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Cavalry Arms 3gun Match Report


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To save time, I left the pictures as links. Just click on them to see.

2005 Cavalry Arms 3Gun Match Report

2004 Report here: http://www.brianenos.com/forums/index.php?...topic=18237&hl=

Cavalry Arms put on a great 3Gun match in Waco TX this year. Pretty much all the problems from the match's first year (2004) were addressed. This year we had good stages, good organization, fair and clear scoring, and good weather.

The original schedule was to start at noon on Friday, shoot 4 stages, then come back at night for the kill-house stage; start 8AM Saturday, shoot another 4 stages and finish up any kill-house shooters at night; and then finish up Sunday morning. Because of the moderate turn-out, great RO's, and good stage workers, my squad - Trooper - finished a total of 7 stages Friday, and shot the rest Saturday morning. The rest of the time was spent shooting some L.R. side-matches and basically screwing around. We shot every stage ahead of schedule, and finished the match a full day ahead of schedule.

Stages:

Weak Hand / Wounded: Retrieve unloaded pistol, load and engage two plate racks from behind table weak hand only.

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Hose-Fest: Starting with chamber-empty pistol, shotgun, and rifle on table, engage a set of pistol, shotgun, and rifle targets.

http://apollo.demigod.org/~zak/DigiCam/TV3...00_0715_img.jpg

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Escape: Starting locked in a cage, retrieve key, unlock door, pick up shotgun to engage at least 5 plate, then retrieve pistol to engage the rest.

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Zombies: Using rifle, pistol, and/or shotgun, engage a field of "zombie" targets. Only headshots count.

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Shot-goonery: Using shotgun, engage a field of stationary pigeons, at least one from behind each barricade, and shoot one slug target from behind each of the 5 barricades.

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Chopper: Starting from inside the chopper, the shooter engaged 6 steel plates @ 140 yards, then could shoot a huge array of paper targets with rifle (inside the chopper) or pistol (outside). He then ran forward about 50 yards to engage a some small autopoppers with pistol. He then retrieved a dummy and carrier it on the supplied Kifaru pack, back to the chopper. After the dummy was in the chopper, he re-engaged the steel targets with rifle.

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Kill-house

The kill-house was started well after dark, with torches illuminating its outside. The shooter started with a loaded handgun and provided shotgun loaded with 2 rounds. He breached the MGM breaching door and shot the extra round of birdshot. He then drew his pistol, used whatever light he brought, and located and engaged whatever "shoot" targets he found in the house.

Here are pictures taken shooting it the next day for fun with a subgun-

http://apollo.demigod.org/~zak/DigiCam/TV3...00_1171_img.jpg

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300 yard stage. Rifle, 120 seconds, 60 rounds, 300 yards, B27 target.

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Condition White: Starting with cleaning rod in unloaded pistol, engage two triple droppers and two stars. Then retrieve unloaded rifle from locked case and engage an array of paper.

http://apollo.demigod.org/~zak/DigiCam/TV3...00_1067_img.jpg

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X's or O's: based on a coin flip, engage all the white OR brown cardboard with rifle or pistol, must shoot at least one of each.

http://apollo.demigod.org/~zak/DigiCam/TV3...00_1125_img.jpg

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The bolt gun side match shot at 600, 800, 900, and 1000 yards

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Some Troopers--

http://apollo.demigod.org/~zak/DigiCam/TV3...00_0867_img.jpg

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Trooper gear "out of play"

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Some bloodied-

http://apollo.demigod.org/~zak/DigiCam/TV3...00_0958_img.jpg

Bunch of rifles

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ARRRRRRRRRRRRRRRRRRRRRRRRR

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One of the match staff kept referring to himself as the "Dungeon

Master"

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All pics here: http://apollo.demigod.org/~zak/DigiCam/TV3G-2005/

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For those who were not there, we are looking at the "exit wounds" left by .223 fired in one long 200-round burst from a M249 :wub:

The next engagement on SuperComp9's stolen car was with a 9 1/4" barrel Cooley-comp'ed Beta-Drum select-fire AR...nice cluster over the rear tyre, and a cool display of exit holes on the other side.

Neat stuff.

Alex

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Here's the stage descriptions for those that weren't there:

Stage 1: Long Range Engagement-300 yard line

Firearms: Rifle

Targets: One B-27 Target at 300 yards.

Start Position: Rifle unloaded, bolt may be locked back, safety on, lying on the ground or pre-positioned with bipod deployed (open or trooper class), or resting on shooting bag/rucksack (Tactical Iron, or Tactical Scope). Shooter is standing behind rifle.

Course Description:

At start signal, targets will be raised. Shooter will advance to his/her rifle load it and begin firing at their target.

Shooter is limited to 60 rounds only for this course of fire. Feeding devices of a capacity greater than 60 rounds will not be allowed in this stage for the sake of keeping everyone honest.

After 120 Seconds, targets will be lowered.

A Perfect Score on this stage is 0 Time. The shooter will receive a 5 second penalty for any hit missing from the total 60 required on the black area. Bullets must break the edge of the black or be inside of it to score.

Stage 2: Shotgoonery II

Firearms: Shotgun

Targets: 30 Clays, 5 paper targets (must be engaged with slugs once each).

Start Position: Shotgun Fully Loaded, safety on, at low ready. Shooter is behind either barricade 1 or barricade 5.

Course Description:

At start signal shooter will begin engaging clays or slug targets. One slug must hit one of the 5 slug targets from behind every barricade (an unlimited number of slugs may be fired from behind every barricade to hit the target); a minimum of 5 slugs is required for this stage. Clays may be shot from behind any barricade, however at least one must be engaged and hit from behind every barricade.

If a shooter fails to engage one of the slug targets from each position, it will be counted as an un-hit target per 6.1.2-F (25 seconds). Slug targets cannot be made up by engaging them again from another position. If a shooter does not engage and hit at least one clay target per barricade it will be a procedural penalty per 6.1.9 (10 seconds). Clays may not be shot with slugs, doing so may damage the clay holders. Damaging a clay holder by firing a slug at it is a 60 second penalty, and the shooter must pay for the target holder.

Transitioning is only allowed in the event the shooter’s shotgun becomes inoperable (cannot reasonably be cleared), or breaks. Transitioning is not allowed if the shooter failed to carry enough shot shells on them to complete the stage.

Stage 3: Jailbreak II

Firearms: Shotgun and Pistol

Targets: 20 steel Targets

Start Position: Shooter is locked in jail cell, no ammunition or firearms on their person. Shotgun staged by guard’s chair outside cell, magazine loaded*, chamber empty. Any shotgun ammunition to be used must be in shotgun or on shotgun. Pistol staged on table magazine inserted, chamber empty, slide forward. All pistol reloads must come off the table.

*any shells not in the actual chamber, but in the gun or feeding device will count as the magazine being loaded

Course Description:

At start signal shooter will retrieve key and unlock padlock on the jail cell. Shooter will then retrieve shotgun and engage 5 steel targets before moving forward to table with handgun staged on it. Shooter may then engage the remaining steel targets from behind the fault lines with shotgun or pistol as they see fit. If shotgun is to be grounded, it must be placed on table facing down range, safety on. If the safety is not on, it will be a 60 second penalty. When shotgun is grounded, it must have an empty chamber and empty magazine, if the shotgun is not unloaded it will result in a stage DQ (200 seconds + 25 seconds per target on the stage).

Stage 4: Zombie Apocalypse

Firearms: Shooter may use firearms of their discretion on this stage with the following limitations

1) Steel Targets may only be shot with Pistol Calibers or Shot Shells

2) Paper Targets may only be shot with Pistol Calibers, Rifle calibers, or shotgun slugs

Targets: 18 Paper, 18 Steel

Start Position: Shooter Standing in start box at low ready. Firearm loaded safety on. Any pre-staged firearms at shooting positions B and C may have magazines loaded, but chambers must be empty.

Course Description:

The dead have risen, to kill them again you must shoot them in the head. All paper targets on this stage must have at least 1 hit above the neck line. All steel targets are representative of head sized shots.

All shots fired on this stage must be done behind the tombstones or tables at each shooting position.

Shooter may pre-stage guns and ammunition on the tables at shooting positions B and C if they choose. Guns pre-positioned may have loaded magazines, but chambers must be empty. If a firearm is to be grounded at a table it must have an empty chamber and empty magazine. If a grounded firearm is not unloaded, it will result in a stage DQ (200 seconds + 25 seconds per target on the stage. Shooter may begin the stage with slung long guns to use later, so long as the firearm is unloaded and safe.

At start signal shooter will advance to position A and engage targets Z1-Z8. Shooter will then advance to position B and engage S1-S18. Shooter will then advance to position C and engage Z9-Z18

Stage 5: Hose-Fest

Firearms: Rifle, Shotgun, and Pistol

Targets: 8 White Steel (Pistol), 8 Green Steel (Shotgun), 8 Paper (Rifle)

Start Position: All firearms on table, magazines loaded chambers empty, shooter has hands at sides.

Course Description: White steel targets to be shot with handgun, Green steel targets to be shot with shotgun, paper targets to be shot with rifle. At start signal shooter will begin engaging the targets with the corresponding firearms in any order they choose. When firearms are grounded on the table, they must be empty in chamber and magazine. If a grounded firearm is not unloaded, it will result in a stage DQ (200 seconds + 25 seconds per target on the stage.

Stage 6: Chopper Rescue

Firearms: Rifle and Handgun

Targets: 6 Steel (rifle), 4 steel (pistol), 13 paper (rifle/pistol).

Start position: Rifle loaded, safety on, low ready, muzzle outside chopper door. Handgun holstered and hot. Shooter is seated inside chopper.

Course Description: At Start signal shooter will engage the 6 steel rifle targets at the back of the bay with one hit each, using any shooting position inside the chopper. Shooter may then engage any paper targets visible from the inside chopper with rifle. Shooter will then clear rifle and put it on the rack inside the chopper. Shooter will then exit the chopper, advance down the course shooting any previously unengaged paper targets. Shooter will engage the four steel pistol targets anywhere behind the fault line. Shooter will then holster their sidearm and retrieve the “wounded armored vehicle crewman” carrying him in the Kifaru pack back to the chopper. The dummy must be placed inside the chopper, and the shooter will then retrieve their rifle, load it, and engage the 6 steel targets again from inside the chopper.

Failure to bring the “wounded armored vehicle crewman” back to the chopper is a 60 second penalty.

Any shots fired with the rifle outside the chopper will be assessed as a procedural penalty under 6.1.8 (10 seconds per shot fired).

Stage 7: Wounded

Firearms: Handgun Only (or pistol caliber carbine (trooper class shooters)

Targets: 12 Steel Plates

Start Position: Shooter is seated on ground. Shooter must keep strong hand on chest on in pocket. Pistol has slide locked back or cylinder open and is lying approximately 6 feet away. All magazines/speedloaders must be in pouches/carriers.

Course Description: At start signal, shooter will get up and retrieve handgun. Advance to table, and load handgun in whatever manner they wish using only their weak hand. ALL SAFETY RULES STILL APPLY. Shooter will engage 12 steel plates weak hand only, reloading as necessary, weak hand only.

Any manipulation of the of the handgun with the strong hand will result in a procedural penalty under 6.1.9 (10 seconds), any shots fired with the strong hand touching the handgun will be a procedural penalty under 6.1.8 (10 seconds per shot fired).

Stage 8: Condition White

Firearms: Handgun and Rifle

Targets: 12 Paper, 2 MGM Whirly Gigs (5 plates each), 2 MGM Triple Droppers

Start Position: Seated at Table cleaning rod in pistol barrel, slide locked back or cylinder open, hand must be on cleaning rod. Rifle is locked in pelican case, magazine removed.

Stage Procedure:

At start signal, shooter will remove cleaning rod from the handgun’s barrel, make hot and engage the steel targets. All steel targets must be shot with pistol caliber weapons; anyone other than Trooper Class shooters that elect to use a pistol caliber carbine for their rifle on this stage will engage all the steel targets with their handgun. Trooper Class shooters must engage at least one steel target with their handgun if they elect to use pistol caliber carbines on this stage. All shots fired at the steel, must be fired from behind the door/entryway. After at least one target has been engaged, shooter may holster handgun, and retrieve key for the pelican case from pocket or pouch and unlock the case load and make rifle hot. The shooter will then advance through the course, staying on the white rocks. All shots at the paper targets must be fired from the white rocks.

If a shooter fails to fire at least one round from either rifle or pistol it will be assessed as a procedural penalty under 6.1.9 (10 Seconds).

If a shooter goes forward of the door/entryway while shooting handgun, it will be assessed as a procedural penalty under 6.1.8 (10 seconds per shot fired).

If an MGM triple dropper does not fall all the way, it will be assessed as a target hit, but not neutralized penalty under 6.1.2d (10 seconds)

Stage 9: Friend or Foe: X’s and O’s

Firearms: Rifle and Handgun

Targets: 20 White Paper, 20 Brown Paper

Start Position: Rifle Loaded Safety on at low ready, Handgun holstered and hot. Shooter Must begin with rifle and finish with pistol.

Start Procedure:

RO will have the shooter make their firearms ready, ask the shooter if they are ready…upon acknowledgment, RO will flip a coin to determine which targets the shooter will engage.

RO will call out what the hostile targets are, immediately give the commands for shooter ready, stand by, and activate the start signal.

Course Description: At start signal shooter will begin engaging either Brown only or White only depending on what the RO called. Shooter must fire at least one rifle round, and at least one pistol round during this course of fire. When the shooter transitions, they must clear the rifle, put it on safe and sling it. The shooter will engage targets as they become visible, staying within the fault lines.

If a shooter hits a non-hostile target, it will be assessed as a no-shoot penalty per 6.1.4 (25 Seconds).

If a shooter fails to fire at least one round from either rifle or pistol it will be assessed as a procedural penalty under 6.1.9 (10 Seconds).

Stage 10: Kill-House

Start Position: Shotgun Loaded with 2 Rounds Birdshot, safety on, muzzle on breaching door. Handgun holstered and hot.

Course Description:

This stage is shot at night, use of weapons mounted lights is highly encouraged.

At start signal shooter will begin by breaching door by firing birdshot into the “lock”. Shooter may then make entry and may engage whatever targets are visible in the first room with remaining shot shell. If the shooter does not breach the door successfully with the shotgun, they may kick it in. Once shooter has engaged targets in the first room or used their 2 shot shells, they must clear their shotgun (lock bolt open) and sling it. All other targets will be engaged with pistol.

Only RO’s and assistant RO’s will reset this stage.

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