Playing a Match

Victory Regions
Each map has 3 Victory Regions. These regions are outlined by a clear border that changes color based on ownership: white if no one owns it, green if your team owns it, and red if the enemy owns it.

Control of Victory Regions determines whether your team is accruing Victory Points: In order to accrue points, your team must control one more region that the enemy team.

Victory Regions start the match in a neutral state (denoted by the color white) and are captured by moving friendly units within the region. If only one team has any units in a region, that region will switch control to that side instantly. If both teams have any units in a region, the region will switch control to neutral instantly. Exact numbers do not matter at all. As long as both teams have a single unit in the region, it is neutral. Once a team has control of a victory region, it will remain that way until the other team drives a unit into the region (even if the region is completely empty of all units).

If friendly units control a Victory Region and no enemy units are present, that team will begin to lock down the region. This is displayed by a gold border growing around the region icon. If no enemy units enter the region before the gold border completes, ownership of the region locks for that team fora period of time. While locked, the enemy team cannot take control of the region, even if no friendly units are present. Friendly units can leave the region to help out elsewhere.

However, any enemy unit that enters the region before the lock is complete interrupts the process and control switches to neutral. If the enemy is destroyed or driven off, the lock must start again from zero. Fast moving units such as MG Buggies can use this tactic to swoop in at the last second to prevent an enemy from locking a region.

Once the lock timer expires, control remains with the same team, though it can now be captured by the enemy as usual. The lock duration changes from point to point and map to map.

Secondary Objectives
Secondary Objectives are alternate locations on the map you can capture that usually will impart some advantageous effect for your team. They are captured in the same way as Victory Regions, including the ability to lock down. However, locking down a Secondary Objective additional benefits beyond those given for just capturing the location.

The key to Victory often hinges on control of the Secondary Objectives.

Winning A Match
In order to win a match, a team must control one more Victory Region than the other team in order to start accruing Victory Points. Once a team controls one more Victory Region than the other, they earn Victory Points. As they earn Victory Points, their Victory Bar increases for as long as they still control one more Victory Region. If they lose control of their one Victory Region advantage, they no longer accrue Victory Points and the Victory Bar stops increasing, BUT the bar does not reset. Thus, when they next get the one Victory Point advantage, the Victory Bar starts increasing from the point it last left off. The first team to have their Victory Bar completely fill – 250 Points - (or kills all of the enemy team’s units) wins the match and gets the corresponding Win Bonus for the match. Matches do have an overall timer (20 Minutes to start), and if Match Clock reaches 0 without either team having their Victory Bar completely fill or eliminate all the units of the other team, the game ends in a tie.

Ping System
A “Ping” is a player directed temporary graphical marker that appears on both the radar map (minimap) and the tactical map. The “pings” are visible to everyone on the player’s team. Pings are not visible to enemy players.

Once a ping is used (either via UI or Hotkeys), a ping graphic will temporarily appear in tactical at the location clicked. A ping graphic will also appear on the mini-map at the same location. In addition to the graphic effects, an audio cue and chat text will also accompany the Ping action. Players, instead of pinging the actual tactical map, can also use “pings” through the mini-map. The “ping” selected will graphically appear on the mini-map and on the battlefield in the appropriate location. The ping graphics that appear in tactical will be clearly visually linked to the ping graphic that appears on the mini-map.

Ping Initiation
The player will have a two primary ways to initiate a ping depending on the type of ping the player wants to use. On Screen Ping Buttons

There will be three onscreen UI buttons on the Tactical UI above the Minimap:


 * General Ping Button (hotkey: U)
 * Enemy Spotted Ping Button (hotkey: I)
 * Player Request Ping Button (hotkey: O)

Once a ping is initiated (either via clicking the Tactical UI Button or a HotKey) the mouse cursor will change to the “Ping Cursor” for that type of ping. The player can then left click & release on either the mini-map or tacticalm map to “ping” the location.

At this point (left mouse released), the ping Audio will play and the Tactical Visual will play at the selected location in tactical (with the corresponding Minimap visual playing on the minimap). If the ping has chat text associated with it, the associated Chat text will also display (on the team chat channel).

Ping Radial Menu
All three Pings provide the player with radial menus. Move the mouse in one of the four directions to highlight the desired Ping (or move to the center to cancel). Clicking the left mouse button anywhere on screen (not just inside the radial menu) sends the highlighted Ping.

Player Request Ping Radial Menu
NOTE: The Ping sent is contextual and depends on what you clicked on. Selecting other players sends a Ping requesting they take the action of the Ping. Selecting yourself announces to your team what you need or you are going to do.


 * Enemy controlled or unowned objective: Move to Capture
 * Allied controlled objective: Move to Defend
 * Allied unit: Support or Follow this unit
 * Enemy unit: Attack this unit
 * Open ground: Move here