Ideas for rimfire handgun games or contests?

aric84

CGN Regular
Rating - 100%
118   0   0
Location
Kanata/Ottawa
Hey all,

I just got myself a buckmark urx 7.25 and the fiancé got herself a beretta neos for plinking and practice. we are new to the handgun scene and I'm looking for some good challenges to do between us and other friends to improve speed and accuracy. I've been told that shooting balloons swinging in the wind is a good one to do, and picking off shotgun shells is fun too. Would love to come up with an ipsc styled game sometime for .22, that way you neednt break the back for a day of competetion:p.

Any other ideas from you folk?
 
Hey all,

I just got myself a buckmark urx 7.25 and the fiancé got herself a beretta neos for plinking and practice. we are new to the handgun scene and I'm looking for some good challenges to do between us and other friends to improve speed and accuracy. I've been told that shooting balloons swinging in the wind is a good one to do, and picking off shotgun shells is fun too. Would love to come up with an ipsc styled game sometime for .22, that way you neednt break the back for a day of competetion:p.

Any other ideas from you folk?

I've brought up this discussion not to long ago.... Action shooting with a .22 pistol
 
I ran a mini bowling pin match a couple of times, but there was limited interest in the club unfortunately. The participants had a blast. The main comment usually was "I need to buy more mags" (you can shoot it with a .22 wheelgun too, just you have to be good to be competitive - or set up a wheelgun category) :) .

Take a 2x2 and cut 6" long blocks with a chop saw; put 5 blocks spaced evenly across a 2x6, across saw horses. Take a stop watch or shot timer and let the shooter blast away. Blocks had to not only fall but be knocked off the table.

Note that plywood in place of the 2x6 caused a lot of richocets, but it can be used.

Usually set a 2 or 3 minute time limit just so things moved along. Often the winning results depended on who got the "table" cleared with one mag or just five shots.

The blocks are surprisingly sturdy. Usually can get 5 to 10 passes out of a block.
 
I like the bowling pin match idea, and i might even try and get some steels made up at work, would be a lot of fun with the added ping of each shot. As for the other thread, it totally got sidetracked and turned into an ipsc/idpa b!7ch fest about rules and power.... I'm just looking for fun and not trying to step on another sports toes... and besides, its for practice and friendly competition. keep the rules simple and playing field even with plai old 22 pistols.
 
For .22's shooting bowling pins is overkill. If your range has a trap/skeet area grabbing a few hundred shot shell husks is easy. And setting them up on a wooden stand made from 2x4's won't take long. Shoot at them from around 5 yards or the chances of a hit at speed gets too low. Shortest time to drop 5 of them wins.

Locally we have a handgun speed steel shoot that works fantastic but it does require that you have steel targets to use along with shot timers. It's fantastic fun and doesn't require setting up the targets. The timing RO just listens for the "DING!" of successful hits. 4 wihte targets and one black "finisher". The RO uses a shot timer to time the shooter and watches the targets for signs of a hit along with the "DING!" The matches use 5 or 6 stages. We try to get some extra challenge by having a couple of long range targets along with things like shooting through the opening in a plastic barrel , shooting strong or weak hand from around a barricade or other convolutions to add to the fun. All stages are begun from a 45 low ready and do not involve any running around although in some stages a step to either side to see a target around a barrier may be needed. By keeping the movements simple and shooting from a 45 low ready we don't need holster qualification or other Black Badge safety issues. The shooter keeps reloading and shooting until either they DING all 5 or 30 seconds is reached. The 30 second rule is to save ammo.

It's not just for rimfire, although .22 does have it's own category. Other hand gun calibers are welcome as long as they are not magnums in order to preserve the steel targets. Because there's nothing to be reset between shooters the action is fast and non stop. Between the two separate events in the morning and afternoon if you don't miss at all you'll still go through 300 rounds. Obviously it's recomended you bring a few extra..... :D

If you want to set up your own Speed Steel shoot and need a more detailed set of the rules and procedures we use PM me for a more complete version.

If you're going to start simple and shoot at recycled shot shells then set up enough for a couple of folks. Or shoot side by side in "eliminator" style. THAT would sure get the blood flowing.... :D But do try to keep the ranges short so the chances of a hit from an average shooter is good. Otherwise it just gets stupidly frustrating. Or for longer distance "tasks" lower the number of shot shells to hit in compensation.
 
thanks BCRider, I'll keep that in mind. I like the idea of just the stationary steels, less time to re set up, as that was an issue with previous events at my range(always the same people got stuck doing it and got tired of it). I'll give it a try and talk to the RO to see what they allow at the range regarding steel targets. Apparently the CFO has been changing the rules a bunh lately with regards to range layout and I dont want to cause any trouble.
 
Mercury's video shows a lot more about how these events run. If there seemed to be a lot of shooting it's because at each stage we do 6 passes in a row before changing shooters. This gives us a lot of shooting time and is the reason we use at least 150 rounds for each "game" composed of 5 stages. The worst pass out of the 6 is tossed out. The best 5 from each of the 5 stages are added and that's the score time. Lowest is best of course. There's also penalties for not hitting one of the whites before the black is hit. And if there's less than 4 whites, like the two white rectangles in that one stage in the video, then you share the first 4 hits between them as instructed. Note the diabolical spacing of the two big white rectangles with the black finisher between. If you miss and hit the finisher with one of the first four shots you get your time but you add on 10 seconds for each missed white DING that you should have gotten. A really diabolical stage was a big black rectangle spaced back a ways with a large single white disk visually in the center of the black. We had to be careful to not miss the white with any of the first 4 since a close miss would hit the black. There was much discussion on the heraldry of the stage designer at lunch on THAT one....:D As you can see imagination in setting these up is the key to both the fun and improving your shooting skills.

Because of the 6 passes on each stage reloading is important. Those that are not shooting gang up and reload the shooter's mags as the partial/empty mags hit the table and put the loaded mags back in reach. Thus each stage is a friendly cooperation event that flows quickly with minimal down time. This is key to keeping the shooting moving and I strongly suggest you copy this aspect in your own event.

The plates we're using are some sort of semi fancy alloy but they aren't that thick, maybe 1/2 inch for the various 6, 8 and 10 inch discs and about 3/8 for the bigger rectangles. The key is limiting the guns to .22, non magnum center fire up to a max of .45ACP (no .17WMR, .22WMR, 7.62x25 Tokarev, .357Mag, .44Mag or .357Sig which are all higher in velocity and will spall or puncture the plates). IN addtion to the stock rimfire and center fire classes we also run Open rimfire and pistol classes for open class IPSC race guns. As well there's carbine classes for .22 and pistol caliber center fire guns. Which you choose to include will depend on how your own event grows but don't discount the expansion options. The more folks from the club you get involved the more willing hands there is for setup and teardown and the more important the event will be to the club. But start as slow as you want and see where it goes.

Check around the club and see if anyone has a connection with a heavy equipment servicing outfit or some other shop that works with stronger alloys in plate form. If there is you'll likely find you can get your discs cut from their scrap bin for cheap. The stands are made from bent 1/2 and 3/4 inch concrete reinforcing rod welded where needed to make up simple stands. The discs and plates have a big nut welded to the rear and that simple hooks on an upturned L shape welded to the upright. Cheap and simple.

The nice thing about minimal or no movement and starting from a low ready instead of a holster is that non PAL holders can join in and shoot under supervision from their buddy. So don't be afraid to get rifle or non shooting folks involved if some of the handgun owners are willing to share their guns.

In the video you saw some IPSC belt rigs. A lot of the guys are also IPSC shooters so they wear the gear on their belts as we move from stage to stage. But it's for transport only. In my case I just put the unloaded gun in my gear bag as we moved around. Recently I got some casual leather holsters for my revovler and .22 so now I can wear the gun and just keep the magazines in a carry pouch. Of course for safety the regular IPSC, IDPA empty gun rules apply. The ONLY time magazines are allowed to touch the guns is when the shooter is preparing to shoot a stage or is reloading between shooting strings. At the end of the 6 strings the RO calls for the usual "unload and show clear" at which point the gun goes back in the holster and stays there except in the usual safe handling zones.

That pretty much spells out the entire setup now. I doubt there's much to PM you other than how our scoring goes. But even that is pretty simple It's just straight time with penalties for missing a white or hitting the black finisher by accident. The missed white hits in that case being subject to 10 second penalties per white.

OK, the last thing. The shooters are split up into 5 equal size groups and each has an RO with a shot timer. By having a squad at each stage the shooting progresses faster and we can go eat lunch sooner and come back out for a second game in the afternoon. It's pretty common for folks to shoot one gun in the morning and a different one in the afternoon. Did I mention that revolvers and semi pistols are different classes? Well, they are. Now if you don't have the number of shooters and lack the RO's or timers you may need to keep it to larger squads. But that'll take longer since some of the stages won't be seeing any shooters. If your club has some IPSC or IDPA shooting events contact the folks that run that. It'll mean bringing in the center fire owners but if they bring in the RO's and shot timers it'll be well worthwhile.

In my own case shooting 350 to 400 rounds in a day of two games is a bit pricey. So I run with a .22 semi in the morning and a 9mm semi or .38 wheelgun in the afternoon. It's great variety that way too.

By running as two separate games it also lets folks in that have other things to do. They can either come early then get home a little after noon or come late and spend the afternoon. It works out well that way. To avoid the setup time we just shoot the same setups in the afternoon or maybe the odd time a minor change is made when something didn't seem to work out like the stage designer intended.
 
Excellent info, Thanks very much! I'm liking this idea a lot so far. We don't run any IPSC or IDPA at our club, so that's why I want to try and get something rolling. There are a lot of different people there on the weekends since it is open to the public on weekends, so it could attract a lot of people. for now I would just keep it to one range though to get started.

Now I'm anxious to get things going!
 
Back
Top Bottom