(UPDATED - September 20, 2014) Greetings, Dear Friends! We are looking forward to joining you once again this fall as our Arizona Shooting Season gets underway. There may be some changes to the schedule we posted in early April. The most likely change is that we hope to travel to Flagstaff to shoot with the new IDPA club up there. Their monthly matches are the first Saturday of each month, weather permitting. You can read about the "new" shooting range via the NASR page link at the top of this page. We have paid our dues to join the club up there.
The Flagstaff IDPA match schedule is November 1, December 6, January 3, February 7, March 7, and April 4.
There is a 6+ mile unpaved road to the NASR south if Winona. If it's wet or snowy, this road will probably be impassible. Therefore, it's unlikely that we would be able to attend all of the matches listed above. We are guessing we will be able to attend perhaps 3 of the matches.
In any event, our tentative April schedule listed below may be changed depending on which months we are able to shoot at the NASR. Both the practice skills dates and the monthly Monday Match dates are subject to change depending on whether we can shoot at the NASR in any given month.
We really hope you all become IDPA members and choose to participate in official IDPA matches at The Prescott Action Shooters, the Flagstaff Club and the Phoenix Rod & Gun Club. It's only $40 for an annual IDPA membership. IDPA memberships from one year from the date you pay your dues (not by calendar year). It would be truly great if all of us were dues-paying IDPA members and traveled to various Arizona matches together.
Thanks for reading! Happy Shooting & Many Cheers! jp
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(Original Post from early April begins below.)
The Montezuma Marksmen Monday Match Season #3 drew to a close on April 7th. Since The Monday Matches began in February 2012, we have staged exactly 30 Monday Matches!
In February, March and a portion of April 2012, we staged The Monday Matches each week. This proved to be far too much work so we reduced the Monday Matches to a bi-weekly frequency during the 2012-2013 and 2013-2014 Seasons. At the close of this third season, we have decided that the staging of "full" matches every other Monday is far too much work for us.
Therefore, we are announcing changes for the upcoming 2014-2015 Monday Match Season.
One Monthly Monday Match
We will do one "full" monthly Monday Match near the middle of each month. These "full" Matches will have a minimum of five stages and be conducted according to commonly accepted defensive pistol rules. All stages will be "Scenario Stages." There will be no reshoots of any stages during these "full" matches. Concealment garments will be required.
Full details of each shooter's raw time, etc.will be provided for both the overall match and each stage. A match narrative, photos and scoring data will be posted to this blog for each monthly Monday Match.
Monthly Shooting Skill Exercises
The first Monday of each month will be a defensive pistol skills exercise match with a maximum of four short stages.
Concealment garments are optional for these shorty matches. Participants may reshoot any or all stages as long as the match ends promptly at noon. The purpose for these short matches will be to hone defensive pistol specific shooting skills such as shooting while moving, shooting from cover, reloads with retention, etc. No scoring data or photos from the Skills Matches will be posted to this blog. Since we are shooting to improve our own individual skills. shooters will take home their score sheet at the end of each Skills Match.
Many of the shooting skills exercises will be repeated during the five such matches. Therefore, shooters can compare their own scores from previous identical exercises to assess their own improvement and progress.
The Prescott Action Shooters IDPA Match
We will attend every monthly Prescott Action Shooters official IDPA Match on the 4th Saturday of each month. We highly recommend the PAS IDPA Matches. We hope that as many of The Montezuma Marksmen as possible will car pool together to attend these matches.
Here is the schedule of the matches. (See notes below graphic)
Note #1: The November 3rd Skills Match is subject to us arriving in Arizona in time to set up the match. If we arrive later-than-expected, the first Skills Match will be November 10th.
Note #2: We reserve the right to reduce the Monthly Monday Match total to five instead of the six shown above. Six is the goal. Five Monthly Monday Matches are guaranteed.
Thank You for all your generous donations this season. The sum of your donations perfectly matched our expenditures for targets, tape, misc. supplies (such as staples, paint, nails, hardware, etc.), certificates & frames, as well as $40 in fuel for Gary's truck and $20 for stakes for the metal heads. Any residual cash will be used to order more target tape for next season, thereby zeroing out this season's donation cash account.
We hope to have a great new menu of Stage Designs and scenarios. We are also going to spend our summer in Idaho working to put together the defensive pistol Shooting Skills Exercises that we will be using next season.
At my Idaho club, we have one defensive pistol match a week each Wednesday at 6 pm from Memorial Day to Labor Day. You are all welcome and invited to come and shoot at SEIPS! I plan to conduct my own defensive pistol Shooting Skills Exercise at least every other Monday morning this summer. Consequently, we should have a pretty good handle on how to set up quick and easy Shooting Skills Exercises by the time next fall rolls around.
We appreciate your understanding of why we need to switch our "full" Matches to once a month.
Thank You for your Loyal Support for and participation in The Monday Matches of The Montezuma Marksmen!
Sincerely, John Parsons.
Sunday, April 6, 2014
Saturday, April 5, 2014
Monday Match #10 Stage Designs
For our last Monday Match of the 2013-2014 season, we will have five stages and a minimum round count of 56. This Monday Match could run longer than 2 hours. However, since it our last Match until next November, we felt it would be OK to make the event slightly longer.
Please come no later than 9:45 am Monday because we want to take a group photo using our tripod.
Note that the five stages described here are not necessarily in the order of their appearance in the match. We are not sure about the shooting order of these stages. How and where they are set up will dictate their shooting order.
OK, here are the Stage Designs:
Pumping Lead on Old Route 66
(Two Mags of 8 rounds each, maximum. Minimum round count = 14)
As you know, we began this season by shooting this stage on November 18. We promised that it would be shot three times this season including during the last match. Well, as promised, here it is again for the third and final time this year.
Once again, you have dreamed of driving The Mother Road from Chicago to LA and you are finally approaching your goal. Unfortunately, you run low on gas in East LA and pick the wrong neighborhood in which to refuel.
As you are pumping gas and talking on your cell phone, you are accosted by two thugs. You hear one say, "Just kill him and take his wallet, I will grab his car." You must take action.
Shooter facing uprange at P1 holding gas hose in strong hand and cell phone to ear with support hand.
At buzzer, shooter drops hose, turns, draws and fires with retention two rounds each in tactical priority for T1 and T2. Shooter then drops phone and runs to kneel behind car door, firing two rounds each at T3 and T4 in tactical priority.
After reloading from slide lock, shooter must engage the gang leader who is enraged that you have decimated his gang. Engage farthest target to nearest target. First five targets (T5-T9) with one round each to body. (Note that at least one target will be arranged according to a trick we learned from Jeff Brown at the PAS Match March 22.) The final target (T10) must receive on head shot.
Note that this stage combines both Limted Vickers and Vickers components. The first half is a Limited Vickers wherein you have 8 rounds and each target must receive two rounds. In the second half of this stage you have 8 rounds but there are only six targets. This gives you two extra rounds to avoid misses and to make certain that you place the final head shot. Note that missing the final head shot will be scored as both a miss and and FTN. Misses on T5-T9 will be scored as only a miss and NOT an FTN because it is only the final head shot that can bring down the crack-crazed gang leader.
Note also that there are no hostages in this stage.
The Texas Good Ol' Boy
(One mag of 6 rounds. Minimum round count = 6)
Everyone has shot this stage at least once. We happen to like this stage so we are including it once again for the final Monday Match. You know the story--you are sitting in your motorhome in a rural Texas RV park. You hear gun fire and go to the window to check it out. You see that a Bad Guy behind a tree has a cop pinned down and is trying to kill him. It's a long shot but you must try to save the officer.
You retrieve your pistol and take six shots through the window at the Bad Guy.
We are modifying this stage once again. First, you must expend all six shots. Second, only the best TWO shots on the target will be scored. Third, we will not be giving an FTN is you miss all six shots. Your maximum penalty on this stage will be only 10 points, even if you miss all six shots. You are strongly encouraged to slow down and take your time placing your shots on this stage. We will consider giving an FTDR for round dumping on this stage. What is "round dumping?"
Let's say you simply go to the window and fire off six shots as fast as possible with no intention of trying to hit the target knowing that you will only receive a five second penalty. Well, that's "round dumping" and that's a 20-second FTDR penalty. So, beware. Even though we are not using the FTN on this stage, the 20-second FTDR could be a WHOLE LOT WORSE than the five second FTN.
Oh, some of you may be wondering what is an FTDR? It is a legendary IDPA penalty that everyone hopes they will never get. FTDR = "Failure To Do Right."
One other change that we might make on this stage is to place the target farther away and also to place part of the target behind hard cover (AKA: The Tree)
Note in this stage that both the pistol and the magazine loaded to six rounds will be placed separately into the nightstand drawer. Pistols will be double checked to show clear before placing in the drawer. Pistols may only be loaded while back at the window facing downrange.
Here is the true story upon which this stage is based:
http://www.khou.com/news/Armed-good-Samaritan-praised-for-shooting-suspect-in-trailer-park-standoff-165655456.html
The Powerball
(Two mags loaded to 8 rounds each. Minimum Round Count = 12)
Bonomo's Famous Texas BBQ
(Two mags loaded to 8 rounds each. Minimum Round Count = 12 NOTE: A Third mag of 8 may also be carried for those who think they might need extra shots to drop the metal heads as described below.)
Everybody LOVES Texas BBQ, right? Well, Tom Bonomo is famous for describing how everyone also needs fancy grips on their pistol that are fancy enough to take to a Texas BBQ. NOBODY goes to a Texas BBQ with ordinary pistol grips! It's not enough to have the fancy hat, boots, rodeo belt buckle and hundred dollar jeans. Nope, you GOTTA have Texas BBQ grips, too! So, this infamous Texas BBQ Stage is always done in Honor of Tom Bonomo's famous Texas BBQ grips!
OK, finally, the Big Day comes and you get all dressed up and proudly show off the BEST Texas BBQ pistol grips you ever had! And sure enough, the gals and guys at the Texas BBQ are green with envy. Why, nobody ever saw Texas BBQ grips as good and wonderful and the ones you got on today! That's a flat fact!
You are are feeling mighty fine and enjoying one of the very Best Texas BBQ sandwiches you ever ate in your whole life in West Texas! But then your day takes a turn for the worst.
Unbeknownest to you, one of the cowgirls at the event broke up with her boyfriend and he and his Brazos Bubba Buddies have come to git 'er back. They burst into the Texas BBQ and take hostages and start shootin' up the place. You hear one of them say, "And get the BBQ, too!" Well, enough is enough, you say. You must take action to save the damsel in distress AND the Texas BBQ, too!
Shooter is loaded to 8 rounds at P1 facing uprange while eating BBQ sandwich. At buzzer, shooter turns, draws and engages T1-T2 with two rounds each strong hand only in tactical priority while moving forward. Shooter MUST continue to carry BBQ sandwich and take "pretend" bites from the sandwich while moving and shooting. Shooter then turns and advances toward cover while engaging T3-T4 with two rounds each in tactical priority, strong hand only. Once again, shooter must retain BBQ sandwich and pretend to be taking bites from sandwich while moving and shooting.
Shooter may only throw down sandwich when behind cover and before reloading from slide lock. Shooter may use either side of cover to engage remaining assailants. Shooter engages two Metal Heads and The Swinging target from behind cover. Shooter may shooter freestyle or with strong hand. Metal heads must be shot until down. Swinger must receive two rounds. Shooter may reload a third magazine if unable to drop the metal heads with 8 rounds. However, no more than three mags of 8 may be used in this stage. If metal heads are not down after a third mag has been expended, an FTN will be assessed for each metal head not down. If there are no rounds placed in the swinger, the penalty will be two misses plus one FTN.
The Bowling Ball
(One mag loaded to six. One mag loaded to 8. Minimum Round Count = 12)
You are a Bowling Ball designer genius and have finally invented The Holy Grail of Bowling Balls--a ball that will roll a strike every time. The trouble is that word of your wildly valuable invention somehow leaked out into the mean alleys of the Bowling Ball Underworld.
You leave your Bowling Ball Design Lab, hoping to get the Magic Bowling Ball to a safer place. But it's too late, the Bad Bowlers Strike just as you head down their alley. You must defend yourself and your Magic Bowling Ball!
Shooter loaded to six with one round in the chamber, holstered at P1, holding heavy bowling ball bag in support hand. Strong hand at side. At buzzer, shooter must draw and shoot two rounds with strong hand only at each T1-T3 in tactical sequence WHILE MOVING BACKWARDS to cover.
Upon reaching cover, shooter will be at slide lock. Shooter drops bowling ball bag behind cover to reload another magazine from slide lock.
Just as shooter reloads, shooter is wounded in strong hand arm. Shooter then passes pistol to support (weak) hand and engages T4-T6 with two rounds each in tactical priority from behind cover. Shooters must use the side of cover that is most suitable for their support hand. Right-handed shooters must left side of cover. Left-handed shooters must use the right side of cover. IDPA cover rules apply and a maximum of one procedural will be assessed for improper use of cover on this stage.
Note that we have scripted in two extra rounds after the reload. Note also that T4-T6 are in tactical priority. That means you must shoot two rounds in T4 BEFORE shooting at T5. Likewise you must shoot two rounds in T5 BEFORE shooting at T6. You may not come back to shoot at T4 after you have shot T5 and you may not come back to shoot either T4 or T5 after you have shot T6.
So, if you have missed a shot (for example) at T4, you may expend one of your two extra rounds only while you are still shooting at T4. Ditto with T5.
You can theoretically get numerous procedural penalties on this stage. So beware. If you stop to take a shot when you are supposedly to be moving backwards, you will get one procedural for everytime you stop and shoot. Remember, you must be moving backwards while shooting. Likewise, T1-T3 are in tactical sequence so you can get a procedural for shooting the targets out of sequence.
This stage mixes both tactical sequence and tactical priority in one stage. Tactical sequence means that each target MUST have one shot BEFORE receiving the second shot. It's one of those 1-1-2-1-1 sequences. Tactical priority means that the first (closest) target must receive BOTH shots before the next nearest target receives both shots, etc.
Please come no later than 9:45 am Monday because we want to take a group photo using our tripod.
Note that the five stages described here are not necessarily in the order of their appearance in the match. We are not sure about the shooting order of these stages. How and where they are set up will dictate their shooting order.
OK, here are the Stage Designs:
Pumping Lead on Old Route 66
(Two Mags of 8 rounds each, maximum. Minimum round count = 14)
As you know, we began this season by shooting this stage on November 18. We promised that it would be shot three times this season including during the last match. Well, as promised, here it is again for the third and final time this year.
Once again, you have dreamed of driving The Mother Road from Chicago to LA and you are finally approaching your goal. Unfortunately, you run low on gas in East LA and pick the wrong neighborhood in which to refuel.
As you are pumping gas and talking on your cell phone, you are accosted by two thugs. You hear one say, "Just kill him and take his wallet, I will grab his car." You must take action.
Shooter facing uprange at P1 holding gas hose in strong hand and cell phone to ear with support hand.
At buzzer, shooter drops hose, turns, draws and fires with retention two rounds each in tactical priority for T1 and T2. Shooter then drops phone and runs to kneel behind car door, firing two rounds each at T3 and T4 in tactical priority.
After reloading from slide lock, shooter must engage the gang leader who is enraged that you have decimated his gang. Engage farthest target to nearest target. First five targets (T5-T9) with one round each to body. (Note that at least one target will be arranged according to a trick we learned from Jeff Brown at the PAS Match March 22.) The final target (T10) must receive on head shot.
Note that this stage combines both Limted Vickers and Vickers components. The first half is a Limited Vickers wherein you have 8 rounds and each target must receive two rounds. In the second half of this stage you have 8 rounds but there are only six targets. This gives you two extra rounds to avoid misses and to make certain that you place the final head shot. Note that missing the final head shot will be scored as both a miss and and FTN. Misses on T5-T9 will be scored as only a miss and NOT an FTN because it is only the final head shot that can bring down the crack-crazed gang leader.
Note also that there are no hostages in this stage.
The Texas Good Ol' Boy
(One mag of 6 rounds. Minimum round count = 6)
Everyone has shot this stage at least once. We happen to like this stage so we are including it once again for the final Monday Match. You know the story--you are sitting in your motorhome in a rural Texas RV park. You hear gun fire and go to the window to check it out. You see that a Bad Guy behind a tree has a cop pinned down and is trying to kill him. It's a long shot but you must try to save the officer.
You retrieve your pistol and take six shots through the window at the Bad Guy.
We are modifying this stage once again. First, you must expend all six shots. Second, only the best TWO shots on the target will be scored. Third, we will not be giving an FTN is you miss all six shots. Your maximum penalty on this stage will be only 10 points, even if you miss all six shots. You are strongly encouraged to slow down and take your time placing your shots on this stage. We will consider giving an FTDR for round dumping on this stage. What is "round dumping?"
Let's say you simply go to the window and fire off six shots as fast as possible with no intention of trying to hit the target knowing that you will only receive a five second penalty. Well, that's "round dumping" and that's a 20-second FTDR penalty. So, beware. Even though we are not using the FTN on this stage, the 20-second FTDR could be a WHOLE LOT WORSE than the five second FTN.
Oh, some of you may be wondering what is an FTDR? It is a legendary IDPA penalty that everyone hopes they will never get. FTDR = "Failure To Do Right."
One other change that we might make on this stage is to place the target farther away and also to place part of the target behind hard cover (AKA: The Tree)
Note in this stage that both the pistol and the magazine loaded to six rounds will be placed separately into the nightstand drawer. Pistols will be double checked to show clear before placing in the drawer. Pistols may only be loaded while back at the window facing downrange.
Here is the true story upon which this stage is based:
http://www.khou.com/news/Armed-good-Samaritan-praised-for-shooting-suspect-in-trailer-park-standoff-165655456.html
The Powerball
(Two mags loaded to 8 rounds each. Minimum Round Count = 12)
Your name is Herman. You teach math at the local Community College. You are obsessed with winning The Powerball. All your adult life you have worked on a formula to win The Powerball. Consequently, you ALWAYS play the SAME numbers and buy your tickets at the same store.
Well, one Saturday Night You Win! You sit on your modest home pondering all the possibilities you have dreamed of for years.
Meanwhile....the clerk at the convenience store knows you always play the same numbers and she also realizes you have won. So she calls her Guy, who happens to lead the baddest gang in Herman's Home Town. The gang immediately decides to punch Herman's Winning Ticket and burn his house down to eliminate any evidence.
Herman, meanwhile, can't sleep and has been sitting beside his bed all night. The Powerball ticket is tucked under his mattress. Two gang bangers break into Herman's bedroom while two more thugs work in the hallway to begin to set fire to the place as two other thug stands guard outside. What the gang bangers don't know is that Herman has used his annual vacation time each year to go to Front Sight in Las Vegas to keep his defensive pistol skills sharp. The thugs have met their match!
We will describe this stage in great detail during the walk through. Bear in mind, the Powerball ticket tucked under the mattress is a REAL POWERBALL TICKET! DO not mess it up. It is a LIVE TICKET! Treat it like gold because, how knows, it could be a winner, too!
This is a really fun Stage that we have shot several times. It involves kneeling, thinking, running, use of cover and, finally, a dash from your burning home to confront threats just outside your front door. Hey, if YOU had a winning ticket, wouldn't YOU fight to cash in?
Bonomo's Famous Texas BBQ
(Two mags loaded to 8 rounds each. Minimum Round Count = 12 NOTE: A Third mag of 8 may also be carried for those who think they might need extra shots to drop the metal heads as described below.)
Everybody LOVES Texas BBQ, right? Well, Tom Bonomo is famous for describing how everyone also needs fancy grips on their pistol that are fancy enough to take to a Texas BBQ. NOBODY goes to a Texas BBQ with ordinary pistol grips! It's not enough to have the fancy hat, boots, rodeo belt buckle and hundred dollar jeans. Nope, you GOTTA have Texas BBQ grips, too! So, this infamous Texas BBQ Stage is always done in Honor of Tom Bonomo's famous Texas BBQ grips!
OK, finally, the Big Day comes and you get all dressed up and proudly show off the BEST Texas BBQ pistol grips you ever had! And sure enough, the gals and guys at the Texas BBQ are green with envy. Why, nobody ever saw Texas BBQ grips as good and wonderful and the ones you got on today! That's a flat fact!
You are are feeling mighty fine and enjoying one of the very Best Texas BBQ sandwiches you ever ate in your whole life in West Texas! But then your day takes a turn for the worst.
Unbeknownest to you, one of the cowgirls at the event broke up with her boyfriend and he and his Brazos Bubba Buddies have come to git 'er back. They burst into the Texas BBQ and take hostages and start shootin' up the place. You hear one of them say, "And get the BBQ, too!" Well, enough is enough, you say. You must take action to save the damsel in distress AND the Texas BBQ, too!
Shooter is loaded to 8 rounds at P1 facing uprange while eating BBQ sandwich. At buzzer, shooter turns, draws and engages T1-T2 with two rounds each strong hand only in tactical priority while moving forward. Shooter MUST continue to carry BBQ sandwich and take "pretend" bites from the sandwich while moving and shooting. Shooter then turns and advances toward cover while engaging T3-T4 with two rounds each in tactical priority, strong hand only. Once again, shooter must retain BBQ sandwich and pretend to be taking bites from sandwich while moving and shooting.
Shooter may only throw down sandwich when behind cover and before reloading from slide lock. Shooter may use either side of cover to engage remaining assailants. Shooter engages two Metal Heads and The Swinging target from behind cover. Shooter may shooter freestyle or with strong hand. Metal heads must be shot until down. Swinger must receive two rounds. Shooter may reload a third magazine if unable to drop the metal heads with 8 rounds. However, no more than three mags of 8 may be used in this stage. If metal heads are not down after a third mag has been expended, an FTN will be assessed for each metal head not down. If there are no rounds placed in the swinger, the penalty will be two misses plus one FTN.
The Bowling Ball
(One mag loaded to six. One mag loaded to 8. Minimum Round Count = 12)
You are a Bowling Ball designer genius and have finally invented The Holy Grail of Bowling Balls--a ball that will roll a strike every time. The trouble is that word of your wildly valuable invention somehow leaked out into the mean alleys of the Bowling Ball Underworld.
You leave your Bowling Ball Design Lab, hoping to get the Magic Bowling Ball to a safer place. But it's too late, the Bad Bowlers Strike just as you head down their alley. You must defend yourself and your Magic Bowling Ball!
Shooter loaded to six with one round in the chamber, holstered at P1, holding heavy bowling ball bag in support hand. Strong hand at side. At buzzer, shooter must draw and shoot two rounds with strong hand only at each T1-T3 in tactical sequence WHILE MOVING BACKWARDS to cover.
Upon reaching cover, shooter will be at slide lock. Shooter drops bowling ball bag behind cover to reload another magazine from slide lock.
Just as shooter reloads, shooter is wounded in strong hand arm. Shooter then passes pistol to support (weak) hand and engages T4-T6 with two rounds each in tactical priority from behind cover. Shooters must use the side of cover that is most suitable for their support hand. Right-handed shooters must left side of cover. Left-handed shooters must use the right side of cover. IDPA cover rules apply and a maximum of one procedural will be assessed for improper use of cover on this stage.
Note that we have scripted in two extra rounds after the reload. Note also that T4-T6 are in tactical priority. That means you must shoot two rounds in T4 BEFORE shooting at T5. Likewise you must shoot two rounds in T5 BEFORE shooting at T6. You may not come back to shoot at T4 after you have shot T5 and you may not come back to shoot either T4 or T5 after you have shot T6.
So, if you have missed a shot (for example) at T4, you may expend one of your two extra rounds only while you are still shooting at T4. Ditto with T5.
You can theoretically get numerous procedural penalties on this stage. So beware. If you stop to take a shot when you are supposedly to be moving backwards, you will get one procedural for everytime you stop and shoot. Remember, you must be moving backwards while shooting. Likewise, T1-T3 are in tactical sequence so you can get a procedural for shooting the targets out of sequence.
This stage mixes both tactical sequence and tactical priority in one stage. Tactical sequence means that each target MUST have one shot BEFORE receiving the second shot. It's one of those 1-1-2-1-1 sequences. Tactical priority means that the first (closest) target must receive BOTH shots before the next nearest target receives both shots, etc.
Wednesday, April 2, 2014
Monday Match #10 Scores - April 7, 2014
Ben T. defends his Powerball ticket! |
The order of finish for adjusted time and hits are below. You can check the first graphic for specific times and hits totals. We started the data entry process at 1:30 pm and finished both the spreadsheet and a manual double check of each shooter's time and hits at 2:05 pm. This blog post was entered within an hour after we arrived home and represents a big savings in time and effort! (We will post more photos when we receive the pictures Gary took today.)
THANK YOU for a Great Season and a Great Final Match!
- JP
- GW
- TB
- MB
- PD
- TG
- AG
- BT
- CW
And here is the order of finish for hits:
- JP
- GW
- MB
- TG
- TB
- CW
- AG
- BT
- PD
Take a close look at the Stage Scores. There were four different #1 Shooters for five different stages. We highlighted the fasted adjusted time with a light blue background.
(Note: Tom B. sent a note last night that we forgot a procedural for him on Stage 5. Sure enough, we checked the scoresheet and there is a very large "1P" written and circled on the back of his score sheet! Opps! His 3 second penalty for the Procedural does not change the rankings. His Match Score is 125.13 instead of 122.13. An additional note appears above the Stage 5 graphic. Thanks for your note, Tom!
(Note: Tom B. sent a note last night that we forgot a procedural for him on Stage 5. Sure enough, we checked the scoresheet and there is a very large "1P" written and circled on the back of his score sheet! Opps! His 3 second penalty for the Procedural does not change the rankings. His Match Score is 125.13 instead of 122.13. An additional note appears above the Stage 5 graphic. Thanks for your note, Tom!
Tuesday, March 25, 2014
Monday Match # 9 Results - March 24, 2014
Here are the Monday Match #9 overall scores as well as the scores for each stage. We found a spread sheet that automatically calculates the adjusted scores. It is easy and simple to use and will dramatically cut down on the time we spend scoring. In addition, it will eliminate potential math errors. Our manual entry method produced a couple of errors for this match that have been corrected in the tables you see below. The new & improved accurate scores actually caused Tony to move up one place and Gary to drop down one place.
We have given up on the idea of electronic scoring. It is clearly not worth the time and trouble. Also, the potential for input errors is very high. It's not worth the risk. Now that we have found and can use this spreadsheet, there is no need for onsite electronic scoring. There are several photos below screen clips of the spreadsheet.
NOTE: The only thing I have not been able to tackle is to have the spreadsheet do the rankings for final adjusted score and for each stage as well.
Hands in the cabin's kitchen sink, palms touching bottom of sink. Yep, that's real water in there!
After running to the nightstand, Cyndy W. opens the draw, loads her pistol and engages 3 cabin robbers in tactical sequence.
The Most Accurate Shooter in Monday Match # 9 -Michael B.
Ben T.'s dedication and practice have paid off. He finished first in Monday Match # 9. Way to go, Ben!
Tom B. gets ready to tackle "The Zombie Nightmare."
Tom turned in a really great time running through all those Zombie head shots.
Cyndy W. shooting the Baby Stage. Match Director John P. looks on.
Monday Match #9 was one of the best Matches of the 2013-2014 Season. Unfortunately, we haven't had time to produce a more detailed spreadsheet of everyone's results. Here is the basic data from the match.
We have given up on the idea of electronic scoring. It is clearly not worth the time and trouble. Also, the potential for input errors is very high. It's not worth the risk. Now that we have found and can use this spreadsheet, there is no need for onsite electronic scoring. There are several photos below screen clips of the spreadsheet.
NOTE: The only thing I have not been able to tackle is to have the spreadsheet do the rankings for final adjusted score and for each stage as well.
Hands in the cabin's kitchen sink, palms touching bottom of sink. Yep, that's real water in there!
After running to the nightstand, Cyndy W. opens the draw, loads her pistol and engages 3 cabin robbers in tactical sequence.
The Most Accurate Shooter in Monday Match # 9 -Michael B.
Ben T.'s dedication and practice have paid off. He finished first in Monday Match # 9. Way to go, Ben!
Tom B. gets ready to tackle "The Zombie Nightmare."
Cyndy W. shooting the Baby Stage. Match Director John P. looks on.
Monday Match #9 was one of the best Matches of the 2013-2014 Season. Unfortunately, we haven't had time to produce a more detailed spreadsheet of everyone's results. Here is the basic data from the match.
Sunday, March 23, 2014
Monday Match #9 Stage Designs
Greetings, Dear Friends! Monday Match #9 will be held at the Forest Road 9235G site. We communicated with the Forest Service about the 60 bulls and there's a good chance the livestock will have been moved by Monday Morning. Bear in mind that if the bulls haven't been moo-ved and, if any of them are in our firing radius, we may have to alter or cancel the match as conditions and circumstances warrant.
Tom B. and I had a great time at the Prescott Action Shooters monthly IDPA Match March 22. PAS has some really, really Great shooters. The highlight of our day there was meeting Jeff Brown. That's a long and fun story we will tell in a separate post later today.
Any, we have some new developments for Monday match #9. First and foremost. Match #9 and the season's final Match #10 (April 7) will be run totally according to IDPA rules. Concealment garments will be required of all participants. There will be no re-shoots of any of the stages counted in your final adjusted score. (If we re-shoot any stage, the re-shoot time will not be counted in the adjusted score.)
The purpose for requiring the concealment garment and using your first shoot of all stages is to mimic a "real" IDPA match.
OK, let's move on to the Stage Designs.
Stage #1 - Thunder Ranch Pucker Test
Our first Stage Design honors Jeff Brown. Tom and I shot this stage March 22 and it's a real challenge. We have modified it slightly to accommodate our stage design resources. These photos will show Jeff's Stage Design and Tom shooting the stage. Narrative comments are below the photos. (Note that Jeff was the SO when Tom shot this stage. GREAT STAGE, Jeff, THANKS!)
OK, We will be using Three Metal Heads for this stage. We will be using our PVC wall structures and "cover" will be indicated by designated survey flagging. All shots must be taken using strong hand only while holding the flashlight. When reloading, shooter must retain flashlight by holding with the upper arm of your strong side. Metal heads must be shot until down. No more than two hits to the non-threat targets will be scored. T4-6 receive three shots each. Additional instructions will be provided during the walk-through.
Stage #2 - Utah State IDPA Champsionship Match "Big Cottonwood Cabin Caper."
OK, finally, here it is. The Real Deal we have talked about since last November. We will conduct this Stage precisely as it was conducted during the UDPL Match last fall. Yes, the sink WILL have water in it!
In the UDPL video, this stage shows up at the 3:00 mark. Watch the video carefully and read the stage scenario below.
Stage #3 UDPL State IDPA Championship Match Stage #1
This is a fun short stage. It shows up about 21 seconds into the UDPL video. Between the video, the stage description here and the two photos, you get it, right?
Stage #4: UDPL State IDPA Championship Match Stage #9
Here's another simple, fun stage that will be changed slightly for safety reasons. When we shot this stage in Utah last fall, we thought the shooters were all very close to breaking the 180 degree plane. We consider that aspect of the original design to be a significant safety issue. Consequently, the shooter's turning radius will be reduced to fit the geometry of the dry wash in which we conduct this Course of Fire. This stages shows about the one minute mark in the UDPL video. Other than the turning radius, everything else will be the same.
Stage #5 - The Zombie Nightmare
This is a Monday Match Classic that keeps coming back like, well..A Zombie Nightmare! You are sleeping and, suddenly, we are awake in a cemetery and you being attacked by brain-eating Zombies. You look down and, as if by magic, there is a loaded pistol in your hands. You must walk through the fog and shoot each zombie until you get to a large tombstone ahead. Beyond the tombstone are the most-feared Midget Zombies. By magic, once again, a loaded magazine appears on the tombstone just as you must reloaded to engage the Midget Zombies. All Zombies MUST be shot in the head because, as you know so well, body shots do no harm to Zombies.
Prior to loading and making ready, shooter will place a magazine loaded to 8 rounds (CDP) or 10 rounds (SSP/ESP) on tombstone.
Shooters will load to division capacity. Shooter will start from P1 in the low ready position with safety off. At buzzer, shooter will advance toward tombstone, shooting each zombie (T1-T6) once in the head. Shooter will be at slide lock when reaching the tombstone. After reloading, shooter will engage four Midget Zombies (T7-T10) with one head shot each.
Note that shots to the body of a zombie count as a miss. Missed shots will be scored as a miss AND an FTN.
This is a Vickers Stage so you have some extra rounds to try to get your head shots. Note that in the IDPA rulebook, FTNs may not be assessed in a Limited Vickers Stage.
(4.13. A Failure To Neutralize (FTN) is defined as any scored target without a down zero or down one hit, no matter how many hits are made. A reactive target (steel, reactive polymer, etc.) must react properly to a hit or it is scored as a FTN in addition to applicable points down. A Failure To Neutralize a target adds 5 seconds to the shooter’s score, per infraction. The FTN is not applicable to Limited Vickers scoring or disappearing targets. See rule 6.17 on disappearing targets.) See: http://members.idpa.com/Content/Rules/g0hunysc.eoc.pdf
Each Zombie target in front of the tombstone will have an orange foot fault line. Shooters must engage each zombie before reaching the target's respective foot fault line. The foot fault lines are placed to prevent shooters from breaking the 180 degree plane. We will explain this safety feature in much greater detail during the walk-through. IDPA cover rules apply at the tombstone. Procedural penalties will be assessed for breaking foot fault lines and/or improper use of cover.
Stage #3 -
Tom B. and I had a great time at the Prescott Action Shooters monthly IDPA Match March 22. PAS has some really, really Great shooters. The highlight of our day there was meeting Jeff Brown. That's a long and fun story we will tell in a separate post later today.
Any, we have some new developments for Monday match #9. First and foremost. Match #9 and the season's final Match #10 (April 7) will be run totally according to IDPA rules. Concealment garments will be required of all participants. There will be no re-shoots of any of the stages counted in your final adjusted score. (If we re-shoot any stage, the re-shoot time will not be counted in the adjusted score.)
The purpose for requiring the concealment garment and using your first shoot of all stages is to mimic a "real" IDPA match.
OK, let's move on to the Stage Designs.
Stage #1 - Thunder Ranch Pucker Test
Our first Stage Design honors Jeff Brown. Tom and I shot this stage March 22 and it's a real challenge. We have modified it slightly to accommodate our stage design resources. These photos will show Jeff's Stage Design and Tom shooting the stage. Narrative comments are below the photos. (Note that Jeff was the SO when Tom shot this stage. GREAT STAGE, Jeff, THANKS!)
OK, We will be using Three Metal Heads for this stage. We will be using our PVC wall structures and "cover" will be indicated by designated survey flagging. All shots must be taken using strong hand only while holding the flashlight. When reloading, shooter must retain flashlight by holding with the upper arm of your strong side. Metal heads must be shot until down. No more than two hits to the non-threat targets will be scored. T4-6 receive three shots each. Additional instructions will be provided during the walk-through.
Stage #2 - Utah State IDPA Champsionship Match "Big Cottonwood Cabin Caper."
OK, finally, here it is. The Real Deal we have talked about since last November. We will conduct this Stage precisely as it was conducted during the UDPL Match last fall. Yes, the sink WILL have water in it!
In the UDPL video, this stage shows up at the 3:00 mark. Watch the video carefully and read the stage scenario below.
Stage #3 UDPL State IDPA Championship Match Stage #1
This is a fun short stage. It shows up about 21 seconds into the UDPL video. Between the video, the stage description here and the two photos, you get it, right?
Stage #4: UDPL State IDPA Championship Match Stage #9
Here's another simple, fun stage that will be changed slightly for safety reasons. When we shot this stage in Utah last fall, we thought the shooters were all very close to breaking the 180 degree plane. We consider that aspect of the original design to be a significant safety issue. Consequently, the shooter's turning radius will be reduced to fit the geometry of the dry wash in which we conduct this Course of Fire. This stages shows about the one minute mark in the UDPL video. Other than the turning radius, everything else will be the same.
Stage #5 - The Zombie Nightmare
This is a Monday Match Classic that keeps coming back like, well..A Zombie Nightmare! You are sleeping and, suddenly, we are awake in a cemetery and you being attacked by brain-eating Zombies. You look down and, as if by magic, there is a loaded pistol in your hands. You must walk through the fog and shoot each zombie until you get to a large tombstone ahead. Beyond the tombstone are the most-feared Midget Zombies. By magic, once again, a loaded magazine appears on the tombstone just as you must reloaded to engage the Midget Zombies. All Zombies MUST be shot in the head because, as you know so well, body shots do no harm to Zombies.
Prior to loading and making ready, shooter will place a magazine loaded to 8 rounds (CDP) or 10 rounds (SSP/ESP) on tombstone.
Shooters will load to division capacity. Shooter will start from P1 in the low ready position with safety off. At buzzer, shooter will advance toward tombstone, shooting each zombie (T1-T6) once in the head. Shooter will be at slide lock when reaching the tombstone. After reloading, shooter will engage four Midget Zombies (T7-T10) with one head shot each.
Note that shots to the body of a zombie count as a miss. Missed shots will be scored as a miss AND an FTN.
This is a Vickers Stage so you have some extra rounds to try to get your head shots. Note that in the IDPA rulebook, FTNs may not be assessed in a Limited Vickers Stage.
(4.13. A Failure To Neutralize (FTN) is defined as any scored target without a down zero or down one hit, no matter how many hits are made. A reactive target (steel, reactive polymer, etc.) must react properly to a hit or it is scored as a FTN in addition to applicable points down. A Failure To Neutralize a target adds 5 seconds to the shooter’s score, per infraction. The FTN is not applicable to Limited Vickers scoring or disappearing targets. See rule 6.17 on disappearing targets.) See: http://members.idpa.com/Content/Rules/g0hunysc.eoc.pdf
Each Zombie target in front of the tombstone will have an orange foot fault line. Shooters must engage each zombie before reaching the target's respective foot fault line. The foot fault lines are placed to prevent shooters from breaking the 180 degree plane. We will explain this safety feature in much greater detail during the walk-through. IDPA cover rules apply at the tombstone. Procedural penalties will be assessed for breaking foot fault lines and/or improper use of cover.
Stage #3 -
Tuesday, March 18, 2014
Monday Match 8 Scores
We ran short on time after the last Monday Match on March 17th. All we have are the basic scores and Pat's great video of The Schmuck & Son Jewelry Store Robbery.
Here's the video link: http://youtu.be/FwRnmvfrWjY
Here's the video link: http://youtu.be/FwRnmvfrWjY
Friday, March 14, 2014
Monday Match #8 Stage Designs
Greetings, Dear Friends, Monday Match #8 is going to have only TWO Stages. Stage #1 is a "warm up" for Stage #2. Stage #2 will be shot at least twice. If time and consensus allow, Stage #2 will be shot three times.
Stage #2 is the Legendary (and some say infamous) "Schmuck & Son Jewelry Store Robbery." Here is the scenario:
You and your son run a jewelry store. Each year you have a huge anniversary sale near Saint Patrick's Day. The sale draws customers from far and wide. Everyone wants to say they bought their diamonds from a couple of Schmucks.
As usual, there's a huge crush of customers during the first couple of hours. YOu tell your son you need to eat lunch and head down the street to a local diner. As you approach your store after lunch, you hear screams and gunshots coming from inside your store. You must take action.
Shooter begins at P1, hands at side. At the buzzer, shooter runs to store door and uses the LEFT door jam as cover to engage T1 and T2 in the lobby of the store. After engaging T1 & T2, shooter runs behind counter to the wall and moves along the wall to the hallway corner. From hallway corner, shooter must engage T3 & T4 at the far end of the hallway. Shooter then proceeds to Door #2 to engage T5 & T6 inside the room. Afterwards, shooter runs down hallway to next hallway corner to engage T 7 & T8 in the other hallway.
At this point, the robbery gang leader has escaped from your store with a bag of your best jewelery. In addition, he has your son as his hostage. You must save your son and recover your jewels! If the robber escape across the alley, your son and the jewels are gone. Shooter must cross hallway to the window and engage T9 from window. Note that T9 is a moving (and traversing) target with a hostage.
All targets (including the moving target) will receive 2 rounds each. Some targets will be holding hostages. FTNs will be given only is no shot is recorded on paper for any given target. Otherwise, standard IDPA scoring applies. Depending on space, safety and stage layout, T1 "MIGHT" be Al's swinger target. The layout of this stage is notoriously difficult. It may not be possible to use the swinger but we will try.
Obviously, the round count for this stage is a MINIMUM of 18 rounds. This is a Vickers Stage so you can shoot as much as you wish. All shooters will load ALL magazines to 8 to equalize the reloads between SSP, ESP and CDP shooters. It is highly unlikely that you will shoot more than three magazines in this stage. However, you should be prepared to use a 4th magazine, even if it is unlikely that you will need it.
Stage #1 is simply a warm up to remind each shooter of how to properly use cover according to IDPA rules.
We are going to be very strict on giving procedural penalties for improper use of cover on Stage #2. We will NOT be giving procedurals for improper use of cover on Stage #1 as it is a "skills refresher" stage. Stage #1 will be timed and included in your match score. Here is how stage #1 will work.
Shooter will have two mags loaded to four rounds each. At the buzzer, shooter will advance to cover and engage T1 with 2 rounds from the left and then T2 with two rounds from the right of cover. Shooter will reload from slide lock and engage T1 and T2 with two more round in the same sequence as above for a total of 8 rounds (Limited Vickers). Stage #1 should move very quickly so that we will maximize our available time to devote to Stage #2.
We will have a slight change in the scoring procedures for this Monday Match. ALL of your times on Stage #2 will be included in your score, not just your best time as we normally have done in the past. This is the equivalent of using each shooter's overall average time for Stage #2 instead of their fastest time as we ordinarily do with reshoots.
It takes quite some time to run each shooter through Stage #2 so that's why there are no other stages for this Monday Match. This is the only time we will be shooting the Schmuck & Son Jewelry Store Robbery this season so we intend to wring out as much fun as possible for this stage. Those of you who have shot it know just how much fun it is. Those who haven't shot it are in for a real treat.
As of Friday, March 14, we were able to set up the traversing target and verify that we have enough parts to create the simulated jewelry store. We will fully set up the store layout to provide additional verification that we are able to do so prior to Monday.
Please be on time for the Safety Orientation at 9:50 am. We will be shooting at the Donga Din Dry Wash Site, NOT off of the Beaverhead Road.
Note that if we shoot Stage #2 three times, the round count for this Monday Match could easily be at least 62 rounds and possibly much higher, depending on your accuracy. Please let me know if anyone has "ammo availability" issues.
Here are photos of the traversing target taken Friday afternoon. It's been 15 months since we last set it up so we were gratified to know we could remember how all the parts worked together.
(Yes, this is an excessive number of photos but we included them all here so anyone who comes early to help set up will fully understand how this structure is assembled and laid out. The distance between the poles is 7 yards.)
Here is a blog post from early January 2013, that includes a video of the traversing target in action.
http://montezumamarkmen.blogspot.com/2013/01/the-moving-target.html
Stage #2 is the Legendary (and some say infamous) "Schmuck & Son Jewelry Store Robbery." Here is the scenario:
You and your son run a jewelry store. Each year you have a huge anniversary sale near Saint Patrick's Day. The sale draws customers from far and wide. Everyone wants to say they bought their diamonds from a couple of Schmucks.
As usual, there's a huge crush of customers during the first couple of hours. YOu tell your son you need to eat lunch and head down the street to a local diner. As you approach your store after lunch, you hear screams and gunshots coming from inside your store. You must take action.
Shooter begins at P1, hands at side. At the buzzer, shooter runs to store door and uses the LEFT door jam as cover to engage T1 and T2 in the lobby of the store. After engaging T1 & T2, shooter runs behind counter to the wall and moves along the wall to the hallway corner. From hallway corner, shooter must engage T3 & T4 at the far end of the hallway. Shooter then proceeds to Door #2 to engage T5 & T6 inside the room. Afterwards, shooter runs down hallway to next hallway corner to engage T 7 & T8 in the other hallway.
At this point, the robbery gang leader has escaped from your store with a bag of your best jewelery. In addition, he has your son as his hostage. You must save your son and recover your jewels! If the robber escape across the alley, your son and the jewels are gone. Shooter must cross hallway to the window and engage T9 from window. Note that T9 is a moving (and traversing) target with a hostage.
All targets (including the moving target) will receive 2 rounds each. Some targets will be holding hostages. FTNs will be given only is no shot is recorded on paper for any given target. Otherwise, standard IDPA scoring applies. Depending on space, safety and stage layout, T1 "MIGHT" be Al's swinger target. The layout of this stage is notoriously difficult. It may not be possible to use the swinger but we will try.
Obviously, the round count for this stage is a MINIMUM of 18 rounds. This is a Vickers Stage so you can shoot as much as you wish. All shooters will load ALL magazines to 8 to equalize the reloads between SSP, ESP and CDP shooters. It is highly unlikely that you will shoot more than three magazines in this stage. However, you should be prepared to use a 4th magazine, even if it is unlikely that you will need it.
Stage #1 is simply a warm up to remind each shooter of how to properly use cover according to IDPA rules.
We are going to be very strict on giving procedural penalties for improper use of cover on Stage #2. We will NOT be giving procedurals for improper use of cover on Stage #1 as it is a "skills refresher" stage. Stage #1 will be timed and included in your match score. Here is how stage #1 will work.
Shooter will have two mags loaded to four rounds each. At the buzzer, shooter will advance to cover and engage T1 with 2 rounds from the left and then T2 with two rounds from the right of cover. Shooter will reload from slide lock and engage T1 and T2 with two more round in the same sequence as above for a total of 8 rounds (Limited Vickers). Stage #1 should move very quickly so that we will maximize our available time to devote to Stage #2.
We will have a slight change in the scoring procedures for this Monday Match. ALL of your times on Stage #2 will be included in your score, not just your best time as we normally have done in the past. This is the equivalent of using each shooter's overall average time for Stage #2 instead of their fastest time as we ordinarily do with reshoots.
It takes quite some time to run each shooter through Stage #2 so that's why there are no other stages for this Monday Match. This is the only time we will be shooting the Schmuck & Son Jewelry Store Robbery this season so we intend to wring out as much fun as possible for this stage. Those of you who have shot it know just how much fun it is. Those who haven't shot it are in for a real treat.
As of Friday, March 14, we were able to set up the traversing target and verify that we have enough parts to create the simulated jewelry store. We will fully set up the store layout to provide additional verification that we are able to do so prior to Monday.
Please be on time for the Safety Orientation at 9:50 am. We will be shooting at the Donga Din Dry Wash Site, NOT off of the Beaverhead Road.
Note that if we shoot Stage #2 three times, the round count for this Monday Match could easily be at least 62 rounds and possibly much higher, depending on your accuracy. Please let me know if anyone has "ammo availability" issues.
Here are photos of the traversing target taken Friday afternoon. It's been 15 months since we last set it up so we were gratified to know we could remember how all the parts worked together.
(Yes, this is an excessive number of photos but we included them all here so anyone who comes early to help set up will fully understand how this structure is assembled and laid out. The distance between the poles is 7 yards.)
Here is a blog post from early January 2013, that includes a video of the traversing target in action.
http://montezumamarkmen.blogspot.com/2013/01/the-moving-target.html
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