the teams
Players should listen and support these individuals.

One attacking team, one defending team
The attacking team is required to advance and capture enemy territory, and the defending team, is expected to hold back any advances. Allies always attack first and Axis always defend first.

Realistic aspects
Realism is focused on eliminating any issues that are questionable or contrary to real-life positions, tactics, or other issues. Proning on stairs, hanging on the edge of boxes, or floating in mid air are not realistic positions and therefore not allowed. Skyboxing grenades is impossible in real-life and not allowed. Anything that is questionable should either be avoided or inquired upon.

Medic mod and injuries
If your health drops below 25hp you will start bleeding to death. Type ?medic? in chat to heal. Once you are healing you will be frozen and the screen will darken for around 5 seconds. Also be aware that if you are shot in the right arm the mod might make you drop your primary weapon.

Map boundaries
The defending team is limited to predetermined areas of a map usually half the map. [CO]s are responsible for ensuring their team does not violate the boundaries. Team members can assist their team and [CO] by notifying infractions or questionable positions.

Class and weapon restrictions
All players start with rifles. Each team is also limited to 4 fully automatic weapons (assault and support classes), 1 Rocket, 1 Machinegun or Sniper assigned by the [CO] or [XO]. The Machinegun or Sniper may be substituted for an additional assault or support class.

Weapons
Picking up enemy weapons is allowed with the exception of the sniper rifle, machine gun, and rocket. Team members may pick up any weapon from the same team.

Machine guns are now fully mobile, meaning that the machine gunner can now deploy and re-deploy in any realistic position complying with other realism rules. Shooting the machine gun while un-deployed or "Ramboing" is also allowed.

Rifle grenades are not to be "skyboxed" meaning that a player intentionally aims upwards at the top boundaries of the map that simulate the sky in order to bounce the grenade into otherwise unreachable areas. Priming rifle grenades by firing them into the ground, walls, etc. is allowed.​





Note: Everything is subject to change and modification in accordance with eGO Rules and Policies. All decisions made by the Tournament Administrators will be Final!​
Version 4.1
12.19.2011
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Change Log:

  • [9/30/2010] Addition of:

    "Time Constraints

    Since the matches themselves span nearly an hour each, and in the interest of keeping the pace of these matches by moving swiftly and efficiently, the TA's have decided to impose time-limits during the course of the night.

    Round Start

    When a round of Realism is to take place on a stock or well-known map, each team will have 15 minutes after the expected start-time or after the previous round to gather their team into the Events server. For example, for a round of Anzio played during the default start-time of 9PM EST, each team will have until 9:15PM to gather teams at which time the match will commence whether or not there are 16 players on a team.

    In the case of custom maps, up to 20 minutes of time will be allotted to allow players to download the map. When 20 minutes has elapsed, the match will begin whether or not teams have 16 players.

    During a Round

    If a round is currently underway and a team loses a player, the match will pause for no more than five minutes at which point the CINC on defense for the next round may begin Setup time. This will give the disadvantaged team 5 minutes of waiting time plus the duration of Setup time to find a new player. The CINC on defense must wait the entire duration of set-up time (minus 10 seconds to avoid nade-spam, etc.) before calling the round live to allow the other team's player to join.

    If 3 or more rounds have been played and either team has less than 16 players, the teams will have up to 3 minutes to find replacements. The same rules for the CINC on Defense for that round apply. They must wait the entirety of the Defense set-up time before calling the round live. This gives the disadvantaged team up 3 minutes plus the Defense set-up time to find a replacement.

    If the match enters the tie-breaking round, only 1 minute will be afforded to the disadvantaged team to find a replacement. The same rules for the Defensive CINC apply. They must wait the entire set-up time before calling the match live. This gives the disadvantaged team 1 minute plus the Defense set-up time to find a replacement.

    The addition of these rules is to keep the pace of battle flowing and shorten the time-overhead incurred during these long nights. For CINCs, this means you need to have your people alert and on stand-by to fill in during these short windows of time."

    ​

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Change Log:

  • [10/22/2010] Changed time of realism from 9pm EST to 8pm EST

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Change Log:

  • [05/01/2011] Modified the Machine Gun rule to allow for full mobility.

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Change Log:

  • Added to the introduction.
  • Modified the Schedule section to include Regular Realism
  • Added a Regular Realism Section
 


Change Log:

  • [09/25/2011] Updated to Version 4.0. ~ Additions of Major Changes to Realism Campaigns. Edited all Text.

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