Date and Time
Sat, December 3, 2022, 9:00 AM -
Sat, December 3, 2022, 5:00 PM
PST
Location

Combat Zone Paintball and Airsoft

4444 Pacific Heights Road

Oroville, CA 95965

US

Get directions

About This Event

Price includes free Friday night camping in the parking lot.

If you have any questions, feel free to check out our Discord server https://discord.com/invite/eJUfRcSQad


Field waiver here (if you've never been to the field)



Only registered players will be granted access to the faction specific Facebook groups. Anyone may join the Discord for the field and event but the faction specific channels will only be made available to registered players.

You can also email us directly at CZPaint530@Gmail.com

If you're a Facebook user, make sure you're following our Facebook page. https://www.facebook.com/czpaintballpark

If you're on Instagram, follow us https://www.instagram.com/czpaintball

Roster link will be made available starting 7 Nov and will be updated every few days.

Enola Gaye and all other pre-orders will cease 21 November to ensure we can have them all shipped in time.

Enola Gaye and all other pre-order items products will be available for purchase at the field on a first come first served basis after pre-orders are issued.

You may camp in the parking lot Friday night. We'll also be having a night game that same night.

BACKSTORY

The balance of power in the Third Cold War hangs by a thread as the 345th PPD are one battle away from taking northern California from the New United States. For years, both sides have been deadlocked but the Motherland Forces have sent in their best paratroopers to try and break through the lines and get a better foothold in the region. The New American Congress has sent their last hope and largest fighting force; the 1st INF.
Kill the enemy. Take control.

OP Homefront was created to be a more immersive style military force on force event with a simple objective. It has been designed to place emphasis on positive identification of targets, teamwork, effective leadership and squad level light infantry tactics.
We understand this event may not be for all players because we didn’t create it for all players.
The uniform and equipment rules were specifically written to lean more on the military cosplay aspect of airsoft, faction structure and chain of command. If you do something against the orders of your chain of command, you will not be healed when hit and your experience could be adversely affected. If you're not prepared to play as a member of a team, please don't register because this might not be for you.

GAME PLAY

The easiest way to describe this event is DFE inspired simple format with MSW inspired structure and organization.

  • There will be 3 control points (CP.)
  • If you hold a CP for 10 total mins, you get 1 point.
  • If you hold a CP for an additional 5 mins (15 total mins) you get 2 more points which would give you 3 total points.
  • If you hold a CP for an ADDITIONAL 5 mins after that (20 total mins) you get more 7 points which would bring the point total to 10 for 20 consecutive minutes of uninterrupted control.
  • Then we start over from 1 point at 10 mins.
  • If you hold a CP for 8 mins, lose control, then regain it, you have to hold it for a new 10 mins before you get a point.
  • Control is defined as whatever faction’s flag is flying. Flags must be fully raised to the top.
  • When a different flag is raised, the previous flag time is erased and the new flag time starts.
  • The team that has the most points by the end of the day gets 1 extra raffle ticket.

  • There might be some times where certain CP's are worth more points than others.
  • There might be sometimes where taking and holding a CP for 2-5 mins will be rewarded with a larger amount of points than usual.
  • There might be some times where holding all 3 cap points for a short amount of time will be rewarded with huge amount of points.
There are no "player searches" for this event.

EMERGENCY/INJURY PROTOCOL

  1. In the event of a real emergency or serious injury, someone will call a CEASE FIRE. When admins hear this, they will blow their whistle 3 times in 3 bursts while yelling CEASE FIRE. CEASE FIRE will only be used for REAL WORLD emergencies.
  2. All players will repeat “CEASE FIRE” three times as loud as they can while giving the hand signal.
  3. Any player with a radio will also put the CEASE FIRE over the radio and attempt to inform their chain of command.
  4. After a player announces CEASE FIRE, they will remove their magazines from all their guns and sit down or take a knee.
  5. Once it has been deemed safe by RANGE CONTROL to resume normal play, RANGE CONTROL will give a 10 second countdown followed by a long whistle blow, then give the command GAME ON over the radio and normal play will resume. When players hear the whistle, they will announce GAME ON and continue playing.
  6. When we have completed playing, the whistle will be blown by admins, the command “ENDEX” will be given over the radio and verbally. All players who hear this will repeat the command as loudly as possible, immediately remove all magazines and head to the main entrance.
  7. Before we start playing, CEASE FIRE and ENDEX will be practiced twice.

PLAYER CONDUCT

Don’t be a dick. If you act like a dick, we reserve the right to kick you out without a refund.
If you need to ask what constitutes being a dick, please don’t register.



EYE PRO/FACE PRO

  1. ALL PARTICIPANTS must wear full seal, ANSI Z87.1 eye protection. This is because of the higher FPS/joule allowance on certain guns.
  2. Any player suspected of not conforming to this standard will be asked to verify the equipment is authorized or be ejected from the event without a refund.
  3. Players 17 and younger must wear some kind of hard face protection such as a mesh mask. Cloth face protection such as shemagh’s, gaiter necks, and neoprene products are not authorized for minors.
  4. Full face masks such as Dye i4/i5's and similar style masks are allowed.


AGE RESTRICTIONS

We allow participants as young as 13 at this event. Participants ages 13-15 must be accompanied by a parent or legal guardian that is also registered to play the event.
While we allow minors to attend, our events are designed for a mature audience and require a level of self-control and respect not typically found in minors. Please consider this before signing up or registering a minor as it can negatively affect your experience and the experience of those around you.



ALCOHOL/DRUGS

Regardless of any federal, state or local law regarding use; alcoholic beverages, narcotic and hallucinogenic drugs are prohibited on venue property and its use by those on venue property is strictly forbidden during the event.
If any event admin or staff members believes by smell, behavior or otherwise that you are under the influence of any substance, you will be ejected from the event without a refund.
Don’t show up smelling like marijuana or alcohol. We’ll kick you out and keep your money.



MANDATORY PLAYER ITEMS

  1. Authorized eye pro. (and face pro if the player is a minor)
  2. Faction uniform top.
  3. Up to three ACE style bandages at least 2 inches wide and 15 inches long.
  4. Green/Orange True Aim arm bands will suffice if you don't want to use bandages.
  5. Milsim West Tourniquets or other mock/training tourniquets can also be used.
  6. Milsim West tourniquets will be available for purchase at the field the day of the event.
  7. Real tourniquets are forbidden.
  8. Dead rag in red. 10x10 inches minimum.
  9. Dead rags will be free with entry if you need one.
  10. 12oz water source on your person during play.
  11. Pistol for Sniper/DMR/LMG classes.


FACTIONS/UNIFORM COLORS:

Contact us if you have questions.
Here's the general theme:
In a milsim style event, you're a member of a TEAM not an individual. You put the TEAM's needs before your own.

1st INF:

Patterns are limited to American military patterns…
Multicam, ACU, AOR 1/Type 2, AOR 2/Type 3, DCU, MARPAT, ABU, Type 1, chocolate chip desert camo, Desert Night Camo/Parka. Solid blue, grey, tan and brown.
These must be the American military variations of patterns. For instance, you can wear American DCU but not something like Australian DPCU (Australian desert camo.)

You CAN wear solid blue like LAPD or navy blue BUT are players going to think it's black and shoot you? But you can. But it's a terrible idea. But you can.

PLEASE KEEP IN MIND the purpose of you wearing specific patterns is to be EASILY identified by your teammates. You CAN wear USMC Mitchell since it IS a US pattern BBBUUUUUTTTTT 98% of your teammates will have absolutely NO IDEA what that is and will most likely shoot you because of it.

Remember, you're a member of a team. You CAN wear something "unique" but is that going to cause confusion? Is that potential confusion good for the TEAM just because you wanted to wear your favorite LAPD blue combat shirt knowing full well some new player on your team is probably going to shoot you thinking it's solid black? But you can do it.

1st INF MAY NOT use AK variation rifles such as but not limited to AK, RPK, SVD, PP19, etc.
All other gun types are fine; M4, P90, G36, Mac 10, FAL, SCAR, Type 95, etc.
If it uses AK mags, it's not authorized for 1st INF.




345 PPD is allowed to use NATO themed guns such as M4's.

Any gun type is allowed.

Camogrom MUST use AK's. It's absolutely a terrible idea considering this will be the first experience of this type for many players and you'll CERTAINLY be shot by your own team a lot BUT we'll let you do it.
US/NATO multicam is NOT camogrom.

Desert tiger and any other tiger stripe camo pattern is 345th.

This is a MILITARY simulation game. Gopnik/track jackets are not allowed. You are simulating being a member of a governments military.



UNIFORM REGULATIONS:

  1. Faction uniform item will be a MILITARY STYLE BLOUSE OR COMBAT SHIRT.
  2. See Rule 6 for minor player exemption.
  3. No civilian attire is allowed to be worn as a uniform item.
  4. Hoodies don’t count. Sweaters don’t count.
  5. You will not be allowed to participate if you break this rule and you will not be refunded.
  6. Minors may wear long sleeved tops/shirts that are faction colored such as long sleeve shirts and sweaters if they don’t have a military style top. Parents/guardians must still wear a military style top.
  7. No other item or piece of equipment will act as a uniform item.
  8. Bottoms must be long pants which must be faction colored or blue jeans.
  9. Solid colors for 1st INF is grey, tan, brown.
  10. Solid colors for 345th PPD are black and green.
  11. Carpenter/construction style jeans are also acceptable in the appropriate color.
  12. Joggers and sweat pants are not allowed.
  13. Civilian hunting camo such as real tree and mossy oak is not authorized.
  14. Only authorized pants are camouflaged/military uniform pants, blue jeans or cargo/tactical pants.
  15. Equipment/gear does not need to be faction colors. EX: 345th may use multicam gear. 1st INF can wear black plate carriers.
  16. If you decide to wear ANY gear that’s not your faction's color or pattern, don’t cry about friendly fire.
  17. All participants must wear closed toed footwear. Military boots are not required but all footwear must be closed toed and appropriate for hiking/backpacking or trail walking. No Crocs.
  18. Admin color is red and bright safety green/yellow. The only authorized piece of equipment a player may possess that is primarily red is a single real world medic pouch. Players may not wear hats, chest rigs, or plate carriers that are red.
  19. No shorts. THOMAS! JAMES!


EQUIPMENT RULES:

Staff reserves the right to prohibit any item which may conflict with the spirit of the event.
  1. No extended triggers.
  2. No feathering. Thumb must be wrapped around the pistol grip while firing.
  3. Factory style trigger guards are mandatory.
  4. No drum magazines. (Except for LMG's)
  5. Hicap rifle/smg mags are allowed. 450 bb limit per magazine.
  6. No limit on how many magazines a player may carry.
  7. You may bring Odin's and pre filled speed loaders on the field and/or keep them on your person.
  8. HPA magazine adapters are NOT allowed.
  9. No binary triggers for semi auto guns.
  10. Melee kills allowed.
  11. No shields.
  12. All pistols must have holsters.
  13. 6mm airsoft guns only. No blank fire. No Nerf or similar type.


GRENADES:

  1. Enola Gaye smoke grenades MUST be pre-ordered with us. You MAY NOT bring outside smoke grenades at all.
  2. EG67 grenades MUST be pre-ordered with us.
  3. Grenades must have bb’s in them and those bb’s must hit players to count unless they are EG67's.
  4. EG67's have a 10 foot kill radius unless the player was behind some kind of hard cover that would have reasonably protected them. If you're behind a bush and an EG67 goes off 10 feet away from you, ya dead kid. If you're inside a metal shipping container and a nade goes off outside it, you're alive.
  5. Only shotgun shell style 203 rounds allowed. Commonly called “shower shells.”
  6. No 40 Mike or similar style shell is allowed.
  7. Green gas powered 203 shower shells may be fired from 0 MED.
  8. Only airsoft bb’s may be fired at players. No chalk, foam or other projectiles are allowed.
  9. TAGinn Master Keys are allowed but MUST be pre-ordered through us and may not be aimed above the shoulders. Additionally, you must only aim at GROUPS of players and not target a single player. They also have a 25 foot MED.
  10. If it's a grenade that isn't powered by green gas, Co2 or a spring, it needs to be purchased through us.


FPS/RPS/MED RULES:

PLEASE report to the chrono station wearing your FACTION TOP.
All guns will be chrono’d with staff provided bb’s in the weights the player will be using.
Players will come to chrono station with an empty magazine for each gun needing to be chrono’d.
MED standards for Minimum Engagement Distance. If you don't know what THAT is, don't use a gun with an MED.
The following FPS limits are based on .20 weight bb’s.
After chrono, players with an MED will have to identify shoot/no shoot targets to be approved to use that gun.

Bolt action, single shot rifles (snipers): 15 Sniper/DMR's per faction.
451 FPS / 1.88j to 550 FPS / 2.8j. 100 foot MED. (will be tagged with an additional zip tie)
450 FPS / 1.87j and under 0 MED. You can register as a RIFLEMAN with this FPS.

DMR’s: 15 Sniper/DMR's per faction.
421 FPS / 1.64j. to 550 FPS / 2.8j. 100 foot MED. (will be tagged with an additional zip tie)
420 FPS / 1.63j. 0 MED. You can register as a RIFLEMAN with this FPS.

LMG’s: Limit 10 per faction.
401 FPS / 1,49j. to 475 FPS / 2.08j. 50 foot MED. 30 RPS. Full auto. (will be tagged with an additional zip tie)
400 FPS / 1,48j. 0 foot MED. 30 RPS. Full auto. Must register as an LMG.

All AEG & GBBR’s:
400 FPS/1.48j. 0 MED. Semi only.
350 FPS/1.15j. 0 MED. 3 round bursts at players. 25 RPS. MUST be a set 3 round burst. The use of short bursts of full auto will not suffice. Must be one half second minimum between bursts.

HPA:
400/1.48j. 0 med. Must be semi locked.
350/1.15j. 0 med. 3 round bursts at players. 25 RPS. MUST be a set 3 round burst. The use of short bursts of full auto will not suffice. Must be one half second minimum between bursts.

Pistols: Cannot use HPA M4 adapters such as the Primary, Monk's or Tapp's.
350 FPS/1.15j. 0 MED. 3 round bursts at players. 25 RPS. MUST be a set 3 round burst. The use of short bursts of full auto will not suffice. Must be one half second minimum between bursts.

Shotguns:
350 FPS/1.15j. 0 MED. Pump only. Nothing that fires more than 6 bb’s at once.
Slam firing is allowed however you will need to ensure you're not overshooting.

Melee:
Must be made of a soft foam or rubber. Wooden and metal melee weapons are prohibited from being on the field during play regardless of if they are tools or a cosmetic nature or if a foam or rubber protective layer has been permanently attached.


BANG/SAFETY KILL RULES:

Bang/safety kills are optional.



BB RULES:

Max bb weight for all guns is .32.
All bb’s must be biodegradable. Staff will be checking.
You may pre order bb’s during registration and pick them up during check in or just bring your own. Please don't bring them in large ammo cans. Please just bring them in the packaging they came with.



HIT CALLING/MEDIC/RESPAWN RULES:

  1. Anyone in your faction can act as your MEDIC. There is no specific MEDIC class.
  2. A single player may shoot another single player up to three times before it can be considered overshooting. If two players each shoot a single player three times, that single player is not considered to be overshot because they were shot three times by two separate players.
  3. If a player intentionally shoots another player after that player has made it known that they are hit, that would be considered overshooting regardless of how many times the player was shot after they declared themselves hit. This will be addressed on a case by case basis. If you shoot someone with 1 bb', they raise their hand and you intentionally shoot them again, that's overshooting.
  4. Gun hits DO NOT count.
  5. When a player gets shot they are considered to be DEAD. They must raise a free hand, announce, HIT, sit on the ground (not kneel) and hold their DEAD RAG above their head or place it on their head. While DEAD, the player may only call for their MEDIC.
  6. Once the MEDIC arrives, the player will provide the MEDIC with one of their bandages or mock tourniquets. MEDIC will apply the bandage to either arm above the elbow and the player is alive again. If a player goes 180 seconds without being treated by a MEDIC, they have “bled out” and must return to their Command Center, reset any bandages if needed and respawn.
  7. If the DEAD player gives consent, you may drag or carry them no more than 20 feet. The DEAD player is not allowed to assist in this. They are only allowed to move themselves to a reasonably safe distance if they’ve been hit in a high traffic area such as a doorway, hallway or busy path. This is intended to keep the DEAD player from being stepped on or tripped over.
  8. When a player is hit AGAIN, repeat Steps 6-7. At this point, they should be wearing 2x bandages.
  9. When a player is hit for the 3rd time, repeat steps 6-7.
  10. When a player is hit after this, place a dead rag on your head, walk back to spawn, reset bandages. Play.
  11. Whenever you're hit and you don't have a bandage, head back to spawn, reset bandages, play.
…UH…WHAT?
You don’t need to walk to respawn until you get hit AFTER you run out of bandages.
One bandage? Hit. Heal. Hit. Respawn.
Two bandages? Hit. Heal. Hit. Heal. Hit. Respawn.
Two bandages and a tourniquet? (or 3 tourniquets) Hit. Heal. Hit. Heal. Hit Heal. Hit. Respawn.



LOST AND FOUND:

Please return lost and found items to the closest event admin.
All unclaimed items will be placed in the lost and found at Combat Zone Paintball and Airsoft until we’re allowed to make rental players fight for them.



TASK ORG:

Commander (CDR):
  1. Designated by event admins.
  2. In charge of everyone in their faction.
  3. Receives missions from ADMINS and delegates tasks to XO and Platoon Leaders.
The main objective of the CDR is to ensure everyone in their faction has a great time by providing guidance, organization and structure along with coming up with the main battle plan for the beginning of the day, being able to adjust that plan as needed and ensuring PL's understand their objectives and are being as active in the game as possible. If CDR's see something that needs to be addressed with the event, they immediately contact Range Control.
CDR's will also be keeping an eye out for signs that a player is burning/stressing out and advising a little break.

The CDR will be playing the least but managing the most.

CDR's have a roughly 25/75 balance of playing and managing.

Platoon Leaders: 1 Platoon Leader + 20 players = 1 platoon.
  1. Designated by event admins or CDR.
  2. In charge of their platoon.
  3. Receive missions from CDR and executes them.
  4. Platoon leaders can designate Squad and Team leaders.
Similar to the CDR, the PL's role is to oversee all players assigned to them and ensure everyone is having a great time. PL's will ensure all SL's understand their objectives and are able to carry them out.

PL's have a roughly 50/50 balance of playing and managing.

PL's may also be called to be acting CDR while the CDR takes a potty break or gets in some sweet plastic bb fight.

Squad Leaders:
  1. Designated by Platoon Leader.
  2. In charge of their Squad.
  3. Receive missions from PL and executes.
SL's assist PL's by understanding what their mission is and briefing it to their squad. SL's then carry out the mission as directed and have a great time playing plastic bb war.

SL's have a roughly 75/25 balance of playing and managing.

COMMS/RADIOS:

-1st INF Callsigns
-CDR: Freedom 6
-1 PL: Freedom 1
-2 PL: Freedom 2
-3 PL: Freedom 3
-4 PL: Freedom 4

-345th PPD Callsigns
-CDR: Red Bear 6
-1 PL: Red Bear 1
-2 PL: Red Bear 2
-3 PL: Red Bear 3
-4 PL: Red Bear 4

Each company and platoon will be assigned a radio frequency.
Squad leaders will have a designation based on squad added to their callsign.
Team Leader's (if needed) will have a squad and team designation added to their callsign.

The 1st INF 1st PL / 1st SQD leader is Freedom 1-1 (1st INF/1st PL/1st SQD)
The 1st INF 1st PL / 1st SQD / A team leader is Freedom 1-1-Alpha

The 345h / 3rd PL / 2nd SQD leader is Red Bear 3-2



PLAYER WEAPON ROLES

When you buy your ticket, you will be asked to select a role.
Sniper, DMR, and LMG roles may be limited to 10 each per faction.

Sniper:
  1. May start each iteration ahead of the main army. May not be closer than 50 yards to opposing spawns or 25 yards from an objective.
  2. Must use a single action bolt rifle. No semi automatic weapons allowed even with sniper delay.
  3. Must have an optic replicating a magnification power of 4 or greater.
  4. Magazines may not exceed a capacity of 75.
  5. No limit on how many magazines you can carry.
  6. Must carry a pistol or shotgun as a secondary.
Squad Designated Marksman (SDM):
  1. May start each iteration ahead of the main army. May not be closer than 50 yards to opposing spawns or 25 yards from an objective.
  2. Uses DMR.
  3. Rifle must be a replica of a .30 caliber (or higher) semi automatic rifle and must be at least 35 inches in total length with a minimum barrel length of 18 inches.
  4. Must have an optic replicating a magnification power of 4 or greater.
  5. Magazines may not exceed a capacity of 100.
  6. No limit on how many magazines you can carry.
  7. Must carry a pistol or shotgun as a secondary.
  8. If it takes M4 magazines, it’s not a DMR for this event. Don’t ask. We won’t respond. The end.
LMG:
  1. Gun must be replicated after a military issued light, medium or heavy machine gun: No full auto M4’s.
  2. B.A.R’s are fine. R.P.K’s are fine.
  3. M27's are not.
  4. Box/drum magazine up to 3500 rounds.
  5. Allowed to use hi/mid cap rifle magazines.
  6. No limit to how many boxes or magazines you may carry.
  7. Must carry a pistol or shotgun as a secondary.
  8. Krytac LMG does NOT qualify.
Rifleman:
  1. This is pretty much everyone that isn't using an LMG or a gun with an MED.
  2. May not have an optic with a power greater than 4x.
  3. Only class that may attach an M203 launcher.
  4. Rifle magazines may not exceed a 450 bb capacity.
  5. No limit on how many magazines you may carry.
  6. Pistol not mandatory.

Machine Gun Team:
  1. Consists of 1x LMG player and 1x Rifleman.
  2. Designated by CDR.
  3. Only ONE per faction.
  4. CDR may change teams after each iteration.
  5. May start each iteration ahead of the main army. May not be closer than 50 yards to opposing spawns or 25 yards from an objective.


TIMELINE OF EVENTS


Friday
4pm-6pm: Early check in and chrono.
You can get your wristband, all your pre-ordered items and get chrono'd.
If you lose your wristband, you will have to wait in line Saturday morning and repeat the process.

4pm-11pm: Friday night fights. (CZ night game)

Saturday
9am check in and chono opens.

10:30am safety brief (at the latest)
If you show up after we start the safety briefing, you will have to wait until after the briefing to check in.

11am move to start point.

11:30am First iteration. Start game (at the latest)

2pm cease fire. Lunch break.

3pm move to spawn.

3:10 Second iteration. Continue game.

5pm end day game. Raffle.

Date and Time
Sat, December 3, 2022, 9:00 AM -
Sat, December 3, 2022, 5:00 PM
PST
Location

Combat Zone Paintball and Airsoft

4444 Pacific Heights Road

Oroville, CA 95965

US

Get directions
Refund Policy

Ejections due to player conduct and rules violations will not be entitled to a refund. Full refunds are available without questions until 11:59pm on 20 Nov 2022.

Refund Policy

Ejections due to player conduct and rules violations will not be entitled to a refund. Full refunds are available without questions until 11:59pm on 20 Nov 2022.

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Combat Zone Paintball and Airsoft

4444 Pacific Heights Road, Oroville, CA 95965