
Battlefield 6
This tournament is accepting signups before it opens
Battlefield 6 2v2 Tanks round-robin tournament.
Tournament format · Round-robin
Every team takes a seat. Each round you face the team across the table — then the table turns. When it has turned all the way around, everyone has played everyone.
Preview · open seats are examples — they fill as teams are accepted.
past · now · upcoming
completed rounds
| Team | ||||
|---|---|---|---|---|
Long Rang Recon Patrol (LRRP)Team History
Hello! We are Long Range Recon Patrol (LRRP) a competitive semi-pro Esports platoon built and founded on family, respect, trust, and loyalty. Here you will find some of the best players in the world playing along side one another. Because we work hard to give everyone a platform to play and perform at their best! LRRP is not just another team. We're a tight knit group of players who have become real lifelong friends and teammates for years to come. Our goal is to help each other achieve personal and online success in gaming and in life. Roster | ||||
T1C and Friends (TnF)Team History
Dis my fwands. Roster |
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 cannon and crew! Battlefield 6 Tanks vs Tanks is here to settle the score on who the true armored aces are. This isn't about infantry, it's raw, explosive, mechanized warfare.
This competition pits two-person teams against each other in pure tank combat, using only the weapons mounted on your armor. Each team deploys two separate tanks in fast-paced round-based matches in a Swiss-system tournament followed by a single-elimination bracket — every team plays every Swiss round, paired against opponents with a similar win record, then the top teams advance to a knockout bracket to crown the champion.
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.
The battlefield is calling, but you can't go alone!
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 tournament page on the website for exact dates and deadlines for each round.
The tournament has two stages:
Matches are played across 3 maps, with each map being a Best-of-5 rounds. First team to win 3 rounds takes the map, and first to win 2 maps wins the match!
Every match matters. Participation in this tournament — 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 full League Formats 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 Tanks Tournament continues today! Sign up, squad up, and let the tank tracks roll!
Tournament-specific rules supersede the corresponding general tournament rule.
Maps are assigned per round of the tournament. Teams do NOT pick or ban maps. Instead, refer to the tournament page on the TWL website to see which map has been assigned for your current round/week.
Use the Experience Codes below for the assigned map. When starting the server, please specify the code corresponding to the assigned map configuration.
Matches follow a Best-of-3 Maps structure, where each "map" is a Best-of-5 Rounds.
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.
This is a 2 vs. 2 tank tournament. Teams must deploy both tanks, rather than hotseat/repair a single tank. You are allowed to repair your teammates tank, but you must leave the main base with your tank first and you must stay out of the main base during the live round.
Important Technical Limitations:
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 9.5.
To maintain competitive integrity and prevent "smurfing" or the use of unauthorized ringers, all players must compete using their primary, verifiable identities.
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.
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)
Additionally, team captains and founders can contact your games coordinator (Admin). The Admins will cooperate fully with team captains and founders in order to combat and prevent smurfing. We will NOT hand out IP's so don't ask, but we will be more than happy to check a certain player on your team.
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 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.
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.
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.
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.
Access to the Team Admin Console is available to all Captains. NOTE - You must login to the tournament 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 opponents 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 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).
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.
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.
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.
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.
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 teams. If the teams cannot agree on either of the presented servers as being equitable, a TeamWarfare Admin will mandate a neutral server.
Server selections are bound by a "reasonable difference" in ping. If the average ping differential is substantial, the opposing team has the right to refuse a server, provided there is a viable alternative server open for match use.
Servers with vast differences in average ping are not considered equitable. Ping difference should not exceed 75ms between the teams. Players with over 250ms ping should be discarded from the average.
The home team (higher-ranked team in the current standings) chooses the server. If a neutral server cannot be agreed upon, then the first map will be played on the home team server choice. Second map will be played on the away team (lower-ranked team) server choice. Third map will be played on the team with the higher score's server, unless the score is tied. If tied, then the third map will be played on the higher-ranked team's server choice.
Please ensure the server's stability and capability to withstand 4 players before the match begins. In the event of excessive lag, another server may be chosen or the match may be rescheduled.
Server hosting requirements: Use the official TWL Portal Experience Codes (e.g., ZKBX5).
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 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.
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.
No maps configured yet.
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.
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.
This is a Swiss-system tournament followed by a single-elimination bracket. During the Swiss stage, no team is eliminated — every team plays every round, paired against opponents with the same record. The schedule is seeded by admins once signups close. Each round has a deadline (typically one week). After every round, teams are grouped by their win count (score groups) and paired against opponents with the same record. Standings and pairings are visible on the tournament page.
After the final Swiss round, the top teams by final Swiss standings advance to a single-elimination bracket. The number of bracket teams (4, 8, or 16) is set by admins per event based on the final signup count. Bracket seeding follows the final Swiss standings. Lose a bracket match and you're out; win and you advance. The last undefeated team is the champion. Tiebreakers for Swiss standings: Buchholz, median Buchholz, game difference, head-to-head, and seed.
Yes — the rules are subject to change based on participant feedback and the size of the signup pool. Final rules will be locked in before the Swiss schedule is generated.
Each round of the tournament 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 adjust standings based on scheduling effort.
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.
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-5 Rounds on the same assigned map. First to 3 rounds wins the map, first to 2 maps wins the match. Swiss standings are by match wins; tiebreakers go by Buchholz, median Buchholz, game difference, head-to-head, then seed. In the bracket, the winner advances and the loser is eliminated.
Yes! Every match in this tournament 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 Swiss schedule is generated, rosters are locked — no new players can be added (admins may add late joiners at their discretion).
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 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.