GAME DETAILS

What is CAX?

CAX stands for Combined Arms eXercise. The term is from an actual military training scenario where infantry work with artillery, armor and air units in an elaborate, mock battle. We have taken the concept and are building as close to the real "fake" thing as possible. In this 2 day scenario, you'll fight multiple different games as part of a faction (Red or Blue) with different infantry types, armor assets, buildable fortifications and indirect-fire capabilities (mortars to be introduced in CAX 6). All of this takes place inside our shipping container CQB facility. Read the roles and units available below and then enlist in one of the two factions to reserve your spot. All roles are capped and are first-come, first-served.
Reserve early!

CAX5 SCHEDULE

SATURDAY DAY, NOVEMBER 13th
0800 Morning check-in
1000 Safety brief
1015 Commander brief
1100 Game 1 - RIOT!
1300 Break
1400 Game 2 - Domination
1600 Break
1700 Game 3 - Killhouse Hardpoint
1900 Break

SATURDAY NIGHT
2000 Game 4 - FOB Assault (Blue)
2100 Break
2130 Game 5 - FOB Assault (Red)
2230 End of play

SUNDAY DAY, NOVEMBER 14th
0800 Morning check-in
0900 Safety brief
1000 Game 6 - Invasion (Blue)
1200 Break
1300 Game 7 - Invasion (Red)
1500 Break
1600 Final battle
1630 Awards
1700 End of event

ROLES

When you register, you'll need to pick one of the five roles below. Unit assignments will be handled at the event.

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RIFLEMAN

General purpose infantry

Capped at 28 per side

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MArksman

Can use First Strike Rounds

Capped at 4 per side

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ENGINEER

Can build/deconstruct fortifications

Capped at 1 per side

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MACHINE GUNNER

Can fill 1 tank to 4,500 psi

Capped at 11 per side

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MEDIC

Can heal players

Capped at 1 per side

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FUTURE COOL SHIT

We will add more roles after we get League City off our ass about this concrete parking lot issue.

Click here for more on parking issue.

UnitS

Unit assignments are made day of the event by the commander of your faction. We suggest messaging your commander directly if you want your team to be selected for a unit assignment.

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COMMAND

The ONLY unit that may use command assets like illumination, respawn cards, etc. Command assets are explained day of the event.

3 Player MAX

*NOTE: Medic and Engineer are considered Command but do not count towards the player cap

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Rifle squads

There is absolutely nothing special about these units... except that they are your primary tool for taking and holding ground, (AKA winning a f***ing battle). Anyone NOT in an assigned unit will be considered in a rifle squad.

No player limit

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COMMANDos

This unit can pre-deploy with an RSO once, before each game. No more BS landing in LZs. Their primary role is to recon, raid and harass behind enemy lines. They are your best chance of capturing backfield objectives. Don't just pick anyone for the job.

6 Player MAX

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ARMOR

This unit is the only unit that may drive or shoot from INSIDE the armor assets. If the armor is destroyed or captured, it cannot be used for the remainder of the current game.

4 Player MAX

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FUTURE COOL SHIT

As we add new roles and gameplay features, we will add new units along with them!

ARMOR ASSETS

Only players assigned to armor units may shoot from within or steer the armor.

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HMMWV - BLUE BRIGADE

Flintstone-powered (bring cleats for better traction), spacious interior, wide wheel base, cargo space in back, turret gunner position in roof (armored turret to be added for CAX 5), windows can "button up".

4 Player MAX

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TOYOTA HILUX - RED REBELLION

Flintstone-powered (bring cleats for better traction), 2-seat interior, tight turning radius, cargo space in back, (armored turret to be added for CAX 5), windows can "button up".

4 Player MAX

NEW GAME FEATURES

VERTICALITY

TOP SECRET, but no more being limited to 2D gun fights.

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SIMPLIFICATION

No more complicated squad registration for the event, just choose a faction and role to play as. Squad/unit assignments will be handled  by the commanders at the event. Commanders may choose to set up their units however they see fit.

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ARMOR TURRET UPGRADES

Both the HMMWV and HILUX will have playable, armored, turret gunner positions for CAX 5.

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FOB and COP SYSTEM

To prevent one side from getting dick punched, like at CAX 4, this new system creates a permanent, defendable FOB (Forward Operating Bases) for both sides, and allows players to push forward to create smaller COPs (Combat Outposts) inside the city, to help defend key objectives. Eliminated players no longer have to leave the field and wait in the staging area; instead, they just go back to the FOB and continue to defend it until a respawn wave is activated.

DETAILS TO FOLLOW

Squad respawn system

We've eliminated the need for timed respawns. Now, when players have been eliminated and are staged in the FOB waiting to respawn, they may ONLY exit the FOB when a specific number of players have been eliminated. For instance, if the number is 6, and there are only 5 players inside the FOB, they may not enter the city until 1 more player has been eliminated. This means respawns will be offset, with fewer players per wave, and will help prevent one side from spawn trapping the other.

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Lighting SYSYEM

Our new lighting system allows us to have all the field lights set to OFF/ON and call in for either illumination OR "cutting the power" to 1 of 8 specific grid squares during play. When activated, lights in the specified grid will turn on or off, depending on the scenario, for 30 seconds before resetting.

Click here to see LIGHT GRID MAP.

PENALTIES

Severe Infractions: Immediate expulsion from the facility

  • Fighting

  • Blatant intentional overshooting

 

Serious Infractions: 5 point dock

  • Bonus-balling (more than 5 shots on an individual)

  • Removing mask inside the field

  • Not having a barrel sock on outside playing area

  • Shooting over 250 fps (Roundball) 275 fps (FSR)

  • Wiping paint or failing to follow the respawn rules

  • Arguing with any RSO or official Player Ref call

 

Minor Infractions: 1 point dock

  • Throwing frags or smokes over or under BUILDING walls. (Courtyard walls ARE allowed)

  • Climbing over ANY walls

  • Shooting under or over ANY walls

  • Excessive douchebaggery (Name calling or smack talking)

 

 

General rules: Repeated violations will result in RSO forcing player to respawn

  • For exploding grenades, all occupants of a fragged room are eliminated plus any that are hit with shrapnel

  • Dead players may NOT walk into enemy territory unless given permission by an RSO. Players must exit the field via their factions HQ

 

ELIMINATIONS

A player is eliminated when:

  • They have a quarter size or more of semi fresh paint on them

  • They are in a room that an exploding grenade goes off in

  • They are hit by shrapnel from an exploding grenade

  • They are tagged by an enemy player (hand or barrel)

  • They say the specific phrase, "I'm out"

  • They say any phase or perform any action implying that they are out immediately after being hit with a paintball

e.g. "I'm hit", "I'm out", raising their gun or hand in the air etc.


Once eliminated, unless healed by a medic, players must proceed back to THEIR FOB. Players may continue to defend the FOB until the next respawn or choose to exit the field and wait in their Staging Area.