View Full Version : C13 First Battlecycle & Operations System

September 24th, 2017, 02:12 PM

With the officers set in place and the grunts assigned, the teams are officially ready to hit the battlefield. This weekend marks the start of the first Prep Battlecycle and therefore the true start of C13!

Over the next two weeks, intel gatherers will be scouring the maps for good positions and timings for deployment, battle-planners and Commanders will be carefully considering strategy and tactics, and grunts will be playing and fighting together, building the bonds of a strong squad for the first time. All of this in preparation for the first battle of the campaign on October 7th.

For those of you that missed the grunt sign-ups, fear not! Inevitably spots open up throughout the campaign due to change in circumstance or commitment, and we will be opening sign-ups again whenever the teams need more eager soldiers.


This campaign, the war will no longer be fought between two multi-national alliances. Conflicts of such a large scale are simply no longer politically
desirable and feasible. Instead, market economics solved this issue: Instead of employing your own national soldiers, simply hire a company to do it for you! Two of these large mercenary companies have emerged as the key contractors of this particular conflict: The Vanguard Operations Group and Riamh Pax. While they might have historic ties to specific national arsenals, they long since have evolved into global players, employing soldiers and material from all over the globe.
This means the teams are no longer limited to play only specific nations during battles, but can and will play all of them.

The operations and their maps can be reviewed on the operations page (http://tournament.realitymod.com/index.php?page=status).


In addition to the new operation system, C13 will see changes in the score system, rewarding a more aggressive playstyle. You still win a battle by reducing the enemy's tickets to zero but the losing team will also be rewarded, depending on how many flags it was holding when the round ended.


We expect the following strategic impacts for commanders:
Flag control in early game will be more important
Higher initial aggression instead of a slow and creeping approach as before
When you are behind and know it, an assault on enemy flags allows you to close the point gap even in a loss
When you know you are ahead in tickets, trying to outcap your enemy will increase your effective point gap

The formula is: 100 FlagsHolding TotalCappableFlags

This is gearing up to be an exciting campaign, but in the meantime, best of luck to both teams on the battlefields to come!

PR Tournament Website (http://tournament.realitymod.com)
How-To Sign-Up (http://tournament.realitymod.com/showthread.php?t=35693)
Tournament FAQ (http://tournament.realitymod.com/index.php?page=faq)
Tournament Rules (http://tournament.realitymod.com/showthread.php?t=31948)
Battle & Practice Schedule (http://tournament.realitymod.com/showthread.php?t=31834)
Project Reality Discord (www.discord.me/projectreality)

September 25th, 2017, 10:32 AM
Just do it.

September 25th, 2017, 10:49 PM
Sounds gay. jk sounds fun, gl to both teams.

September 25th, 2017, 10:58 PM
Sounds gay. jk sounds fun, gl to both teams.

You're not supposed to be nice Rabbit.

September 25th, 2017, 11:02 PM
The flag-hold ticket boost thing is a great idea to promote agression. Good job.

September 26th, 2017, 06:16 AM
Really looking forward to how this plays out, good luck gents!

September 27th, 2017, 01:45 PM
I like the new idea with the flags and rewarded aggression, hope it works out :)


September 28th, 2017, 05:39 PM
Great work on the new teams and campaign concept. I wish everyone fun and fair games!

October 4th, 2017, 05:16 PM
This is truely a radical new setup, gravitating strongly around the change-factor. Good stuff. In fact very good stuff the more I think about it. Why haven't we done this before?

From my SCO/CO perspective, it does seem quite challenging though. I mean, plenty of learning curves to face here. It will probably put a good deal of pressure, on at least parts of the involved teams, now facing a multitude of steep learning curves, than, well, maybe ever before in the history of the tournament?

I wonder if this setup will increase the importance of the tempo-factor, during the battle? If it does so, then finding the exact formula, to keep the team-scaled tempo steady, regardless of moving your team backwards or forward, could become the decisive factor, winning the map?

Could be wrong on this one, but I think we are going to see fast paced operations during this campaign. Maybe battles that last no more than 2 hours.

Perhaps a sort of brutally executed, John B OODA campaign, with less focus on Clausewitz dogma about concentration. Perhaps speedy operations will become the concentration?

October 8th, 2017, 04:53 PM
Well, having watched the first battle on replay now, perhaps the battle indicate an operational need to unfold those wings, since both teams initially turned out to be most active on their wings.

Nice battle. Naughty mortar.

October 8th, 2017, 06:29 PM
I really like the fact that retired personnel can contribute here.

I hope they will continue or take time to post their observations.

October 9th, 2017, 10:35 AM
I too hope that some of the other oldies will post their observations.

That awesome replay function on the website, seem to attract quite a few of us.

Question: that RPX fire-assault, at 3:55:51, starting with a mortar hit, followed by two other RPX gun kills, was that arranged or luck?