Airsoft FTX 3

Schedule:

(Real Time EST)

  • 09:30 am - Field Staff Coord 
  • 10:00 am - Check-in and chrono open
  • 11:00 am - Combined briefing (safety and operation)
  • 11:15 am - Final checks; Players receive mission briefings
  • 11:30 am - Players head to the field for starting positions
  • 11:45 pm - Round 1 start
  • 12:15 pm - Round 1 end; players return to staging for rearming and hydration
  • 12:30 pm - Players receive next mission briefing; players head out to the field
  • 12:45 pm - Round 2 start
  • 1:15 pm - Round 2 end; rearming and hydration break
  • 1:30 pm - Players receive next mission briefing; players head out to the field
  • 1:45 pm - Round 3 start
  • 2:15 pm - Round 3 end; rearming and hydration break
  • 2:30 pm - Lunch
  • 3:00 pm - Round 4 start
  • 3:30 pm - Round 4 end; rearming and hydration break
  • 3:45 pm - Players receive next mission briefing; players head out to the field
  • 4:00 pm - Round 5 start
  • 4:30 pm - Round 5 end; rearming and hydration break
  • 4:45 pm - Players receive next mission briefing; players head out to the field
  • 5:00 pm - Round 6 start(Dusk game)
  • 5:30 pm - Round 6 end; rearming and hydration break
  • 5:45 pm - Players receive final mission briefing; players head out to the field
  • 6:00 pm - Round 7 start(final round and night game)
  • ~6:30 pm - Round 7 end; Event concludes
  • ~6:45 pm - Final ref announcements/any announcements for future events (maybe recorded and posted to Discord)

1. Team Deathmatch

  • Background: TDM as it is in Call of Duty or Battlefield. 30 min game mode. If one side begins to dominate, refs will either shoot a few players to open up gaps for one side to push or throw a few grenades to kill a few players. 
  • Spawns: One team spawns at the edge of the woods, one team spawns at the top of the field on the bridge. Chance for players to get used to medic rules. 
  • Attacking Team Goal: Kill/Fun
  • Defending Team Goal: Kill/Fun

2. Breach

  • Background: One team attacks an entrenched enemy force in order to secure an objective(either a flag or some other valuable item) while the other team defends the objective at all costs. Attacking team will be able to use the HMMWV to aid in their assault. HMMWV can be taken out with AT launchers, pyro grenades, or by shooting the driver. Teams swap sides after a 15 min round. 
  • Spawns: Attacking team spawns at the woods edge, the defending team has no respawns but is able to pre-deploy themselves up to the middle of the field. Objective will be in the middle of the trenches in the open. Medic rules apply
  • Attacking Team Goal: Secure the objective before time runs out, kill all enemy forces. 
  • Defending Team Goal: Prevent the attacking team from securing the objective for 15 mins.

3. Defuse

  • Background: Standard bomb defuse game mode. Bomb will be located in front of the trenches in the black tunnel or green container. Attackers must activate the bomb and have it go off within the 30 min game time. Bomb timer is set at 5 mins. Could do a 15 min game mode with a 3-4 min timer for the bomb and switch sides. 
  • Spawns: Attacking team spawn at the woods edge, defending team spawns at the bridge at the top of the field. 
  • Attacking Team Goal: Set the bomb and defend it for the 5 minute time. 
  • Defending Team Goal: Prevent the bomb from going off by either keeping the attacking team away for all 30 mins of the game or preventing the bomb going off by deactivating it before it explodes and then defending it for the remainder of the game. 

4. WMD

  • Background: An evil organization has developed a new nerve agent! The attacking team must infiltrate the organization's lab and destroy their stockpile of WMDs! This game mode will operate as a test of a “chemical weapons” rule. Players must have some sort of gas mask (3M mask from home depot, N95 covid mask, actual gas mask, etc.) on their person. At various times a ref will drop a large smoke grenade on one team or the other as a “chemical weapons attack”. Players will then have to don their masks or risk getting exposed and “killed” as a result of the attack. If a player is killed by the gas they cannot get medic’d and must return to respawn. 15 mins game mode, swap sides for 30 min time.
  • Spawns: Both teams have medic rules. Attacking team respawns at the top of the field near the bridge, however, the HMMWV will have a collection of bandages that can be used to revive players in the field. Players can either retrieve a bandage from the HMMWV to revive their friends or bring an ally to the HMMWV to have them be revived by a ref acting as a “doctor”. There is a limited number of bandages in the HMMWV, once they are gone, players must return to respawn to get back in the fight. Defenders do not have a respawn point, instead they have a collection of bandages in the lab acting as their “respawn”. 
  • Attacking Team Goal: Infiltrate the lab and destroy the WMD’s. 
  • Defending Team Goal: Prevent the attackers from destroying the WMD’s. 

5. Convoy

  • Background: Attackers have to escort a HMMWV filled with supplies to a supply depot that is occupied by the defenders. Defenders have to prevent the HMMWV from delivering the supplies or steal all the supplies for themself to win the game. 
  • Spawns: Attackers spawn above the trenches near the bridge. Defenders spawn at the edge of the woods.
  • Attacking Team Goal: Deliver supplies to the supply depot.
  • Defending Team Goal: Prevent the delivery of the supplies or steal the supplies for themselves.

SMALL FIELD GAME MODES

<20 people

1. Team Deathmatch - Center Field or Supply Depot

  • Background: TDM as it is in Call of Duty or Battlefield. 15 min game mode, swap sides. If one side begins to dominate, refs cam throw a few grenades to kill players to push back spawn.
  • Spawns: One team spawns at the far edge of the field, one team spawns at the near edge of the field. Chance for players to get used to medic rules. 
  • Tan Team Goal: Kill/Fun
  • Green Team Goal: Kill/Fun

2. Team Deathmatch - No Trenches

  • Background: TDM as it is in Call of Duty or Battlefield. 15 min game mode, swap sides. If one side begins to dominate, refs cam throw a few grenades to kill players to push back spawn.
  • Spawns: One team spawns behind the green container, one team spawns at the edge of the woods. Chance for players to get used to medic rules. 
  • Tan Team Goal: Kill/Fun
  • Green Team Goal: Kill/Fun

3. Trench Deathmatch

  • Background: TDM as it is in Call of Duty or Battlefield but only in the trenches. 15 min game mode, single elimination, swap sides. If one side begins to dominate, efs cam throw a few grenades to kill players to push back spawn.
  • Spawns: One team spawns on the near edge of the trenches, one team spawns at the far edge of the trenches. Single Elimination, 1.5J< only.  
  • Tan Team Goal: Kill/Fun
  • Green Team Goal: Kill/Fun

4. HVT Extraction

  • Background: One player/ref/actor acts as an HVT that the attackers must secure alive and then escort back to their spawn. Defenders must attempt to prevent the attackers from getting the HVT. Defenders can only kill the HVT if they are in Attacker possession. 15 min rounds, teams swap sides. Milsim Medical rules in effect.  
  • Spawns: One team spawns behind the green container, one team spawns at the edge of the woods. Chance for players to get used to medic rules. 
  • Tan Team Goal: Kill/Fun
  • Green Team Goal: Kill/Fun

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