The following is a "typical" course of fire for the Green Mill match. Note the match does vary slightly from time to time especially the "Match Director's Surprise" stage which will vary every time.
Course of Fire
Green Mill Tactical .22LR Match June 20th, 2020
Stage 1 – Standing offhand (Standing with or without sling, 12 shots)
Target(s): Hanging silhouettes: chickens, pig, turkeys and rams (white) and life-sized crow (white)
Course of fire:
46 yds. - 2 shots Chicken (1 pt.)
66 yds. - 2 shots Pig (1 pt.)
85 yds. - 2 shots big turkey (1 pt.) or small turkey for (3 pts.) – shooter
MUST call out shot on small turkey
BEFORE shot.
110 yds. - 2 shots on big ram (1 pt.) or small ram for (3 pts.) – shooter
MUST call out shot on small ram
BEFORE shot.
184 yds. - 2 shots at the white life-sized crow (2 pts.)
232 yds. - 2 shots at the buffalo on the hill – Spotter must see hits in white and hear gong ...
Stage 1 Rules:
- Time limit: 2 minutes (120 seconds)
- Shot limit: 12 shots
- If the shooter is trying for the smaller turkey or ram for bonus points they MUST tell the spotter/scorer BEFORE they shoot or else it counts as a miss.
- Shooting position: Standing offhand
- Shooters MUST open the action while moving and not close the bolt until their sights are on target.
- Gear restrictions: can use a sling only.
Stage 2 – “Know Your Limits” (Prone up to 15 shots)
Target(s): KYL rack of eight round spinners (46 yards) 2” circles down to ¼”
Bonus target RED 3” diamond at 186 yards.
Stage 2 Rules:
- Time limit: 2 minutes (120 seconds), Shot limit: up to 15 shots
- The shooter shoots targets on the KYL rack left to right (largest to smallest).
- The shooter is awarded one point per hit on the KYL rack.
- 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 (cleans the rack) then the shooter may shoot up to 7 shots at the bonus target (3” green diamond @ 184 yards) for 3 points per hit if they have time remaining.
- A miss on the bonus target ends the shooter’s turn but DOES NOT forfeit any points!
- Gear restrictions: none: must be shot prone with bi-pod or bags.
Stage 3 – “Wind Doper”: (211 yards, 10 shots / 20 possible points)
Target(s): ½ MOA “wind-chime” rack at 211 yards.
Stage 3 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 accurately simulates doping wind with a .308 at 850-900+ yards ...
Stage 4 - “Field Hunting” (Shot at ¼ scale animals with sling and/or sticks or any props in the shooting box (10 shots). Simulate hunting shots on the real animals at 4 times the distance.
Target(s): ¼ scale animals Mule Deer ( ____ yds.), Antelope ( ___ yds.) Coyote ( ___ yds) life-size crow ( ___ yds) – 2 pts, howling coyote (192 yds) – 3 pts.
Stage 4 Rules:
- Time limit: 2 minutes (120 seconds) 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.
- 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 howling coyote.
Stage 5 - “Mover” (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)
Stage 5 Rules:
- Time limit: 1 minute (60 seconds).
- Shot limit: shots limited by time (60 seconds).
- Shooter starts with gun on table bolt open, first magazine (2-shot limit) 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.
- 2 points per hit.
Stage 6 – “Barricade” - strong side / weak side (110 yards, 8 shots / 8 possible points)
Target: 4” IPSC (110 yards)
Stage 6 Rules:
- Time limit: 2minutes (120 seconds).
- Shot limit: 12 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 3 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.
Stage 7 - “Dog Hunt” Rock chuck and prairie dogs - 10 shots.
Targets(s): Prairie dogs and gopher on mounds at various yardages
Stage 7 Rules:
- Time limit: 2 minutes (120 seconds).
- Shot limit: 10 shots.
- Position: Shot from any rung on the gate.
- Gear restrictions: can use bags and shooting pillows – no tripods.
- Shooting position: must shoot off any rung on the gate.
- 2 shots at each target near to far.
- Shooters CANNOT change elevation knobs at this stage – they must use their reticles.
- 1 point per hit, 2 points per hit on dogs beyond 110 yards.
Stage 8 – Match director’s surprise:
- Announced at the time of the match
- This could include a spinner, hostage swinger, benchrest (best group), egg shot or small shaving cream can at 250 yards or one of those stupid “floating platforms” or hammock - limited only by the “evil” match director’s imagination ...
Stage 9 – “Counter Sniper / Hostages” (15 shots / 30 possible points)
Targets: ¼ scale IPSC at 234 yards, Hostage rack at 110 yards and 2” Hostage flapper at 163 yards
Stage 9 Rules: This course of fire consists of 3 parts – up to 15 shots shots total
- Time limit: 2 minutes (120 seconds)
- Gear restrictions: none (tripods can be used but MUST touch rooftop only.
- Shooting position: Off of the roof top
- 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 DO NOT lose points gained so far (including cold bore points) but they must start over on the hostage rack until they clean 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 2” hostage flapper at 163 yards – pts per hit but shooter ends turn if he hits the hostage – be careful.
General SAFETY NOTES
- No one steps off the concrete pad down range
- Beware and watch the 200 yard targets on both the police and Big Bore ranges
- Anyone can call a ceasefire!
- We must coordinate cease fires with big-bore and police ranges
- Guns should be stored in the racks actions open magazines out.
- Shooters start with action open and magazine in hand – only insert magazine when time starts.
- Only close the action when sights are aligned on target.
- Clear rifle: remove magazine and open action and check the chamber before leaving the line.
- Guns can be placed on the line facing downrange if the barrel is beyond the edge of the concrete pad.
- Every shooter MUST open the bolt (bolt action rifles) with any movement in a stage. They should not close the bolt until the gun is on target. Semi-auto require that each shooter put on the safety and yell out “Safe”! before changing positions.