Jump to content
Brian Enos's Forums... Maku mozo!

Recommended Posts

OK, My shotgun holds 8 in the tube... I was curious to know if (because I can't find it here, and I did search but perhaps not well enough) you can have 8 in the tube a close bolt and one on the lifter for a 9 round start... I have a versamax and I can't rack a round in if there isn't one on the lifter already, I have to hit the round release lever...

Second can someone please define the term "ghost loading"?

I've seen the term used however I don't know what it means specifically.... Oh and if yall couldn't tell I'm a 3 gun noob...

Link to comment
Share on other sites

OK, My shotgun holds 8 in the tube... I was curious to know if (because I can't find it here, and I did search but perhaps not well enough) you can have 8 in the tube a close bolt and one on the lifter for a 9 round start... I have a versamax and I can't rack a round in if there isn't one on the lifter already, I have to hit the round release lever...

Second can someone please define the term "ghost loading"?

I've seen the term used however I don't know what it means specifically.... Oh and if yall couldn't tell I'm a 3 gun noob...

The VM can indeed be ghost loaded, and the video in the link given above explains how this is done. If your magazine tube currently holds 8 shells, you can physically load 8+1+1 = 10 rounds total in the gun.

The bigger question is whether it is legal under match rules.

Most Tactical and Heavy Metal division rules limit you to starting the stage with 9 rounds total in the gun; this would mean 8 in the mag tube plus one in the chamber. In your case, there would be no benefit to ghost loading, as you already have more than adequate capacity.

Some confusion might arise if a stage description called for a condition 3 start (i.e. loaded magazine tube, empty chamber). In this case, what you can do depends on the written stage briefing; normally the WSB would allow only 8 shells in the magazine for tactical division guns, so you could not ghost load that 9th round. Usually nothing would stop you from loading 8 then hitting the shell release to pop the shell onto the carrier for faster loading, so long as the chamber remained empty until after the beep.

Of course, nothing stops you from entering Open division and loading up as much as you want, but I am guessing you don't want to go down this path.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...