
| # | Player | Sess | Games | W | L | Win% | K/G | D/G | A/G | OBJ | K/D | KDA | SKILL | Last Played |
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| # | Player | Sess | Games | W | L | Win% | K/G | D/G | A/G | OBJ | K/D | KDA | SKILL | Last Played |
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| # | Player | Sess | Games | W | L | Win% | K/G | D/G | A/G | OBJ | K/D | KDA | SKILL | Last Played |
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Built by me, Justin (xTS Vrall).
It took a fair bit of shaking out. Early on most sessions turned up something odd, and Halo's report does not name the medals, so those had to be worked out by hand. It has been running clean for a couple of months, which is why I'm offering it around.
It is a passion project rather than a product. I'm a busy man with a young family, and this gets worked on in whatever spare time I have left, so things move when they move. Bugs get fixed and requests get read, just not always quickly.
If you want to reach out, message me on Discord at _vrall.
A stats board for Halo Competitive ANZ. Games played through the Discord queues get their full scoreboard recorded here: kills, deaths, assists, medals, objective work, map and gametype, game by game.
Halo writes a carnage report to disk when a game ends. The Carnage Watcher is a small Windows app that reads those reports and sends them here. Nobody types anything in, and nothing is estimated. If a number is on this site, it came out of the game itself.
That also means the board only knows about games somebody was running the Carnage Watcher for. It is not a complete record of the queue, and it never claims to be.
NeatQueue runs the queues, picks the teams and keeps the MMR. It knows who won, but it cannot see inside a game, which is the gap this fills. There is no rating system here yet, just the numbers from what actually happened.
My friend group and I have been playing Halo 3 for over eighteen years, catching up for LAN weekends every couple of years along the way. In late 2024 we started recording the stats by hand in a spreadsheet after every session. In 2026 I discovered vibe coding and built a dashboard for the squad to automate that data entry, then found the Carnage Watcher's reports held way more than a hand-filled spreadsheet ever could. I've been iterating on it since.
I've put so many hours into it that keeping it to twelve people started to feel a bit silly, so I'm expanding it to the Australian competitive community.
Ask me and your name comes off. Your games stay, because removing them would change everyone else's results in those matches, but they stop being attached to you.
Not an official Halo Competitive ANZ tool, and not affiliated with NeatQueue, Microsoft or 343 Industries.
Found something wrong, or want something added? Chuck a request in the Development tab. I read them.
The Carnage Watcher is a small Windows app that sits in the background while you play. When a game ends, Halo writes a carnage report to disk and the Carnage Watcher reads it and sends the result here. You never upload anything by hand, and it does not touch the game or read your screen.
Download for WindowsYour scores, kills, deaths and medals are captured either way. The one thing missing from Halo's carnage report is which map you played, so the Carnage Watcher works that out by matching each game against your theatre films. No films means every game lands with an unknown map. Everything else still counts.
The Carnage Watcher tells you what it can actually see on startup, rather than making you guess. If it reports no films, turn on saved films in MCC.
The scoreboard from each finished game: gamertags, kills, deaths, assists, medals, the map and the gametype. Nothing else, and nothing between games.
Your download is tagged with its own key, so uploads can be traced back to one installation and switched off individually without affecting anyone else.
The Power Timer overlay is a small Windows app that sits on top of Halo while you play and counts down the sniper, the rockets and the powerup. It reads the match clock and works out which map you are on by itself, so there is nothing to start and nothing to call in. It only watches. It does not touch the game.
Download for WindowsHalo has to be running in borderless windowed (MCC: Settings, then Video, then Window Mode, then Borderless). Nothing can draw on top of true fullscreen. The download includes a guide that opens in any browser and works offline.
Sniper and rockets respawn on a fixed cycle off the game clock whether anybody picks them up or not. Sniper is 150 seconds, rockets are 180, and both carry 3 more seconds of spawn lag, because a weapon that drops in has to fall and settle before it can be taken. Once the overlay knows the map and the clock, it knows those two timers exactly.
These two work differently in Halo 3. Their cycle restarts from the moment somebody touches the powerup, and nothing on screen announces that, so there is no clock anywhere to read.
So the overlay does not try to read one. Custom and camo are anchored 15 seconds into the game: not at 0, because the powerup is still sitting there when the game starts, and not a full cycle in either. Fifteen seconds is about when it actually goes in a real game. From there both repeat on a flat 120 second cycle for the rest of the match.
Construct is the exception. Its custom genuinely does not exist until 2:00, so that is where its cycle starts, and that is also what keeps it in step with the hill rotation.
A fixed cycle is a guess at when the powerup is due, not a reading of when it went. Leave one sitting on the ground for forty seconds and the timer is forty seconds out for the rest of the game. Take it as a nudge that the powerup is coming up soon, then go and look.
It used to work the other way. There was a key you pressed the moment the powerup was taken, and because everyone on your room is on one set of timers, that press moved the countdown on every screen in the lobby. Which sounds right until you play a game. Nobody presses at the instant somebody grabs it. You clock it twenty seconds later, press it then, and now the whole room is twenty seconds wrong instead of nobody being wrong at all. An estimate that is a few seconds out beats a number the room is confidently wrong about, so the schedule is all there is now and there is no key to press.
The squad runs occasional in-person LAN tournaments — six so far across 2016, 2019, 2020, 2024, 2025, and 2026. Each LAN has the four standard side awards (Main Slayer, Wingman, Death King, King of the Odd Flag), plus the occasional Octagon (1v1 single-elimination bracket — only 2020 and 2024). LAN sessions are tracked separately from online play so the regular leaderboard stays clean.
Every Halo 3 medal we've identified, with each player's lifetime count and average per game. Click any medal row to expand the per-player breakdown. Averages are calculated only over games we have medal XML for (the "medal era") so they're directly comparable.
| # | Player | Games | Total Medals | Per Game | Distinct Types |
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| Medal | Cat | Total | Squad Avg/G | Top Earner |
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Halo MCC tracks ~280 different multiplayer medals across all six games — way more than original Halo 3's ~60. Every game we play uploads the full medal payload from the carnage XML, but we only know the names of some of the IDs. This page aggregates every medal slot ID we've seen and shows what we know vs what's still unidentified. As we play more, the unknowns sort themselves to the top and patterns emerge.
| ID | Name | Confidence | Fires | Rows | Avg/Row | Gametype | Top Earner | Last Seen |
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The PCs at Fortress are locked down, so the Carnage Watcher cannot run on them. Instead, anybody in the room photographs the post-game carnage report and the stats are read straight off it.
If several people photograph the same game it stays one game, and the extra photos are used to check the numbers rather than being thrown away. Sign in with Discord to add a game.