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Posted: 9/24/2003 6:14:02 PM EDT
Update on the 3-gun match for all those who are interested. This match is going to be a continuos one, not separate stages for each gun. You will need a holster to start the match off, but each person will have to lay down their gun before picking up the next one. You will also need a cover garment. I would recommend a spare mag carrier, a double one would be better. Anyone wishing to use a revolver is welcome to. If your shotgun can't carry 10 rounds in/on the shotgun you will have to have a way to carry the others. You won't need a spare mag carrier for the rifle mag, you will be forced to pick up the spare mag and carry it in a pocket. You won't need a tactical sling for your long guns, unless you want to use it.

You will need a minimum of ammo:
18 rounds of pistol
10 rounds of OO Buckshot
30 rounds of rifle ammo.

Pistol mags will be limited to 10 rounds only. You will have to do a reload during the shotgun section. The first rifle mag will be limited to 15 rounds so you will have to do a reload for that as well.

EYES and EARS are REQUIRED

Some range commands to familiarize yourselves with:

Range Commands:

Standard range commands are as follows-
Load and make ready, shooter ready, standby, start signal (start signal can be verbal, audio buzzer, i.e. timer, or visual at the discretion of the range master), unload and show clear, holster, range is safe.

NO "sight pictures" will be allowed. A sight picture is defined as drawing a loaded or unloaded firearm and aiming it down range before the start signal to begin a course of fire; a procedural penalty will be incurred for each infraction. After the “shooter ready” command is given, if the shooter does not confirm within a reasonable amount of time that he/she is ready for the standby command , the SO at his/her discretion may ask the shooter to unload and show clear and move to the end of the squad in order to expedite match flow.

Safety Issue Commands:
1. Yell “Finger” for finger in trigger guard violations.
2. Yell “Muzzle” if the muzzle is getting near a muzzle safe point.
3. Yell “Stop” if the shooter does something grossly unsafe or is disqualified.

If the shooter doesn't immediately correct a “muzzle downrange” problem, you may have to physically push the shooter’s arms to get the muzzle downrange. This will almost always accompany a disqualification


Link Posted: 9/24/2003 7:59:31 PM EDT

Originally Posted By VA-gunnut:
You will also need a cover garment.

You will need a minimum of ammo:
18 rounds of pistol Is more better? Limit?
10 rounds of OO BuckshotI only have 000, problem?
30 rounds of rifle ammo.Minimum? Max?



What the heck is a cover garment?
Link Posted: 9/24/2003 8:05:09 PM EDT
Cover garment == we're supposed to draw from concealment
Link Posted: 9/25/2003 3:42:29 AM EDT

Originally Posted By SHIVAN:

Originally Posted By VA-gunnut:
You will also need a cover garment.

You will need a minimum of ammo:
18 rounds of pistol Is more better? Limit?
10 rounds of OO BuckshotI only have 000, problem?
30 rounds of rifle ammo.Minimum? Max?



What the heck is a cover garment?



The list I posted is a minimum requirement, you can/should have more just in case you want to put extra shots onto a target. How many pellets in your OOO buckshot? The targets that will be engaged by the shotgun will be scored by a certain amount of pellets hitting within a certain area(9). If you shot count doesn't meet 9 you will be at a disadvantage.

You will have to draw from concealment.
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