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Counter Threat: OP First Strike
Counter Threat: OP First Strike

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Our Price: $75.00

Stock Status: In Stock

Availability:: Pre-Order

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Name Of Paying Players*:

Signed Online Waiver*:

Extra Patch*:

Counter Threat: OP First Strike

Rumors of a new violent extremist cell on online forums was picked up by US intelligence. After tracking began of certain users who had posted concerning materials on line (such as chemical warfare recipes, illegitimate bulk ammunition sale links, etc) they were able to locate a compound in which these individuals had mutually traveled to at different times in the last months.
During this time, an informant was planted into the group. This informant provided invaluable information, including photo evidence of chemical weapons being manufactured at this compound.
36 hours ago, the informant lost contact with the CIA, drone surveillance footage showed his vehicle being searched by other insurgents soon after contact was lost. It is believed he has been compromised.
The top priority of this mission is to locate and eliminate all chemical weapons, chemical ingredients, and manufacturing devices in the compound to prevent the use of it on civilians and our operatives alike. Assuming our informant is still alive, it is imperative to safely extract him as well. Lastly, all insurgents within the compound must be neutralized to ensure the safety of the public.

Primarily Night Game
Camping Inside Of Air Conditioned Buildings

150 player maximum
6 12 man squads per team
Tan & Civilian Team
Green & Black Team
Strict Uniform Enforcement
Unique urban Environment
Control point objectives
Unique objectives
Tight command structure
Fully competitive force on force event
Dynamic gameplay
Bandages & Dead rag REQUIRED
Hosted at the Appalachian Fairgrounds

Pre-registration price: $50
Pre-registration ends 7/1/19

Registration increases to $75 on 7/1/19


1800: Registration / Check-In and camping opens
Noon- Registration / Check-In opens
Pre game operations:
- Safety & Field Brief
- Command Meetings
- Optional Pre-game Skirmishes
1700: Game Brief
1730: Staging
1800: Game On
0600: End Ex.
0700: Raffle!

- General Information

- Location: Appalachian Fair Grounds, Gray TN

- Date: July 13th 2019

- Joint Terrorism Task Force (JTTF) GREEN/BLACK

- Novak's Revolutionary Group (NRG) TAN/CONTRACTOR

Game Rules:

- Force on Force ( Point system To Declare Winner )

- Ammo restrictions per role. Refill at Respawn/Staging Area

- Must have 2 Red Dead Rags ( Can be purchased at GSF Airsoft Shop or on site)

- Must follow Chain of Command

- Semi Auto Only. (except LMG support role)

- Both teams will have designated respawns and will be briefed on location.

- Medic Rule in play (must have (2) 24inch ace bandages. ( Can be purchased at GSF Airsoft Shop.)

Uniform code:

Uniform requirements are strictly enforced for this event. Please read carefully and plan accordingly. If your uniform conflicts with code, you will not be

allowed on the field during gameplay.

- Uniform tops and bottoms must match

- Headgear must be of team color (ex. NRG cannot wear black helmets/hats)

- Eye Protection can be any color

- Tactical gear can be any pattern, recommended to match to reduce confusion during gameplay

- Players are NOT ALLOWED to wear red or orange.

JTTF Approved Uniforms:

- Woodland

- OD/Ranger Green


- Jungle Tiger Stripe

- Black

- Multi-Cam Black

NRG Approved Uniforms:

- Multi-Cam

- 3 Color Desert

- Desert Marpat

- Solid TAN

- Civilian/Contractor (absolutely no green or black clothing)


1. Everyone is a Medic.

2. A medic will treat a fellow player by going up to that player and bandaging the area where the player was hit

3. A player may only be bandaged TWICE.

4. Medic CAN NOT re-use bandages from "dead" players.

5. A medic may not treat himself; only another medic can give them aid.

6. Wounded players may be physically "dragged, carried, lifted, etc.." to a medic by any means that is NOT UNDER THEIR OWN POWER with the permission of the wounded.

7. Wounded players are NON AMBULATORY.

8. All Players must have an IFAK on their person that contains TWO (2) ace type bandages for the medic to treat them with. (CAT or SOFT-T tourniquets are not acceptable)

9. Medics must WRAP the bandages around the player's arm, they are NOT allowed to TIE or have pre-made loops in which to tie the bandage onto a player.

10. Bandages must be a MINIMUM of 2ft. (24in) in length each.

11. Medics may be changed within the squad while at the FOB or between evolutions, but not while active on the AO.

Field and Safety Rules

1. ALL persons moving throughout Appalachian Fairground must have a waiver on file. This includes observers, photographers, and any additional non-player personal.

2. ALL players must wear full sealing ANSI Z87.1 rated goggles, glasses or paintball mask. Eye protection must be worn at all times while outside the staging area. NO SAFETY GLASSES, SHOOTING GLASSES, OR MESH GOGGLES. Full seal goggles/glasses must form a seal around the lenses that fully contacts the skin and will not let a bb inside the seal.

3. When in the STAGING AREA, All weapons must have mags out and safety on. All pistols must be holstered.

4. While in the staging/parking lot area you may NOT dry fire your weapon to ensure it is working properly. (NO DRY FIRING) Walk down to the Chrono area with eye pro to test your weapon. (No Exceptions) There is to be NO LIVE OR DRY FIRE anywhere within the staging area other than the chronograph station.

5. All weapons must be submitted for inspection to the safety officer. Each player will be asked to fire a minimum of 3 rounds across the Chrono. Note that players may be asked to chronograph at any time during the day, including during play.

6. Players will be allowed to use only airsoft specific guns. No "BB Guns" or BB guns converted to use airsoft BB's or Metal BB's will be allowed.

7. CHEATING WILL NOT BE TOLERATED. Anyone caught cheating will be asked to leave the field immediately!

8. All players MUST HAVE 2 RED DEAD RAGS. This is mandatory!

9. On the Active AO eye protection may only be removed after all players have mags out, chamber cleared and game control has given the okay to remove goggles.

10. NO climbing in or on any vehicles, no climbing trees, or climbing anything above 4ft.

11. No real steel firearms are ever to be present at any GSF Milsim operations.

12. All Referees decisions are final. (No arguing with the refs)


1. A BB that strikes a player is counted as a hit. This includes anything worn by the player including backpacks.

2. Gun hits do not count as a player hit.


4. Not calling your hits is cheating, and will not be tolerated, period. If you suspect a player is not calling their hits, do not take matters into your own hands. Please bring this to the attention of your SQL and the event staff, use the chain of command.

5. Dead players do not talk! Dead players may only talk quietly to other dead players. Dead players do not shoot their guns, doing so immediately makes you a live target. Dead players do not improve their position, or indicate other players position while dead.

6. Electronic warfare: jamming or listening in the opposition's radio frequency is strictly prohibited (unless cleared by the administration).

7. Covertly monitoring, through espionage or misrepresentation, of opposition force planning to include briefings and electronic mediums is not in the spirit of the game, and is prohibited.

8. Blind fire: Shooting around corners and not being able to see where your BBs are going is not allowed. Devices that allow you to shoot around corners, such as weapon mounted cameras and mirrors are not permitted.

9. Airsoft is about HONOR, failure to play in an honorable manner will result in expulsion from the event. There will be no bullying, rough housing, foul language (used in malice), or physical/mental intimidation anywhere at any time at an GSF Milsim event. Failure to follow these rules will result in expulsion from the event and AO no refunds will be given.

BLIND MAN or (Real World):

1. On the call of “blind man” or “real world” players need to immediately STOP what they are doing, place their weapon on safety and keep fingers visibly clear of the trigger. Do not remove your magazine or clear the chamber unless instructed to do so by game administration. Stand in your location and do not move until the “all clear” and "game on" is given. Only at that time may you place your weapon to FIRE and continue play.

2. Use the "REAL WORLD" command if you or another player is injured and requires immediate Admin/Medical attention. You will need to both vocally and via Comms make the "real world" call with approximate location of the incident.

3. If a player loses their eye protection during a fire fight a “blind man” call is made. The player needs to cover their face with their hands and keep their head down until eye protection can be provided for them.

Gentleman's Rule / RUBBER "EDGED" WEAPONS:

1. Players within a 15-foot engagement range may ask their opponent to "surrender" and take a death without being shot at close range.

2. The player must yell out loudly "surrender" at the target.

3. The target can choose to take the death, or they can attempt to 'out gun' their attacker, upon which the attacker can fire

(when firing within 15ft engagement range, do not overshoot opponents. Doing so will result in ejection from game)

4. Players are allowed to "safety" or "Tap out" another player with rubber edged weapons.

5. When a player is touched/tapped with the rubber edged weapon they are considered "hit".

6. Players that have been "killed" by a rubber edged weapon cannot yell "hit" or "medic" they are mortally wounded.

7. REF only allow approved purpose made rubber training edged weapons.

8. No modified "real edged" weapons are allowed.

FPS Limit/MED's

All guns must chrono in at:

Rifleman - 400fps w/.20g BB or 1.55J w/.30g BB (Semi-Auto ONLY)

LMG - 400fps w/.20g BB or 1.55j w/.30g BB (Full Auto 25rps - 35ft MED; required to carry sidearm >400fps)

DMR - 450fps w/.20g BB or 1.86J w/30g BB. (Semi Auto ONLY - 50ft MED; required to carry sidearm >400fps)

Sniper - 500fps w/.20g BB or 3.6J w/.30g BB (Bolt-Action ONLY - 100ft MED; required to carry sidearm >400fps)

HPA's - Will all chrono in with >30g BB with a limit of 1.55J ( Unless weapon is DMR or Sniper)

Support weapons must be accurate in appearance (ex. An M4 with a scope is not a DMR and an AK47 with a box mag is not an LMG)


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