We had 20 shooters show up to shoot today's match. Total round count for the day was between 46 and 50 depending on how many shots were fired on KYL. There were 790 points possible.
Here are a couple stages:
The course of fire was as follows:
Stage 1 200yd coldbore Round count: 1 On the beep, engage the 2" dot at 200yds with 1 shot. 50 points for a hit, 0 for a miss. 50 points possible 60 seconds prep, 30 seconds shoot time.
Stage 2 100yd poker chips from behind the yellow line. Round count: 5 Start with ammo on the back benches & a round in hand, on the beep, move to rifle, engage a dot, open bolt, retrieve another round and engage another dot, repeat until finished. 20 points per broken poker chip. 100 points possible. 60 seconds prep, 80 second shoot time.
Stage 3 60yd flies as done at sin city. Round count: 5 On the beep, engage any 5 flies on the paper. 10 points per fly. 50 points possible. 60 seconds prep, 45 seconds shoot time.
Stage 4 Holdovers, out and in. Round count: 5 On the beep, engage the plates in the following order: 150 little man, 300 small paddle #1, 500 circle, 300 small paddle #2, 150 little man. Shooter may not turn elevation knob during the string of fire. 15 points per hit. 90 points possible. 60 seconds prep, 60 seconds shoot time.
Stage 5 Natural Point of Aim Round count: 1 Shooter with get in the prone position and aim at his shooter number box on his 100yd KYL target. Shooter will signify when ready and a blind fold will be placed over the scope. After 3 seconds, the beep will sound and the shooter has 5 seconds to engage the target. 25 points for a hit 25 points possible 30 sec prep and 5 sec shoot.
Stage 6 200 yard hostage. Round count: 4 On the beep, engage the hostage target at 200 yards from the prone position with two rounds on each side. 20 points for bad guy and -20 points for hostage hit. 80 points possible 30 sec prep and 30 sec shoot.
Stage 7 Standard KYL with octagons. Round count: up to 5 On the beep, engage the octagons from largest to smallest, stopping if you do not believe you can make a sure hit. A miss causes shooter to zero the whole target. Points are 10, 15, 20, 25 & 30. 100 points possible. 60 seconds prep, 60 second shoot time.
Stage 8 Quick transistions. Round count: 6, fired in 3 strings of 2. On the beep, engage the two small paddles at 300yds with 1 shot each. 15 points per hit. 90 points possible. 60 seconds prep, 6 second shoot time per string.
Stage 9 Pool balls. Round count: up to 9 On the beep, engage all the solid pool balls. The 8 ball is optional. A hit to the 8 ball without also hitting all other solid balls causes the shooter to lose all points. 10 points per ball except the 8 ball is worth 30 or zero points if all solids are not hit. 100 points possible. 60 seconds prep, 60 second shoot time.
Stage 10 Unsupported positions. Round count: 8 On the beep, engage the 100yd mini IPSC target center of mass with 2 shots offhand, 2 shots kneeling, 2 shots seated and finally 2 head shots from prone. Scoring as per the point values on the target. 80 points possible. 60 seconds prep, 60 seconds shoot time.
Stage 11 Shooting aces. Round count: 1 On the beep, engage the square in the center of the playing card target with 1 shot. 25 points for a hit touching the white center, 15 points for a hit touching the black line, but not touching the white center. 25 points possible. 60 seconds prep, 10 seconds shoot time.
_________________ God shoots a Remington 700, drives a Chevy Truck and carries a Glock 19. I don't do any of those things.
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