Halo Reach - Launch Tournament | 2v2 PC
Halo Reach

Tournament start - Sunday 15 December, 11am AEST QLD, 12:00pm AEDT NSW

Check in - N/A

Settings - Harcore (MLG v7) Slayer, modified score to win (25 kills)

Both winning & losing teams MUST submit results via the tournamatch player navigation bar under "confirm results"

Australia, New Zealand, Asia only


Hardcore Slayer (change to 25 kills)

Map 1 - Slayer, Zealot

Map 2 - Slayer, Countdown

Map 3 - Slayer, Sanctuary

Map 4 (Finals only) - Pit

Map 5 (Finals only) - Zealot

Best of 3 (Bo3), Finals Best of 5 (Bo5)

General Rules

Use of both Male and Female Spartans is permitted. You cannot use the elite player model. No leaving the normal boundaries of a map. No grabbing/holding a flag/oddball outside of the normal boundaries of a map.

It is illegal to throw an objective item into any place not accessible within the normal playable area of the map.

If a team is not in a lobby together with the opposing team they are scheduled to verse and they are not ready to play on time they will receive a warning. If this problem continues to persist with the same team they will start to forfeit games every 15 minutes.

All teams should be in a custom game lobby ready to play at least 10 minutes before the competition is scheduled to start at the beginning of each day.

The winning team must report the match results within 15 minutes of completion through a specifically designated results thread/tournamatch results submission . Team colours must be Red and Blue. Ensure that the game lobby is set to Invite Only.

Substitutions are not permitted, unless agree'd upon by both teams

Hosting & Connection Issues

The higher seeded team will host rounds 1, 3, 5 and 7 (where necessary)

The lower seeded team will host rounds 2, 4 and 6 (where necessary)

Higher seed is always red team

Restarts will be at the discretion of the referees

The host of a round is always the leader of the game lobby, so every player who plans on hosting must have the official tournament rules.

Before each round, and once every player is in the lobby, the host should start up a custom game for 1 minute to ensure that the connection is satisfactory for all players. Satisfactory means every player must be on green bar connections.

If no players on a team are able to accommodate hosting 8 players with all green bar connections, they will forfeit their opportunity to host that round to the opposing team.

If a player does not spawn at the start of a round due to connection, or is constantly on red bar for the first two minutes of the game, the host must end the game. If the opposing team is host, you can signal the opposing team to end the game by having everyone stand still until the game has been ended.

If the same player continues to experience connection issues three times in a row, and has done all they can to try and fix their connection, their team may either continue to play with their remaining players or use their registered substitute. Otherwise, that that player may try to fix their connection issues but every 15 minutes, their team will forfeit a round.

Any suspected connection tampering, deliberately lagging out or leaving games or any other form of cheating will result in disqualification from the tournament.

If a player or entire game is disconnected, or a player or entire game experiences a technical malfunction during a game, if the game is within the first 5 minutes of play, the game will be restarted from the beginning. If the game is older than 5 minutes, the round will be restarted and teams will need play from the score that they were on before the disconnection or malfunction. So, if a team has 33 kills before the malfunction, they will only need to reach 17 kills to win that round.

If a player unintentionally disconnects out of a round after three minutes into the game, the round must be restarted, however the score will continue from the point it was at where that player disconnected.

A New Zealand player, regardless of who else is on their team, is only allowed to host games 2 and 4, and 6 regardless of seed advantage. (MCC ONLY)


Players may not use a Turbo controller or a Button Macro controller. Turbo controllers allow Players to press a button that results in their Character performing a set of actions that would normally require the Player to press the same button multiple times. Button Macro controllers allow Players to press a button that results in their Character performing a set of actions that would normally require the Player to press multiple buttons.

Players may not use a controller that has been modified in such a way that it alters their Characters abilities and/or in-game mechanics. Players are allowed to make cosmetic changes to their controller.

In the case of an Xbox/Monitor malfunction Online a referee must be brought into handle the dispute and if necessary the game will be restarted from the beginning.

This rule does not apply if the game was an objective game where it was mathematically impossible for the other team to win.

Gametype Specific Rules

If a flag is pulled by a team down by one flag capture right before the 15min mark, the game will continue until the flag is either returned or captured and further played out. If the game is unintentionally ended before the flag is returned (not giving the other team the chance to finish the cap) the match will be restarted first to one flag sudden death. Intentional ending early will result in a forfeit of the match.

No ball/flag glitching is allowed (Insta killing)

A confirmed flag/ball, even accidental, will require a restart to the game. scores will continue from when the glitch occurred, a referee can be brought in if there is a dispute

A 2nd flag/ball glitch by the same player means the game must be stopped and is forfeited by the team breaking this rule. If you do not have custom game leader your entire team must stand motionless until the game has ended. If you are leader of the custom game and an entire team stands motionless for at least 30 seconds, you must end the match. Both the flag/ball glitches (at least two), and whether the entire team remained motionless (to call for a match stop) will be checked in theater.

Any evidence of a flag/ball glitch needs to be displayed to a referee if disputed. If a player mistakenly calls a flag glitch and has the game ended, they will forfeit the game.

No placing the oddball out of reach, in an area where it won't immediately "Play Ball". Intentionally breaking this rule will result in a match restart, keeping the scores from when the ball was last thrown off

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