FIELD RULES

THE RULES APPLY TO EVERYONE

The server runs on function, merit and discipline. These rules exist to support new players' learning curve and to protect experienced players' tactical standards. Enforcement doesn't depend on an admin's mood; it runs through in-game scripts.

01

COMMUNICATION AND COMMAND DISCIPLINE

1.1

Tactical respect

Everyone communicates within the bounds of respect. Racism, political or religious propaganda, hate speech and toxic behaviour carry an immediate permanent removal.

1.2

Radio discipline

Command Chat is for operational moves and intelligence only. It cannot be tied up with arguments or complaints.

1.3

Voice and comms

A microphone isn't required server-wide, but squad leaders may require one within their own squad. Soundpad-style apps are allowed only in Local Chat and only where they don't break the atmosphere; on the radio nets they're banned.

02

LEADERSHIP, INITIATIVE AND MENTORING

2.1

Squad authority

The squad leader is the decision-maker in the field. They may remove personnel who ignore orders or disrupt comms, without owing an explanation.

2.2

Locked squads and merit

Locking a squad for armour or logistics operations is allowed. Leaders who instead open a public "TRAINING" or "INFANTRY" squad and guide new players earn priority queue directly, by an end-of-match vote.

2.3

Field tolerance

A player under 200 hours not knowing the mechanics isn't an offence. What's expected of a leader is clear, direct tactical guidance, not punishing or belittling inexperience.

03

ARMOUR AND ASSET MANAGEMENT

3.1

Asset waste and solo use

Heavy armour (APCs, IFVs, tanks) cannot leave base with one person aboard (driver + gunner minimum). Deliberately driving assets off the map or sabotaging the team is grounds for removal.

3.2

Integrating new players

Vehicle losses caused by inexperience under 200 hours don't count as asset waste and aren't penalised. Crewing with experienced players to learn the rhythm is strongly encouraged.

3.3

Air operations

Taking a helicopter alone during an active operation without flight experience is banned; training happens on Jensen's Range. In the field, a mentor pilot and a rookie pilot fly in rotation.

04

RULES OF ENGAGEMENT AND VIOLATIONS

4.1

Team kills and the recovery effort

Deliberate team killing is absolutely banned. Where a team kill happens under combat stress, the shooter must make every effort to revive the person they downed. Whoever revives owes no apology; where a revive isn't possible, !srytk goes in chat immediately. Anyone who neither tries to recover nor apologises is removed.

4.2

Leaking intelligence (ghosting)

Leaking HAB/FOB positions, vehicle routes or ticket counts to the enemy is a direct betrayal of the match and grounds for a permanent ban.

4.3

Main camping

Main camping is not banned. The side being camped is expected to take the initiative, using the command net, map reading and coordination between squads, and solve it tactically. Field crises are broken with strategy, not with artificial rules.

4.4

Zero tolerance

Cheats, macros and exploits are never forgiven under any circumstances.

05

ECOSYSTEM AND TRANSPARENCY

5.1

Digital field identity

Sign in with Steam at oglead.com to create your field identity, follow your merit points and use priority-queue privileges.

5.2

Complaints and appeals

Admins hold discretion on violations. Appeals against field decisions and complaints about other players don't go through in-game chat; use the record page or Discord, with a recording where possible.

NO DISTINCTIONS

No clan and no player ranks above another. Where someone acts otherwise, both sides are banned. Whoever started the argument and whoever kept it going get the same treatment.