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INDEX

FOR THE LOVE OF GOD, AT LEAST SKIM THESE PAGES BEFORE YOU BUY A TICKET

COMMANDERS

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COMMANDER:
Luis Rivas (NNK)

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COMMANDER:
Glory Paintball (in perpetuity)

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BLUE IS COMMANDED BY GLORY

Starting CAX 8, Glory Paintball will be in charge of the Blue Brigade in perpetuity. Your commander will either be Generalissimo Buckmaster himself, or an appointed lieutenant from his cabinet. Any commanders wishing to challenge the mighty Blue Brigade, may volunteer to head the Red Rebellion.

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COMMANDER DUTIES AND REWARDS

RECRUITING

Obviously you'll need to recruit, but each military faction only has 28 slots, so finding enough players shouldn't be too difficult.
 

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ORGANIZING

You'll receive detailed force pool info before the event so you'll know exactly what you're working with, and more importantly what you aren't . You'll be given the number of players you have, their roles and whether or not they are part of a team.

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SUPPLYING

You'll also be in charge of deciding how much ammo to draw from supply for each MISSION, keeping in mind ammunition is finite and that you'll need enough in reserves for Sunday's INVASION games.

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SPENDING

Commanders have sole discretion on how to spend the factions finances, which can be used to recruit civilians for any number of tasks and pay ransom for captured HVTs.

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INTERROGATING

You and your Executive Officer are the only players that can interrogate detainees inside the Detainee Facility. Each detainee costs you points each respawn wave that they are detained, so you'll want to be diligent about not detaining civilians longer than necessary. See Civilian Gameplay at the bottom of this page.

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COMMANDING

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

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FREE ADMISSION

As Commander, your ticket is comped.

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NOTORIETY

Your name, photo, team logo will be displayed on our site, social posts and ads for the months leading up to the event. 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 3 or more CAXs.

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INTERESTED?

Call or text Kyle Buckmaster to discuss. Commanders must have a team of at least 4 attending the event. You don't have to have Commanded before but DO need someone on your team with experience. 713-826-9570 (Kyle)

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EVENT SCHEDULE

NEW FORMAT (CAX 8)

IF YOU DIDN'T ATTEND CAX 8 in 2023, READ THIS!

Saturday is comprised of 45-minute MISSIONS, with longer "Planning Phases" between them. MISSIONS are more difficult to navigate than in previous CAXs due to the Civilian threat, so make sure to fully utilize the Planning Phases. Sunday is reserved for the longer INVASION games, a CAX staple, and are worth more points. ​There are no "Night Missions" in this format but there is one "Mission at Night". The field's lights will be on in most areas, MOST of the time, so while illumination/NOD is still very useful, the Mission is accessible to everyone.​

FRIDAY, DECEMBER 6th

EARLY CHECK-IN:

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

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SATURDAY, DECEMBER 7th

CHECK-IN:

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

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SATURDAY MISSIONS:

0900-1000 Planning Phase   (60 mins)

1000-1045 Mission 1           (45 mins)

1045-1145 Planning Phase   (60 mins)

1145-1230 Mission 2           (45 mins)

1230-1330 Planning Phase   (60 mins)

1330-1415 Mission 3           (45 mins)

1415-1515 Planning Phase   (60 mins)

1515-1600 Mission 4           (45 mins)

1600-1700 Planning Phase   (60 mins)

1700-1745 Mission 5           (45 mins)

1745-1915 Long Break         (90 mins)

1915-2000 Mission 6           (45 mins)

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EVENING ACTIVITY:

2130 Dinner and a Movie

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SUNDAY, DECEMBER 10th

CHECK-IN & WARRIOR'S BREAKFAST:

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

0830-1000 Warrior's Breakfast

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SUNDAY MISSIONS:

1000-1100 Planning Phase

1100-1230 Invasion A

1230-1345 Planning Phase

1345-1515 Invasion B

1515-1545 Rest

1545-1615 Final Battle

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WRAP UP:

1615-1645 Awards

Bullshitting and clean up

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SQUAD ASSETS

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The SQUAD ASSAULT PACK

Personal backpacks are not allowed on the field during play, however, The Assault Pack that is issued to your Rifle Squad, can be used to carry whatever the players decide to load it with, (e.g. grenades, pods, smokes etc.). The purpose of the pack is to give the squad forward deployed ammo if needed while creating a player deployed defensive objective. You have to guard the pack because it is a capturable objective!
NOTE: Glory is not responsible for any personal items that you choose to put in the pack. We recommend only filling it with munitions.
 

  • Issued to each faction's Squad Leader (ONE per faction)

  • Can be loaded with whatever you want

  • It can be captured by the enemy for points

  • Captured enemy packs MUST be turned in to the HQ RSO for points

  • Players are NOT permitted to use the items inside a captured enemy pack

  • Faction paint is color specific and any Faction player caught using another faction's paint will incur a 5 point dock to his team

GENERAL PROPS

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SUPPLY BRICKS 

Military Factions (i.e. Red and Blue) start with a large stockpile in their FOBs Supply Point and simply need to ensure they have the minimum number of bricks required at the end of each game to avoid being docked points. For civilians, however, Supply Bricks grant a recurring payment into their bank accounts based on the number of bricks they have on their home's Supply Point at the end of each game. More bricks = more money per turn. Military factions can use excess bricks as bartering chips or raid civilians homes to confiscate bricks to limit money going to the civilians to buy arms.

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CASUALTY DUMMIES

INJURIES: Dummies have been simplified for the event until a more detailed and durable "Wound System" can be designed. 

 

EVACUATING A CASUALTY: If you find a Casualty Dummy in the playing field, you must evacuate them back to your faction's FOB. There will be a clearly marked Casualty Collection Point (CCP) where you must place the dummy to earn points.

ARMOR

NEW LIGHT ARMOR COMING 2025!

COMMANDO INSERTION

Depending on the current MISSION parameters, 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, and players may enter the FOBs, HOWEVER, non-commando players cannot leave their FOBs for 2 minutes. Commandos will have those 2 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, including Civilians.

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. 

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.

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.

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SETUP

Armor generally starts from its Vehicle Start Point "VSP" inside the FOB but may change based on MISSION details. 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.

DESTROYING ARMOR

Get to the sides of the armor and pull on of the pyro pins to set off the explosives. This kills the crew inside and destroys the armor for the duration of the MISSION. Armor will reset after each MISSION. During INVASION, both Commanders will be granted a limited number of repair cards that they can use to bring a destroyed vehicle back to life.

CREW INVULNERABILITY

On both vehicles, any crew INSIDE the vehicle cab, with doors shut, are invulnerable to paintballs and frags. Any players in the turret, or in the bed of the truck, or if the doors are OPEN, can be shot out or fragged as normal.

DESTROYING ARMOR

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.

COMMANDOS

YOU GET A CHANCE TO BE SNEAKY BEFORE PLAYERS EXIT THEIR FOB

COMMANDO INSERTION

Depending on the current MISSION parameters, 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, and players may enter the FOBs, HOWEVER, non-commando players cannot leave their FOBs for 2 minutes. Commandos will have those 2 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, including Civilians.

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COMMANDO OBJECTIVES

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

COMMANDO ELIMINATION

When eliminated, Commandos must return to the FOB and wait for a respawn, the same as other players.

ENGINEERS

THE GAME LITERALLY CAN'T BE WON WITHOUT YOU

ENGINEER BARRICADES

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 NETS

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.

ENGINEER OBJECTIVES

You can't win CAX without engineers. They are the only players who can interact with the Flag Control Points and Bombs. They must be protected while they perform these actions. No engineer, no objective, no points.

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FLAG CONTROL POINTS

Our new control point flags will be replacing the old push sticks for most of our territory-control-based games. The flag pulley system slows the rate of the flags ascent, making capturing the point take longer. Simple to use, just crank the handle to raise and lower the flags. Some objectives will have the crank handle removed and will require an engineer to capture the point using their socket wrench.

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PLACED BOMBS

The engineer is the only player that can arm/disarm objective bombs using the supplied socket wrench. This prop may be replaced with a new, exploding bomb prop for this event if we can get them done in time.

Refs are paid hourly for CAX.
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DISREGARD BELOW v

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