Docs › Concepts › Pairing
How Combat Command orders and matches competitors each round using presets and advanced controls.
Pairing in Combat Command is controlled by two settings: Order By and Policies. These can be configured individually using the Custom preset, or chosen as a named preset.
| Preset | Pair By | Repeat | Same Alignment |
|---|---|---|---|
| Adjacent | Ranking | Block | Allow |
| Adjacent (Red vs. Blue) | Ranking | Block | Block |
| Random | Random | Block | Allow |
| Random (Red vs. Blue) | Random | Block | Block |
| Custom | — | — | — |
Controls the order in which competitors are fed into the pairing algorithm before it begins working through the list.
Policies control how the algorithm handles two potential conflicts. Each policy has three levels:
Whether two competitors who have already faced each other in a previous round can be paired again.
Whether two competitors who share the same alignment (e.g. both Axis, or both Allies) can be paired against each other. Only relevant for game systems that define alignments.
Under the hood, both methods feed an ordered list of competitors into the same algorithm:
In tournaments with a small competitor pool and a high number of rounds (for example, 10 competitors across 5 rounds) the algorithm may exhaust all valid unique pairings and be unable to produce a result that satisfies all constraints.
When this happens, it may be necessary to manually adjust pairings. See Creating Pairings for details.