FI EN
BATTLEGROUP 2026

Battlegroup 2026: a strong event, with mobility and digital tools dividing opinion

Feedback from 245 respondents shows a strong overall result: the event averaged 4.36/5, and almost three quarters gave a recommendation score of 9–10/10. Kuulaportti, chronographing, registration, bases and food services were rated especially highly. The most critical feedback concerned mobility across the large game area, the reliability of Status, mission context, and how civilian play and story connected to the wider game.

01

What the feedback highlighted

The report uses aggregate findings only. No individual open response is quoted.

What players liked

The event was rated very highly overall

The event met expectations well: 223 of 245 respondents gave a rating of 4 or 5 for meeting expectations. In the overall rating, 230 respondents selected 4 or 5. Feedback repeatedly highlighted strong organisation, atmosphere and a steady amount of activity.

Registration, Kuulaportti and chronographing worked well

Kuulaportti averaged 4.61/5 and chronographing 4.57/5. The clarity of the registration area, smooth service and staff performance received substantial positive feedback, although queues and individual points of confusion still occurred.

Bases and essential services supported the event

Bases averaged 4.30/5. Hand-washing points, toilets, maintenance and general camp functionality were repeatedly mentioned as successes. The brgr.in food service also received a strong overall rating of 4.53/5.

Physical game objects and clear scenarios stood out

The RSV, Power Plant, triangulation, capture points and several night missions were repeatedly named as successful. Concrete objectives, clear goals and visible effects on the game made these missions feel meaningful.

What players liked less

The large game area was difficult to access on foot

Long distances, uncertain transport and single-road bottlenecks limited participation, especially for players without their own vehicle. Repeated suggestions included more accessible missions, better respawn placement, FOB solutions and a regular shuttle service.

Status reliability fell short of expectations

Crashes, white map screens, repeated logins, GPS errors and missing vehicles were reported across different devices. The service itself was considered useful, but unreliability reduced adoption and made it harder to follow missions and faction movements.

Mission purpose and impact were not always visible

The mission rating averaged 3.79/5. Some respondents found missions repetitive, vehicle-centred or disconnected from the wider story. Ordinary infantry did not always understand why a mission mattered, how it affected the game or how their own task contributed to the larger objective.

Rule enforcement and interpretation caused uncertainty

Rules were rated positively overall, but recurring topics included thermal sights, Paladin and anti-vehicle practices, destroyed vehicles blocking roads, engagement distances, the semi-only rule and responses to rule violations. Many respondents asked for consistent enforcement and clearer examples.

The civilian village, story and ingame bank felt distant to many

Civilian play averaged 3.69/5 and story 3.76/5. The village location, difficult access and limited connection to main missions restricted participation. The purpose of the ingame bank was unclear to some players, and there were too few meaningful ways to spend earned currency.

02

Feedback by theme

A broader editorial summary of recurring feedback patterns.

Overall experience and event atmosphere

The overall event average was 4.36/5, while the average recommendation score was 9.07/10. Feedback emphasised strong organisation, atmosphere, a clear event structure and a steady amount of gameplay. Critical comments were more often directed at individual systems and gameplay structures than at the event as a whole.

Registration, Kuulaportti and chronographing

Kuulaportti, chronographing, registration and Ehasastore were among the highest-rated areas. Kuulaportti was generally considered easy to use, but payment, personal details, minor registration and vehicle registration caused some confusion. Chronographing was rated strongly, although more stations, preparation areas and clearer queue instructions were requested for peak times. The new wristbands divided opinion: some found them practical, while others found them uncomfortable or unnecessary.

Game area, distances and transport

The game area averaged 4.14/5, and its size, road network and forest terrain were seen as both strengths and challenges. A recurring concern was the difficulty infantry faced in reaching remote missions, the civilian village and the northern area. Single-road bottlenecks, long walks and hard-to-reach respawns reduced participation. Suggestions included a shuttle, FOBs, denser capture points and objectives designed around infantry access.

Missions, game objects and night operations

Missions averaged 3.82/5. Clear, physical and time-sensitive scenarios received the strongest feedback: the RSV, Power Plant, triangulation, capture points and the final convoy were frequently mentioned. Some respondents felt mission types were becoming repetitive and that ordinary infantry was overshadowed by vehicles or specialist roles. Night missions were mostly well received, but access to thermal and night-vision equipment created divided views.

Rules, safety and game enforcement

Rules averaged 4.06/5, with very few low ratings. Open feedback still raised thermal sights, semi-only, machine-gun and precision-weapon engagement distances, vehicle and anti-vehicle rules, casualty mechanics and rule enforcement. Some respondents wanted tighter restrictions while others wanted more freedom, showing clear disagreement. The shared request was for consistent enforcement and bilingual rules explained with practical examples.

Status and other digital systems

Digital systems averaged 4.16/5 overall, but Status averaged 4.01/5 and generated many technical reports. Recurring issues included crashes, lost logins, white map screens, inaccurate GPS, missing vehicles and poor operation on certain networks. Information was also considered too fragmented across multiple sites and channels. Kuulaportti, by contrast, received a very strong rating, although links and payment were expected to be more direct.

Faction leadership and situational awareness

Faction leadership averaged 4.22/5, but experiences varied by faction and chain of command. Positive feedback highlighted clear tasks, good morale, approachable leaders and a functioning command structure. Critical feedback mentioned limited explanation of the larger picture, late orders, uneven task allocation, weak coordination between units and language barriers. Leadership results are therefore most meaningful when viewed as faction-level aggregates.

Civilian village, story and the ingame economy

The civilian village and story produced strongly divided opinions. Some players considered civilian encounters, the casino, bar, religious characters and story scenes among the most memorable parts of the event. Others found the village too remote, too small or poorly connected to combat-faction missions. The ingame bank was seen as an interesting concept, but its purpose, login flow, income level and spending opportunities were unclear to many.

Bases, maintenance, food and event partners

Bases, food services and partners received strong ratings. Hand-washing points were mentioned unusually often as a success, while brgr.in food and the presence of partner stores were considered useful. Improvement requests concerned food access and timing, portion size and value, shower information, toilet paper, firewood, charging points, a safe weapon-testing area and generator noise at night.

International access, accessibility and growth

For international and non-driving players, the main barriers were travel cost, local transport, moving equipment, language and fragmented information. Suggestions included airport or railway transfers, a shuttle within the game area, rental equipment, clearer bilingual communication and targeted information for international teams. At the same time, many respondents said they already actively recommend the event and recruit new players.

How the feedback survey worked

The survey was rated easy to complete, averaging 4.39/5, while question relevance averaged 4.13/5. Many respondents valued its breadth, but some found it long or felt the estimated completion time was too short. Suggestions included prioritising core questions, allowing short comments on more topics and using terrain photos to support the game-area map question.

The feedback presents Battlegroup 2026 as a very successful and well-organised event overall. The strongest ratings concerned registration, Kuulaportti, chronographing, bases and services. The most debated areas were mobility across the large game area, Status reliability, visibility of mission purpose, consistent rule enforcement, and how civilian play and story connected to the rest of the event.

03

What the ratings showed

Distributions are shown only for questions answered by at least three people.

Feedback on this survey

How easy was this survey to complete?

4.4
10
25
322
490
5134

n=251

The event overall

How likely are you to recommend an Ehasa event to a friend?

9.1
00
11
20
31
41
52
63
711
848
957
10127

n=251

The event overall

How well did the event meet your expectations?

4.4
10
23
319
4101
5128

n=251

Feedback on this survey

How well did the questions match your own experience?

4.1
10
22
336
4139
574

n=251

The event overall

What overall rating would you give the event?

4.3
10
23
312
4137
599

n=251

Rules

How well did the rules you knew work in practice?

4.1
11
21
334
4144
568

n=248

Registration and Ehasastore

What was your overall impression of registration and Ehasastore?

4.4
10
23
319
498
5126

n=246

Game area

How well did the parts of the game area you experienced work?

4.2
11
24
334
4114
589

n=242

04

Theme comparison between groups

Factions remain separate. Results are hidden when fewer than five people in a group rated the theme.

Colour highlights the rating level: more critical results use warmer tones and stronger ratings use greener tones.

More criticalMiddleStronger
ThemeAllPohjoisen kuninkaallisen kaartin jalkaväkin=40Pohjoisen kuninkaallisen kaartin mekanisoitu jalkaväkin=65Siviilitn=14Nordbergin liittouman jalkaväkin=31Nordbergin liittouman mekanisoitu jalkaväkin=84Nordbergin liittouman tiedustelujoukkuen=11
The event overalln=2514.44.4n=404.5n=654.3n=144.2n=314.3n=844.2n=11
Feedback on this surveyn=2514.34.4n=404.4n=653.8n=144.1n=314.3n=844.1n=11
Rulesn=2484.14.2n=404.1n=654.3n=123.9n=314.0n=844.3n=11
Registration and Ehasastoren=2464.44.3n=394.4n=654.3n=124.3n=314.4n=834.7n=11
Game arean=2424.14.1n=404.3n=654.0n=94.1n=314.1n=834.1n=10
Kuulaportti as a registration platformn=2384.64.4n=384.7n=634.6n=124.5n=314.7n=794.6n=10
Ehasa digital systems overalln=2384.24.1n=364.3n=634.4n=103.9n=314.2n=824.0n=10
Chronographingn=2324.64.6n=404.6n=634.7n=84.3n=304.6n=784.9n=10
Ehasa missions and game contentn=2293.84.0n=374.0n=633.5n=73.4n=283.8n=793.9n=10
Status.ehasa.orgn=2294.04.1n=334.1n=624.4n=113.7n=273.9n=793.7n=11
Basesn=2234.34.3n=374.5n=604.3n=84.2n=314.2n=744.8n=8
Parking and directionsn=2074.24.1n=344.3n=574.3n=104.1n=244.2n=684.4n=9
Ehasa Discord servern=1944.24.2n=284.3n=504.1n=124.1n=264.3n=663.5n=6
Faction leadershipn=1924.24.3n=374.6n=55–3.6n=264.0n=594.1n=8
05

Terrain feedback map

Green points show areas marked as good combat terrain; red points show areas marked as poor.

Loading map…