Re: C.O.F. Ideas from 200-1000 yds
An important piece of advice I could lend is to make stages fun, and attainable for the newer shooter. This sport won't grow if all that is presented are extremely difficult one-round stages at very small targets.
I did the helium balloons tied together at 100Y too. That is a fun one.
Personally I like stages that make the shooter invest in their ability by making a choice. It lets the newer guys have a chance at some points too while still giving the ninja his opportunity to score big. e.g. - The last match our CBS shot was at 500Y. Either at a full size IDPA steel for 50 points, a 14x8 for 75 points, or an 8" circle for 100 points.
Another example I have done is a cold bore KYL stages at long distance. The further out you go, the more money you make.
A team match we ran, we separated shooter and spotter. The spotter had to choose the CBS target based on his interpretation of his team-mate's skill. We called the target on the radio, the shooter engaged it.
"hey - why do I have to shoot that one at 900Y and he gets to shoot the 500Y one?" Should have heard the chin music on that one ... 'Shaddup. We'll explain it later.'
One I got from the Mayberry guys is to publish a range card of all the steels which are identified by letters (not in any order) and when called the shooter has
seconds to hit two of them (or one).
King of the hill: Shooters are paired randomly for any fixed number of contests. Flip a coin to see who calls the shot. Caller fires first. If he hits it, the opponent must match the hit. If they both miss, it's a loss for both of them. If they both hit, the opponent now has the call. Any target, any position. Contest is over when one shooter is bested by one round. Guys who won get paired with other guys who won for their next one. Guys who lost get paired with other guys who lost.
Non-shooting stages where there are problems to solve are really nice to give the staff a break to relocate targets, add stuff up, change barricades, etc. Examples would be scaled milling, or observation drills where there are objects visible they have to find. Keeps the momentum going for the shooter even if it's really down time.
Paintballs - 100Y and 200Y. 5 shots to hit it. Points for the hit go down with every shot fired. Or let new guys start with 10 shots and give them half the stage value.
Jungle Run (From Miker, EvilOne at Reade) - One of my favorites. A furious dash through a pretty nasty obstacle course in the woods leads to 5 shots at 700Y, all on a clock.
Shooting it:
http://www.youtube.com/watch?v=AM3zZO_52LU
I went back and ran it again so you could see what it looked like:
http://www.youtube.com/watch?v=Uaib2YE6uq0
--Fargo007