Commanders are only allowed to Utilise Artillery
Certain tanks will have ammunition Limitations
Certain vehicles will have a limited amount of respawns/ Reinforcements

Unit Cohesion may only be broken in the event of battle fatigue (other players have been disabled/knocked out/Destroyed)


Players must play with minimum UI, This includes disabling Hit markers, Hit cameras, Damage camera’s.  Players caught not using a the minimum UI will be ejected and will not be invited to future games.


No field repairs, Tracks may be replaced, Players must deselect Fire extinguishers and Parts from the modifications.

Bail out

If a player decides that the battle is lost they are able to J out, “J”ing out will result in the player abandoning the tank rather than it being a direct kill. An abandoned vehicle will be considered knocked out and not destroyed.

On Death

If a player dies they must leave the TS channel, They are not allowed to describe where they got hit, they must wait until respawn or end of game.


Certain units will have re-spawns available, When a person re-spawns they must wait in the staging area (spawn) until they can form a platoon.


Players within each platoon must be in a teamspeak channel, Players may only be in the same team speak channel if they are within the same platoon.

Each platoon will have a seperate team speak channel and commanders of each platoon will communicate via Whisper on TS

Pregame Prep

Before each mission both teams have 5 Minutes to discuss game plan before the mission starts.
This 5 minutes may only be shortened if both Teams agree to start early.

Air Conflict Ruleset

Team Web Pages

Each team will have a private web page/Google doc, each webpage may reveal sensitive mission plans regarding upcoming missions, because of this the campaign with their own team based pages will have the following rules.

No accessing an enemy teams page

No attempting to access or find an enemy teams page

No deliberate distribution of a team page to a person not part of your respective team.


Players must fly as part of a respective group or “Flight” players may not fly by themselves, Flights will be dicated by each teams google doc, please refer to these

if players have filled a flight and any players are left over they may fly as a +1 to an existing flight.


if a player crash lands on the runway, all other players must not utilise the runway until the crash site has been cleared. If the airfield has additional runways, these my be utilised.


Players are responsible in claiming kills who is awarded a Kill.

the definition of a kill “If a plane is destroyed or disabled to the point that it cannot return to the runway, This includes bailing out and soft landings”


If players cannot determine who has claim over a kill on request the footage may be reviewed and the kill will be awarded to “the player that dealt the most damage OR the player that provided a critical hit that contributed most to the downing of the Aircraft”

Pilot Death

Death can occur by


Crash Landing



Currently there are two categories of death

Certain – no chance of survival

Uncertain – Decided by dice roll

The Pilot is killed by bullet, fire or significant nonsurvivable crash

Pilot is killed by parachuting, Crash landing or drowning

Pilot Death is considered Permanent

Type of Death

Dice Roll Required


Parachuting from above 150m

Person survives

Parachuting between 150m to 100m

1 to 5

Parachuting from between 100m to 50m

1 to 3

Parachuting from between 50m to 25m

1 or 2

Parachuting from below 25mg


Crash Landing

stays up right and is realistically survivable

Person survives

plane Rolls low speed / Lands in water

1 to 5

Plane rolls at high speed/Multiple Rolls

1 to 4

Plane flips forward/ Hits object while on floor at low speed

1 to 3

Plane hits ground with high Vertical velocity : Plane flips in water

1 to 2

Plane hits object on ground at high speed/plane disintegrates but would still be considered an attempted crash landing




Tank Doctrines

Certain Platoons will have specific roles on the battlefield, these roles are

  • Scout/Recon: 2-4
    • Tasks: to locate enemy movements, flank enemy units,
    • Vanguard,
    • Engineers
  • Light Tank / Medium Tank: 3-5
    • Tasks: Primary Force
    • Unit Cohesion: Platoon must remain within line of sight of each other
  • Heavy Tank: 2-4
    • Tasks: Provide Heavy support
    • Unit Cohesion: platoon must remain within close proximity of each other
  • Super heavy/ Unqiue: 1
    • Tasks: Provide Heavy assault,
    • Unit cohesion: Must be attached to a Medium or heavy tank platoon
  • AA: 1-3
    • Aim: To Shoot Planes
    • Unit cohesion: Platoon may keep line of sight of each other,
    • Entrenched
  • Tank Destroyer:  1-3
    • Aim: Provide Anti-Tank Support
    • Unit Cohesion: Must remain within proximity
    • Ambush/ Redeploy
  • HQ: 1 
    • Tasks: Command
    • Unit cohesion: Nil cohesion required.
  • Light Tank platoons must have majority (75%) light tanks with the option of supporting Medium tanks
  • Medium Tank platoons must have majority Medium (60%) tanks with the option of supporting light tanks
  • Heavy Tank Platoons must have Majority (50% or above) Heavy Tanks with the possibility of supporting light or medium

Special Rules

Unfinished at this point please ignore this section




Scout Planes

Scout plane role and Aim: A scout planes role on the battlefield is to identify Enemy movement during play and to relay this information back to the ground or air units.

the pilot of the scout Aircraft is not allowed to directly interact with the ground units (ie No straffing, Bombing)

Scout Pilots may not give descriptions such as or similar to “the tanks are underneath me now”, Using instructions such as “the enemy forces have been spotted, They are within Grid C4 beside a windmill” is encouraged

A Link to the Ground forces map will be provided to Scout Pilots so that they are able to give accurate grid readings to Tankers

Game Modes

one extra player , in each team will have a tank with 0 ammunition. Each team must protect the Team HQ but also destroy the Enemies. First HQ Kill wins the game, Tank chosen as HQ must be the same nation as rest of Team and must be within reason. (This opens flexiblity on types of HQ the team may want depending on play style. HQ tank must be clearly marked as such)

Fight For a Random Location

Capture the enemy Location

Both teams start with standard Domination however on completion of the match another battle will take place.

In conquest after a team loses they will be assigned the defender role and will have the task of holding ground while the victorious team is given the Attacker role. The attacker will receive multiple Respawns however the defender will not. In the event that the defender is successful in defending, another battle will take place where the once defending team must now counter attack, There will be no respawn.

The Scoring will be as below
Team 1 Wins first match, Team 2 successfully Defends, Team 2 successfully Counter attacks – Stalemate
Team 1 wins First match, Team 2 successfully Defends, Team 2 fails a successful Counter attack. – Minor Team 1 Victory
Team 1 Wins First match, Team 2 Fails to defend, mission end – Major Team 1 Victory