WTFFS - Round 3 Fixtures | Deadline 20/02/2012

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WTFFS
Round 3

This thread is for any discussion related to the fixtures of the related round. Any comments, predictions or reactions are fully welcome here.

This thread may also be used for Scheduling but it's advised that teams schedule matches using the contacts, listed in the Team Contacts and Rosters thread. All server booking should be done in the Server Booking thread. Note: Please use the "General Booking Form" which includes the updated timeslots.

Match Results should be posted here, along with screenshots.

Verifying your roster:

Rosters are going to be fairly slack for WTFFS. Obviously you can use the listed mercenaries and it's also ok if you take a few liberties. However, try to keep it within the competitive spirit and I expect matches to be taken seriously.


No class restrictions this round.

[quote author=Match Rules]
  • Combat Speed: Medium, Friendly Fire: 100% (melee and ranged), Round Duration: 5 minutes, Game type: Battle, Gold: Starting gold set to 100%, Round and Combat gold both set to 80%, Respawn Time : 8 sec , Spectator Settings: Locked to team members view. No bots and no polls.
  • Matches will be 12 rounds long, played over two maps. Each map will be 6 rounds, with teams swapping sides and factions after 3 rounds.
  • Rounds resulting in a draw will count as normal, with no points awarded to either team.
  • Matches will be 8 a side. If both teams agree, matches may be fought with more players but as far as the league is concerned, no support will be offered for this.
  • All matches should be played on the official tournament servers named: "ENL_France" (servers 1&2) and "ENL_Germany" (servers 1-4). Book timeslots on these servers, in the Server Booking thread, in this sub-forum. If wish to play your match on any other server, you must request permission from me (captain lust) via PM. The password, for these servers is "enl20" and should always be reset to "enl20" after use, so people can register players and test pings.
  • The winner will be the team with the most rounds won, at the end of the match.
  • Teams may make 2 substitutions during each 3 round leg. When making a switch, the outgoing player should leave the server. At no point should teams spawn more than 8 players.
    • If "no spectators" has been agreed by the teams, the joining player should respect that and make sure to join late in the round. If spectators have been agreed and allowed by both teams then neither team should take up more than half of the spectator spots.
  • Teams are permitted to make as many changes as they like in between each 3 round leg (i.e. at spawn and map switches).
  • If the match ends in an overall draw, then it will be considered a tie and both teams will get 1 point.
  • Each map must be reset, after 3 rounds, when the teams switch.
  • Typically, matches will be played without a referee. There are simply too many matches to expect a referee to be present most of the time, so take frequent screenshots and even video recordings, if you can.
  • Unless team captains decide otherwise, team 1 will always start at spawn 1 on the first map and and spawn 2 on the second map and vice versa for team 2.
  • Special versions of the Warband maps will be made for the tournament. They will fix map bugs and remove ways to glitch, removing the problem of glitches entirely. A log of the changes made to the maps will be kept and the maps will be made publicly available.
  • If a team cannot show out with 8 players, for a match, the other team should continue with 8 anyway. If however, a team cannot make 7 players or more, the other team will be offered a default win, provided they have shown up with at least 8 players. If neither team has shown up with 8 players, the match should be rescheduled. Teams should allow 15 minutes, after the scheduled match time, for players to arrive on the server, before any of these rulings are put into practice.
  • The above notions of shown players are defined by attendance on the agreed server alone. Players must be eligible, ready and willing to start the match.
  • It is only by explicit agreement by team reps from both teams or by ruling from an event admin that a match can be rescheduled.
    • An event admin may only make such a ruling if there is a reason that the match cannot be legitimately played, through no fault or misdoing of the teams and express consent to reschedule cannot be obtained from both teams. Basically unforseeable, unavoidable circumstances. Situations that do not warrant the usage of this power include (but are not limited to): one team can't get enough players, there is a national holiday in the country where one the teams is based, there is another event taking place at the time.
[/quote]


Maps and Factions:​


San'di'boush
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Nords
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Vs
Nords
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Frosty Battle
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Nords
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Vs
Nords
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Wolfpack​

Vs​

SYNDICATE_BT_Invisible


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Team Rush Rush​

Vs​

Renegades


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Court of Reveran​

Vs​

Guard of Istiniar


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Bohemian Guard​

Vs​

Refesesesesferes


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Warsong Clan​

Vs​

ARMY


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Deutschritter​

Vs​

Armata Brancaleone


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Love Nords! Delete all the other factions apart from Nords, also delete the other maps and leave sandi'sbush!
Perfect gameplay = Nords in sandi'sbush  :lol:
 
wtf Nords vs Nords vs Nords vs Nords.

And the most funny thing is that we have got to do that against tank axe spammers IG.

I wish I could wake up again this morning before that **** happened  :cry:

Is it rule testing or Nords testing tournament ffs.
 
18.11.2011 - Wolfpack vs The Syndicate - 11:1

Respawn 1 - San'di'boush: Nords - Nords - 1:2
Respawn 2 - San'di'boush: Nords - Nords - 3:0
Respawn  3 - Frosty Battle: Nords - Nords - 3:0
Respawn  4 - Frosty Battle: Nords - Nords - 0:3
Overall: 11-1

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Some of our players (probably quite a few ) are new and haven`t had their ids added yet. Didnt expect a match this week at all in fact xD

Wolfpack_Emma has my ID because she uses my cd key for instance.


Good game Syndicate,a very expected result  :wink:
 
Thoughts of the match.

It was a good (very short) game. I won't debate that.

But I'm really not liking the 4 lots of 3 rounds with only 5 minutes. San'di'bouch was just a giant mosh pit! Completely ridiculous and we finished that map in less that 15 minutes... I didn't enjoy it at all, a lack of tactics, too heavily relied on skill as well.

Frosty battle, again, most of it was just a stale mate with cav and archers... It just links with the fact because there are only 8 players, no team wanted to take an aggressive move which would run the risk of losing players. At this point, most of us got bored and really didn't want to drag it out. Its a poor map to begin with anyway. The fact that movement and tactics are very limited and again, its all down to skill. Maybe those shortened rounds made some difference, but didn't really have any benefit.

Lets face it, a Division A (will be next cycle) vs a Division C team, the result is going to be 1 sided. Thats not to say other Division C teams aren't capable. But when you think of the games now relying more on skill. The Division A team is far more likely to have much more capable players than division C teams, again, that is not to say Division C teams aren't capable of having players that can match that standard of skill. Because its more skill based, the less skilled players end up getting stomped, there's less tactics involved and like I said, it turns into a mosh pit, a bit of a blood bath and as soon as 1 team loses 2 or 3, there's really no hope.

When it was 10v10, at least it was doable to win, or at least people wouldn't be thinking "Oh god, we've lost this round," when a side lost 2 players or so.

Sorry to rage, but there are certain situations when these new rules are just completely unnecessary.
 
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