Before the start of each Evolution, orders are communicated to each side. Force commanders will direct troops at either Platoon or Squad strength to achieve objectives. Objectives, once met will result in victory points. Victory points will total over the course of the event determining the winner.
Force and Company Commanders will coordinate amongst themselves to determine the best strategy
to achieve the overall victory. Crucial to this is the maintenance of OBJECTIVE FOCUS.
Platoons down to the individual rifleman must know the victory conditions necessary for winning. This isn’t deathmatch, no one will care how many of the enemy a rifleman has taken out if it achieves nothing in the way of victory points.
Western Forces (Tan based camos, Examples Desert MARPAT, DCU, ACU, Multicam, desert tiger, 3 color desert)
Task Force Darby: ACUs only, tan headgear is acceptable
Task Force Ripper: Desert Digital/NSW AOR 1 Only, tan headgear is acceptable
SOF: Desert DPM/Desert Tiger/3 Color Desert, tan headgear is acceptable
Eastern Empire (Green based camos, examples Woodland, Woodland Marpat, CADPAT, Jungle Tiger, ATACs FG)
Royal Rifles: Woodland Digital/NSW AOR 2 Only, green headgear is acceptable
KFORCE Airborne Regiment: MC Tropic or British DPM, green headgear is acceptable
KFORCE Commando: Russian Green Flora / British DPM / German Flecktarn, green head gear is acceptable
Uniform rules identify different forces and provide a better experience.
A. Remain in the proper uniform for your side.
B. Uniforms must match the base color of your side.
C. Cold weather clothing must also be the same base color of your side.
D. Shirts are not optional for uniform tops, bottoms must be pants.
E. Headgear will be side color specific. Camouflage or Solid colors authorized. NO BLACK HEADGEAR.
F. Gear color does not matter.
A reminder about photographers at all TCA events.... No walk-on photographers are allowed. Photographers must register for the event (message us if you need help), go through event registration and attend a safety briefing. There is a fee (we have to pay the venue and insurance per person on the field). Photographers must be in one of the following uniforms:
- Team specific camo (tan or green). Can move with their respective side. Can be shot (but should not be). Must have a dead rag and bandages. Must be medic-ed if shot. Plate carrier with PRESS markings are encouraged but not required. Recommended for team photographers.
- Black/blue/grey pants and a white or lightly colored shirt (nothing red or brightly colored). Blue hat or helmet. Black or blue plate carrier with PRESS markings required. Can move anywhere on the field. Cannot be shot (penalty points will be accessed). Recommended for those wanting to capture the entire event.
No permanent dead rags. Nothing red or brightly colored. If you are not prepared to be shot you do not belong on the field.
Our MilSim Scenario events focus each side to fight over key terrain and accomplish TST Missions (Time Sensitive Target Mission).
Points are awarded based on the count provided by digital terrain beacons set up at key terrain points.
These beacons can change sides many times throughout the Phase but it’s the total time possessed by each side at each beacon at the end of Phase that counts for your side.
Any TST FRAGOs during the Phase, if completed, award additional points.
FRAGOs will have conditions that must be met in order to earn either full or half credit.
Total number of points earned after each Phase, minus rule violation penalties, will determine which side is victorious.
• All players must have FULL SEALING ballistic proof eye protection (ANSI Z Rated) as a minimum at
all times on the field: masks, mouth guards, balaclava, are highly recommended. (Regular
Prescription glasses used as eye pro is not authorized). NO MESH EYE PRO IS ALLOWED PERIOD.
• Lower face pro is mandatory for those under 18, (examples: mesh mask, iron face, paintball mask,
mouth guard) and recommended for all players 18 and older.
• Red Dead Rags are required for daytime, at night either a Red chem light or red light for night and
• Simulated Airstrikes have a 50 foot kill radius, artillery strikes 20 foot kill radius
• Simulated Mortar Strikes have a 25 Foot kill radius
o Commanders will have limited about of mortar/hellfire missile strikes that they can call in to
disrupt enemy movement.
• Grenades- within a10 ft kill radius: must have a sound or effect. When thrown in a single Room all players
in room are dead. 10ft radius is counted from where the grenade stopped moving. This applies to
TAG rounds as well. (MUST DETONATE)
• MIDCAPs Only
o Players may run with an unlimited number of MIDCAPs, (no drums for non-support
o This makes LMG/GPMGs that much more important on the field.
• A support weapon, LMG, or GPMG is defined as: An airsoft replica can only be classified as a
Support Weapon if it accurately resembles a True Support Weapon such as the SAW, PKM, M240,
Vulcan, MG36, etc (Grandfathered replicas of BARs, M27 IAR (must be true to actual weapon, and
RPK are included). If you have specific questions or additions to this list please contact event
o Support Weapons are the only replicas that are allowed to use a “Box” Magazine at this
event. Winding, electric or spring loaded magazines are all acceptable.
o Normal Midcaps are not
restricted for Support Weapons.
• Weapons of Supports and Sniper Classes must be of true class. An M4 is not a Sniper. An AK with a
box mag is not a Support gun.
o Support/Snipers may carry a secondary rifle or PDW or pistol so as long as it is within
• NO FULL AUTO INDOORS, unless you are SMG class, semi only. (Example inside the same structure shooting at someone inside the same structure). Support weapons with a selector switch and within rifleman FPS/Joules
can engage semi indoors.
CHRONO/FPS RULES AND LIMITS
Weapon Roles and Rules of Engagement
Standard AEG or HPA replica weapon. Includes any service rifle replicas such as an M4, AR, AK, AUG, SCAR, HK416, Galil, L85, etc.
Semi-auto only at all times.
A magazine fed, fully automatic replica carbine designed to fire pistol cartridges.
Includes the MP40, M1A1, M3, Uzi, MP5, MAC 10, P90, MP7, etc.
Full auto always allowed.
A replica weapon used to give infantry squads or sections a portable source of fully automatic firepower. Includes the M60, Stoner, M27, RPK, L86, HK417, G&G LMG, M27, Minimi, Krytac LMG, etc.:
Full auto allowed outdoors (must be select fire on semi to shoot indoors to indoors)
Box or winding mags allowed. (BRUNO, BREN, BAR are grandfathered in)
Must have a bipod if a non BELT FED REPLICA (RPK, M27)
Unlike sniper rifles, DMRs are always semi-automatic replica rifles. Preferable to have a replica that holds a 7.62 sized magazine. Includes the HK417, M27, SR-25, G3, M14 EBR, Mk 12 SPR, M16A4, SVD, etc.
Must have a magnified optic and a bipod.
Bolt Action Sniper:
A long range, precision replica rifle with a bolt action
Includes the M40, M24, Barrett, CheyTac, etc.
Bolt-action / Semi-auto only.
Must have a magnified optic and a bipod
Any standard semi-auto and / or revolver replica can be used as a secondary side arm.
Full-auto pistol can only be used in semi-auto. (Unless you are in Specialty unit)
All non blow back pistols must be chronoed.
TCA uses joules for all weapons
.32-gram BB – HPA / GAS and AEG
.32-gram BB – HPA / GAS and AEG
.32-gram BB – HPA / GAS and AEG
Support / LMG:
.32-gram BB – HPA / GAS and AEG
.32-gram BB – HPA / GAS and AEG
Bolt Action Sniper:
.32-gram BB – HPA / GAS and SPRING
limits for events are hard and non-negotiable, ZERO EXEMPTIONS.
*Although TCA chronos with .32-gram BBs, the weapon must maintain joules regardless of the BB weight
The common misconception is that joule creep is made up or only applies to HPA rifles.
Joule creep is the effect when a heavier weight bb has more energy than a lighter bb. Etc.: player's rifle shoots 1.55J with a .32 (323 FPS) and 1.76J with a .36 (324 FPS)
A heavier BB takes longer to start moving therefore can gather more energy before leaving the barrel.
The belief that AEGs cannot joule creep is incorrect. A player can use an over volume barrel to cylinder to achieve joule creep.
Gas blowback rifles (GBBR) function very similar to HPA regarding volume of air. GBBRs are very easy to joule creep. It is critical to chronograph GBBRs correctly. The player must allow us to use our BBs. The player cannot be chronographed with they own BBs.
Because LMG’s use box mags it is difficult for the player to use our BBs. When an LMG chronographed the player must have an empty box mag.
Novritsch Full Thrust kit permitted. The chronograph must be changed to 6.44mm and .58g.
8mm biodegradable BBs are permitted. The chronograph must be changed to 8mm and the corresponding weight of the BB.
All staff and sponsored players must chrono. They are not exempt from any chrono rule.
The AS Val is an integrally suppressed assault rifle, not consider a SMG.
The Tippmann M4 and Systema PTW (and clones) will have tapper seals on the receivers.
Airsoft innovations “Master Mike” and “40 Mike” have 30ft MED.
TCA RULES & REGULATIONS
1. All operators are expected to follow the "Code of Conduct"
2. CHEATING WILL NOT BE TOLERATED, you will be ejected from the event with no refund for repeat
offenders. Penalties will be assessed for the entire side based on the individual’s actions.
3. This event requires plastic BIO BBS only.
4. All operators must use hard lens type goggle or glasses that have a tight seal around the face and
retention strap (must be ANSI Z rated) with no gaps bigger than a pencil eraser. Players younger
than 18 must wear full face protection (iron mask, mesh half mask and eye pro, full mask).
NO MESH EYE PRO
5. FPS limits for this event are hard and non-negotiable, ZERO EXEMPTIONS
6. All hits to the operator's body count as a kill, including web gear
7. Gun hits do not count, so as long as it is the weapon in the hands of the shooter
8. When you are hit you will die in-place, call out loud “HIT”, display RED DEAD RAG (or in dark
areas/night Red light) and act as if you have been fatally shot and remain motionless for 5 minutes.
(DO NOT STAND UP, YOU MUST sit or lay down, DO NOT REMAIN STANDING)
9. After the bleed out (5 minutes), you will place a red rag on your head, put your gun over your head
or on your shoulder with one hand in the air and them move away from the combat area to the
Casualty Collection Point (respawn area).
10. Dead men do not talk to live operators
11. Dead men do not talk on the radio, not even to say "I'm dead"
12. There is absolutely no shooting at anyone within the minimum safe engagement distance MED
established for your weapon.
13. If any operators have any disputes, they are expected to resolve them in a gentleman-like manner.
We do not yell out for others to call their hits, the correct response is “check” or “ref check” TO
CALL SOMEONE OUT RESULTS IN POINT DEDUCTION FOR YOUR SIDE.
14. Indoors all weapons must be on semi (indoor to indoor shots in the same building)
15. Electronic Warfare (ie jamming, listening in) IS NOT ALLOWED.
16. Reloading magazines may be done anywhere on the field, so keep bags/speed loaders handy
17. Penalties for players not acting in accordance with the ruleset will cost their side objective points.
18. Frequent violators will be told to leave, with photo being posted on social media.
19. The use of TAGIN 40mm rounds is authorized. Hand tossed flash/smoke grenades only. Nerf/Vortex
Rockets must be fired from a launcher and are only used for anti-armor purposes, requiring a direct
hit. 40mm TAG rounds which explode are lethal to vehicles if they detonate within 10 feet, hand
grenades must detonate within 10 feet of the vehicle in order to kill.
20. Friendly Fire counts.
21. When deploying smoke, pull ring, wait for smoke to shoot out then throw.
Detailed HIT Rules
1. When hit, sound off vocally, you will place a red rag on your head.
2. Hits to any part of your body count as a kill.
3. Hits to any part of your tactical gear or equipment, such as ammo bags, canteen, and pouches, etc.
also count as a kill.
4. Rounds that snap vegetation and continue on to hit you count as a kill. (ricochets do not apply)
5. Hits to the gun you are holding do not count as a kill.
1. When you are hit, yell out “HIT!” loudly, then you must take out and display your Dead Rag (any
bright RED cloth), and either sit down or lay down (DO NOT REMAIN STANDING) to stay out of the
2. Wait for a medic to arrive, or you may return to respawn after waiting a mandatory 5 minutes.
While waiting, you may not move, shoot or talk with exception for calling “MEDIC!”
3. MEDICS: All players are able to heal other players. Each player will Carry 2 Bandages on them.
Once a player is hit the player has a 5 minute bleed out. If another player reaches the hit player
before 5 minutes he is to take one bandage and tie or wrap it around the player arms or legs. A
player can be medic-ed 2 times. When the player is hit the 3rd time they will wait their 5 minute
bleed out and return to the nearest respawn.
4. They can be moved to cover by 1 friendly teammate. Everyone will be carrying 2 bandages (rolled
ACE bandage, MSW bandage, Third Coast Tourniquet or white nylon), when hit, pull your dead rag,
yell/scream hit, call for a medic/corpsman/mom, then anyone on your side can run over, pull one
of your bandages out, tie it around your arm, and at that time, put your dead rag up, get back in
the fight. You get hit again, repeat the process.
5. Take note: Road apples are not apples, there will be a test later.
6. The third time, wait 5 minutes, then off to respawn, at the respawn, take your bandages off, repack
them, then get back into the fight. (THERE IS NO AUTOMATIC HEAD OFF TO RESPAWN, YOU MUST
WAIT 5 MINUTES)
Civilians: Violations of the Geneva Convention (killing of civilians) will result in deduction of Objective
• However, if civilians are wounded and treated, no points will be deducted.
• No physical contact between role players, and members of opposite team. Notional searching of
dead players and civilians is allowed when a player is 1 foot away from the individual and
announces “you are being searched” at which time the searched player will give intel if on their
• Close Air Support/JDAM strikes: Precise close air support with a 50 ft kill radius (Players wounded in
these strikes can be healed if it is their 1st or 2d hit)
• Artillery strikes: 20ft kill radius (Players wounded in these strikes can be healed if it is their 1st or 2d
• Commanders will have limited amount of artillery/JDAM strikes that they can call in to disrupt
enemy movement. Commanders can contact their Fire Support on the Command NET for use.
• They will relay the grid of the requested strike to the ADMIN/FIREMARKER and a simulator will be
set off near that location, with enemy (or friendly) casualties being assessed.
• NO PINK MIST unless ADMIN SAYS SO
• The use of TAGIN 40mm rounds is authorized. Hand tossed flash/smoke grenades only. Nerf/Vortex Rockets must be fired from a launcher and are only used for anti-armor purposes, requiring a direct hit. 40mm TAG rounds which explode are lethal to vehicles if they detonate within 10 feet, hand grenades must detonate underneath or on top a vehicle in order to kill.
In Third Coast Airsoft, come in two types,
Transports (can carry players but not able to have shooters or mounted weapons, it is a transport), driver and vehicle commander can dismount.
Guntruck/Technical (Has a mounted weapon and one other shooter), cannot carry dismounts and cannot dismount driver or vehicle commander.
- Launched projectiles, single hit, destroys a vehicle and all occupants
- vehicle has to wait 5 minutes, then rolls back to CCP, resets, and can return to fight with all occupants respawned).
• All dismounts must be 10 ft away from the vehicle when moving.
• Small Arms Fire, will not disable or destroy the vehicle,
ONLY AN ANTI-ARMOR WEAPON or GRENADE (detonating with in 10ft of the vehicle) CAN KILL IT.
Do not fire bbs at vehicles or their occupants.
• Only a vehicle’s gunner position, and one other person can fire from a Guntruck type vehicle.
- Transports cannot be armed, and no passengers can fire from the vehicle. If the vehicle is hit all in the vehicle are considered hit. Driver and Vehicle Commander can be medic-ed.
• 15 MPH speed limit on hard surfaces (10MPH off-road)
• All vehicles must have a 2 man crew: a driver and a spotter. The spotter is responsible for guiding vehicles when in reverse and monitor the loading and unloading of vehicles.
Command and Signal
Communications will be by UHF/FRS radio. The following Signals Operating
Instructions are in effect:
COMMS CHANNELS/FREQUENCIES DIVISION
FRS 1 462.5625
FRS 2 462.5875
WESTERN COALITION Assigned Channels/Frequencies
FRS 3 462.6125
FRS 4 462.6375
FRS 5 462.6625
FRS 6 462.6875
FRS 7 462.7125
FRS 8 467.5625
FRS 9 467.5875
FRS 10 467.6125
FRS 11 467.6375
FRS 12 467.6625
EASTERN EMPIRE Assigned Channels/Frequencies
FRS 13 467.6875
FRS 14 467.7125
GMRS 15 462.5500
GMRS 16 462.5750
GMRS 17 462.6000
GMRS 18 462.6250
GMRS 19 462.6500
GMRS 20 462.6750
GMRS 21 462.7000
GMRS 22 462.7250
Service and Support:
Refer to Event Oporder for Additional Questions.
NO REFUNDS. Refunds only to MILITARY SERVICE MEMBERS WHO HAVE DUTY! Tickets are transferable into another players name if sold. Email the name of the person who purchased your ticket, email them the ticket confirmation, They must print and bring with them to the event for check in.