GAME SET UP BF4-SIM 3/5
- Nordic Milsim
- Apr 23
- 5 min read

EVENT INFO
TIMES:
08:00-09:00: Check-in NOTE: We do not admit any players after Check-in closes
09:20-09:45: Game Brief
10:00-15:30: Game
15:40-16:00: Debreif
LINKS:
You need to have done this before the game MANDATORY
Registration: click here (Here you can also see practical information, prices times etc.)
Read through our rules rules, NOTE: Rule additions & changes have been added in 2025 (We will ask you about rules at check-in):
Bring a red armband and a blue armband (regardless of whether you have been placed in a team)
Bring a white gauze pad/wrap, Medic bandages must be at least 8x400cm , without these you cannot be healed. Bring your own or buy a personal one from us for SEK 60
Take a HIT cloth / marker with you
Download the app Telegram (required for communication within the team) Google play: click here App store: click here
Download the Ares Alpha app (required to view the real-time map and perform missions) Google play: click here App store:click here
Bring something to store water in
Bring food, we have for sale (no break for lunch, we eat in the field during games and your peers can't afford you disappearing for an hour)
Make sure all your equipment is working
IMPORTANT: Arrive on time, we will NOT let players in after 09:00 when check-in closes

GAME MODE
-RUSH
NOTE: If a lower players count than 50, game mode will be changed to Domination!
Gameplay Rules:
Team Setup:
1. Players are divided into two factions: Attackers and Defenders.
2. Factions may have designated commanders to coordinate overall strategy.
Objective Points:
1. The AO contains 3-5 objectives set in a linear progression (e.g., 1 → 2 → 3).
2. Attackers must capture objectives in sequence, while defenders aim to hold their ground.
Capturing Objectives:
1. To capture an objective, attackers must hold and defend an Ares Alpha box for 3 minutes. When 3 minutes has passed the attackers set off a small pyro rocket to indicate capture and blow a provided air horn.
2. Once captured, the attackers recive 100 points and game pauses for 5 minutes.
3. After capture, and 5 min admin pause, attackers may assault the next objective.
Defending Objectives:
1. Defenders aim to hold each objective until the time for that phase runs out (e.g., 60 min per objective).
2. If they succeed, the round ends, and defenders are awarded 100 points.
3. After the time limit runs out, there will be a 5 min admin pause and defenders need to move to defend the next objective.
4. Attackers start their assault on the next objective after the 5 min admin pause, no matter if the defenders succesfully defended the previous one or not.
Movement Restrictions:
1. Attackers are free to move anywhere on the map but must capture objectives in the correct sequence. They are not allowed to come within 100 meters of a defender's respawn point.
2. Defenders are not allowed to move more than 15 meters beyond the frontline established by the active objective.
Respawn Rules:
1. Attackers respawn at a forward base or a designated mobile respawn point (if available). The previous objective will act as the respawn point once that phase has ended.
2. Defenders respawn at any of the objectives behind the current phase one..
Scoring:
1. Attackers earn points for capturing each objective (100 points).
2. Defenders earn points for every objective defended (100 points) 3. The game ends when either all objectives are captured, or time runs out with defenders holding their ground.
SIDE MISSIONS
During the game, missions will be assigned by the game management.
Each mission is worth 300 points upon complete and approved execution.
Missions can be carried out in areas not covered by the game map.
The missions affect the game progression more than just points upon execution. Successful missions can provide strategic advantages to the own team and more firepower further into the game.
It is HIGHLY RECOMMENDED to have a pen and notepad to write down important information received through the QR codes.
RESPAWN
Main respawn: Direct - get to the location, when you reach it you can return to the battle directly.
CP´s controlled by your Faction: Every 15 minutes, you can respawn at this location every time the clock shows XX:00, XX:15, XX:30, XX45.
NOTE: Players are not allowed to respawn at a CP that is contested. If there is an ongoing firefight or an enemy player within 50 meters of the location, respawning at that CP is not permitted.
LEGEND
Green dashed area: Safezone, safety glasses still to be worn but no firing of weapons.
Blue pentagon: Blue main respawn
Red pentagon: Red main respawn
Pink/white square with white number: Capture point (CP)
Yellow number: UPK point
Brown line: Height curve
Orange area between DH - 8-12 Do not tread!
DOWNLOAD MAP:
COMMUNICATION
Factions are free to communicate with each other in any way they choose, and as a player, you are not required to participate in any of the game's communication channels. However, based on our experience from previous events, we have observed that the faction with the most effective and clear communication, reaching the majority of its players, tends to have the most immersive gameplay experience and the greatest chance of winning.
Municipal actions take place in two different ways throughout the game:
TELEGRAM
Telegram is an encrypted chat application that functions similarly to other chat services. We have chosen to offer Telegram as an alternative for several reasons. Firstly, it allows players who do not have their own radio to still communicate with others. Secondly, radios have certain limitations, such as range and availability, which Telegram can help overcome.
However, using Telegram comes with some drawbacks. It requires access to a smartphone, and constantly checking the phone for updates can be distracting. Unlike a radio, which provides instant communication, Telegram does not offer the same level of immediate response.
On the other hand, Telegram allows you to reach a larger number of players without being disrupted by radio noise or constant chatter. Additionally, the app is not affected by terrain or antenna limitations, making it a more flexible communication tool in certain situations.
RADIO CHANNELS
BLUE
PMR
• Channel 1 – 446.00625 MHz.
• Channel 2 – 446.01875 MHz.
• Channel 3 – 446.03125 MHz.
• Channel 4 – 446.04375 MHz.
• Channel 5 – 446.05625 MHz.
• Channel 6 – 446.06875 MHz.
• Channel 7 – 446.08125 MHz.
• Channel 8 – 446.09375 MHz.
JAKT
• Jakt 1 – 155,425
• Jakt 2 – 155,475
• Jakt 3 – 155,500
RED
PMR
• Channel 9 – 446.10625 MHz.
• Channel 10 – 446.11875 MHz.
• Channel 11 – 446.13125 MHz.
• Channel 12 – 446.14375 MHz.
• Channel 13 – 446.15625 MHz.
• Channel 14 – 446.16875 MHz.
• Channel 15 – 446.18125 MHz.
JAKT
• Jakt 4 – 155,525
• Jakt 5 – 156,000
• Jakt 6 – 155,400
• Jakt 7 – 155,450
GAME MANAGEMENT
-Available on Telegram team chat
- Tel. 0708780439

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