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#Post#: 5--------------------------------------------------
2.0 Tactic Rules & Regulations
DIR By: GrebZero
Date: November 9, 2018, 6:52 am
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Within this section it will display the 2.0 Tactics Rules &
Regulations that this community is built on. These do change, so
please come back to check, if changes have been made.
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2.1 - Orders are only given by Squad Leaders, Team Leaders,
Platoon Duty Leaders or Commanders. If a Player refuses to obey
an order on the field, the Player will receive a verbal warning
or a Strike under the Punishment Regulations from the Team
Leader or Commander. Orders MUST be followed, but how the Order
is tackled is up to the Player’s decision.
2.2 - Requests can be given out by Commanders, Team Leaders,
Platoon Duty Leaders, Squad Leaders and Nomads. Squad Members or
Standard Members CANNOT give out Requests. A Request isn’t an
ORDER so players can choose to ignore it or follow it. A REQUEST
is a friendly and polite way of working as a Team. But if a
Player refuses a REQUEST, this may cause a Player to lose
confidents in that person who received the Requests in further
tasks.
2.3 - Ideal Objectives are given out by Squad Leaders, Team
Leaders, Platoon Duty Leaders and Commanders. These are seen as
Goals, they can be used for Defending or Attacking. For example,
Team Leader points out the Ideal Objectives before the game
starts. Squad Leaders or Nomads can choose which Ideal Objective
to work on.
Nomads have more rights to switch between Ideal Objectives than
Squad Leaders. Squad Leader cannot switch to a new Ideal
Objective until either it’s been achieved or they’ve been
reassigned by the Team Leaders or Commanders.
2.4 – Skills/Abilities Sub-Categories are used a lot within the
game. This is also known as Play Styles. Everyone has their own
focus point and it’s great to know your strengths within the
game. These are the types which is used within the game;
2.4a – Offensive Player is the Front Line fighter, at the
beginning of a match they would be the first into the battle
pushing the Front Line towards the enemy.
2.4b – Defensive Player is someone who will hold ground and stop
the advancement of the enemy. They love to bunker down or hold
the fort from the enemy. This is ideal play style in an
Objective Match.
2.4c – Spotter is a Player who dares to stick their head out
from cover and exposing themselves to the enemy. Only to see the
enemy positions and relay that information to team mates.
2.4d – Scout is a Player who is light on their feet. They don’t
carry much equipment and prefer to get behind cover quickly.
Ideal Play Style for Front Line like matches such as Team Match.
2.4e – Marksmen Player is someone who prefers using long ranged
weapons. They would stay back and shoot at enemy who are
advancing up.
2.4f – Hoarders are Players are slow but are known to carry a
lot of ammo and pyrotechnics.
2.4g – Sharpshooters are Players who use rapid firing guns. And
normally are purchasing more ammo each match.
2.4h – Objective Keepers or known as O-K for short, are players
that love to get the Objectives before other players get their
hands on it. Or them if there are multiple objectives.
2.4i – Balanced Player is someone who is a bit of everything.
They don’t focus on a single or multiple set of Play Styles,
instead they choose to change between Play Styles that suits
them best.
2.5 – Within Devil’s Guard we have Squads, Platoons,
Sternguards, Companies and Divisions. This is to bring
Competitive and Teamwork to the Team. We like to encourage
people to work with one another to overcome objectives and
goals. The following explained what types they are, how they are
formed and who is in command of that unit.
2.5a – Squads are the standard foundation of every Team. These
are normally formed of Players that have no experience or fair
amount of experience. Squads are ideal for new Players to get
the jest of the system. If a new Squad is formed, the Squad
Leader is a nominated position and only in full agreement with
the Squad Members. Duty Team Leaders, Team Leaders and
Commanders can give Orders.
2.5b – Platoons are formed when a Colour Division receives a
total THREE or FOUR Squads. A Team Leader CAN nominated a Player
to be Platoon Duty Leader and/or Veteran, whose sole role is to
be in command of those THREE or FOUR Squads.
If new Squads form after the Platoon is created, the Platoon
Duty Leader and/or Veteran CANNOT give them any Orders or
Requests. However a Team Leader does not have to do this and can
just command the Platoons by themselves. The limit to the amount
a Team Leader can command is THREE Platoons.
2.5c – Companies are formed when a Colour Division receives
either THREE Platoons. There are is a limits of FIVE Companies
in a Division. Only Team Leaders and Commanders can command
Companies.
2.5d – A Sternguard Unit is formed by TWO/FIVE Nomads, these
Squads do not hold any commanding powers nor have any Leadership
roles. A Nomads sacrifices their lone wolf play style and trade
it for a Teamwork in their pace. These Units are great for
Tournaments or Competitive gaming with other Units or Squads.
[center]“Their primary role is to fight and hold the enemy at
bay with their superior training and ranged weaponry.”[/center]
The ONLY titles who command Sternguard Units are Team Leaders,
Veterans and Commanders.
2.5e – Divisions are the Core of Devil’s Guard. Each Division
has ONE Commander, whose job is to control and command that
Division. A Commander can focus on one or several different play
styles that is used within the Division. And under agreement can
have a set role within Devil’s Guard, the agreement can ONLY
come from WHITE Division. WHITE holds the Founding Title and
Governs Devil’s Guard.
There are normally ONE Division per County, but there are no
rules or regulations against to having multiple Divisions inside
a County.
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