Author Topic: Different Stage ideas???  (Read 3226 times)

Offline J.R. Logan

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Different Stage ideas???
« on: April 12, 2008, 03:23:00 PM »
What other fun shoot ideas are out there?  In the Sept./Oct. Shootist we all got to read about the “Detective Shoot”,  I am working on a NO MISS MATCH.  Basically you carry any misses from the first stage on to the second and must load on the clock those round needed to make up the misses.  So if you had 2 misses from stage 1, on stage 2 you would have to load 2 extra round during that stage and complete the course of fire.

Please let me know of other fun ideas for shoots that you have used at your clubs.  Thanks for your help.

J. R. Logan

Offline Steel Horse Bailey

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Re: Different Stage ideas???
« Reply #1 on: April 13, 2008, 02:13:53 AM »
What other fun shoot ideas are out there?  In the Sept./Oct. Shootist we all got to read about the “Detective Shoot”,  I am working on a NO MISS MATCH.  Basically you carry any misses from the first stage on to the second and must load on the clock those round needed to make up the misses.  So if you had 2 misses from stage 1, on stage 2 you would have to load 2 extra round during that stage and complete the course of fire.

Please let me know of other fun ideas for shoots that you have used at your clubs.  Thanks for your help.

J. R. Logan


Sounds good to me. 

Another way would be to shoot until A) you hit all targets or B) you have no more ammo.  To keep the time down, pistol ammo quantity would be limited to maybe 3 reloads. - and then yer done.

II don't remember the exact details as printed in the Shootist, but I'd be interested in a "Lawman/Railroad Detective shoot".  One main match pistol, perhaps a hideout gun - another main match type if the person doesn't have a pocket pistol available, and at least 4 rounds of shotgun.  No rifle.  Obviously, the targets would be closer than if rifle were used.

Pardon me if this is basically what was printed before.  ;)
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Offline River City John

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Re: Different Stage ideas???
« Reply #2 on: April 13, 2008, 08:21:13 AM »
I probably shouldn't bring this up again. . . .


           "THE LEGEND OF 'YODELING EUSTIS' AND HIS FRONTIER JUSTICE "

     "There is a story told along the cattle trails of a cowboy whose honesty, steadfastness and skill when riding herd made him the darling of every Trail Boss. A cattle drive was guaranteed profitable if they could hire on this drover. There were fewer beef lost along the journey, higher prices than anticipated offered at trail's end, . . .why even Cookie's grub seemed to improve!
He was known as 'Yodeling Eustis'. He claimed the secret of his success, and hence his moniker, was that his yodeling held a powerful spell over man and beast.

     Now our story takes place at the lazy end of summer two years after the locusts, but several years before the great blizzard. It was the year of that devil twister, if you'll remember.
 We find our Hero enjoying some well-earned entertainments at the railhead town after the end of another cattle drive. And these entertainments included whisky, a fine cigar, and a turn at the gaming tables. But unbeknownst to our Friend he had fallen into a crooked game run by an impecunious, vile, most foul. . . .Well!, if you knew half of what I've heard, the less said the better.
     This rake and his cronies thought they had stumbled on easy pickings, and grew smug and discourteous because they believed they would easily cheat our Innocent out of his entire poke.
     But our Pride 'n' Joy was no one's fool, and soon after discovering their deceit he rose to his feet to call their bet. He drew iron and looked them square in the eye.

     And then he began to yodel."


( No shotgun.)
 
Set up the stage with the targets at different ranges, enough to offer increasing degrees of difficulty, from easy to "you gotta be kiddin'!" Assign an increasing point value as they go up in difficulty.
Then play the stage as if it was a hand of poker. NO TIMER USED. Each shooter plays against the other members of their posse. THERE ARE NO MISSES, and each target must be hit ONCE in ascending order. Once a shooter misses, or shoots a target out of order, they're out of the game for that stage. Draw cards to determine the first shooter. Each shooter builds their point score starting with the first target. When they reach a point level where they're comfortable it's going to be hard to best, they can stand pat and let the next shooter have their turn. If a subsequent shooter raises the best score, those who have not been eliminated can try to beat that new score by starting on the next target from the one where they had left off. 

There could be a lot of flexibility when setting target arrangement and to assign which firearm to be used when engaging groups of targets.
Here's the 'wild card'. All shooters must yodel while engaging their targets.

And the scoring?
It's winner takes all, so the winner has their final point score REMOVED from their overall match time as a bonus. All other posse members have the winning score ADDED to their overall time.
So there is a real incentive to not miss.
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Re: Different Stage ideas???
« Reply #3 on: Today at 12:54:40 PM »

Offline Steel Horse Bailey

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Re: Different Stage ideas???
« Reply #3 on: April 13, 2008, 10:59:28 AM »
Ya know - yodeling aside, I really enjoyed that stage!  I'm not really happy that I MISSED after the 6th target, but Hey!

Maybe we could change the requirements to ... oh, I don't know ... maybe "muttering"  Eustis or even "mumbling"  or even ...

SILENT  ;D


OR ... we could leave it as originally written!!


I DO like the "shoot til ya miss" idea, without the clock with the emphasis totally on accuracy.

"May Your Powder always be Dry and Black; Your Smoke always White; and Your Flames Always Light the Way to Eternal Shooting Fulfillment !"

Offline Bow View Haymaker

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Re: Different Stage ideas???
« Reply #4 on: April 13, 2008, 01:40:54 PM »
Here's one to try. 

What First?By: Doc Shapiro
2 pistols loaded with 5 rounds each, holstered, hammer on an empty chamber.
Rifle loaded with 10 rounds, hammer on an empty chamber, staged on the hay bale.
Shotgun staged on the hay bale with 6 rounds to be loaded from your person.
Shooter starts sitting at the table, with both hands FLAT on the table. At the buzzer,
reach under the towel and pull out a poker chip. If RED, start with the pistols (that’s
both). If BLUE, start with the rifle. If WHITE, start with the shotgun. Other gun order
is at the discretion of the shooter. After drawing a chip, shoot the targets in the order
specified.
Pistols: 1 round in the left target, double tap the center target, double tap the left target.
Holster. Draw second gun and put 1 in the right target, double tap the center, double tap
the left, holster.
Rifle: Alternate between the two rifle targets for 8 shots, last 2 go in the long range gong.
NOTE: These are NOT bonuses!
Shotgun: Sweep the swingers from left to right 3 times. No double taps.
Bow View Haymaker

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Offline Bow View Haymaker

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Re: Different Stage ideas???
« Reply #5 on: April 13, 2008, 01:46:15 PM »
Here's another on that's different.  No misses jsut bring lot's of ammo to the line.  Vary the size and distance of the targets. 


by Piney Woods - SASS #29887-L                        "Bust Out" Scenario
You're surrounded by banditos, renegades, rustlers, and low-down varmints. Time to clean house!
Ammo
16+ of shooter's choice
Starting Position
Standing behind table, facing downrange.
Shooter may use any guns desired, but no more than two pistols, one rifle, and one shotgun. All guns must be safely taged on the table. Once fired, guns are returned to the table.
Any rifle used may have no more than nine rounds initially in magazine, but may be reloaded at any time after the buzzer sounds.
Any shotgun used must be initially open and empty, but may be loaded any time after the buzzer sounds.
All ammo for reloads must be on your person to start, but may be placed on table after the buzzer. Any ammo that rolls off table is "dead".
Procedure
When ready, say "Give up you buzzards, I've got you surrounded!"
At the buzzer, using whatever guns desired, sweeping from left to right, double-tap each target.
You must not move on to the next target until the one you're shooting at has been hit twice.
Running out of ammo before hitting all targets will be scored as misses for those not hit. This is not a procedural penalty.
Pistols may be reholstered with unfired rounds in the cylinder, as long as there is an empty or fired round under the hammer. Any rounds remaining unfired in either rifle or shotgun at the end of the stage may be ejected or removed before leaving the firing line.
One good thing about this stage is that, when you're done, you will have shot it "clean" (unless you run out of ammo)!
Bow View Haymaker

GAF #522  Dept of the Platte
SASS# 67733 (RO II)
NRA life

Paul Arens

www.HighPlainsShootersSupply.com

 

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