Battlefield 6 4v4 Vehicles

Battlefield 6

Battlefield 6 4v4 Vehicles

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Command the ultimate combined-arms warfare in Battlefield 6's 4v4 Vehicles mode. Coordinate Main Battle Tanks, Infantry, Fighting Vehicles, and Attack Helicopters in explosive team combat where strategy and teamwork reign supreme. Assemble your 4-player squad now and dominate the ladder, or create your own mechanized platoon to forge your legacy on the TWL leaderboard!

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💥 Dominate the Battlefield! 💥

Ready your armor and crew! Battlefield 6 4v4 Vehicles is here to settle the score on who the true mechanized warfare aces are. This isn't about infantry - it's raw, explosive, combined-arms vehicle combat.

This competition pits four-player teams against each other in combined vehicle combat, using tanks and attack helicopters. Coordinate with your squad to control the battlefield in Main Battle Tanks, Infantry Fighting Vehicles, and Attack Helicopters - the strategy is yours to forge.

🛡️ Get Your Team in the Fight!

The battlefield is calling, but you can't go alone!

  • Teams need a minimum of 4 and a maximum of 8 players on the roster. Assemble your crew of expert pilots, gunners and drivers!
  • Ready to roll? Click the Create Team button to start your own mechanized platoon, or check out the Teams already queued on the ladder and join an existing squad.

🏆 The Format: Best-of-3 Brawls

Think you're the best? Prove it! Matches are a thrilling Best-of-3 rounds, ensuring every team gets a chance to showcase their strategy and firepower.

🔥 More Ways to Compete!

The vehicle ladder is just the beginning of the return to classic competitive action!

  • The rules are based on the legendary and successful TWL vehicle competition formats. Expect fast, fair, and fun matches.
  • Sign up your team NOW to join the queue and show us you're ready to rumble!
  • We're actively exploring bringing back more classic formats, including additional vehicle modes!
  • Beyond the ladder, we're looking at hosting full leagues and special tournaments.

Your legacy on the TWL ladder starts today! Sign up, squad up, and let the tank tracks roll!

🛡️ TWL Battlefield 6 4v4 Vehicles Ladder Rules

1. Introduction

  • Type of Gameplay: Team Deathmatch (Vehicle Combat)
  • Number of Maps: 1 (highest vehicle kill count after 2 rounds wins the match)
  • Number of Squads: 1
  • Members per Squad: 4
  • Time Limit: 30 minutes per round, best of 3 per map
  • Friendly Fire: Configurable (server setting)
  • Rounds: 3
  • Map Selection: Random
  • Side Selection: Cardinal directions (North, South, East, West based on map orientation)
  • 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"
  • No TOW launcher emplacements or other map interactables should be available on the map
  • Resupply Loaders must be placed at main bases only (not on streets for active use)
  • Enemy main bases must be out of boundaries for each team (can only use your own repair/loader)

3. Maps

Maps will be selected from the Map Pool. When starting the server, please specify only the maps that will be played in the match. Additional maps will be added and approved as they become available.

Note: The initial number of maps may be small but in time more maps will be released. When that time occurs, TeamWarfare will review the maps to ensure any issues that exist in the new maps are not ones that will restrict or hamper match play and then either approve/disapprove them.

4. Map Rotation

  • Total maps: 1 map
  • 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

5.1 Victory Conditions

The team with the highest vehicle kill count at the end of two rounds wins the match. Each round is 30 minutes long, and teams switch sides after the first round. The total vehicle kill count from both rounds determines the winner.

Important: Only actively registered vehicles which are destroyed increment the score counter:

  • When an empty vehicle is destroyed (one no one has ever entered), it does not add points
  • If a gunner joins a vehicle, and it is destroyed, only one total point is added (vehicle kills, not player kills)
  • Friendly fire kills count based on server settings

5.2 Vehicle Combat Flow

  1. Teams will say "ready" in chat when their vehicles are prepared for combat.
  2. When both teams have confirmed ready status, the defending team will say "go" in chat to begin engagement.
  3. After destroying enemy vehicles, teams must return to their base for resupply and repairs.
  4. Vehicle occupants must remain in vehicles during active combat except for repairs.
  5. Players may exit vehicles to make repairs, but may NOT bail out and run away to avoid a death.
  6. If you are destroyed before your teammate, you may not rejoin them. You must wait until a new fight has been started.
  7. Repair pad camping is not allowed.

5.3 Vehicle Registration and Tracking

Vehicle Activation:

  • When a player enters a vehicle for the first time, a global message displays: "Side vehicle activated: PlayerName"
    • Example: "East vehicle activated: UberDuberSoldat"
  • This "registers" the vehicle as active for that team

Vehicle Status Display:

  • Current active vehicle counts are displayed at all times:
    • Example: "East: 2 Vehicles active"
    • Example: "West: 1 Vehicle active"

Vehicle Switching:

  • Leaving and entering a different vehicle removes the previous vehicle from the active list and adds the new one
  • Example: If a player enters Vehicle 1, exits, then enters Vehicle 2, only Vehicle 2 is considered "active" (unless another player enters Vehicle 1)
  • Entering an enemy vehicle (one previously registered to the other side) removes it from the enemy side and adds it to your side
    • This disincentivizes "stealing" vehicles under repair

Vehicle Kill Messages:

  • When an active vehicle is destroyed, a global message displays: "PlayerName's Side vehicle destroyed"
    • Example: "UberDuberSoldat's East vehicle destroyed"
  • If there is a gunner, the message displays only once for the vehicle's primary occupant

Out-of-Vehicle Warnings:

  • After exiting a vehicle for longer than 30 seconds: "Warning: PlayerName has been out of a vehicle for longer than 30s"
  • Repeat every 60 seconds if still out: "PlayerName has been out of vehicles for longer than 60s!"
  • This soft-enforces staying in vehicles during active combat

5.4 Scoring and Tie-Breakers

  • Teams will be allowed a 5-minute break in between rounds.
  • After the time has run out on the first round, the teams will switch sides. At the end of two rounds, both teams need to add up the total number of vehicle kills. The team with the most vehicle kills wins the match.
  • In case of a Tie (e.g., Team A has 12 vehicle kills overall and Team B has 12 vehicle kills overall, counting both rounds), a 3rd round will be played. The attacking team will be allowed side choice. The first team to reach 6 vehicle kills will be declared the winner.
  • Map scores are to be reported by VEHICLE KILL COUNT not by the number of rounds.

6. Match behaviour

All members of all teams are responsible for treating each other with respect during the match. Please respect those in the server at all times and don't be careless with your language. The server as well as all members of each team should be running the latest patch available from EA Games.

Players are expected to conduct themselves in match play with a professional and courteous attitude towards other players and Admins at all times. Unsportsmanlike behavior consists of constant global spamming, taunting, and direct insulting. Any unsportsmanlike conduct reported to the ladder Admins and verified can lead to disciplinary action against said player(s) or even the team itself if severe and blatant enough to warrant such actions. Severe and gross misconduct may even lead to more severe repercussions such as dismissal from a team, ladder, or TeamWarfare. Said resolutions will be at the discretion of the ladder Admins as well as TeamWarfare Admins.

Racist or sexist remarks will not be tolerated. Simple, straight forward... Play nice.

7. Player and vehicle limits

7.1 Vehicle-Specific Rules

This is a 4 vs. 4 vehicle ladder. Each team has access to the following vehicles:

Main Battle Tanks:

  • NATO M1A2 SEPV3
  • PAX Armata LEO A4

Infantry Fighting Vehicles:

  • NATO M3A3 Bradley
  • PAX Armata STRF 09 A4

Attack Helicopters:

  • NATO M77E Falchion
  • PAX Armata Panthera KHT

This configuration facilitates up to 4v4 tanks and 4v4 choppers (2 pilots each with a gunner), removing concerns about vehicle imbalance or competitive advantages.

7.2 Cardinal Team Naming

Teams are cardinally named based on map orientation:

  • North, South, East, or West
  • This provides optimal UX for side comprehension, especially when choosing the correct side via the main menu deploy screen
  • Players don't have affiliations with NATO or PAX; this avoids confusion when maps change from vanilla configurations

Join Messages:

  • "Global message when joining: "PlayerName has joined the server on the Side side team"
    • Example: "Dox has joined the server on the West side team"
  • Global message when swapping: "PlayerName has swapped to join the Side side team"
    • Example: "UberDuberSoldat has swapped to join the East side team"

7.3 Allowed Classes and Gadgets

Allowed Classes:

  • Engineer only

Allowed Gadgets:

  • Repair Tool
  • Supply Box
  • All Mines: Anti-Vehicle Mine, PTKM-1R, Tripwire Mine

Prohibited Equipment:

  • No launchers: MBT-LAW, RPG-7V2, SLM-93A, MAS 148, M136 AT
  • No pistols or primary weapons
  • No infantry weapons of any kind

7.4 Team Composition

Each team is to field a minimum of 4 players. If a team is unable to meet this requirement, the offending team must either forfeit or reschedule the match at a later date with cooperation from the opposing team captain. If neither team is able to fill 4 positions at the start of the match, the match will be nullified unless both teams choose to play the match with less than the required number of players.

8. Draws/overtime

In the event of a tie after two rounds (both teams have the same total vehicle kill count), a third overtime round will be played using the following settings:

  • Portal Experience Code: XXXX (overtime settings)
  • Map Selection: Same map as regulation play
  • Side Selection: Attacking team chooses side
  • Victory Condition: First team to reach 6 vehicle kills wins the match
  • Time Limit: 30 minutes (or until 6 vehicle kills achieved)

9. Server crashes

9.1 Recovery Procedures

Time Limit Less than 15 minutes (halfway mark):

  • Portal Experience Code: XXXX
  • Set time to 15 minutes
  • Resume with current score

Time Limit Greater than 15 minutes:

  • Portal Experience Code: XXXX
  • Round will be replayed with regular settings (i.e., 30 minute time limit)
  • Resume with current score

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.

In the event of a server crash, if both teams can agree upon the remaining time and score, the map will be restarted with the remaining time and score intact. If there is a dispute, the entire map will be restarted. In the event that a team loses a player due to connectivity issues, the team may substitute the player immediately with someone from their roster.

10. Team rosters

10.1 Roster Requirements

  • Minimum roster size: 4 players
  • Maximum roster size: 8 players
  • Roster changes: May be made on any day except once a challenge has been issued
  • Two-week rule: Once a team joins a ladder, that team has 2 weeks to bring their roster to the minimum roster requirement for that ladder. Failure to do so will result in removal from that particular ladder.

10.2 Roster Eligibility

Ladder members join teams per ladder and may only be a member of one team per ladder. In order for a player to be considered 'eligible' for a match, they must be on their team's roster before the Defender accepts the challenge and remain on the team until the match is completed.

10.3 Player Identification Requirements

To be eligible for competition at TWL, each player must have their unique identifier entered into their player profiles before they can be added to a team's roster. Players currently signed up on teams are required to have theirs as well.

Instructions for retrieving a player's "unique identifier" in Battlefield 6: XXXX

In the case of games with in-game unique identifiers, this ID must be entered into the player's profile before the defender accepts the challenge for the player to be considered 'eligible'.

10.4 Player Eligibility Scenarios

If, at roster acceptance prior to the start of the match, you do not have your unique identifier in place as prescribed, it is equivalent to not being on the roster. Therefore, a team can refuse to allow you to play as an eligible player.

If a player with no unique identifier is substituted in a match after the start, that is an illegal substitution. You will be ruled against accordingly.

ScenarioRoster StatusUnique ID StatusMatch StatusRuling
1 & 2On/Not on RosterNo Unique IDRound in progressIf the player was in the server when the round started, they have been accepted by our roster guidelines. In the strict definition, this player is illegal. However, roster acceptance overrides in this case.
3 & 4On/Not on RosterNo Unique IDRound has not begunPlayer is ineligible and can be refused.
5 & 6On/Not on RosterNo Unique IDSubstituted while round in progressTeam is penalized a forfeit for the round substituted. The player should leave the match at the beginning of the following round.
  • Additionally, all unique identifier rules should align with roster rules.
  • Roster acceptance begins at the beginning of each round.

Scenario 7: Unique Identifier Mismatch If a player's unique identifier does not match server logs or other verifiable evidence, the player is classified as a smurf/ringer. Match results can be reviewed up to 24 hours after the match. If confirmed, a minimum of a forfeit will be placed on the player's team. Additional Penalties can be issued to the entire team at the discretion of the Admins depending on severity.

10.5 Roster Flexibility

If a player drops from a team after a challenge is accepted and rejoins, they will only be allowed to legally play if the other team agrees to it in match comms. Leniency is given for people that sign up on the same day a match is accepted.

10.6 Substituted Players/Rejoining

Due to the nature of the internet, it is possible for players to be disconnected from the internet or dropped from a server. Should this happen, you may substitute an eligible player to fill the spot or the dropped player may rejoin. However, upon joining the server the player must rejoin their respective team immediately. Anyone joining the opposing team's side for over 30 seconds will be considered observing and will subject their team to forfeiture of the match or replaying the map.

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."

Substitute players, brought in during match, that are not eligible players by the above criteria, will force an immediate forfeiture on the part of the team they were playing for.

10.7 Smurf Policy

Smurfing is signing up for more than one team (or the same team) on the same ladder, either under the same name, or a different name. It is also the act of playing for a team you are not registered to play for, under a false identity.

Playing for a team you are not registered to play for is prohibited. Playing on more than one team per ladder is also prohibited, as is registering multiple accounts for use on the same team or ladder.

Minimum punishment for the violation of this paragraph is as follows but not limited to: (It will ultimately remain sole discretion of TeamWarfare Staff)

  • The team that the smurf joined or played for most recently will be deleted.
  • The smurf's original team will be dropped 33% of the ladder.
  • The smurf's account(s) on, and possibly access rights to, TWL will be revoked.

Additionally, team captains and founders can contact your games coordinator (Admin). The Admins will cooperate fully with team captains and founders in order to combat and prevent smurfing. We will NOT hand out IP's so don't ask, but we will be more than happy to check a certain player on your team.

11. Captain's Responsibility

11.1 Challenge Acceptance

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).

All ladders have a time limitation for match responses. This includes Acceptance of a Challenge and/or Date Acceptance. The present time frame is 48 hours. At that time a "Flag" is created for the Ladder Admins to address the next time they login to their Admin Console. If the problem is resolved by that team prior to the Admin logging in, then the match continues as before. If the Admin logs in first, the appropriate action will be taken. In this case, forfeits will be granted and rungs dropped.

11.2 Match Confirmation

Matches are to start at the agreed time, and a 15-minute grace period will be allowed should a team run late or have a problem rounding up members. After this grace period, the team with members present and waiting on the designated server should contact an Admin immediately in Discord in the appropriate channel. Please supply both teams involved in the match and ladder should that apply.

Teams should have the minimum number of players on the appropriate server no later than 15 minutes after the scheduled match time. Failure to meet this requirement will result in an immediate forfeit against the non-compliant party. Both teams should be ready to play no later than 30 minutes from the scheduled match time (Unless agreed upon by both parties). Failure to agree to start the match at this time will result in forfeiture by the non-compliant party.

11.3 Roster Verification

It is each team's responsibility before the match starts to see that all players are legally registered on each team's roster. After match start or completion, roster disputes are not valid justification for forfeiture or Admin intervention.

11.4 Side Selection and Map Choices

The defending team will choose which cardinal direction (North, South, East, West) to play first.

Map side choices and order must be relayed to the attacking team no more than 24 hours after the attacker schedules the match. The attacking team also must relay side choice for the Tiebreaker map no later than 24 hours after scheduling the match. Failure to keep these deadlines may result in your forfeit of these options at the opposing team's (and Admin's) discretion.

11.5 Screenshot and Evidence Requirements

Please have either demos or screenshots available if requested for verification. Please make use of the match communications system in place for captains and founders to use to reinforce attempts to set up match details.

11.6 Team Management

Teams have one (1) Owner and any number of Captains. Captains are assigned at a ladder level. Owners are captains on all ladders. The team Owner should determine who should be in charge of issuing challenges per ladder and maintaining the team information. Multiple team captains can be assigned to perform such duties.

  • There are only to be a maximum of 2 captains assigned to any ladder match.

You can only issue a challenge by making it in your Team's Admin Console on your ladder control panel on any day of the week. Access to the Team Admin Console is available to all Captains. NOTE - You must login to the ladder in order to administer your team.

11.7 Challenge Cancellation

On the TWL, there is no availability for the team Captains or Founders to cancel a challenge. All Cancellations must be coordinated through a Ladder Admin. Cancellations are not always guaranteed.

11.8 Rescheduling

Should a match require rescheduling, the new match time should be within 3 days of the original match time. Matches can only be rescheduled once. Mutual consent via match comms between opponents is required.

11.9 Punctuality (Preparation)

In between maps, a maximum preparation time of 10 minutes (15 minutes if you're switching servers) is allowed before starting the next map. Your opponents may start the map if you exceed these time limits.

12. Match Communications

All match communications must take place through the TWL Discord Match Comms Channel. TWL provides dedicated channels for each match to facilitate coordination between captains and Admins.

12.1 Discord Channel Usage

Discord channels are available if you wish to use them in order to meet up with your team members and the opposing team before the match. We suggest you use this in order to ensure nobody has any problems joining the server, etc. Additionally, an Admin will be available specifically for Battlefield 6.

### 12.2 Server Communication

Server preference and choices are communicated through the "Match Communication" Portion of your Team Admin Console. All servers must be posted in the online match communications 48 hours prior to the match time. If no attempt is made to offer a server for your team, and the opposing team has offered a server, all matches may be played on the opposing team's server per their request.

Server Names/IPs exchange process: XXXX

12.3 Match Comms Requirements

Please make use of the match communications system in place for captains and founders to use to reinforce attempts to set up match details. All important match-related decisions and agreements must be documented in Match Comms.

13. Disputes

13.1 General Dispute Policy

All disputes will be handled by the ladder Admin. Each and every dispute inevitably involves different aspects and will be dealt with individually. Disputes must be submitted NO MORE than 1 hour after completion of the match. DO NOT REPORT A LOSS IF YOU PLAN TO DISPUTE. Use the built-in dispute feature found in your administration panel.

Once a match has started, it is understood that both teams agree to the terms of the match (number of players, time limit, rosters, etc). If there is a disagreement of match terms AFTER match completion, the disagreement will be thrown out.

13.2 Cheating Disputes

Until a demo feature is supported or confirmed to be present in the game, screenshots will have to suffice as evidence.

13.3 Evidence Submission

If match results are being protested, a ladder Admin and the opposing team captains must be made aware of the protest within one hour from the completion of the match via the "Dispute Results" link in your admin panel AS WELL AS through match comms. Failure to do BOTH may result in an Admin reporting the match.

After a protest has been initiated, both teams have 24 hours to gather evidence. In this time, the team being protested against may issue a counter-protest.

13.4 Resolution Timeline

ALL match issues should be resolved within 48 hours from match completion.

13.5 Server Disputes

Server disputes must be handled before match completion. Disputing a server after a match has been played will result in the dispute being thrown out.

14. Exploits

14.1 General Exploit Policy

The rules are intended to be guidelines for competitive matches. We reserve the right to review any disputes against the published set of rules and declare something outside the published set of rules.

14.2 Vehicle and Map Exploits

  • You may hop out of your vehicle to make repairs during a fight, but you may NOT bail out and run away just to avoid a death.
  • Repair pad camping is not allowed.
  • You may not enter the enemy main base during combat.
  • You must return to your own main base to get full ammo and repairs.

14.3 Map Bugs

Exploiting 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, using the 180 view (looking down) to hide underwater while taking/holding flags, etc. is prohibited.

15. Cheating/Hacking

15.1 Zero Tolerance Policy

TWL maintains a zero tolerance policy for cheating and hacking. Any violation will result in immediate action against the offending player and potentially their team.

15.2 Prohibited Actions

The following are NOT permitted in Battlefield 6 gameplay while participating in a ladder match for the TWL:

  • Switching teams after being killed in order to observe the other team's players
  • Running a server-side mod without the permission from the other captain
  • Removing the other team's players by means of kicking or vote kicking
  • Changing the map
  • Dead players communicating with live players via the console during match play
  • Use of any client-side modification that enhances your aim (including aimbots but not including custom crosshairs)
  • Exploiting map bugs (see Section 14.3)
  • Not following any of the specific rules above
  • Any client side mod that changes fog distances (i.e., No fog or less fog)
  • Any client side mod that changes the skins to aid in friendly/enemy difference (i.e., red/green/pink helmets)
  • Camping on a repair pad
  • Entering the enemy main base during combat

15.3 Consequences

Violation TypeFirst OffenseSecond OffenseThird Offense
Minor InfractionsWarning + Match Forfeit10 Rung Drop + SuspensionLadder Removal
Major InfractionsMatch Forfeit + SuspensionLadder RemovalTWL Ban
Hacking/AimbotsImmediate TWL BanPermanent BanPermanent Ban
Team ConspiracyTeam Ladder RemovalTeam TWL BanTeam Permanent Ban

Violation of ANY of these will result in an automatic forfeit and potentially expulsion from the TWL ladders. Un-sportsmanlike conduct during matches will not be tolerated by the TWL. If an Admin is called in to resolve an issue regarding un-sportsmanlike conduct, the judgment/punishment will be swift, efficient, and final.

## 16. Qualified servers

### 16.1 Server Requirements

A server capable of handling up to 12 slots (4 players per team and extra slots for Admins and shoutcasters if necessary) is required for every match. The server should be running in dedicated mode and following all of the necessary rules specified under General Gameplay Info.

All matches must be played on a server that has the ability to be password protected.

### 16.2 Server Equity Rules

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.

Server selections are bound by a "reasonable difference" in ping. If the average ping differential is substantial, the opposing team has the right to refuse a server, provided there is a viable alternative server open for match use.

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.

### 16.3 Server Selection Protocol

If each team has a server, the defending team chooses the server. If a team does not have a server, they should not challenge until they find one that can be loaned to them at the date of the "to-be-scheduled" match.

If a neutral server cannot be agreed upon, then the 1st and 3rd maps will be played on the Defender's Choice, and the 2nd will be played on the Attacker's choice.

16.4 Server Stability

Please ensure the server's stability and capability to withstand 12 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 rescheduled.

### 16.5 Server Type

Server hosting requirements: XXXX

17. Admins

17.1 Admin Roles

TWL Admins are responsible for overseeing ladder operations, resolving disputes, and ensuring fair play. Admins have the authority to make final decisions on all match-related issues.

17.2 Admin Observation

Admins may observe any match at any time. Extra server slots should be available for Admin observation if requested.

17.3 Admin Contact

Any questions or concerns in regards to match play by other teams, players, or questions in general can be directed to the Battlefield 6 Staff. A TWL Admin should be contacted immediately (via Discord) for a ruling to be made. If an Admin isn't available, then the match should be postponed, and a dispute must be filed.

17.4 Self-Policing

Teams are expected to self-police and report suspected cheating or rule violations. Admins will cooperate fully with team captains and founders in maintaining competitive integrity.

18. Anti-Cheat, Unique UIDs

18.1 Javelin Program

All players competing in TWL Battlefield 6 matches are REQUIRED to use Javelin, and teams are expected to be familiar with the program on the day of the match.

### 18.2 Client and Server Requirements

Javelin client requirements: XXXXJavelin server requirements: XXXX

### 18.3 UID Verification

Players must use a "unique identifier" handle that matches their registered TWL handle: XXXX

### 18.4 Reporting Process

Process for reporting a cheater detected by Javelin: XXXX

Contact an Admin via Discord in the appropriate channel with evidence of the violation.

19. Known Issues and Debugging

The following items are known issues being addressed in the Portal experience:

  • It's possible to spawn with the Scout sniper rifle - this needs to be removed
  • Entering a vehicle too fast may not add the vehicle to the active array properly
    • If this occurs, an error message should notify the player
  • Vehicle respawn timers should be set to 10 seconds (currently may be instant)
  • Vehicle loadout changes may not be possible (known Portal limitation)
    • Vehicle loadouts are hard coded and players cannot modify them in the match upon respawn
  • Tab Scoreboard references should be minimized to avoid confusion
    • Only show player names and sides
    • Future enhancement: Vehicle kills registered per player in the Tab scoreboard
  • Gadget usage restriction: TBD on whether to prevent players from placing mines before registering a vehicle

20. Changelog

  • November 26th, 2025
    • dox: adapted to 2v2 Tanks template
    • uberdubersoldat: Initial 4v4 Vehicles ruleset created for Battlefield 6
    • uberdubersoldat: Vehicle Combat Flow integrated into "How you win" section with cardinal team naming.
    • uberdubersoldat: Cardinal direction team naming system (North/South/East/West) implemented.
    • uberdubersoldat: Vehicle registration and tracking system detailed in Section 5.3.
    • uberdubersoldat: Allowed classes limited to Engineer with specific gadget restrictions.
    • uberdubersoldat: Vehicle spawn configuration documented (2 MBTs, 2 IFVs, 2 Attack Helicopters per side).
    • uberdubersoldat: Out-of-vehicle warning system documented with 30s/60s timing.
    • uberdubersoldat: Resupply Loader and base boundary restrictions added.
    • uberdubersoldat: Known Issues and Debugging section added (Section 19).

Additional Rules

Match Results Reporting

Match results will be reported no later than 1 HOUR after the conclusion of a match. Failure to do so will result in:

  1. First Offense: Dropped a percentage of total rungs on ladder (10 rungs)
  2. Second Offense: Removed from ladder

Teams will have the opportunity to rejoin if removed, but will have to start at the bottom. Infractions of this rule are left at the discretion of the Admins and may vary depending on the circumstances.

By reporting the results, teams waive their rights to protest (ultimately decided by TeamWarfare Staff). It is also to be known that once a match has been played/reported, neither team can attack each other for 7 days.

Inactivity

Teams of the TWL are expected to remain active while on the ladder. Any team showing inactivity for a period of three weeks will be deleted from the appropriate ladder. This time frame of course does not include "Rest" time taken.

Resting

Teams in the "Top 20" are not eligible for Rest. Teams may rest for a total of 7 days per 3-month period (13 weeks). Teams may start and stop rest by their own doing so in their Team Admin Console. Rest is counted in whole day amounts. Understand that if a team places themselves on rest to cover time waiting to challenge a soon-to-be-free team, they will be "Docked" a complete day for any partial time. (1 hour = 1 day; 4 hours = 1 day; 36 hrs = 2 days).

Closing Remarks

Remember: Please handle all situations such as server difficulties with a mature, responsible, and reasonable attitude. Good luck and we hope this brings you a side of Battlefield 6 that you have been wanting to see.

Ladder Specific rules supersede the corresponding general ladder rule.

Twitch StreamersTop

Latest Actions Top

  • Jul 13, 11:31 AM
    ⏳ HERO queued for this ladder

Community Chat Top

  • Battlefield #game-news avatarBattlefield #game-news
    5d ago
    # [BFComms] Matchmaking Update – October 9 Following our backend update on September 30, we want to check in, address some of the friction you experienced over the past week, and share what we’re doing to make your match-to-match experience smoother. TL;DR * Healthier Matches: Matchmaking stability has returned to normal across all platforms and playlists. * Staying Together: More of you are... →
  • Battlefield #game-news avatarBattlefield #game-news
    1d ago
    # Battlefield 6: Game of the Year Edition Trailer Go all-in on All-Out Warfare. The Battlefield 6 Game of the Year Edition delivers the most complete Battlefield experience. Fight across land, air, and sea on 20* maps with 70+ weapons, 30+ vehicles, and 700K+ Portal experiences. Hit the ground running with the Ultimate Shortcut Kit, giving you faster access to fully progressed weapons and... →
  • Battlefield #game-news avatarBattlefield #game-news
    1d ago
    # [BFComms] Underslung Mount Underbarrel disabled We have temporarily disabled the Underslung Mount Underbarrel on the Mk24 Assault Rifle while we resolve an unintended interaction. We'll provide an update once the attachment is re-enabled. @Game News →
  • Battlefield #game-news avatarBattlefield #game-news
    11h ago
    # [BFComms] Small modes playlist re-enabled; TDM required players adjusted We just rolled out backend changes to bring the small modes (KOTH/TDM) playlist back online. Additionally, we corrected the required players needed to start TDM on Vegas Strip: Castle Road. We appreciate your patience. →
  • doxicusmaximus avatardoxicusmaximus
    5h ago
    (did they really cap weapon XP at 300/minute?) →

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.

No maps configured yet.

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 often required. Penalties can include account bans and team score resets.