im just going to throw things out in any order that we try to do/have learned and im sure ill forget some...
we shoot for an 80-85% winning % of hits...some do 90-95%...just have to find what you prefer
loose hang every target so they move...in club matches, there might be some less experienced shooters spotting if doing self RO'd squads...we use the D-M steel key locks pretty much 100% besides some specialty stuff like KYL racks...if the match location is dirt, the t post hangers have been great, we may lose a post in a match, but we usually leave them high enough it only takes a couple minutes to drive down and put the target hanger back on the part left in the ground...no messing around with bent bolts, washers, and wrenches...since going to the t post hangers our target failures have gone down dramatically vs rubber strap/firehose + bolts...the straps and bolts just didnt survive long inside 500 yds unless the target had a stem to get the bolts away from the strike face
if using any kind of bolts, it helps for the target to have a stem w/ bolt holes, to get the bolt/strap area away from the strike face...plates with the bolt holes cut right in the strike plate never survived long, especially inside 500 yds...the smaller/lighter the target, the harder it will be on the hanger/bolt system
targets inside 500 yds, we do 1/2"...we have 2 field/ranch ranges we use and the majority of the stages are 300-600 yds, we started with 3/8" and thru the year we had some cracks and breaks....havent lost a 1/2" yet
targets outside 800 are all 1/4"...they ring better and move easier...with the 3200 fps and under 30cal mags limit, they have all been solid for 3 yrs now...they even move well when hit with a 223 slinging 77-90s
we used to buy various targets like coyotes, bobcats, etc....they are quite a bit more expensive to replace...if you have one break and go down, and you dont have the same target to put up, it can change the difficulty of the stage quite a bit for the remaining shooters...this year we started doing basically 4, 6, 8, 10" circles/squares and then 12" circles and 66% ipsc's for 800 to 1100...we can keep a few extras of each size/shape for the cost of one animal shaped spare
we try to run every squad with 6-8 shooters...less than 6 and there is hardly ever a break between spotting/scoring/moving, more than 8 and it can really start to drag if every squad isnt on the ball
we run every stage the same time, or very close to the same...we try to fit the stage to that time, not set the stage, then figure a time...some of our locations do 120s and others do 100s...but in the past, we've been to places with a 30 or 60 sec stages followed by a 2minute stage, and everything backs up on the 2min
randomized/alternate scoring stages, for example, stages where a random miss cost you a 0 or 1 lucky hit gains you 5x a normal point...people generally dont prefer these, especially the more consistent top half shooters...we've all been to matches that have them and theres always some grumblings about them, no matter how well the shooter does on them. some MDs like them to randomize and spice things up, thats their call. In the clubs we set up we rarely (maybe never?) have done a true KYL where a miss gets you 0, it doesnt encourage newer shooters to try for the smaller targets when a miss wipes out the points they just got, ive seen the paper kyl sheets to back it...newer shooters will shoot 1-2 of the dots and take their points or worse, they miss shot 1 and their whole stage is done...we have done miss = loss of points and restart, with a round cap, or you have to hit a target to bank points, etc...we typically use our 10, 8, 6, 4, 2" KYL rack around 400-450 yds as a hit to move or a 2 shots per positional stage which works as a pretty good separator for the top shooters and allows the mid/lower tier shooters to get points on the bigger plates
we try to set every stage as 2-3 shots max per target or per movement...so a stage with only 1 target would have 3-5 movements, and a stage with 1 position may have 3-5 targets...and combinations similar
squad leaders when self RO'ing...a solid group of experienced core shooters helps a bunch with flow...with a newer club there may be some growing pains. i typically give new shooters 2-3 stages to get a feel for it, then they can rotate into the scoring/timing roles. i generally wont have them spotting on a longer range stage or something harder to call, but regular stages they will be spotting also...making sure shooters know there is an order or someone needs to be always ready is key...nothing sucks time like a shooter finishing and everyone else is standing around with nothing in hand and unprepped for the stage...have fun, goof off, be safe...but be efficient
we try to never make spotters "guess" about calls...for example, if we know targets are a further or on a brush line with no dirt splash around, we make sure they move very easy...or we move the target so the bullets will impact dirt and give a splash to show a miss...shooters have mentioned they dont like iffy scoring stages where hits dont show much on target and misses with no real call, can just as easily be counted as "hits", because no splash around the target...for us, the target either needs to move almost without a doubt, or have a splash area around it...relying on sound feedback doesnt always work depending on how close stages and targets are in relation to each other
targets set to show no misses, like on a brush line or in tall grass.......this is a tough one and the MDs call...being able to spot trace or make a calculated guess correction is a skill IMO...but no shooter likes to send 10 rounds at 700 yds and not see a thing, what did they actually learn or gain? if we set something like this up, it may only be a few shots on a stage or a closer range target where wind is less of a factor and its more focused on the shooter being able to hold that plate vs nailing a wind call...fairly difficult stages w/ no splash feedback generally hammer newer shooters from what ive seen
if an MD does a specific skill testing stage, make sure the stage setup actually forces the skill to be used...a holdover stage for example...make sure the targets are small enough to actually test the hold over skill...ive been to a match where the targets were so big/tall, you could use the first target correction and hold it at top edge of all the rest and never miss one...kinda pointless lol
im out of suggestions off the top of my head that havent already been mentioned in other posts lol