
Battlefield 6
This tournament is playing matches and currently closed for signups
Battlefield 6 1v1 Little Bird Single-Elimination Tournament
Uran
Signups are open for 2v2 Attack Helicopter and 1v1 Little Bird bracket tournaments. Build your legacy and help us shape the competitive meta!
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It's time to get back in the air. We are officially opening signups for two brand-new bracket tournaments over at Teamwarfare. Whether you're part of a seasoned duo or a lone wolf in a Little Bird, let's see you on the grid!
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The Tournamment System is built with robust brackets and team management, and our Discord bot now features a PUG Install Wizard, voice channel management, enhanced support tickets..
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New 2v2 ladders, PUG system with ELO, Discord bot upgrades, open source portal, and a wave of platform improvements powering the TWL competitive scene.
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TeamWarfare is releasing the source code for its Battlefield 6 2v2 Tank Experience to establish an open-source standard that prevents logic-based cheating while inviting the community to collaboratively master the powerful, undocumented Portal tools.
Ready your rotors! The Battlefield 6 1v1 Little Birds Tournament is here to settle the score on who the true aerial ace is. This isn't about infantry — it's raw, explosive, airborne warfare. Pure pilot skill. No excuses. Just you, your Little Bird, and your opponent.
This competition pits two players against one another in pure helicopter combat. Each player deploys one Little Bird helicopter in fast-paced round-based elimination matches in a single-elimination tournament bracket.
IMPORTANT: These rules are subject to change. We're keeping things flexible to maximize participation. Times, specific formats, and weapon restrictions will be locked in based on the number of signups and participant feedback. We're also looking to test experimental features including new ceilings, air radar tweaks, and player health adjustments — this is your chance to help us dial in the competitive meta.
The skies are calling!
Seeded Brackets: Tournament brackets are generated and seeded by admins to ensure fair competition.
Think you're the best? Prove it! The tournament is organized into Rounds, each with a specific deadline (typically about one week apart). Matches must be played before the deadline or players face possible cancellation/forfeit.
Check the bracket on the website for exact dates and deadlines for each round.
Matches are played as a Best-of-3 Maps, with each map being a Best-of-11 rounds. However, there is no changing of maps within a match; players play the assigned maps for all three possible sets, only switching sides. First player to win 6 rounds takes the map, and first to win 2 maps wins the match!
Winners advance to the next round of the bracket. Losers are eliminated from the tournament. The bracket structure ensures a clear path from opening rounds through semifinals and finals to determine a champion.
Every match matters. Participation in these bracket tournaments — as well as future leagues and ladders — all contributes to your TWL Match ELO. This is where you start building your legacy on the new platform.
We're also preparing to launch a full League Format and we want your input. We'll be using the finals of these tournaments as a feature point for shoutcasting and community showcases.
Your legacy in the TWL Tournament continues today! Sign up and let the rotors spin!
Tournament Specific rules supersede the corresponding general tournament rule.
Type of Gameplay: Round-Based Vehicle Elimination (Vehicle-only scoring) Tournament Structure: Single Elimination (Seeded Bracket) — Home Player is higher seeded player while Away Player is lower seeded player. Tournament Rounds: Weekly deadlines apply to each round (check website bracket for exact dates). Number of Maps: 3 (Best-of-3 Maps format). Members per Team: 1 (1 Little Bird Pilot) Time Limit: Per Admin settings (Rounds end on 1 target kills or 3 minute timer expiry) Friendly Fire: On (no exceptions) Rounds per Map: Best of 11 (First to win 6 rounds) Map Selection: The maps for each week/round is assigned by the tournament system or admins. Both players play the maps generated for all 3 possible "maps" in a match. Side Selection: Away player(lower seeded) always chooses side for the first set. Players alternate sides for each subsequent set in the Best-of-3. Server Selection: Hosted via Portal Experience Code (See Rule 2 for Server Hosting Rules) Map Play Order: Only the assigned maps for that week are to be played. Best-of-3 format used to determine a winner.
Servers must be hosted using the TWL Portal experience codes. Alternative specific map codes are available in Section 3. The server host is the home player(higher seeded); the one hosting the experience is the "Server Admin". Server host alternates to away player(lower seeded) for second round. Tiebreaker is hosted by whoever has highest score at the end of 2nd round or if tied defaults to higher seed as host. The experience includes an Admin panel for live tuning (round kills target, wins, ties, clock, round start/end) and auditing. This is accessible in the top right while the triple-tap "Ready-Up" screen is visible.
TWL Helis (v0.629) | 500% Soldier HP | 180% Vehicle HP | 93% Vehicle DMG
Round Assignment: Each round (approx. 1 week) features 3 maps from the pool. Match Format: Best-of-3 maps (Best-of-11 rounds each), all played on the round weekly assigned maps. Side Switching: Players must alternate sides at the start of each new "map" in the Bo3 set. Lower Seed selects side choice first. Each subsequent round the player who is not hosting chooses side.
Matches follow a Best-of-3 Maps structure, where each "map" is a Best-of-11 Rounds.
The first player to win 6 rounds wins the map (set). The first player to win 2 maps wins the match. IMPORTANT: All 3 possible maps are played on the same weekly assigned maps. Side Rotation: Players switch sides at the start of each new map in the set. (Map 1: Home/Away, Map 2: Away/Home, Map 3: Whoever has more rounds won from maps 1 and 2. If even in score, server host defaults to higher seed and side selection to lower). A round is won by achieving 1 target kills (destroying the opposing player's Little Bird). In the case of a tie, the last round will have a flag to capture to determine the winner.
All players are responsible for treating each other with respect during the match. Please respect those in the server at all times and don't be careless with your language. The server as well as all players should be running the latest patch available from EA Games.
Players are expected to conduct themselves in match play with a professional and courteous attitude towards other players and Admins at all times. Unsportsmanlike behavior consists of constant global spamming, taunting, and direct insulting. Any unsportsmanlike conduct reported to the Tournament Admins and verified can lead to disciplinary action against said player(s) or even the team itself if severe and blatant enough to warrant such actions. Severe and gross misconduct may even lead to more severe repercussions such as dismissal from a team, tournament, or TeamWarfare. Said resolutions will be at the discretion of the Tournament Admins as well as TeamWarfare Admins.
Racist or sexist remarks will not be tolerated. Simple, straight forward... Play nice.
This is a 1 vs. 1 Little Bird tournament. Each player deploys one Little Bird helicopter.
Important Technical Limitations:
Cannot edit vehicle loadout once in-game. You must reconnect to reconfigure and then rejoin. If you have issues spawning in, ensure your loadout is properly configured before entering the helicopter.
Each player is to field 1 player. If a player is unable to participate, they must either forfeit or reschedule the match at a later date with cooperation from the opposing player.
Minimum roster size: 1 player Roster Lock: Tournament members join teams per tournament and may only be a member of one team per tournament. Rosters are locked once the bracket is generated. In order for a player to be considered 'eligible' for a match, they must be on their team's roster when the tournament bracket is generated and remain on the team until the match is completed. Admins can add late joiners to the tournament at their discretion.
To maintain competitive integrity and prevent "smurfing" or the use of unauthorized ringers, all players must compete using their primary, verifiable identities.
This rule only applies for tournaments and ladders that have more than 1 player rostered. This rule will not apply to the 1v1 littlebird tournament or ladder.
Due to the nature of the internet, it is possible for players to be disconnected from the internet or dropped from a server. Should this happen, the dropped player may rejoin.
Substitute players, brought in during match, that are not eligible players by the above criteria, will force an immediate forfeiture on the part of the team they were playing for. Any substitutions that are done mid-round are reviewable at end of match and can still be disputed.
Smurfing is signing up for more than one team (or the same team) on the same tournament, either under the same name, or a different name. It is also the act of playing for a team you are not registered to play for, under a false identity.
Playing for a team you are not registered to play for is prohibited. Playing on more than one team per tournament is also prohibited, as is registering multiple accounts for use on the same team or tournament.
Minimum punishment for the violation of this paragraph is as follows but not limited to: (It will ultimately remain sole discretion of TeamWarfare Staff)
All tournament matches are played in "Rounds." Each round has a strict deadline, typically one week from the start of the round.
Matches are to start at the agreed time, and a 15-minute grace period will be allowed should a player run late. After this grace period, the player present and waiting on the designated server should contact an Admin immediately in Discord in the appropriate channel.
Players should be on the appropriate server no later than 15 minutes after the scheduled match time. Failure to meet this requirement will result in an immediate forfeit against the non-compliant party. Both players should be ready to play no later than 30 minutes from the scheduled match time (Unless agreed upon by both parties). Failure to agree to start the match at this time will result in forfeiture by the non-compliant party.
It is each player's responsibility before the match starts to verify the opposing player's identity. After match start or completion, roster disputes are not valid justification for forfeiture or Admin intervention.
Side selection and team swaps are facilitated by the Portal Experience, which includes a Team Swap button with forced undeploy to ensure fair side rotation.
Map side choices must be relayed to the opposing player via match comms. Failure to communicate these options in a timely manner may result in your forfeit of these options at the opposing player's (and Admin's) discretion.
Teams have one (1) Owner.
NOTE - You must login to the tournament on the TWL website in order to administer your team.
Should a match require rescheduling, the new match time must still fit within the tournament's overall schedule. Matches can only be rescheduled once. Mutual consent via match comms between opponents is required.
In between maps, a maximum preparation time of 10 minutes (15 minutes if you're switching servers) is allowed before starting the next map. Your opponent may start the map if you exceed these time limits.
Match results are to be reported as a loss in your team admin panel or if you are disputing the loss you must login to your team admin panel and select the "Dispute Match Results" link within 1 hour of match end. If a player fails to report or dispute, they need to notify the tournament Admin immediately. Failure to do either within 1 hour of match end will result in forfeiture.
By reporting the results, players waive their rights to protest (ultimately decided by TeamWarfare Staff).
All match communications must take place through the TWL Discord Match Comms system. This system provides dedicated channels for each match to facilitate coordination between players and Admins.
Default server hosting is as follows:
1st map - Home(higher seeded) 2nd map - Away(lower seeded) 3rd(tiebreaker map - Whichever team has highest score between rounds won and kills hosts. In the event of a tie, server host defaults to Home(higher seeded).
If default server hosting option is not used then server host can be discussed in "Match Communication". Server preference and choices are communicated through the "Match Communication" Portion of your Team Admin Console. All servers must be posted in the online match communications 48 hours prior to the match time. If no attempt is made to offer a server, and the opposing player has offered a server, all matches may be played on the opposing player's server per their request.
All disputes will be handled by the Tournament Admin. Each and every dispute inevitably involves different aspects and will be dealt with individually. Disputes must be submitted NO MORE than 1 hour after completion of the match. DO NOT REPORT A LOSS IF YOU PLAN TO DISPUTE. Use the built-in dispute feature found in your administration panel.
Once a match has started, it is understood that both players agree to the terms of the match. If there is a disagreement of match terms AFTER match completion, the disagreement will be thrown out.
If match results are being protested, a Tournament Admin and the opposing player must be made aware of the protest within one hour from the completion of the match via the "Dispute Results" link in your admin panel AS WELL AS through match comms. Failure to do BOTH may result in an Admin reporting the match.
After a protest has been initiated, both players have 24 hours to gather evidence. In this time, the player being protested against may issue a counter-protest.
ALL match issues should be resolved within 48 hours from match completion.
The rules are intended to be guidelines for competitive matches. We reserve the right to review any disputes against the published set of rules and declare something outside the published set of rules.
Exploiting map bugs is prohibited.
TWL maintains a zero tolerance policy for cheating and hacking. Any violation will result in immediate action against the offending player and potentially their team.
The following are NOT permitted in Battlefield 6 gameplay while participating in a tournament match for the TWL:
| Violation Type | First Offense | Second Offense | Third Offense |
|---|---|---|---|
| Minor Infractions | Warning + Match Forfeit | Tournament Disqualification | Suspension |
| Major Infractions | Match Forfeit + Suspension | TWL Ban | Permanent Ban |
| Hacking/Aimbots | Immediate TWL Ban | Permanent Ban | Permanent Ban |
| Team Conspiracy | Team Disqualification | Team TWL Ban | Team Permanent Ban |
Violation of ANY of these will result in an automatic forfeit and potentially expulsion from the TWL tournaments.
Servers must use a TWL BF6 experience code (See section 3).
NOTICE: Server selection is required to be equitable for both players. If the players cannot agree on either of the presented servers as being equitable, a TeamWarfare Admin will mandate a neutral server. The smallest ping difference between two opposing players cannot exceed 125ms.
The higher seeded player (home player) chooses the server. If a neutral server cannot be agreed upon, then the first map will be played on the home player's server choice. Second map will be played on the away player (lower seeded player) server choice. Third map will be played on the player with the higher score's server, unless the score is tied. If tied, then the third map will be played on the higher seeded player's server choice.
TWL Admins are responsible for overseeing tournament operations, resolving disputes, and ensuring fair play. Admins have the authority to make final decisions on all match-related issues.
Any questions or concerns in regards to match play by other players, or questions in general can be directed to the Battlefield 6 Staff. A TWL Admin should be contacted immediately (via Discord) for a ruling to be made.
Remember: Please handle all situations such as server difficulties with a mature, responsible, and reasonable attitude. Good luck and we hope this brings you a side of Battlefield 6 that you have been wanting to see.
These are the maps that are selected for official matches, teams can agree to play different ones but if they can not agree it will have to be what the ladder selected from this pool.
Head over to teamwarfare.net, log in with Discord, and navigate to the Tournaments tab. From there you can register yourself for the 1v1 tournament. You only need 1 player on the roster to be eligible.
This is a single-elimination tournament. Brackets are seeded by admins once signups close. Each round has a deadline (typically one week). Winners advance, losers are eliminated. The bracket is visible on the tournament page.
Yes — the rules are subject to change based on participant feedback and the size of the signup pool. We're also testing experimental features like new ceilings, air radar tweaks, and player health adjustments. Final rules will be locked in before the bracket is generated.
Each round of the bracket has a deadline. Players must coordinate match times via Match Comms in Discord within the first 48 hours of a new round opening. If a match isn't completed by the round deadline, admins may award a double-forfeit or advance one player based on scheduling effort.
If a player fails to coordinate scheduling or show up by the round deadline, admins will review the Match Comms history and may award a forfeit win to the player that made a good-faith effort to schedule.
You can use our PUG Bot in the Discord (check #pug-announce) to find practice matches or scrimmages. You can even install the bot in your own team's server using the /install command to increase your visibility to potential opponents.
Matches are Best-of-3 Maps, each played as Best-of-11 Rounds on the same assigned map. First to 6 rounds wins the map, first to 2 maps wins the match. Tie-breakers go by map wins, then round wins, then total kills.
Yes! Every match in these bracket tournaments contributes to your TWL Match ELO. This is where you start building your legacy on the platform.
You can adjust your roster freely during the signup period. Once the bracket is generated, rosters are locked — no new players can be added.
All disputes are handled by the tournament admin on a case-by-case basis. Most disputes are resolved within 48 hours. The admin has the authority to assign match results, issue forfeits, and take disciplinary action as necessary.
If you suspect a player is cheating or exploiting, report it immediately to the tournament admin. Evidence such as screenshots or recordings is often required. Penalties can include account bans and disqualification.