WANT TO COMMAND?

YOUR
LOGO HERE

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COMMANDER:
Luis "Rook" Rivas

YOUR
LOGO HERE

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COMMANDER:
Open Slot

CAX 7


COMMANDER DUTIES

Recruiting
You need to recruit your ass off prior to the event. Both sides have a ticket cap of 60 players but if you don't recruit and your side is under strength, you're gonna have your work cut out for you when the shooting starts.

Organizing
You'll receive detailed force pool info before the event and you need to organize those forces into squads. You'll be given the number of players you have, their roles, whether or not they are part of a team, even how much paint, frags and smoke they ordered.

Strategizing
1 month prior to the event you will be given details for each game (objectives, locations, points, key info, etc.) with which to develop a plan of attack.

Execution
There is no "Commander Box' at Glory. You're a platoon commander; you belong in the field, just try not to get tunnel vision. Your job is to issue orders for other to follow, not trying to Rambo your way to victory.

 

COMMANDER REWARD

Free Admission for 3
As Commander, you'll receive free admission for yourself and 2 other players (your command staff). These players do not count towards your 60 player max.

Notoriety
Your name, photo, team logo will be displayed on our site, social media posts and ads for the months leading up to the event. If you win, your name and logo will stay on the site FOREVER under the Hall of Victory tab, located on the CAX main page, along with the name and logo of the commander you defeated. There will also be special bonuses for commanders that win X number of battles. (This feature will detailed at CAX 8 spring, 2023 but stats are being tracked now).

 

IF YOU'D LIKE TO COMMAND, SEND US A MESSAGE!
Messenger: Kyle Buckmaster
Facebook: Glory Paintball
Email: info@glorypaintball.com
or call us at 713-826-9570

 
 

CAX7 SCHEDULE

FRIDAY, DECEMBER 9th
   1700-2359 Check-in, waivers, camping (see NEW staging camping area HERE, it's included with your ticket price).

SATURDAY, DECEMBER 10th

 0800-1000 Check-in, waivers, chrono, safety brief, etc.

GAMES
   1030-1230 Game I
   1330-1530 Game II
   1630-1830 Game III
   1930-2130 Game IV


EVENING ACTIVITY
   TBD


SUNDAY, DECEMBER 11th
   0800-1000 Check-in, waivers, chrono, safety brief, etc.

GAMES
   1100-1300 Game V
   1400-1600 Game VI
   1630-1700 Final Battle

WRAP UP
   1715-1745 Awards
   Bullshitting and clean up

This event will NOT have a "night game"... but it WILL have games at night. NVGs and flashlights are not required BUT they will be very useful in certain areas.

 

Player Roles

ATTENTION: THIS IS NOT A MAGFED EVENT!

If you are solely a MAGFED player, please choose either a MAGFED or HYBRID role ("HYBRID" means either hopper or magazine fed). If you are a MAGFED player and choose a HOPPER role, you're really screwing your team.

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Camelbacks are allowed

RIFLEMAN

KIT RESTRICTIONS

  • 3K psi air fill

  • Player may carry a MAXIMUM of 2 pods during play

  • Additional pods may be carried onto the field via the field-supplied Squad Assault Pack (see HERE)

Our Recommended Kit:

Admission

0 Bags of Paint

2 Cases of Paint

6 EG67 Frag Grenades

3 EG18X Smoke Bombs

Price:                               $298.20

Role - Rifleman (Shadowed).png

HOPPER ROLE

PLAYING THE ROLE
You are the maneuver element of your fireteam/squad. While the machine gunners keep enemy heads down, your goal is to close with and destroy the enemy through fire and maneuver tactics, grenades or hand to hand combat (AKA barrel tags, don't actually monkey stomp anyone or you will be asked to leave). You will be the primary element breaching and clearing rooms so make sure you pack plenty of frags.

MARKSMAN

KIT RESTRICTIONS:

  • MAGFED ONLY

  • 3K psi air fill

  • No limit on number of mags you can carry

  • The only players allowed to shoot First Strike Rounds

 

Our Recommended Kit:

Admission

0 Bags of FSR

1 Case of FSR

0 EG67 Frag Grenades

0 EG18X Smoke Bombs

Price:                               $312.87

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MAGFED ROLE

PLAYING THE ROLE
Designated Marksmen are not "snipers". They are specially kitted Riflemen whos purpose is to provide more precise overwatch at longer distances than machine gunners generally provide. You may be attached to squads/fireteams by your command. Your goal should be to cover your unit as they breach and clear structures, counter enemy marksmen, harass enemy movement from concealed shooting positions and/or cover objectives from enemy capture. If you find yourself breaching doorways, especially at $0.30/round, something has gone terribly wrong.

MEDIC

KIT RESTRICTIONS

  • 3K psi air fill

  • Player may NOT carry any additional pods on them

  • If using a MAGFED gun, player may carry as many mags as they want

Our Recommended Kit:

Admission

2 Bags of Paint

1 Case of Paint

0 EG67 Frag Grenades

8 EG18X Smoke Bombs

Price:                               $296.01

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HYBRID ROLE

PLAYING THE ROLE
You have two objectives, healing downed players and finding, treating and evacuating the casualty dummies with the provided med kit. Casualty dummies are full-size firehose dummies and are not light weight. You need to assess their injuries and apply the appropriate care before evacuating them back to the FOB for final treatment. You are not a frontline unit and shouldn't be focused on shooting. For details on healing players or treating the casualty dummies, click the MEDIC GAMEPLAY button below.

COMMANDO

KIT RESTRICTIONS

  • 3K psi air fill

  • Player may carry a MAXIMUM of 2 pods during play

  • Additional pods may be carried onto the field via the field-supplied Squad Assault Pack (see HERE)

Our Recommended Kit:

Admission

0 Bags of Paint

2 Cases of Paint

6 EG67 Frag Grenades

3 EG18X Smoke Bombs

Price:                               $298.20

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HYBRID ROLE

PLAYING THE ROLE
Your objective is backfield mayhem. Before each game, you will be pre-deployed onto the field at a designated spot (see COMMANDO GAMEPLAY button below for more details) and given a short period to move before the primary forces are released from their FOBs. You should be focused on harassing the enemy to slow movements, reconnaissance, and relaying troop movements and objective locations to command.

GUNNER

KIT RESTRICTIONS

  • 4.5K psi air fill

  • No limit to number of pods you can carry

Our Recommended Kit:

Admission

0 Bags of Paint

3 Cases of Paint

3 EG67 Frag Grenades

2 EG18X Smoke Bombs

Price:                               $299.58

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HOPPER ROLE

PLAYING THE ROLE
You are the base of fire for your fireteam/squad. You have been blessed by the Rule Gods to be granted, essentially, unlimited ammo capacity. You should NOT be the first through the door. A machine gunner's purpose is 1) to suppress enemy movement and keep their heads down to allow for the riflemen in your unit to maneuver, or 2) to create a wall of paint, with interlocking fields of fire, to prevent and counter enemy advances. Firefights are won by maneuvering, and maneuvering doesn't happen without fire superiority!

BREACHER

KIT RESTRICTIONS

  • Magfed Pistol ONLY

  • 3K psi air fill

  • No limit on number of mags you can carry

  • Shield issued by field

 

Our Recommended Kit:

Admission

0 Bags of Paint

1 Case of Paint

16 EG67 Frag Grenades

0 EG18X Smoke Bombs

Price:                               $300.32

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MAGFED ROLE

PLAYING THE ROLE
You are clearly a masochist. I hope you're wearing padding. As the name suggests, your role as the Breacher is to help facilitate entry and clearing of the structures throughout the field. Each Breacher is issued an identical field shield to help with clearing rooms. The shield has a viewport and, yes, you can get shot through it. This is a PISTOL ONLY role. Since you won't be shooting as much as other players, we suggest you just buy the minimum one case of paint and COPIOUS frags!

ENGINEER

KIT RESTRICTIONS

  • 3K psi air fill

  • Player may NOT carry any additional pods on them

  • If using a MAGFED gun, player may carry as many mags as they want

 

Our Recommended Kit:

Admission

2 Bags of Paint

1 Case of Paint

0 EG67 Frag Grenades

8 EG18X Smoke Bombs

Price:                               $296.01

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HYBRID ROLE

PLAYING THE ROLE
Your objective is to construct/deconstruct field fortifications. Your ammo capacity is limited to ensure that you are focused on your job and not your kill count. There are multiple barricades and fortifications at your disposal and can be interacted with via the provided socket wrench.
You are also the only players capable of planting and disarming bombs, which makes you a prime target for the enemy. See the ENGINEER GAMEPLAY button below for more info.

ARMOR

KIT RESTRICTIONS

  • 4.5K psi air fill

  • Player may NOT carry any additional pods on them during play. All additional pods, air tanks, cases and/or coolers of prohibited beverages (lookin' at you LONESTAR) must be stored INSIDE your armor or FOB/Staging area during play

Our Recommended Kit:

Admission

0 Bags of Paint

3 Cases of Paint

0 EG67 Frag Grenades

4 EG18X Smoke Bombs

Price:                               $301.08

Role - Armor (Shadowed).png

HOPPER ROLE

PLAYING THE ROLE
You are the single biggest asset in the game. Armor is often the difference between your faction's victory or defeat. Your objective is to ASSIST infantry as they clear structures by cordoning off lanes to prevent enemy reinforcement and movement. You should NEVER attempt to "Leroy Jenkins" anything without infantry in close support or you will. be. dead. immediately. You are extremely vulnerable to enemy infantry if they get too close. If used properly, however, your armor will have more firepower than anything else on the field. For more information, click the ARMOR GAMEPLAY button below.

SQUAD ASSETS

KEEP YOUR SQUAD TOGETHER ON THE FIELD!

It's imperative that you maintain unit cohesion during play. Spreading out too much makes it difficult/impossible to communicate and coordinate. To that effect, we are adding squad-based assets to incentivize staying with your squad.

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The SQUAD ASSAULT PACK

With everyone except machine gunners being limited to the number of pods they can carry, the SQUAD ASSAULT PACK is the only other means to get ammo to forward units without them having to run back to the FOB to reload. The pack is supplied by Glory and you can stuff as many pods, smokes, grenades etc. into it as it will hold. Assign a member of your squad to carry it. The intended purpose of an assault pack is to drop it at a rally point of your choosing so you have a supply of ammo to fall back to as you assault objectives. Generally you do not want to be carrying it during an assault as it is big and heavy, making CQB nearly impossible.

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The SQUAD LAW LAUNCHER

This item will be available CAX 8 in the spring when we overhaul vehicle combat. We have to dummy proof them since you "innovators" found such creative ways to break the last two.

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The SQUAD BAY

New awnings and bays, separated per squad and labeled benches per fireteam to assist squad leaders in organizing their forces. Also, each faction will have a large terrain map in your staging area. 1 new awning will be built on Blue side for CAX 7 and we hope to complete Red's before CAX 8 in the spring.

 

ARMOR GAMEPLAY

VEHICLE NOTE:

These "vehicles" don't have motors or floorboards. They are props made of scrap metal and plywood. They operate flintstone-style with player walking inside them to propel the vehicle. We suggest wearing cleats for better traction.

Hilux 2
Hilux 2

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Hilux 1
Hilux 1

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Hilux 3

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Hilux 2
Hilux 2

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The TOYOTA HILUX

Quite a bit lighter and more maneuverable than the Humvee, the Hilux is the perfect balance of speed and protection. The armor is directional, so don't let the enemy get behind you. The turret spins 360 degrees and is very quick and smooth. Cab seats 2-3 comfortably and the bed will fit 2 more walking players plus the turret gunner and gear. 

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Humvee2

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Humvee Top
Humvee Top

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Armor Faceoff
Armor Faceoff

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Humvee2

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The AM GENERAL HMMWV "Humvee" 

Slower, bigger and heavier than the Hilux, the Humvee boasts an enormous interior capable of housing up to 8 players including the turret gunner. Plenty of interior cargo space and 4 doors make maneuvering INSIDE the vehicle very easy. The turret rotates 360 degrees with 360 degree protection.

Setup

Armor always starts from its Vehicle Start Point "VSP" inside the FOB. Armor players may start inside the vehicles each game. At the end of each game, the armor players must move their vehicle back to the start point before leaving the field.
 

Disabling/Repairing Vehicle

Armor cannot be PERMANENTLY destroyed or commandeered. Armor can only be disabled by eliminating the crew. If the crew respawn and make it back to the armor, it is reenabled. More advanced vehicle combat will be added in CAX 8.

Eliminating/Respawning Crew

As long as the doors are shut, all crew inside the CAB of the vehicles are invulnerable to paintballs. Frags can still kill you if one gets into the vehicle, HOWEVER, grenades can no longer be rolled under the vehicle. To score a kill with a frag you will need to:

​HUMVEE (BLUE):

  1. Open a door and toss one into the cab, OR

  2. ​Land a frag through the turret hole

One hand grenade is needed to kill all of the crew inside the Humvee​

HILUX TRUCK (RED):

  1. Open the door and toss one into the cab to kill the crew in the cab

  2. Toss another one into the bed to kill the crew in the bed and the turret gunner

Two grenades are needed to kill all the crew inside the truck, 1 for the cab AND one for the bed


Or just shoot everyone.
Speaking of, turret gunners and any crew inside the truck bed CAN be shot out, but gun hits DON'T count, as long as they are inside the vehicle.

Crew Equipment

As armor crew, you are meant to be MOST effective while inside/with your vehicle. To that end, all of your pods, packs, extra air tanks etc. must stay INSIDE the vehicle or the FOB during a game. You CANNOT have any pod packs, backpacks or pods on your person during play. If you choose to carry a sidearm and want extra mags, that's fine, but when you leave the armor for any reason, you must leave all other gear (not your pistol, pistol mags or primary gun) inside the vehicle.
 

 
 

MEDIC GAMEPLAY

REVIVING DOWNED PLAYERS

Medic Revive Cards

When a player is downed, IF they have taken a knee and not moved more than a couple feet (to avoid being repeatedly shot) Medics can revive them by giving them a REVIVE CARD. The player can then go back to the FOB and turn the card into the HQ RSO and immediately return to play. This gets the player off the field for a second to eliminate accusations of cheating and allows the player respawn instantly at the FOB without having to wait for a respawn wave.
 

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Revive Card Collection

As medics run out of cards, they can run back to the FOB to collect cards that have been turned in to the HQ RSO, to use again. This creates a logistic line that can be interrupted by the enemy, which is cool.
 

Point Deduction

Medics must collect all cards after each game and show them to the scoring ref. If they are missing cards there will be a point deduction for each missing card, so pay attention who you give them to.

CASUALTY DUMMIES

Assessing Injuries

Dummies will have assorted injuries depicted to the player via visual identifiers or symptoms written on the Casualty Card attached to the dummy. Injuries can include broken limbs, internal bleeding, exterior bleeding, head trauma, blocked airways, etc. Medics will receive a manual before the event with the symptom and treatment of any injuries they might find during play, along with a provided medical bag to assess and treat each casualty dummy.
 

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Evacuating Casualty Dummies

Casualty dummies MUST BE treated in place where you find them BEFORE attempting to transport them back to the FOB. Any injury not treated prior to being evacuated will cost points. Once back at the FOB, Medics need to check in with the HQ RSO once they have the casualty dummy on the cots located in the FOB hospital so the HQ RSO can score them.
 

 

ENGINEER GAMEPLAY

Engineers are Vital

If you want to hold any ground at CAX, you'll need to continually fortify your position. Below are some of the current fortifications available for engineers to construct/deconstruct during play. All current fortifications will be modified at some point to be "engineer specific", meaning the only players that will be allowed to interact with them in the future will be the engineers.

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WINDOW BARRICADES

Quickly mount these in any container window to convert it into a hardened shield with 2 gun ports.

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PARAPETS

Mount these small shields to any courtyard walls to create parapets to protect shooters heads as they engage targets.

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CARGO NETTING

Attach these large nets to the container's rings to slow the flow of player movements. Enemy players attempting to rush the structure will pile up inside as they attempt to navigate around the netting sides, making them prime targets.

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BOMB

The engineer is the only player that can arm/disarm objective bombs using the supplied socket wrench.

 

COMMANDO GAMEPLAY

Commando Insertion

Depending on the individual game rules, Commandos are inserted into their Commando Insertion Points (see map below) prior to the game starting. Once both team's Commandos are inserted, the game starts, HOWEVER, non-commando players cannot leave their FOBs for 3 minutes. Commandos will have 3 minutes to move, shoot, hide etc. prior to the main forces exiting their FOBs. The game is ACTIVE though, and commandos can engage/be engaged by any forces they come across.
 

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BLUE FOB

RED FOB

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BLUE FOB

RED FOB

Commando Objectives

Once the game starts, Commandos CAN attempt to accomplish or secure objectives, or perform other actions to harass the enemy.
 

Elimination

When eliminated, Commandos must return to the FOB or wait for a medic revive, the same as other players.
 

 

RESPAWNING AT THE FOB

Elimination

If you are shot and the ball breaks, leaving fresh paint mark on you, you are out.
If a hand grenade explodes in the room you are in or within your line of sight and within 20ft, you are out.
If you are tagged by another player, you are out.
If you are surrendered and say anything akin to "I'm out", you are out.
When you are out, you may choose to wait for a Medic (see
MEDIC GAMEPLAY) or call "out" and WALK back to the FOB to respawn.
Also, If you choose to exit the field for any reason, to get air, reload, take a break, you are out.

 

Entering the FOB to Respawn

Whether entering the FOB from the playing field as an eliminated player or from the staging area, you must first tag the "X" spray painted inside the respawn container. Once you've tagged up, you are in play and you may begin defending the FOB, HOWEVER, you may not leave the FOB until a respawn wave is triggered.
 

Squad Respawns

A respawn wave requires X amount of players to be triggered, no more, no less. This number is decided prior to each game and is generally equal to 1/4 of your initial force strength at the start of each game. Once enough players are inside the respawn zone, you must wait for the HQ RSO to confirm and then he will allow you to respawn.
 

ENTERING THE FOB

FOB RESPAWN SYSTEM - entering.jpg

1

DEFENDING THE FOB

FOB RESPAWN SYSTEM - defending.jpg

3

GATHERING IN RESPAWN ZONE

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5

TAGGING RESPAWN "X"

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2

WAITING FOR MORE PLAYERS

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4

RESPAWN TRIGGERED

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6

Medic Revive Cards

If you chose to wait for a Medic and received a Medic Revive Card, you may present the card to the HQ RSO at the FOB and he will allow you to immediately respawn.
 

RULES/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 (the smaller courtyard walls ARE allowed)

  • Shooting under or over ANY walls (you CAN shoot OVER courtyard 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 FOB

 

v DISREGARD BELOW v - Refs are paid hourly for CAX. Save your money for more ammo.