


Are you ready to relive one of Battlefield 3’s most intense and tactical experiences? Gather your squad of four and prepare for heart-pounding, objective-driven combat. Squad Rush is all about coordination, strategy, and precision under fire — where every respawn, smoke screen, and flanking maneuver can decide the match.
No large-scale chaos this time — it’s all about tight, focused team play and surgical execution. Whether you’re attacking or defending, your teamwork will be the difference between glorious victory and total collapse. Rally your squad, hold the line, and prove who truly dominates the battlefield.
🧪 TEST TOURNAMENT WARNING
Please note that this is an initial test tournament. Since the Squad Rush mode has been recreated from scratch in Battlefield 6 Portal, unexpected bugs and balance issues may occur. Your feedback is extremely valuable — if you encounter any issues or have suggestions, please share them in our Discord channel. Together, we’ll make this mode the best it can be!
Squad Rush delivers fast-paced, small-squad combat focused on attacking and defending M-COM stations.
| Rule Category | Detail |
|---|---|
| Tournament Format | The competition follows a Single Elimination system. |
| Match Objective | Teams alternate between Attackers and Defenders. The attacking team must destroy both M-COM stations, while the defending team must prevent that before the time runs out. |
| Team Size | Matches are played in 4v4 format. |
| Map Progression | Matches consist of multiple sectors. Destroying all M-COMs moves the battle to the next sector. |
| Sides Switching | Teams will switch roles after each round or map to ensure fair play. |
| Victory Condition | A standard match (BO1) consists of four rounds total — each team plays two rounds as attackers and two as defenders. The match result is determined by the total number of rounds won. The team with the most round wins is declared the winner. If the match ends in a draw (e.g., 2–2), Deciders will be used to determine the winner (see below). |
| Deciders (in case of a draw) | 1. Destroyed MCOMs: Count the total number of MCOMs successfully destroyed across both attacking rounds. The team with the higher total wins. 2. Armed MCOMs: If Destroyed MCOMs are tied, count the total number of MCOMs that were armed (even if they were later defused). The team with the higher number of armed MCOMs wins. 3. Total Kills (All Rounds Combined): If the match is still tied after all previous deciders, the team with more total kills across all four rounds wins the match. |
| Classic Format Details | Classic Squad Rush format — tight 4v4 infantry combat. 2 Sectors, 45s M-COM fuse time, 20-minute rounds, 20 attacker tickets per sector. |
Full and detailed rules can be found in the separate “Rules” section.
⚠️ EQUIPMENT RESTRICTIONS & PENALTIES
The exact list of permitted weapons, attachments, gadgets, and explosives can be found in the ‘Rules - Match Settings’ tab. Please review it carefully. Use of any banned item or gadget may result in penalties, including match forfeiture or immediate disqualification from the tournament at the admins’ discretion.
*This event is not sponsored, endorsed, administered by, or affiliated with Electronic Arts Inc.*
All registrations take place through the tournament system, where it is not a problem to create a team and insert your teammates into it (their usernamens on this website). They will then receive an invitation and as soon as they confirm their participation, you can register to the tournament.
Before the tournament, it is mandatory to confirm participation (checked-in) in the tournament system, via the button in header of this tournament! In practice, this means that the captains of the playing teams must confirm their participation in the tournament here on the website just before the tournament. Those who do not do so in time will be replaced by a substitute team.
We reserve the right to change any of the above rules, even during any tournament.
The admin of each competition has the right to change/modify any rule as well as the decision to grant an exception in a specific, precisely defined case. All cases not specified here are handled individually by the admin. Please note that some rules cannot be applied to all types of tournaments.