dan512
06-14-2012, 14:31
Here are some of my favorites for shaking off rust and making me feel like less of a man:
Federal Air Marshal Tactical Pistol Course (TPC)
This course is shot cold (no warmup) on the FBI QIT target (http://www.ar-15.co/forums/targets.html/lqit)
All strings are shot from a distance of seven yards.
One Round (twice).
Concealed Holster
time:1.65 (3.30 total)
rounds: 2
Double Tap (twice)
Low Ready
time: 1.35 (2.70 total)
rounds: 4
Rhythm; fire 6 rounds at one target; no more than 0.6 between each shot.
Low Ready
time: 3.00
rounds: 6
One Shot, speed reload, one shot (twice).
Low Ready
time: 3.25 (6.50 total)
rounds:4
One Round each at two targets 3 yards apart
Low Ready
time: 1.65 (3.30 total)
rounds: 4
180 degree pivot. One round each at 3 targets (twice). Turn left, then right.
Concealed Holster
time: 3.50 (7.00 total)
rounds: 6
One Round, slide locks back; drop to one knee; reload; fire one round.
Low Ready
time: 4.00 (8.00 total)
rounds: 4
QUALIFICATION:
TIME: Cannot exceed total time for each drill. Example: Drill #1 - 1st time 1.70 seconds, 2nd time 1.55 seconds; Total = 3.25 seconds = Go. Must achieve a "GO" on each drill.
ACCURACY: Target is FBI "QIT" (bottle). Total rounds fired is 30. Point value inside bottle = 5. Point value touching line or outside bottle = 2. Maximum possible score = 150. Mininum qualifying score = 135.
All stages must equal "GO" to qualify.
Dummy Round Drill
Teaches: flinch control and followthrough during live fire.
Requires: best with shooting partner, can be done alone.
Principle: If the hammer falls on an empty chamber during slow-fire shooting, your gun shouldn't budge--sights should stay aligned and on target, eye still clearly focused on the front sight. If the gun does dip (or jump), you're anticipating the recoil.
Procedure: Have someone else load a magazine for you, mixing live rounds with snap caps, or for a revolver, leave one or more chambers empty. When you fire the gun, concentrate on keeping the gun steady, sights on target, no matter what happens. When the snap cap comes up you'll be able to check your flinch. If you're doing well, the gun won't budge. If you're not doing well, keep up with the drill until you are. Keep your sights aligned and on target while you release the trigger just enough to reengage the sear (proper followthrough).
You can do this yourself by loading several magazines and mixing them up, or loading a magazine with your eyes closed, or rotating the cylinder with your eyes shut before closing it.
Also known as: cap-and-ball drill, ball-and-dummy drill.
El Presidente
El Presidente was designed by Jeff Cooper as a rough benchmark of handgun skills. It is probably the most widely known handgun standard around.
Setup: three IPSC targets, spaced one yard apart, 10 yards distant.
Starting Position: gun holstered, spare magazine on belt, hands held above shoulders (surrender position), facing away (180 degrees) from targets.
Drill: At the signal, turn and draw, firing two shots into the A-zone of each target. Reload, and fire two more shots into each target.
As originally specified, the drill only counts if all shots are in the A-zone. A missed A-zone counts as a missed target. But when shot in competition, all hits on the target usually count, with standard IPSC comstock (http://www.uspsa.org/rules7.html/l9) scoring.
Par times (for a clean run):
Time is measured from the start signal to the last shot fired.
D Class
15 seconds*
C Class
11.25 seconds
B Class
7.5 seconds
A Class
6.0 seconds
Master Class
5.3 seconds
Grandmaster
4.75 seconds
10.8 Pistol Test (Pistol)
All drills are performed at 7 yards, par time is 5 seconds. Target is an
IDPA 8" circle. Score - inside the circle is 1 point outside the circle is 0.
Over time is 0 points.
1. 4 body 1 head strong hand only holstered
2. Transfer gun to support hand 4 body 1 head (start from high ready)
3. Rack slide with strong hand only 4 head strong hand only. Start from
high ready with an empty chamber.
4. Rack slide with support hand 4 body 1 head support hand only. Start
from high ready empty chamber.
5. Combat reload strong hand only 1 body. Start with empty mag slide
open, aimed in.
6. 7 body 1 head. Freestyle from the holster.
7. 7 body combat reload 1 body. Holstered, 7 rounds loaded.
8. 8 head. Holstered.
9. Failure drill, reload failure drill. Start from high ready, 3 rounds
loaded.
10. 1 body, 1 head, combat reload, 1 body 1 head. Start holstered 2
rounds loaded.
11. 4 body combat reload 4 head. Start high ready, 4 rounds loaded.
12. 1 body, combat reload, 1 body combat reload, 1 body. Holstered 1
round loaded, 2 mags with 1 round.
Finish. Rounds fired 65, points 65.
Modified Navy Qual (Rifle)
Trident Concepts / EAG Tactical
Distance 50 Yards. Shooter starts with three magazines loaded with five
rounds each. Target 8 inch circle COM.
Par Time for Entire Drill – 25 Sec
Standing – 5 Rds
Perform a Speed Reload (Open Bolt)
Kneeling – 5 Rds
Perform a Speed Reload (Open Bolt)
Prone – 5 Rds.
Scoring –
Misses = 5 Points
Every Sec over Par Time = 2 Points
Every Sec Under Par Time = -1 Point
40 Points or less to Qualify
Expert = 0-9 Points
Sharpshooter = 10-25 Points
Marksman = 26-40 Points
Federal Air Marshal Tactical Pistol Course (TPC)
This course is shot cold (no warmup) on the FBI QIT target (http://www.ar-15.co/forums/targets.html/lqit)
All strings are shot from a distance of seven yards.
One Round (twice).
Concealed Holster
time:1.65 (3.30 total)
rounds: 2
Double Tap (twice)
Low Ready
time: 1.35 (2.70 total)
rounds: 4
Rhythm; fire 6 rounds at one target; no more than 0.6 between each shot.
Low Ready
time: 3.00
rounds: 6
One Shot, speed reload, one shot (twice).
Low Ready
time: 3.25 (6.50 total)
rounds:4
One Round each at two targets 3 yards apart
Low Ready
time: 1.65 (3.30 total)
rounds: 4
180 degree pivot. One round each at 3 targets (twice). Turn left, then right.
Concealed Holster
time: 3.50 (7.00 total)
rounds: 6
One Round, slide locks back; drop to one knee; reload; fire one round.
Low Ready
time: 4.00 (8.00 total)
rounds: 4
QUALIFICATION:
TIME: Cannot exceed total time for each drill. Example: Drill #1 - 1st time 1.70 seconds, 2nd time 1.55 seconds; Total = 3.25 seconds = Go. Must achieve a "GO" on each drill.
ACCURACY: Target is FBI "QIT" (bottle). Total rounds fired is 30. Point value inside bottle = 5. Point value touching line or outside bottle = 2. Maximum possible score = 150. Mininum qualifying score = 135.
All stages must equal "GO" to qualify.
Dummy Round Drill
Teaches: flinch control and followthrough during live fire.
Requires: best with shooting partner, can be done alone.
Principle: If the hammer falls on an empty chamber during slow-fire shooting, your gun shouldn't budge--sights should stay aligned and on target, eye still clearly focused on the front sight. If the gun does dip (or jump), you're anticipating the recoil.
Procedure: Have someone else load a magazine for you, mixing live rounds with snap caps, or for a revolver, leave one or more chambers empty. When you fire the gun, concentrate on keeping the gun steady, sights on target, no matter what happens. When the snap cap comes up you'll be able to check your flinch. If you're doing well, the gun won't budge. If you're not doing well, keep up with the drill until you are. Keep your sights aligned and on target while you release the trigger just enough to reengage the sear (proper followthrough).
You can do this yourself by loading several magazines and mixing them up, or loading a magazine with your eyes closed, or rotating the cylinder with your eyes shut before closing it.
Also known as: cap-and-ball drill, ball-and-dummy drill.
El Presidente
El Presidente was designed by Jeff Cooper as a rough benchmark of handgun skills. It is probably the most widely known handgun standard around.
Setup: three IPSC targets, spaced one yard apart, 10 yards distant.
Starting Position: gun holstered, spare magazine on belt, hands held above shoulders (surrender position), facing away (180 degrees) from targets.
Drill: At the signal, turn and draw, firing two shots into the A-zone of each target. Reload, and fire two more shots into each target.
As originally specified, the drill only counts if all shots are in the A-zone. A missed A-zone counts as a missed target. But when shot in competition, all hits on the target usually count, with standard IPSC comstock (http://www.uspsa.org/rules7.html/l9) scoring.
Par times (for a clean run):
Time is measured from the start signal to the last shot fired.
D Class
15 seconds*
C Class
11.25 seconds
B Class
7.5 seconds
A Class
6.0 seconds
Master Class
5.3 seconds
Grandmaster
4.75 seconds
10.8 Pistol Test (Pistol)
All drills are performed at 7 yards, par time is 5 seconds. Target is an
IDPA 8" circle. Score - inside the circle is 1 point outside the circle is 0.
Over time is 0 points.
1. 4 body 1 head strong hand only holstered
2. Transfer gun to support hand 4 body 1 head (start from high ready)
3. Rack slide with strong hand only 4 head strong hand only. Start from
high ready with an empty chamber.
4. Rack slide with support hand 4 body 1 head support hand only. Start
from high ready empty chamber.
5. Combat reload strong hand only 1 body. Start with empty mag slide
open, aimed in.
6. 7 body 1 head. Freestyle from the holster.
7. 7 body combat reload 1 body. Holstered, 7 rounds loaded.
8. 8 head. Holstered.
9. Failure drill, reload failure drill. Start from high ready, 3 rounds
loaded.
10. 1 body, 1 head, combat reload, 1 body 1 head. Start holstered 2
rounds loaded.
11. 4 body combat reload 4 head. Start high ready, 4 rounds loaded.
12. 1 body, combat reload, 1 body combat reload, 1 body. Holstered 1
round loaded, 2 mags with 1 round.
Finish. Rounds fired 65, points 65.
Modified Navy Qual (Rifle)
Trident Concepts / EAG Tactical
Distance 50 Yards. Shooter starts with three magazines loaded with five
rounds each. Target 8 inch circle COM.
Par Time for Entire Drill – 25 Sec
Standing – 5 Rds
Perform a Speed Reload (Open Bolt)
Kneeling – 5 Rds
Perform a Speed Reload (Open Bolt)
Prone – 5 Rds.
Scoring –
Misses = 5 Points
Every Sec over Par Time = 2 Points
Every Sec Under Par Time = -1 Point
40 Points or less to Qualify
Expert = 0-9 Points
Sharpshooter = 10-25 Points
Marksman = 26-40 Points