OP: GRIDWALL 2015
This is airsoft, milsim, teamwork

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About Gridwall

Operation: Gridwall is a monthly airsoft game that is sponsored by Xtreme Airsoft , Tank's Paintball and various vendors just 20 minutes south of Houston, Texas at Tank's paintball field in Sugarland.

The series begins each year with two (or more) teams fighting for control over neutral territories, each putting the other to the test through objective-based gameplay. Each and every simulation is designed with the milsim player in mind and is aimed at putting their airsoft skills to the test. Every airsoft game we put on determines the advantages and disadvantages for every side in our continuing storyline. Win or lose.

Next Game: June 28, 2015 || To Purchase Tickets: Click Here

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If you have any questions, comments or suggestions, we would love to hear from you. Just fill out the form to the right, or e-mail us directly, and we'll get back to you. Oh, and don't forget to drop by our store.

This Month

THE INFANTRY This is the tan faction that represents an organized NATO-type military force. For this faction you are required to wear a tan colored uniform/clothing with matching headgear. Approved uniforms include Multicam, Tri-Color Desert, Desert MARPAT, ACU, British DPM, ATACS AU, LBX Taipan, Flat Tan/Khaki, Coyote Brown, All-Terrain Tiger Stripe, and any other tan/brown-colored uniform.

THE OPFOR This is the green/black faction that represents an Eastern military/Insurgent type force. For this faction you can wear any clothing/uniform that is NOT tan - meaning you CANNOT wear a black t-shirt and tan pants as an example. Approved uniforms include Woodland, Woodland MARPAT, Russian Partisan and similar, ATACS FG, LBX Ranger Green, OD Green, LBX Caiman, Vietnam Tiger Stripe, Black, LBX Grey, LBX Proj Honor, Middle-Eastern clothing, Vietcong style clothing, and any other non-tan colored uniform. You do not have to wear matching headgear or even matching tops and bottoms.

May 2015 Briefing:

OPERATION: GRIDWALL
WHEN: June 28, 2015
WHERE: 22011 SW FRWY, RICHMOND, TX 77469

SCHEDULE
0700 Registration and Chrono Opens
0830 Chrono Closes - Safety Briefing
0900 Part 1 Start
1200 Lunch Break
1300 Part 2 Start
1600 Game End
1630 Closing & Pre-Reg Raffle

Information coming soon

Next Game: June 28, 2015 || To Purchase Tickets: Click Here

The Rules



Western Democratic Alliance (WDA) - Tan Team
Command Structure: CO, 4 Platoon Leaders
Radio Channels: 2, 4, 6, 8, 10, 12, 14, 16, 18, 20

Eastern Coalition of Independent States (ECIS) - Green Team
Command Structure: CO, 4 Platoon Leaders
Radio Channels: 1, 3, 5, 7, 9, 11, 13, 15, 17, 19

3rd Faction - Indigenous Forces (IF) - No Specific Color
Uniforms : Black, Street Clothes, Contractor Look, Blue Jeans, Middle-Eastern Clothing, Uncoordinated Clothing
Command Structure : Rebel Leader
Radio Channels: 21,23


NO GO IF:
You want to wear a black shirt with green or tan pants. You want to wear a green/tan shirt with the opposite pants. OTHER REQUIREMENTS: Head gear must match faction color, this includes hats, helmets, caps NO RED COLORED SHIRTS, HEAD GEAR, OR SHEMAGHS ARE ALLOWED The color of your gear such as boots, belts, vests, plate carriers, slings, etc. does not matter.


NEW/CHANGES RULES (As of April 2015):

    DEAD RAGS ARE MANDATORY! Anything can suffice, any towel, rag, bandana, torn fabric, vendor dead-rag in red shall work.

    BLEED OUT: When you are hit, you must wait at least 60 seconds before you can go back to respawn if you do not think that a
    medic can either get to you within time. You can remain 'dead' for up to five minutes if you want to, then a mandatory walk back to
    respawn is in your future.

    REPAWN: Instead of waiting five minutes at the respawn point and then insertion back into the game, the recycled casualties shall
    wait to be released every fifteen minutes by a ref.

    ASSIGNMENT OF RADIO FREQUENCIES 22 and 24: 22 is now the admin frequency and 24 is reserved for special use such as
    photographers.

END OF APRIL CHANGES ...



BB WEIGHT LIMITS: 0.20g - 0.32g Allowed
AMMO/WEAPON RESTRICTIONS:
Assault Class - Up to 350 FPS w/ 0.20g BB – No minimum engagement distance. Semi-automatic only. 1500 rounds loaded in magazines. No Hi-cap magazines allowed
Riflemen Class - 351-400 FPS w/ 0.20g BB – 20 ft minimum engagement distance. Semi-automatic only. 2000 rounds loaded in magazines – 2 hi-caps max or as many mid-caps as can hold 2000 rounds.
Support Gunner Class - up to 450 FPS w/ 0.20g BB – 40 ft minimum engagement distance. Fully automatic allowed. 2 Box mags max or 5000 rounds loaded in hi-caps.
Resignated Marksman Class - 401-450 FPS w/ 0.20g BB – 40 ft minimum engagement distance. Semi-automatic only, must be physically incapable of firing fully automatic. 1200 rounds loaded in magazines. No Hi-cap magazines allowed.
Sniper Class - 451-550 FPS w/ 0.20g BB – 100 ft minimum engagement distance. Bolt-action only. 1200 rounds loaded in magazines. Must carry sidearm or secondary weapon alongside sniper rifle.
**NOTE FOR SNIPERS: Snipers will NOT be required to carry another primary weapon. They must carry a secondary weapon such as a pistol. However, if a sniper shoots an enemy player inside of his 100 ft engagement distance he will be ejected from the game and brought back to the staging area. If the player does so a second time, they will not be allowed to use their sniper weapon for the remainder of the game.
DMR - 401-450 FPS - 40 ft minimum engagement distance -1 primary weapon - 600 rounds - NO HI-CAP MAGS - MIDCAP/LOWCAP ONLY
Pistols/Side Arms - up to 350 FPS w/ 0.20g BB – no minimum engagement distance. Semi-automatic only. No BB or magazine limit.
Grenade Launchers/Rockets - 75 minimum engagement distance. 12 Shell/Rocket limit. Instant ‘death’, no bleedout. 15 foot kill radius, or if BB strikes player outside of kill radius.
Hand Grenades no minimum engagement distance. Must be thrown under-handed. BB/Powder must strike player for a kill when outdoors. Instant ‘death’, no bleedout. When thrown indoors, all enemies in the room are ‘dead’ with no bleedout. No limit to grenades carried.
Riot Shields cannot be used as melee weapon. Cannot have side walls or a roof. Cannot have holes to fire through. Can be no more than 3’ wide. Player carrying shield cannot fire weapons while holding the shield. Players using riot shield as cover may not fire through shields. Players using riot shield as cover must step around shield to fire weapons. Players ARE ALLOWED to throw or launch grenades from behind a shield. *Support Gunner Requirements, to qualify as an LMG you must fall into one of these categories: an M249 SAW, M60, RPK, Stoner, PKM, M240, MG42, or similar machine guns. AK-47s with a box mag that holds at least 1000 rounds will count as an LMG. M4/M16 style rifles with a box mag that holds at least 1000 round, and with a barrel that is at least 14" long will also count as an LMG. Sub machine gun/CQB style weapons such as MP5s, P90s, Stubby M4s, 74Us, etc. cannot be fielded as an LMG. Rate of fire limit of 25 BBs per second for LMGs. LMGs cannot be fired indoors*
*SMGs such as MP7, P90, UZI, MP5, Skorpion, MP9, G5, etc. count as riflemen*
*Mac 11, M93R Raffica, G18, etc. count as pistols*
*LMGs are M249 SAW, M240B, RPK, M60, etc. - M4/AK rifles with box mags may be considered LMGs*
*Snipers are bolt-action only, no semi-automatic sniper/DMR weapons over 450 FPS*
*DMR rifles must be physically unable to fire on fully automatic. No DMRs over 450 FPS*
*No rocket launchers/mortars unless they fire TAG rounds*
*Thunder B grenades are distraction only UNLESS they have BBs or WASHABLE WHITE powder inside of them. If so, they must have red/orange tape wrapped around the outer shell/cylinder to signify that they have BBs or WASHABLE WHITE powder inside. BBs or WASHABLE WHITE powder must strike/mark the player to count as a kill.*
*Only TAG/Tornado grenades are kills IF player is struck by BB. If grenade explodes inside room, all in room are dead.
*TAG 40mm launching grenades are kills within a 15 ft. radius OR if BB strikes you outside 15 ft.*

Semi-auto fire ONLY for non-LMG gunners.
Snipers must carry a second primary weapon that falls under the assault or riflemen class.
Snipers must have a spotter to accompany them - 2 sniper teams per platoon - Sniper must apply to platoon leader and show proof of spotter
No Limit on DMRs or LMGs per platoon
Each time will have challenge signs that will change each month. Players MUST use challenge signs to identify unknown players encountered in the field.
Friendly Fire does count as hits/kills

SURRENDER RULES:
Players may call a surrender on a SINGLE enemy player that is either unaware of their presence or unable to fire a weapon.
Players may NOT call a surrender on groups of 2 or more.
Players may NOT call a surrender through a door or wall.
Players MUST expose themselves to the enemy player to call a surrender. Players may not point their weapon around a corner to call a surrender.
Players MUST accept a surrender from an enemy player.
Players may voluntarily surrender.
Surrendered players have no bleed-out and walk back to respawn immediately.
Players MUST accept a surrender from an enemy player.
Players may voluntarily surrender.
Surrendered players have no bleed-out and walk back to respawn immediately.

MELEE WEAPONS:
Approved melee weapons include rubber/plastic knives, tomahawks, katanas (Michael Shimizu), and lightsabers if you are so brave. No melee weapon with any sort of edge or with a metal blade on it will be permitted. No stabbing/throwing of melee weapons will be permitted. Only tapping on the arm or leg is legal. Melee kills are instant death with no bleedout.

DEATH AND MEDIC RULES:
If a BB strikes a person’s body, helmet, gear, or anything else attached to their person, they are now ‘wounded’. They must halt, shout ‘ HIT ‘ and pull out their dead rag to signify that they have been hit. Wounded players may only call for a medic or simulate pain and suffering. Wounded players cannot give away enemy positions or any other information.
Once hit, players have a mandatory 60 second bleedout, or they can wait for a medic for a maximum of 5 minutes. After the bleedout period is over, the player is then ‘dead’ and must return to the respawn point to come back into the game.
Wounded players are non-ambulatory meaning that they cannot move on their own. They must be physically dragged or carried if they need to be moved from their location.
There are a fixed number of medics per team. Medics carry a roll of white tape that act as ‘ bandages ‘. Medics will be required to wrap the tape around an arm or leg once to heal a player. Players can be 'bandaged' twice. The 3rd hit is instant death with no bleedout.

RIOT SHIELD RULES:
Riot Shields can be no wider than 2' and cannot have holes to fire through.
Riot Shields must be one flat angle, no sides or roofs to protect from flanking fire or grenades from above.
A player carrying a riot shield may NOT use/fire any weapons simultaneously.
A player carrying a riot shield may NOT use/fire anyone else's weapon.
Players (other than the riot shield carrier) may NOT fire THROUGH shields, they may only fire AROUND them.
Players (other than the riot shield carrier) may throw hand grenades or fire launching grenades from behind a shield.

RELOADING IN THE FIELD:
Players may reload in the field when not under fire. You may carry as many BBs as you wish on your person to reload magazines. Players cannot reload magazines when in combat.

EYE PROTECTION, DEAD RAGS FULL SEAL GOGGLES REQUIRED FOR ALL PLAYERS* FULL FACE PRO REQUIRED FOR PLAYERS UNDER 18** DEAD RAGS REQUIRED FOR ALL PLAYERS*** ALL players are checked prior to entering playing area for proper uniforms, eye pro, player card, dead rag, chrono tag, and safe melee weapons. * Oakley M-frames with helo kits are permitted ** Mesh masks, paintball masks, shemagh wraps, balaclavas count as face pro. ***Free dead rags will be available for players who do not have one. Bandanas, rags, towels, t-shrts, etc. count as dead rags.
SWEARING, SHOUTING, VERBAL THREATS:
There will be NO TOLERANCE for verbal threats, swearing at, or shouting at other players. This includes yelling at other players to ‘ call their hits ‘. If you cannot control yourself and play in a sportsmanlike manner, you will be ejected from the game to the staging area. If you have to be ejected a second time for similar behavior, you will be told to leave the field entirely with no refund.

CHRONO RULES:
Players must bring empty magazines to chronos. Guns are chronoed by field staff with 0.20g BBs provided by sponsors.