Battlefield 6 10v10 North America

Battlefield 6

Battlefield 6 Conquest 10v10

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Pioneer the future of this large format TWL competition by claiming your founding team spot on the 10v10 NA Ladder. We are committed to launching the ladder immediately upon confirming competition-ready status - including essential features like round restart and spectator tools - so join the community discussion now to secure your entry and define the North American competitive ruleset.

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Battlefield 10v10 North American Conquest Rules

1. Introduction

We're looking at hosting a 10v10 North American ladder on TWL again with Battlefield 6's release. We're hosting discussions and signups to guage levels of interest and determine next steps. We're inviting everyone to discuss as well as creating teams and joining rosters on our queued list as we anticipate building for the future. Join us in discord to talk about rules, formats and possibilities!

  • Type of Gameplay: Conquest
  • Number of Maps: 3 (first to win 2 wins the match)
  • Number of Squads: 2
  • Members per Squad: 10
  • Time Limit: 20 minutes per round, 2 rounds per map.
  • Friendly Fire: On (no exceptions)
  • Rounds: 2
  • Map Selection: Random, random, random
  • Side Selection: Both, both, both
  • Server Selection: Defender, attacker, defender
  • Map Play Order: As indicated

2. Server settings

  • Servers must be hosted using the following Portal experience code: XXXX
  • The server host is the home team, the one hosting the experience is the “Server Admin”

3. Maps

  • Empire State
  • Iberian Offensive
  • Liberation Peak
  • Manhattan Bridge
  • Mirak Valley
  • New Sobek City
  • Operation Firestorm
  • Saints Quarter
  • Siege of Cairo

4. Map Rotation

  • Total maps: 3 maps
  • Map order: as dictated in the match details on TWL or agreed by both captains and admin beforehand in Match Comms

5. How you win

  • The team with the highest ticket total at the end of two rounds wins that map.
  • The team that wins two maps wins the match.
  • Each team will play one round as Pax Armata and one round as NATO on each map.
  • The defender (home team) will be Pax Armata first for each map, the second round will be played with the teams reversed with the attacker playing Pax Armata and the defender being NATO.

6. Match behaviour

All members of all squads are responsible for treating each other with respect during the match. Please respect those in the server at all times and please don't be careless with your language. The TWL aims to foster a professional and fair-play environment, meaning all participants must conduct themselves with integrity, courtesy, and dignity. This includes avoiding any form of toxic behavior, offensive language, threats, or harassment, regardless of the match outcome. Fair play also requires strict adherence to all stated rules, server settings, and game formats. Our community thrives on competition but insists on mutual respect.

7. Player class and vehicle limits

  • There are currently no limits on what player classes or how many of player class or which vehicles can be used by a squad.
  • Each class is well balanced and can be equally counter-acted by a smarter player/squad.

8. Draws/overtime

Should the number of tickets be equal at the end of a round an Overtime Period shall result.

The settings for such an occurrence are changed to the following:

  • 10 minute time limit
  • 50% ticket ratio (ie drop the percentage to 50 in server settings)
  • The map for OT shall be: Siege of Cairo

At this time those are the only maps that are proportionally small enough to allow for the above settings. The OT map shall be played after the necessary maps are finished (ie if one team ties Map 1 and wins Map 2 the OT map would be played after Map 2). This is to be done in order to hold for changing server settings until the required maps are finished and not between maps resulting in an extended period of time waiting to reset the settings.

  • This is provided by server code: YYYY and must be used

9. Server crashes

With the inability to restart a server with exact ticket numbers, server crashes will be handled in the following manner:

9.1 Time Limit Less than 10 minutes (halfway mark)

  • Ticket Ratio will be set at 50%
  • Time to 10 minutes.
  • Portal Code: ABC1

9.2 Time Limit Greater than 10 minutes

  • Round will be replayed with regular settings.

10. Team rosters

This is a 10 v 10 ladder, each squad is required to fill a minimum of 8 positions and a maximum of 10 positions.

10.1 Unable to meet requirement

If a squad is unable to meet this requirement, the offending squad must either forfeit or re-schedule the match at a later date with cooperation from the opposing squad captain. If neither team is able to fill 8 positions at the start of the match, the match will be nullified unless both squads choose to play the match with less than the number of required players. If either team is able to field 10 players and the opposing team can only field 8 then the match will be played with uneven numbers unless the teams agree to even the numbers.

10.2 Creating a team and joining a ladder

Creating a team and joining a ladder requires that:

  • You are authenticated at the top of the website
  • Navigate to a ladder from the Competitions menu
  • Hit the “Join” button at the bottom of the standings
  • Fill out your team information
  • Get enough players to join your roster so the admin can approve your application

Joining the roster of a team on the ladder requires that:

  • You are authenticated at the top of the website
  • Navigate to a ladder from the Competitions menu
  • Find the team you want to join and click the team name
  • Press the join button

The captains will be notified and will typically reach out to you before they accept or reject your application

10.3 Deleting your account or removing your team

Contact the admins on Discord if you want to do this

10.4 Team name change

  • You can change your team name at any time.
  • Please note that team names that violate our sportsmanship guidelines may be punished.
  • Do not cause confusion or disruption by changing your team name (or we will limit this ability)

10.5 Substitutions

Due to the nature of the Internet, it is possible for players to be disconnected or dropped from a server. Should this happen, you may substitute an eligible player to fill the spot or allow the dropped player to rejoin. Once connected, the player must join their respective team immediately. Anyone sitting in spectator for over 30 seconds will be considered observing and risk their team forfeiting the match.

Due to the sizes of some teams, it is acceptable to rotate players at the beginning of new maps. However, this should be done in a timely manner that does not hinder the progress of the game. In other words, please have your teammates "waiting in the wings."

10.6 Spectators

The only spectators that will be allowed to watch a match are those authorized by TWL. TeamWarfare reserves the right to observe any TWL match without notification or approval. The Admin's identity can be verified by contacting them on Discord during the match. Any attempt to impersonate a TeamWarfare admin will result in a permanent site ban.

10.7 Player Names

Player names in-game must match their roster name. The use of completely different names or names with ASCII text is not permitted and will result in the ineligibility of the player for the match. It is understood by TWL that some players have had to add special characters or numbers to register. Please use common sense when determining who players are. The opposing team has the right to refuse any player that does not match their registered player name. The player may resume to play in the match once the player has changed their name to the correct registered name. Should you have a any questions and/or concerns, please contact an Admin.

11. Captain's Responsibility

11.1 Accepting the match

  • To challenge a team you must log into the ladder and, if the team can be challenged, press the challenge button.
  • If you are challenging a team you are considered the attacker of the match, also the “Away Team”
  • The team being Attacked is referenced as the Defending team or the “Home Team”.
  • Once attacked the home team has 24hrs to respond to the challenge of the Attackers by selecting three different dates and three different times for the Attacking/Away team to select from.
  • Also note that some Ladders may require additional selections such as maps and/or side selection.

Failure to accept the match within 24hrs will result in the following consequences:

  • Home team / Defender: Forfeit match
  • Home team / Defender: dropped 10 ladder rungs
  • Away team / Attacker: takes defender’s rung

Note: Forfeit will NOT include a loss on the record of the team, nor will the other team gain a win on their record.

11.2 Confirming the match

Once the Defender/Home has offered the dates and times the Attacking/Away team will have 48hrs to confirm one of the three offers by the Defending team. Also note that some Ladders may require additional selections such as maps and/or side selection.

Failure to confirm the match 48hrs after it was accepted will result in the following consequences:

  • Away team / Attacker: Forfeit match
  • Away team / Attacker: Dropped 10 Ladder rungs

Note: Forfeit will NOT include a loss on the record of the team, nor will the other team gain a win on their record.

Teams that have these consequences applied will be notified by Discord. The TWL System monitors and flags all matches in violation. A llama is added each time to the team that violates the Match Acceptance process. Teams that receive more than 3 llama's in a row for inactivity will be removed from the Ladder.

11.3 Eligibility for match

All Players must be registered on their team's roster with their correct name prior to the ACCEPT Date of the match to be able to play. Exceptions may be agreed upon in Match Comms by the opposing team prior to match start.

11.4 Roster ID checks

It is the Captain's responsibility to check their opponents roster and verify ID's before the match begins. Should the Captain ignore this and play the match then you are authorizing the player to play in the match.

11.5 Screenshots of the Score

Periodically you may need an Admin to finish the match results. Every Admin must be able to verify the scores in order to report the match as completed. It is the Captains responsibility from both teams to take screenshots at the end of each half so that the score can be verified. Without screenshots, regardless of the match outcome, the match may be canceled.

12. Match Communications

ALL match communications MUST go through the Teamwarfare Match Communication system (your match comms channel in TWL Discord). This can be accessed by team Founders and Captains via the “Match Comms” link on the ladder view for their team. Issues discussed in Match Comms should be Servers, passwords, match settings, scheduling times, or any other relevant match specific information.

NOTE: TWL Admins use the Match Communication system when verifying information regarding disputes and general match inquiries. If teams have not communicated in Match Comms, any disputes relating match specific issues, other then cheating or smurfing, may be summarily dismissed by an admin because of an inability to validate such problems.

13. Disputes

13.1 Disputes for Cheating

  • If you feel your opponent was cheating during your match, you must do the following to file a valid cheating dispute.
  • Take a reasonable amount of time to discuss the issue with your own teammates. Take time to cool off and rationally talk about the issue.
  • You need to have reasonable evidence to file charges. A text file with information regarding times and players involved is a vital piece of information for use in your dispute as is any/all video and screenshots.
  • If you feel you have reasonable grounds, initiate a dispute. List your concerns over specific instances during your match and include these in your dispute. Example: At x:xx minutes in the X round, player XXXXX did this. At x:xx in the X round, same player XXXXX did this. etc etc.
  • Notify your opponent in Match Comms as soon as you dispute so they can get their evidence ready for review. Keep in mind that a disputed team becomes defensive. If your team has a dispute filed against you, cooperation is your best ally in a dispute. DO NOT use the Match Comms to flame the other team for disputing against you. Unsportsmanlike Conduct in the Match Comms will result in penalties.
  • Counter-Disputes - Please do not submit a counter-dispute against a team that has disputed against you. TeamWarfare's investigation of a dispute includes hearing BOTH sides. You will have your chance to supply the Admin handling the dispute with any information you have.

13.2 Example of the Format of a Cheating Dispute

  • At approx 7:35 in the first half, |Team|Player3 was able to kill 5 of my team members in a single clip without reloading once in less then 20sec after we all spawned. We suspect symptoms of an Aimbot.
  • {Clan}Player5 was able to come around corners prefiring the weapon on several occasions as if we could be seen through the walls. This happened during the first half at 10:20, 6:50, and 3:23. Then it happened again during the second half at 18:43, 12:08, 10:22, and 5:16.
  • During the first half at approx 5:15 left on the clock, a member of the other team was in the capture radius completely submerged. Please consult our screenshot as evidence of this.
  • At approx 1:01 in the third round during the first half, -=Clan=-Member1 had their tank barrel pointing through a wall and was firing on us, we could not kill his tank because he was protected by the wall.
  • Somewhere around 12:34 on the second round clanmember7 began to use "all-talk" to type racist insults at our team, please consult our server logs and included screenshots for the evidence.

13.3 General Procedures

All disputes will be handled by the league admin(s). Each and every dispute inevitably involves different aspects and will be dealt with individually. Disputes must be reported to your league admin within 1 hour of match end. This is done by clicking on "Dispute Match Results", found in your team admin panel or formally filing your dispute text in your Discord's Match Comms. Disputes must be for a valid and specific reason. Teams must identify 'when and where' the violation occurred.

13.4 Report to Match Comms

In the event of a dispute, teams should check their match comms and team emails often as the admin may request additional information. Once requested, teams have 24 hours to produce the materials (demos, server logs, screenshots etc) that the admins ask for. The Admin will have the final say in judging the disputes. This game is meant to be fun, let's keep it clean and avoid any unwanted hassles.

13.5 Making a Habit of Disputing

Our concern is to have a fun and clean place to play. Although the dispute process is necessary in helping keep a clean match, teams who make it a habit to dispute often with frivolous reasons will subject themselves to possible suspension, rungs lost and/or league points deducted. Teamwarfare has zero tolerance for cheating and cheating accusations without an effort to submit any evidence.

14. Exploits

14.1 General Information

Exploiting the game is illegal and will be considered cheating if used in a match. Do not assume that use of a bug or game engine flaw is legal, contact an Admin if you are unsure.

Glitching and Exploiting are very vague terms. All teams reserve the right to make their case against any questionable position that is used in a match. Consult an Admin if you feel there was an occurrence. Our Anti-Cheat team has created a very useful list of definitions. Protect your team from punishment by following these guidelines.

14.2 Map Bugs

Including but not limited to going under the map and moving through or shooting from places where flaws in the textures allow you to see through walls.

14.3 Diving

Using the 180 view (looking down) to hide underwater while taking/holding flags, etc.

15. Cheating/Hacking

15.1 Message from the TWL BF Administration

TWL has a ZERO tolerance policy regarding Game Hacking. This rule covers players who use code to manipulate a particular game for the purpose of gaining an unfair advantage over other teams and players. Wallhacks, speedhacks and aimbots are just examples of the types of cheats covered by this rule.

"Testing" or "Trying out" Hack Programs will not be accepted excuses. Simply: Do not install hacks for any reason

15.2 Consequences

Hacker caught in TWL Match

  • Forfeiture of the existing game
  • Player Permanently banned from TWL
  • Team, Loss of rungs 20%. In cases of ladders having few teams they will be dropped to the bottom

Hacker caught in match outside of the ladder/league match or in a match outside of TWL:

  • Player Permanently banned from TWL
  • Team, Loss of rungs 20%. In cases of ladders having few teams they will be dropped to the bottom.

Hacker caught in a Pub/Scrim

  • Player banned from TWL for 1 year
  • 2nd Offense Perma Banned. This is globally cumulative. A pub ban on two separate games equals two offenses.

NOTE- Each individual game has the option of preventing a person from participating in their specific game that has been caught cheating on the pubs, regardless of how long ago the violation has occurred. This will affect that game only. The player will not be site banned/suspended or prevented from playing another game that allows them to, if the violation is over one year old.

16. Qualified servers

Servers are hosted by EA. Please ensure the server's stability and capability to withstand 26 players from across North America before the match begins. In the event of excessive lag, another server may be chosen or the match may be re-scheduled.

NOTICE: Server selection is required to be equitable for both teams. If the teams cannot agree on either of the presented servers as being equitable, a TeamWarfare admin will mandate a neutral server. Servers with vast differences in average ping are not considered equitable. Ping difference should not exceed 75ms between the teams. Players with over 250ms ping should be discarded from the average

The name of the server should be provided to each squad captain. In addition, the server must be listed on the master list. In case of a server crash, the unfinished rounds are to be completed with the past score in mind. Please be sure to pay attention to the score in case of a difficulty of the server. It is important to prevent disputes by being aware and taking screenshots.

"LAN Center players are not allowed to use servers located at their LAN Center. Additionally, any server that allows one of the teams to ping less than 10 to is not usable for match play. A suitable neutral server should be used instead."

17. Admins

TWL will continue to support teams who police themselves of hackers and cheaters. In the case where a team purges a hacker from their ranks and brings it to the attention of TWL staff TWL will waive the drop in ladder rungs.

Your admins aim to be available during match times and are here to assist you in setting up, understanding the rules and resolving disputes. You can also request that admins be present for match observation in advance of your match so long as a spectator mode is possible. The role of an observer is to:

  • Spectate all members of both teams
  • Screenshot final scores on each side
  • Many any decisions before, during or after a match.

18. Anti-Cheat, Unique UIDs

  • Currently Battlefield 6 handles all anti-cheat with their Javelin program.
  • We are working on an external methods to verify unique identities.

19. Changelog

  • October 15th, 2025
    • dpx: Necro'd ruleset from original rules re-read everything and adjusted for Battlefield 6.
    • dox: Added numerical headers to make it easier to navigate/refer to
  • November 7, 2005
    • icred: Changed Eligibility from Challenged to Accept
  • May 27th, 2005
    • dox: Fixed time limit error in DC 5v5 infantry ladder server settings.
    • dox: Added clarification to DC 2v2 Air in regard to ticket ratio for conquest maps.
    • dox: Expanded "Working with PBGUIDs" section to expand on PSB MBL bans.
    • dox: Added "Repair pad camping is not allowed" clarification to BF 5v5 Tanks rules.
    • dox: Added "Conquest" clarifications to map list for DC 2v2 Air
  • May 15th, 2005
    • dox: Spectator 'grace period' changed from 5 to 30 seconds in "Team Rosters / Substitutions" section.
    • dox: Placed warning re: repair pad camping in bold for 2v2 tanks.
  • May 5th, 2005
    • dox: Added M&M Glitch to exploits section.
    • dox: Added clarification for "Server Crashes" for BF CTF and DC CTF.
  • April 29th, 2005
    • dox: Added "Server Types" to "Game Modifications" section.
    • dox: Added map lists for every ladder from the rotation list.
    • dox: Fixed spelling throughout entire document with some exceptions ('Aimbot', 'Admin', etc.)
    • dox: Brought code in to HTML 4.01 Transitional compliance.
    • dox: Added link to Changelog from Navigation
    • dox: Added "How to win" for BF 8v8, DC 5v5, DC 10v10
  • April 26th, 2005
    • dox: Added 'Game Modifications' section.
    • dox: Added BF1942 2v2 Air, 2v2 Tank, 5v5 Infantry, 5v5 Tank, 8v8 Conquest and CTF rulesets.
    • dox: Added Desert Combat 2v2 Air, 2v2 Tank, 5v5 Infantry, 10v10 Conquest and CTF rulesets.
  • April 24th, 2005
    • dox: Added 'Punkbuster & PBGUID's' section.
    • dox: 'Making a Habit of Disputing' changed "will subject themselves to possible suspension and league points deducted." to "will subject themselves to possible suspension, rungs lost and/or league points deducted."
  • April 23rd, 2005
    • dox: First draft of new set revealed to administrators for review.

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Map Pool Top

These are the maps that are selected for official matches, teams can agree to play different ones but if they can not agree it will have to be what the ladder selected from this pool.

  • Empire State
  • Iberian Offensive
  • Liberation Peak
  • Manhattan Bridge
  • Mirak Valley
  • New Sobek City
  • Operation Firestorm
  • Saints Quarter
  • Siege of Cairo

Game Info Top

FAQ

How can I find a team?

Finding a team can be a very rewarding experience, the easiest way to get started is to socialize in our Discord while staying tuned to happenings within it as well as scrimmages, match results and more. It can take time and it can take a few tries as well, if you're looking for more advice you can always check #channel-name as well as ask ladder admins and team captains and owners.

What's a rant board?

Rant boards are discussion rooms that are created when a match challenge is accepted, they last until the match is resolved after which point they are permanently deleted. They are a no-holds-barred area that is not moderated (aside from adherence TWL Terms of Service) and often used for predictions, good wishes and jeers.

How does scoring work?

Teams that win matches take over the ladder rung of the defeated who, in turn, gets moved just below the victor.

Can I change teams?

Yes, team membership can change at any time except when your team has a pending challenge. However, choose carefully as frequent team changes may affect your standing in the community.

What happens if there's a dispute?

All disputes are handled by the ladder admin on a case-by-case basis. Most disputes are resolved within 48 hours. The admin has the authority to reset scores, remove teams, and assign match results as necessary.

How do I report cheating?

If you suspect a player or team is cheating or exploiting, report it immediately to the ladder admin. Evidence such as screenshots or recordings is helpful. Penalties can include account bans and team score resets.