BF6 2v2 Attack Helicopters Tournament

Battlefield 6

BF6 2v2 Attack Helicopters Tournament

Rules

This tournament is playing matches and currently closed for signups

Battlefield 6 2v2 Attack Helicopter TOWs Only Single-Elimination Tournament

🏆

Tournament Complete!

Spinning Records

Tournament status

New team signups are closed, this tournament is currently accepting teams by invitation only

Tournament statistics

Tournament Bracket

Round 1
Map: Manhattan Bridge, Operation Firestorm, Liberation Peak (TB)
May 3, 2026, 08:00 PM UTC
#1Spinning Records2
#16Almighty0
🕐 Match: May 3, 2026, 08:00 PM UTC
#8Ventum X0
#9Dalian_2v22
🕐 Match: May 3, 2026, 08:00 PM UTC
#4Ventum2
#13Flying Cows0
🕐 Match: Apr 28, 2026, 06:00 PM UTC
#5The Booth1
#12Uranus2
🕐 Match: May 2, 2026, 12:00 AM UTC
#2Protooeasy2
#15BattleDads0
🕐 Match: May 4, 2026, 06:59 AM UTC
#7What The Heli2
#10Heavy Overflowing Loads, Yummy!0
🕐 Match: May 3, 2026, 08:00 PM UTC
#3Gaming on the game 272
#142v2 duo0
🕐 Match: May 3, 2026, 08:00 PM UTC
#6POPI Team2
#11Uber's Pin Pal's0
🕐 Match: Apr 29, 2026, 11:00 PM UTC
Quarterfinals
Map: New Sobek City, Liberation Peak, Mirak Valley (TB)
May 10, 2026, 08:00 PM UTC
#1Spinning Records2
#9Dalian_2v20
🕐 Match: May 10, 2026, 08:00 PM UTC
#4Ventum1
#12Uranus2
🕐 Match: May 9, 2026, 11:30 PM UTC
#2Protooeasy2
#7What The Heli0
🕐 Match: May 10, 2026, 08:00 PM UTC
#3Gaming on the game 272
#6POPI Team0
🕐 Match: May 10, 2026, 11:30 AM UTC
Semifinals
Map: Mirak Valley, Manhattan Bridge, Operation Firestorm (TB)
Jun 7, 2026, 08:00 PM UTC
#1Spinning Records2
#12Uranus0
⏱ Default: Jun 7, 2026, 08:00 PM UTC
#2Protooeasy2
#3Gaming on the game 270
⏱ Default: Jun 7, 2026, 08:00 PM UTC
Finals
Map: Liberation Peak, Operation Firestorm, Manhattan Bridge (TB)
#1Spinning Records3
#2Protooeasy2
Champion
🏆
Spinning Records
Third Place
Map: Liberation Peak, Operation Firestorm, Manhattan Bridge (TB)
#12Uranus2
#3Gaming on the game 270

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TWL Helicopter Tournaments Are Here!

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Rules
Word
Top

💥 Dominate the Skies: 2v2 Attack Helicopters 💥

Ready your rotors and crew! The Battlefield 6 2v2 Attack Helicopters Tournament is here to settle the score on who the true aerial aces are. This isn't about infantry — it's raw, explosive, airborne warfare. Grab your gunner and dominate the skies.

This competition pits two helicopters against one another, each manned by two teammates in pure helicopter combat. Each team deploys two separate attack helicopters 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.

🚁 Get Your Team in the Fight!

The skies are calling, but you can't go alone!

  • Teams need a minimum of 2 and a maximum of 10 players on the roster. Assemble your crew of expert pilots and gunners!
  • Seeded Brackets: Tournament brackets are generated and seeded by admins to ensure fair competition.
  • Roster Lock: Rosters lock as soon as the tournament bracket is generated. Ensure your team is fully assembled before the deadline!

🏆 The Format: Single Elimination Round-Based Bracket

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 teams face possible cancellation.

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; teams play the same assigned map for all three possible sets, only switching sides. First team 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.

Rankings & ELO

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.

Looking Ahead

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, squad up, and let the rotors spin!

🚁 TWL Battlefield 6: 2v2 Attack Helicopters TOWs Only Tournament Rules

1. Introduction

1.1 Rule Hierarchy

Type of Gameplay: Round-Based Vehicle Elimination (Vehicle-only scoring) - HEATs are banned

2. Server settings

  • 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 team; the one hosting the experience is the "Server Admin".
  • 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.

3. Maps

TWL Helis (v0.629) | 100% Soldier HP | 180% Vehicle HP | 93% Vehicle DMG

  • All Maps: Z U 6 Z 1
  • Operation Firestorm: Z V F S A
  • Manhattan Bridge: Z V F S J
  • Liberation Peak: Z V F S Q
  • Mirak Valley: Z V F S U
  • New Sobek City: Z V F T 4

4. Map Rotation

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 tournament round assigned maps. Side Switching: Teams must alternate sides at the start of each new "map" in the Bo3 set. Lower Seed selects side choice first. Each subsequent round the team who is not hosting chooses side.

5. How you win

5.1 Victory Conditions

Matches follow a Best-of-3 Maps structure, where each "map" is a Best-of-11 Rounds.

The first team to win 6 rounds wins the map (set). The first team to win 2 maps wins the match. IMPORTANT: All 3 possible maps are played on the assigned maps. Side Rotation: Teams 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 team's helicopter). In the case of a tie, the last round will have a flag to capture to determine the winner.

5.2 Helicopter Combat Flow

  1. Triple-tap the interact key to display the Ready Up dialog.
  2. Use the dialog to set your per-player ready state.
  3. Vehicles register to a team on first entry. Wait for the "Vehicle Registration" message to pop up when entering your helicopter. If you don't see this, get out and back into your helicopter.
  4. Once the match is live, destroying a registered helicopter awards the opposing team a round kill.
  5. Resupply: Use ammo crates for resupply. More ammo crates are given once returning to your main base between rounds.
  6. Respawning is allowed, but you only have one helicopter!

5.3 Scoring and Tie-Breakers

Teams must add up all 3 data points across all three maps: Map Wins, Round Wins, Total Kills. These are the tie breakers in order: Most Map Wins: if these are even (e.g. 1-1-1), then: Most Round Wins: if these are even (e.g. 6 round wins each), then: Most Total Kills is the last tie breaker (e.g. 14 total kills vs 12 total kills) If teams achieve ties in all categories (e.g. 1-1-1 Maps, 13-13-1 Rounds, 13-13-1 Kills) then 1 more round on the tie breaker map is played for a "golden goal" deciding round. When needed, restart the map and just set it to 1 round.

5.4 Default Game Mode / Ceiling

  • You must select "Helos Only - TWL 2v2" in the ready screen and press confirm and apply mode changes.
  • Once the settings take hold you should see the confirmation on the upper left of your screen.
  • The exception to this is if both teams agree to play custom settings in match comms.
  • NOTE: As soon as you set a custom ceiling you lose the ability to restore the BF6 Vanilla aircraft ceiling setting and need to reset the map in order to play Vanilla ceiling settings again.
  • Take lots of screenshots in case there's a dispute.

6. Match behaviour

All members of all teams 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 members of each team 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.

7. Player and vehicle limits

7.1 Helicopter-Specific Rules & HEATs (Lock-on Missiles) are Banned

7.1 Helicopter-Specific Rules & TOWs ONLY Restrictions This is a 2 vs. 2 helicopter tournament. Teams must deploy both attack helicopters with proper pilot/gunner crews.

CRITICAL RULE: HEATs (Lock on Missiles) are Banned

The players cannot use the HEATs in the Attack Chopper. In-game these are called the Anti-Air Missles ALM-93. Instead of these you MUST use the Aim-Guided M41A7 TOW2 missiles.

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.

7.2 Team Composition

Each team is to field a minimum of 2 players. If a team is unable to meet this requirement, the offending team must either forfeit or reschedule the match at a later date with cooperation from the opposing team captain. If one team cannot field 2 players they are eligible to play the match 1v2. If both teams cannot field the 2 players required then both teams may opt to play 1v1. If a team cannot field any players for the match then a forfeit will be awarded. Proof needs to be provided as per Rule 9.2.

8. Team rosters

8.1 Roster Requirements

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 discrection.

8.2 Player Identification & Verification

To maintain competitive integrity and prevent "smurfing" or the use of unauthorized ringers, all players must compete using their primary, verifiable identities.

  • 8.2.1 Mandatory Account Linking: Competitors are required to link their EA and Steam accounts to their TWL profile. This establishes a "true-to-true" identity that must match the player participating in the match.
  • 8.2.2 Streamer Mode Prohibited: The use of "Streamer Mode" or any in-game setting that obscures, anonymizes, or alters a player's EA ID/In-Game Name (IGN) is strictly prohibited during any tournament match. Real account names must be visible on the scoreboard and in all submitted media (screenshots/recordings).
  • 8.2.3 Naming Consistency: The in-game name (IGN) appearing on the Battlefield 6 scoreboard must match the name listed on the official TWL Match Roster. If a player updates their EA ID, they must update their TWL profile accordingly before participating in any further matches.
  • 8.2.4 Verification Failures & Ringer Protocols: If a player is found using Streamer Mode, or if a player's name does not match the roster, the following steps must be taken:
    • Immediate Notification: The opposing team must notify the player/captain via match comms as soon as the discrepancy is noticed.
    • Correction Period: The player must be given the opportunity to disable Streamer Mode or clarify the identity.
    • Refusal to Comply: Refusal to disable Streamer Mode or provide identity verification upon request constitutes a Major Infraction (Match Forfeit) as outlined in Section 13.3.
  • 8.2.5 Pre-Match Validation & Dispute Finality: To prevent post-match disputes over minor clerical errors:
    • Proactive Verification: Team captains are expected to verify the opposing roster BEFORE the match begins.
    • Finality of Play: If a match is played in its entirety without a dispute being raised in match comms regarding player identity, the results are considered final.

8.3 Substituted Players/Rejoining

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, you may substitute an eligible player to fill the spot or the dropped player may rejoin. However, upon joining the server the player must rejoin their respective team immediately. Anyone joining the opposing team's side for over 30 seconds will be considered observing and will subject their team to forfeiture of the match or replaying the map.

Due to the sizes of some teams, it is acceptable to rotate players at the beginning of new maps. However, this should be done in a timely manner that does not hinder the progress of the game.

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.

8.4 Smurf Policy

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)

  • The team that the smurf joined or played for will be disqualified from the tournament.
  • The smurf's account(s) on, and possibly access rights to, TWL will be revoked.

9. Match Management & Captain's Responsibility

9.1 Match Scheduling and Deadlines

All tournament matches are played in "Rounds." Each round has a strict deadline, typically one week from the start of the round.

  • Check the Bracket: Captains must refer to the bracket on the TWL website for the exact deadline date and time for each round.
  • Coordination: Teams must coordinate match times within the first 48 hours of a new round being opened.
  • Risk of Cancellation: Any match not completed and reported by the round deadline faces immediate cancellation. Admins may award a double-forfeit or advance one team based on scheduling effort shown in Match Comms.

9.2 Match Confirmation

Matches are to start at the agreed time, and a 15-minute grace period will be allowed should a team run late or have a problem rounding up members. After this grace period, the team with members present and waiting on the designated server should contact an Admin immediately in Discord in the appropriate channel. Please supply both teams involved in the match and tournament should that apply.

Teams should have the minimum number of players 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 teams 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.

9.3 Roster Verification

It is each team's responsibility before the match starts to see that all players are legally registered on each team's roster. After match start or completion, roster disputes are not valid justification for forfeiture or Admin intervention.

9.4 Side Selection and Map Choices

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 and order must be relayed to the opposing team via match comms. Failure to communicate these options in a timely manner may result in your forfeit of these options at the opposing team's (and Admin's) discretion.

9.5 Screenshot and Evidence Requirements

  • Please have either demos or screenshots available if requested for verification. Please make use of the match communications system in place for captains and founders to use to reinforce attempts to set up match details.
  • You need a screen shot of the final match results.
  • Each team should be aware of the admin panel.
  • Note that you can/should drop relevant screenshots into Match Comms channel.

9.6 Team Management

Teams have one (1) Owner and any number of Captains. The team Owner should determine who should be in charge of match scheduling and maintaining the team information. Multiple team captains can be assigned to perform such duties.

  • There are only to be a maximum of 2 captains assigned to any tournament match.

Access to the Team Admin Console is available to all Captains. NOTE - You must login to the tournament in order to administer your team.

9.7 Rescheduling

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.

9.8 Punctuality (Preparation)

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 opponents may start the map if you exceed these time limits.

9.9 Match Results Reporting

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 team fails to report or dispute, the team needs to notify the tournament Admin immediately. Failure to do either within 1 hour of match end will result in forfeiture.

By reporting the results, teams waive their rights to protest (ultimately decided by TeamWarfare Staff).

10. Match Communications

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 captains and Admins.

10.1 Server 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 for your team, and the opposing team has offered a server, all matches may be played on the opposing team's server per their request.

11. Disputes

11.1 General Dispute Policy

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 teams agree to the terms of the match. If there is a disagreement of match terms AFTER match completion, the disagreement will be thrown out.

11.2 Evidence Submission

If match results are being protested, a Tournament Admin and the opposing team captains 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 teams have 24 hours to gather evidence. In this time, the team being protested against may issue a counter-protest.

11.3 Resolution Timeline

ALL match issues should be resolved within 48 hours from match completion.

12. Exploits

12.1 General Exploit Policy

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.

12.2 Helicopter and Map Exploits

  • Bailing Policy: Bailing out of your helicopter to avoid being destroyed or to deny a kill to the opposing team is strictly prohibited. Crews must stay with their aircraft during combat. Landing the helicopter to perform repairs or drop ammo boxes is permitted, provided the crew re-enters the aircraft immediately upon completion.
  • Main Base Gating: The experience includes main-base entry/exit tracking. Obey pre-round "over-line" warnings.
  • Terrain Exploitation: Hiding helicopters inside terrain geometry or using map glitches for invulnerability is prohibited.

12.3 Map Bugs

Exploiting map bugs is prohibited.

13. Cheating/Hacking

13.1 Zero Tolerance Policy

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.

13.2 Prohibited Actions

The following are NOT permitted in Battlefield 6 gameplay while participating in a tournament match for the TWL:

  • Switching teams after being killed in order to observe the other team's players
  • Running a server-side mod without the permission from the other captain
  • Removing the other team's players by means of kicking or vote kicking
  • Changing the map outside of agreed rotation
  • Dead players communicating with live players via the console during match play
  • Use of any client-side modification that enhances your aim
  • Exploiting map bugs
  • Not following any of the specific rules above
  • Any client side mod that changes fog distances or skins.

13.3 Consequences

Violation TypeFirst OffenseSecond OffenseThird Offense
Minor InfractionsWarning + Match ForfeitTournament DisqualificationSuspension
Major InfractionsMatch Forfeit + SuspensionTWL BanPermanent Ban
Hacking/AimbotsImmediate TWL BanPermanent BanPermanent Ban
Team ConspiracyTeam DisqualificationTeam TWL BanTeam Permanent Ban

Violation of ANY of these will result in an automatic forfeit and potentially expulsion from the TWL tournaments.

14. Qualified servers

14.1 Server Requirements

Servers must use a TWL BF6 experience code (See section 3).

14.2 Server Equity Rules

NOTICE: Server selection is required to be equitable for both teams. If the teams 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.

14.3 Server Selection Protocol

The home team(higher seeded team) chooses the server. If a neutral server cannot be agreed upon, then the first map will be played on home team server choice. Second map will be played on away team(lower seeded team) server choice. Third map will be played on team with the higher score unless the score is tied. If tied then the third map will be played on the higher seeded teams server choice.

15. Admins

15.1 Admin Roles

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.

15.2 Admin Contact

Any questions or concerns in regards to match play by other teams, 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.

Final Remarks

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.

16. Changelog

  • March 18th, 2026
    • dox: Created ruleset for the BF6 2v2 Attack Helicopters tournament, based on the test league rules.
  • April 19th, 2026
    • Nebulous: Applied 10 ratified rule proposals — weapon restrictions (HEATs banned), 1.1 rule hierarchy, map rotation (3 maps/round), victory conditions/side rotation, team composition (1v2/1v1), late joiners, mid-round substitution disputes, server equity (125ms), server selection protocol (seeded-based).

Twitch StreamersTop

Latest Actions Top

Community Chat Top

Map Pool Top

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.

  • Liberation Peak, Operation Firestorm, Manhattan Bridge (TB)
  • Manhattan Bridge, Operation Firestorm, Liberation Peak (TB)
  • Mirak Valley, Manhattan Bridge, Operation Firestorm (TB)
  • New Sobek City, Liberation Peak, Mirak Valley (TB)

Game Info Top

Latest Match Video Top

Away Video 3 - 2 Uploaded by dox
Spinning Records vs Protooeasy

FAQ

How can I find a teammate?

Finding a teammate can be a very rewarding experience, the easiest way to get started is to socialize in our Discord while staying tuned to happenings within it as well as scrimmages, match results and more. If you're looking for more advice you can always ask tournament admins, team captains and owners.

How do I sign up?

Head over to teamwarfare.net, log in with Discord, and navigate to the Tournaments tab. From there you can create a team and register for the tournament. You'll need at least 2 players on your roster to be eligible.

How does the bracket work?

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.

Will the rules change?

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.

How does match scheduling work?

Each round of the bracket has a deadline. Teams 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 team based on scheduling effort.

What if my opponent doesn't respond?

If a team 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 team that made a good-faith effort to schedule.

How can we practice between tournament matches?

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.

How does scoring work?

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.

Does this affect my ELO?

Yes! Every match in these bracket tournaments contributes to your TWL Match ELO. This is where you start building your legacy on the platform.

Can I change my roster after signing up?

You can adjust your roster freely during the signup period. Once the bracket is generated, rosters are locked — no new players can be added.

What happens if there's a dispute?

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.

How do I report cheating?

If you suspect a player or team 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 team disqualification.