Intro To Tuddenham
Join us for exciting monthly airsoft events at Gunmans Airsoft Tuddenham site. Starting January 2026, we will be hosting our own deployments. Don't miss out on the action—secure your spot today. What are you waiting for? Click here get yourself booked!
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World War II: The station opened in October 1943 and was initially equipped with Stirling bombers before converting to Lancaster bombers in May 1944.
Squadrons: 90 Squadron was the first to occupy the base, later joined by 186 Squadron (which moved on) and 138 Squadron.
Post-war:
USAF: The site was used by the United States Air Force (USAF) as a munitions and refurbishment site from 1955 to 1959.
Thor missile site: From 1959 to 1963, it served as a Thor medium missile site, operated by 107 Squadron RAF
The Tuddenham Urban Airsoft Site has 13 playable buildings as well as large open skirmish areas, including a large area of mixed woodland and scrub. The 45 acre site is a mix of CQB and wood/scrub.
We have a large brick building housing a shop and space for players’ kit. The shop sells a range of airsoft guns and accessories as well as soft drinks and snacks. Complimentary tea & coffee is usually available.
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We have two portable chemical toilets on site which are emptied every week.
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General Information
Our Deployments schedule: Gates Open 08:30, Safety Brief 09:30, First Mission 10:00ish, Lunch 13:00 and the last mission usually finshes 16:00.
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Age Restrictions
The minimum player age is 12, there is no maximum!
All participants aged under 18 must bring a completed consent form with them on each visit.
12 & 13 year olds MUST have a responsible adult named on their consent form who will remain on site all day to take responsibility for their safety and well-being. The adult does not have to play and may remain in the safe-zone at no cost (although we’d love you to play too!), they may take responsibility for more than one young player.
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FPS/Energy Limits
Our site limits are based on the energy produced at the muzzle of the weapon using the weight of BB you will be using in-game. This is the most accurate method of gauging your gun’s power – energy levels produced can vary greatly just by changing the weight of BB used. We use pre-calculated maximum FPS figures from the chart below to determine the muzzle energy category.
We only accept the reading as measured on our site chronos – where possible, high-precision RADAR-based chronographs are used and we regularly cross-check our chronos to ensure consistency. Measurements from other sites, or your own chrono will not overrule the site readings, please do not argue about it – when every other gun on site is reading as expected and yours isn’t, it’s unlikely that the problem lies with our chronos…
Please note, these are upper limits which are not to be exceeded, we recommend that when setting up your weapon you aim for at least 10-20fps lower to avoid any problems. We want everybody to be able to play the whole day with their preferred weapon, not spend half of it sorting a hot gun, or worse yet, go home without playing. No refunds will be offered to players with hot guns.
If you have tested your gun on your own chrono (or at another site) please bear in mind that it may give you a different reading to ours (especially if it’s an optical type, well-used or a cheap one), when every other gun on site is reading as expected and yours isn’t, it’s unlikely that the problem lies with our chronos…
The site chrono is the one we use to ensure fairness, safety, compliance with the law and insurance validity. No arguing, no complaining; we generally use high-consistency RADAR chronographs and regularly cross-check all of our chronos against both our own, and other sites’ units, and investigate if one is obviously reading different to the others.
Weapon Classes & Restrictions
STANDARD CLASS: 1.13J Maximum (350fps with a 0.2g BB) 0.32g max BB weight.
The majority of weapons will fall in the “Standard” category and have no minimum engagement distance. In order to reduce injury and excessive pain at close ranges, the maximum weight of ammo permitted to be used is 0.32g.
DMR CLASS: 1.48J (400fps with a 0.2g BB) 30m minimum engagement distance (MED)
DMR weapons must be incapable of selecting burst or full-auto. They should be a longer barreled, heavier weapon with a magnified optic fitted (not just an overpowered carbine locked to semi-auto). DMR weapons MUST NOT be used against targets closer than 30m – a secondary weapon in the standard class MUST also be carried. Single, aimed shots are to be taken, shots should be allowed to impact or pass the target before a follow up shot is made (no trigger spamming).
SNIPER CLASS: 2.31J (500fps with a 0.2g BB) 30m minimum engagement distance (MED)
Sniper weapons must be either bolt-action or be fitted with a method to enforce a two second minimum delay between trigger pulls (e.g. a suitably programmed MOSFET or similar). They should be a long barreled weapon with a more powerful magnified optic fitted. Sniper weapons MUST NOT be used against targets closer than 30m – a secondary weapon in the standard class MUST also be carried. Headshots are to be avoided wherever possible.
Other Restrictions & Weapon Info
Weapons may be powered by manual spring, battery, airsoft gas, CO2, or HPA, and fire only 6mm, 6.44mm (Full Thrust), or 8mm plastic-based BBs provided they do not exceed the limits below.

