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Competition, Tactics & Training
Competitions & Upcoming Events
Carrygun Match at Heartland December 19th!
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<blockquote data-quote="David E" data-source="post: 1405584" data-attributes="member: 1013"><p>We have had big boxes in there, it's just difficult to get them IN. I have a couple ideas for building compact/collapsible barricades, etc, so it will be easier to get it thru the double doors. If you have ideas for the same kind of thing PM me.</p><p></p><p>I'm also working on an improved swinger that'll work on the target carrier. (the first one didn't hold up)</p><p></p><p>As I previously posted, I almost had a "crutches" stage, but decided against it.</p><p></p><p>When designing stages, I remind myself often about 5 things:</p><p></p><p>1) The skill level of the typical shooter at these matches.</p><p></p><p>2) Set up time.</p><p></p><p>3) Stage run and/or reset time.</p><p></p><p>4) Safety</p><p></p><p>5) Is it fun?</p><p></p><p>My goal is to make every shot "make-able" by every reasonably skilled shooter. How fast they make that shot will be the deciding factor. I've shot matchs where the required shots were just unreasonable for anyone less than a Grandmaster and even most of them had trouble. How is that fun?</p><p></p><p>I often repeat to myself when stage designing, "keep it simple!" which works pretty well. I also want to have at least <em>some </em>practicality in mind.</p><p></p><p>The stage set-up time is a factor. That's why I'm using the existing target hangers and not bringing in a bunch of target stands, sticks, etc, etc. I could set up some pretty elaborate stages if folks didn't mind waiting an hour or more before first shots were fired...........but I think most <em>would </em>mind. (including me!)</p><p></p><p>I also have virutally no storage at Heartland, so everything needed for the stages I bring each month in the back of my Jeep.</p><p></p><p>I've found that "simple is best" most of the time. It allows for faster set up and faster reset. It just requires that the shooters go with the flow and not try to out smart the stage by shooting under the walls across the range, etc. (yeah, that happened)</p><p></p><p>A stage that requires a long time to reset is going to make the match run late. Now that more folks are making this a "must shoot" match, we need to keep in mind how long it takes each shooter to run thru each stage. </p><p> </p><p>Safety is a biggie. The stage requirements need to be easily and safely executed by <em>everyone.</em></p><p></p><p>I can see a "Potty stage" where you start seated on a bucket with the drawers around ankles. At signal, pull them up, go to Position "A", retrieve loaded gun and shoot a maximum of 6 shots. I would not want the shooter to try and move while holding up their drawers with a loaded gun, much less trying to do a reload while trying to hold up said drawers.</p><p></p><p>As a 6 shot stage, it makes sense, would be safe and would be memorable. But everyone tells me they want a high round count, so what's a stage designer to do? One solution is to have a companion stage right next to it that's 12 rds minimum, but we're back to the stage run-time issue.</p><p></p><p>Anyway, those are some of the things I take into consideration when stage designing. If anyone wants to design a stage, let me know! If you set it up and it's good enough, you can shoot for 1/2 price. (maybe I'll poll the shooters and see if they think the designer should get $10 back!)</p><p></p><p>BTW, call Heartland and tell them (Todd Sorter) how much you liked the match!</p></blockquote><p></p>
[QUOTE="David E, post: 1405584, member: 1013"] We have had big boxes in there, it's just difficult to get them IN. I have a couple ideas for building compact/collapsible barricades, etc, so it will be easier to get it thru the double doors. If you have ideas for the same kind of thing PM me. I'm also working on an improved swinger that'll work on the target carrier. (the first one didn't hold up) As I previously posted, I almost had a "crutches" stage, but decided against it. When designing stages, I remind myself often about 5 things: 1) The skill level of the typical shooter at these matches. 2) Set up time. 3) Stage run and/or reset time. 4) Safety 5) Is it fun? My goal is to make every shot "make-able" by every reasonably skilled shooter. How fast they make that shot will be the deciding factor. I've shot matchs where the required shots were just unreasonable for anyone less than a Grandmaster and even most of them had trouble. How is that fun? I often repeat to myself when stage designing, "keep it simple!" which works pretty well. I also want to have at least [I]some [/I]practicality in mind. The stage set-up time is a factor. That's why I'm using the existing target hangers and not bringing in a bunch of target stands, sticks, etc, etc. I could set up some pretty elaborate stages if folks didn't mind waiting an hour or more before first shots were fired...........but I think most [I]would [/I]mind. (including me!) I also have virutally no storage at Heartland, so everything needed for the stages I bring each month in the back of my Jeep. I've found that "simple is best" most of the time. It allows for faster set up and faster reset. It just requires that the shooters go with the flow and not try to out smart the stage by shooting under the walls across the range, etc. (yeah, that happened) A stage that requires a long time to reset is going to make the match run late. Now that more folks are making this a "must shoot" match, we need to keep in mind how long it takes each shooter to run thru each stage. Safety is a biggie. The stage requirements need to be easily and safely executed by [I]everyone.[/I] I can see a "Potty stage" where you start seated on a bucket with the drawers around ankles. At signal, pull them up, go to Position "A", retrieve loaded gun and shoot a maximum of 6 shots. I would not want the shooter to try and move while holding up their drawers with a loaded gun, much less trying to do a reload while trying to hold up said drawers. As a 6 shot stage, it makes sense, would be safe and would be memorable. But everyone tells me they want a high round count, so what's a stage designer to do? One solution is to have a companion stage right next to it that's 12 rds minimum, but we're back to the stage run-time issue. Anyway, those are some of the things I take into consideration when stage designing. If anyone wants to design a stage, let me know! If you set it up and it's good enough, you can shoot for 1/2 price. (maybe I'll poll the shooters and see if they think the designer should get $10 back!) BTW, call Heartland and tell them (Todd Sorter) how much you liked the match! [/QUOTE]
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