The following is the course of fire for the Green Mill Match:
Green Mill Tactical .22 Match
Course of Fire
October 19th, 2019
Stage 1 - “Field Hunt” (Shot at ¼ scale trophy animals with sling and/or sticks or any props in the shooting box 10 shots / 10 points). Simulate hunting shots on the real animals at 4 times the distance.
Target(s): ¼ scale animals Mule Deer (110 yds.), trotting coyote (132 yds.) howling coyote (149 yds) life-size crow (165 yds), Antelop (192 yds).
Rules:
- Time limit: 120 seconds (2 minutes) Shot limit: 10 shots (2-shots per animal)
- Shooter starts standing with gun & equipment and magazine in hand, bolt open
- Gear Restrictions: Rifle, sling, bags and or any props in the shooting box – Tripods can be used but must be set up on the clock
- Shooting Position(s): anything but prone
- 1 point per hit.
- 2 points for a hit in the vitals of the mule dear (red flag must pop-up be called by score keeper)
- 2 points per hit on the life sized crow and Antelope.
Stage 2 – “Know Your Limits” (Prone 10 shots)
Target(s): Black (1) KYL rack of eight round spinners (46 yards) 2” circles down to ¼”
- RED 4” square at 184 yards in the middle of the back berm - (BONUS target 3-points each hit no penalties)
Rules:
- Time limit: 2 minutes (120 seconds), Shot limit: 10 shots
- The shooter shall start shooting targets on the KYL rack at 46 yards from left to right (largest to smallest).
- The shooter is awarded one point per hit.
- If the shooter misses any shot on the KYL rack, their turn ends and they forfeit all points!
- If the shooter hits all eight spinners the shooter may shoot the remaining 2 shots at the bonus target (3” red diamond @ 184 yards) for 3 points per hit if they have time remaining.
- A miss on the Bonus Target DOES NOT forfeit any points!
- Gear restrictions: none: must be shot prone with bi-pod or bag
Stage 3 – Standing Offhand (Standing offhand,10 shots / 16 possible points)
Target(s): Hanging silhouettes (chickens, pig, turkeys and rams (white) and life-sized crow (white))
Course of fire:
66 yds. - 2 shots pig (1 pt.)
85 yds. - 2 shots big turkey (1 pt.)
110 yds. – 2 shots on big ram (1 pt.)
131 yds. – 2 shots at 6” white diamond (2 pts.)
184 yds. – 2 shots at the White life-sized crow (3 pts.)
Rules:
- Time limit: 2 minutes (120 seconds)
- Shot limit: 10 shots
- Gear restrictions: shooters can use a sling only
- Shooting position: Standing offhand
Stage 4 - “Dog Hunt” Rock chuck and prairie dogs - 10 shots.
Targets(s): Prairie dogs and gopher on mounds at various yardages
Rules:
- Time limit: 2 minutes (120 seconds)
- Shot limit: 10 shots
- Gear restrictions: can use bags or any “props” in the shooting box but no tripods
- Shooting position: must shoot off the simulated fence post.
- 2 shots at each target shooters CAN NOT change elevation knobs at this stage
- 1 point per hit, 2 points per hit on the Rock Chuck and dogs at 150, 159 yards.
Stage 5- “Flying Squirrel” (As many shots as you can get off in 60 seconds w/mag change)
Target(s): Red prairie dog at 86 yards (Top of the 3rd berm, 25 feet left of the turkeys)
Rules:
- Time limit: 1 minute (60 seconds).
- Shot limit: shots limited by time (60 seconds)
- Time starts with gun on table bolt open, magazine (2-shots) in hand.
- Gear Restrictions: Rifle must make contact with shooting bench. Slings, bi-pod allowed, bags in place of bi-pods
- Shooting Position: any appropriate but gun must rest on the table
- The shooter can only shoot 2 rounds from the first mag and then must do a mag change or be DQ’ed.
- Shooter can shoot as many times as possible in 60 seconds or less.
- 1 point per hit.
Stage 6 – Strong side / weak side “Barricade” (86 yards, 8 shots / 8 possible points)
Target: 3” Diamond (110 yards
Rules:
- Time limit: 90 seconds
- Shot limit: 8 shots
- Gear restrictions: none other than tripods must be set up on the clock
- Shooting position: Whatever is you can manage
- The shooter shall shoot 2 shots from each of the four firing positions
- From positions #1 an #2 (right side) the shooter must shoulder the rifle in his/her right shoulder. From positions #3 and #4 (left side) the shooter must shoulder the rifle in his/her left shoulder.
- The shooter is awarded one point per hit.
- SAFETY NOTE: Each shooter MUST open the bolt (bolt action rifles) or engage safety on semi-auto rifles before moving the rifle from position to position.
Stage 7 – “Cold bore and Hostages” (10 shots / 16 possible points)
Targets: Hostage rack at 111 yards and ¼ scale IPSC at 234 yards
Rules: This course of fire consists of 3 parts – 10 shots total
- Time limit: 2 minutes (120 seconds)
- Shot limit: 10 shots
- Gear restrictions: Rear bags, slings, bipod, RRS tripods allowed (shooter must provide his/her own RRS tripod – must set up on the clock)
- Shooting position: Any appropriate
- Part 1 - 1 cold bore shot at the ¼ scale IPSC (234 yds) one round only - 5 points!
- Part 2 - Clear the Hostage Rack (111) yards.
- Shoot one shot at each “bad guy” (black target on the right side of each hostage) from left to right (largest to smallest, 1 point per hit.
- If the shooter hits any hostage they don’t lose points gained so far (including cold bore points) but they must start over on the hostage rack until they clear it
- Once the shooter has successfully hit all bad guys on the hostage rack they move on to
- Part 3 - Shoot all remaining rounds at the ¼ scale IPSC at 234 yards (2 points each hit)
Stage 8– “Wind School or Schooled by the Wind ”: (211 yards, 10 shots / 20 possible points)
Target(s): ½ MOA “wind-chime” rack at 211 yards.
Rules:
- Time limit: 2 minutes (120 seconds)
- Shot limit: 10 shots
- Shooting position: Prone with bi-pod or off tripod (shooter must provide and set up his/her own tripod on the clock).
- Shooter shoots 10 shots at the “wind chime” rack at 211 yards.
- 1 point for any shot that moves any of the white or red strips (3/4 - 1.5 MOA wind doping).
- 2 points for any shot that spins the red strip all the way around (1/2 MOA wind doping)
This stage simulates doping wind with a .308 at 850 yards ...
Stage 9 – Match director’s surprise ...