America's Army 3 Ladder Rules
These rules are based on the old ruleset of AA3. TWL admins have the right to use their discretion on ALL cases. If something is not listed in this rulebook, players should not automaticly think that it is allowed. Players / Teams are encouraged to contact the Ladder Admin / Lead Admin if they find something which should be added/modified to the rules.
General Ladder Information
Current America's Army Game Release used for TWL Matches
Version Open Beta - CL97451
Ladder Play Definition
TWL Ladder Play is based upon an attacking/defending ladder rung system. Teams may join ladders at their discretion and attempt to work their way to the top by attacking teams on "ladder rungs" above them. A successful result by the attacking team results in them taking the spot or rung from the defending team. In turn the defending team falls to the next spot down. If the attacking team loses the match then both teams stay at the rung they were on prior to the match. Teams who are in an active challenge and teams that are on official "rest" are the only teams that cannot be challenged. All other teams can be challenged and "must" accept any challenge made. Failure to do so could result in loss of rungs on the ladder or in removal from the ladder.
TWL America's Army Ladder matches are played using a best of 12 round system Certain scenarios can exist where individual rounds can be tied. Specific information about Type of Gameplay, Round Wins/Ties, Maps, Round Times, and Squad Size can be found in the Ladder Specific Rules.
In the event of a tie after all rounds have been completed, the teams will play a Sudden Death Overtime round. Additional Overtime information can be found in the Ladder Specific section.
How to Join a Ladder
Please click here for a tutorial on how to create an account, create a team, join a ladder with your team, and add other players to your team's roster. Please note that in the GUID section of that tutorial you would use your "exact" Americas Army player soldier name. Additionally, please familiarize yourself with our Player Guidelines and Team Management rules before registering.
Ladder Play Logistics
Issuing a Challenge
Teams that have reached the required roster minimum, and do not have a pending challenge from another team or have not lost a match within the last 24 hours, are eligible to challenge up at any time. Challenges are issued through the teams Admin Console by the Team Founder or Captain(s). NOTE - You must be logged in to the TWL site in order to administer your team. Please see the next section for details on how high up the ladder you can challenge. You will not be able to challenge teams that have another pending challenge, are on rest, or have won a match within the last hour.
You can challenge anyone above you 10 slots or 50% of the remaining ladder from your current rank - whichever is higher. (Ex: Rung 100 can challenge rung 50. Rung 48 can challenge to rung 24. Rung 15 can challenge to rung 5).
Challenge and Match Date Acceptance
There is a time limitation for match responses. This includes Acceptance of a Challenge and/or Date Acceptance. The present time frame is 48 hours. At the 48 hour mark a "Forfeit Flag" is created to notify the Ladder Admin that there is an overdue acceptance. The Admin will then look into the issue and either give more time or award a forfeit loss and ladder rung drop to the team failing to meet the 48 hour requirement. The admin would choose to give the other team more time if they feel the team is making an effort in scheduling the match.
Match Times are Posted in CET
On the bottom of the screen there are 2 clocks, the TWL NA Time is EST, the TWL EU Time is CET.
The TeamWarfare server randomly chooses the map once the challenging team has selected the match date. The maps are selected on a weighted scale that tries to ensure that all maps are picked an even amount of times for each ladder. For a complete list of the maps played in each ladder please see the Ladder Specific Rules section.
All Communications concerning Match Logistics must take place within the TWL site provided "Match Comms" section. The "Match Comms" button becomes available once the match is confirmed. Communications in Match Comms are to be limited to specific match information and have to be in english so that the Admins can understand what is going on in case of a dispute. Players found abusing match comms could be subject to unsportsmanlike conduct punishment.
The only official way of communication regarding a TWL match is the Match Communications provided by the appropriate link in the TWL site. Any communications between teams regarding match logistics etc via MSN, X-Fire etc is not considered as "official" communication channel for TWL.
The server must comply with the Server Requirements section of the rules.
When the Attacking team chooses the date and confirms the match they must immediately post their server information in match comms. The Defending team then must choose and post which server they want to use 24 hours prior to the match. Failure to do so will result in them losing server choice and the match will be played on the Attacking teams Server.
It is strongly recommended that both teams post their server information in the match comms. If neither team can provide a server for the match, the appropriate Ladder Admin should immediately be contacted. Normal procedure in cases where neither of the teams can provide a server is either a match kill or a reschedule.
The Defending team has the right to pick their starting side for the match. It must be confirmed in the drop down box 24 hours prior to the start of the match. If the Defending team does not select a starting side, it reverts to the Default (Defender = Defend, Challenger = Assault).
Teams are expected to remain active at all times while on ladder. The only exceptions are when teams take a "Rest" period or during official TWL Holiday periods. Further information concerning "Rest" can be found 2 sections down.
To combat inactivity TWL has instituted the following 2 rules.
- Teams receiving 3 no-show forfeit losses in any 45 day period will be removed from the applicable ladder.
- Teams must play, or at least attempt to play, a minimum of 1 match every 3 weeks. Teams failing to follow this guideline will be removed from the applicable ladder.
Admins are allowed to use their discretion when handing out warnings / penalties for inactivity.
Both teams must agree in Match Comms to the rescheduling of a match. Once the new match date/time is agreed a notification email should be sent to the Ladder Admin.
Rescheduled match dates must be within 10 days of the original match date.
Teams can only agree to reschedule a match 1 time without Admin approval. If a 2nd reschedule is needed, please contact the Admin for the ladder to request the reschedule.
If both dates selected by the Defending team conflict with other confirmed matches for the Attacking team, then the Defending team "must" agree to reschedule the match.
Teams may rest for a total of 7 days per 3-month period (13 weeks). Teams start and stop rest via the Admin Console. Please note that you cannot go on rest when you are in an active challenge or for 24 hours after you report a match loss. Rest is counted in whole day amounts.
Teams in the top 5 spots on the ladder are not eligible for rest, but may contact the appropriate Ladder Admin if a situation exists that they feel warrants a short rest period. The final decision to grant top 5 teams rest will be at the sole discretion of the Ladder Admin.
Deviation from the Defined Rules
Teams may choose to play their Ladder match pretty much any way they want, provided the change is agreed to in "Match Comms" by BOTH teams. They can change maps, change times, change weapons assignments, number of players, etc, etc, etc. It has been said by Senior Staffers in the past that teams can choose to play Yahoo Chess, if that is what they want to do. TWL only requires that the results be reported consistent with ladder match results on the date the match is scheduled to play.
Players are strongly encouraged to take screenshots at various times throughout matches. Screenshots often can be instrumental in resolving match disputes quickly and efficiently. Examples of when players should take a screenshot include.
- Global Chat of any team discussions over any kind of issue.
- Global Chat where any opponent is exhibiting unsportsmanlike conduct.
- Any other situation where a player feels that a screenshot might show a potential match issue.
- In general, as with the current version, screenshots are most likely the only way to provide anykind of actual "evidence" from a match play. So it is strongly recommended that teams take as many screenshots as they see appropriate. Lack of screenshots may lead your team to loose the dispute.
Ladder Specific Rules
Below is a list of each Ladder type for the Americas Army 3 division. Click the relevant link below to view the specific details for each ladder. Rules in the ladder dropdown section take precedence over conflicting General Ladder Rules.
[CLICK TO EXPAND]
[O] 2v2 Ladders
2v2 Objective Specific
A minimum of 2 players are required to be on the roster at all times for this ladder. Falling below this level could result in team removal from the ladder.
The minimum number of players required to begin and play a match on this ladder is 2. Teams failing to have at least 2 players available throughout a match will be required to report a forfeit loss unless the opponent agrees to a reschedule.
Assault and Defense defined maps:
Includes All Maps where there is a defined Assault and Defense plus any map that "Escorts" a VIP. The Assaulting team wins the round if they secure the map objective(s), keep the VIP from reaching his extraction point, or eliminate the entire defensive team. The Defensive team wins the round if they succesfully defend the objective while keeping at least 1 team member alive for the entire round, the VIP succesfully reaches his extraction point, or eliminate the entire assault team.
Assault vs Assault:
Includes all maps where both teams attempt to take objective(s). Round wins are achieved by either team if they take and hold a majority of the objectives or eliminate all members of the opposing team resulting in a server generated round end prior to the time running out in the round. The round is considered a tie if neither team is successful in completing either of the 2 scenarios above prior to completion of the round time. .
TAH * = Take & Hold
CO = Carryable Objective
AO * = Activated Objective
Classic = Classic
* If the round time expires the team with the most secured objectives will win the round. Please note that the server might not score this correctly in OT rounds but this rule will still apply.
2v2 Objective Map List
|Map Name||Round Time||Map Info|
Now OT rounds played on random OT maps:
Mission TimeLimit should be same as specified for the Ladder.
* The Defending team has side choice.
* The first live round is a set up to make sure players are on the correct sides.
The 2nd round is to be live. The team who wins this round will also be declared as the match winner. If the OT round ends in a TIE the match must continue until a winner is found.
How to win:
-Complete all 3 objective
-Complete 2 obj and preserve that until end of the round
-Carry objective to an extraction zone
-Kill all opponents