Re: Tiger Valley 4 Man Tactical Match April 9-10
Match descriptions were sent out last night via email. FML
TIGER Valley Four-Man Team Match Spring 2011 Stages
General Rules
All weapons will be clear and safe when shooters are not on the line.
Unsafe weapons handling is a match DQ.
Handguns can be carried loaded but must remain holstered at all times. And handgun that falls from
its holster is a match DQ.
Weapons may not be discharged to clear them. This is a match DQ.
All Stages will carry a 10 minute maximum time.
Teams can use any piece of equipment they deem necessary to finish a stage. However, that equipment must be carried during all stages (ladders, halligan tools, rope, etc.).
Weapons are not considered equipment and therefore the team will only carry weapons necessary for each stage.
Teams must adhere to their shooting order for each stage.
Note: Some changes will happen before the match as to minor details to these stages
<span style="font-weight: bold">Stage One – Mad Machinegunner</span>
On the start signal, the pre-positioned AR shooter must neutralize the bomber while the remaining three team members move to his position while under fire from the remote controlled paintball gun. If any of the three team members is hit by the paintball gun before reaching the end of the stage, the team will use the stokes basket to carry that team member through the rest of the stage. If multiple team members are hit, the first one to be hit will be the one carried. If the AR shooter neutralizes the machinegunner, the paintball gun stops shooting.
Once the entire team has traversed the barricade, the team will move into each bay and as a team solve the shooting problems presented. Teams can advance from bay to bay only when all targets in that bay are neutralized.
Bay One: machinegunner target
Bay Two: four banks of six pepper poppers that will be engaged with shotguns
Bay Three: four plate racks with six plates that must be engaged with pistols
Bay Four: four arrays of five clay pigeons that will be engaged with shotguns
Bay Five: eight larue targets at 100-140 yards
Safety: All shooters must clear weapons when moving from position to position
Total targets: One mad bomber, 24 shotgun poppers, 24 plates, 20 clay pigeons, 8 larue steel
Scoring: steel hits, clays downed
<span style="font-weight: bold">Stage Two – Helo - Infil</span>
On the start signal, three team members will enter the helo and engage three steel targets at 200 yards. Remaining team member must move to the first shooting position. One shooter will engage paper target at 100 yards, covering the team as they move through the obstacle and to the next shooting
position. Teams cannot advance until one team member is engaging a target from that designated barricade shooting position (irish table, window traverse, roofline, 6 foot wall, 8 foot wall). Each paper target must be engaged with 10 rounds only.
Once the team has traversed the obstacle course (and designated shooting positions) two shooters must enter the bunker complex and engage steel mini-poppers in the 100 yard building.
Safety: All shooters must clear weapons between shooting stations
Total targets: three half steel targets, five paper, 24 mini-poppers
Scoring: steel hits, A-zone paper
Penalties: failure to negotiate obstacles: 60 seconds per obstacle per person
<span style="font-weight: bold">Stage Three – Breaking Contact</span>
Shooters will engage pistol steel at distance. Team will then fall back to the 200 yard line where they will engage stationary and moving targets with 10 rounds (1 stationary and 9 movers). When the array disappears, the team will move to the 300 yard line where they will repeat the engagement. The team will then move to the 400 yard line and shoot the final array.
Safety: All weapons must be clear and on during all movement.
Total Targets: 8 steel, four stationary/movers.
Scoring: steel hits, A-zone movers
<span style="font-weight: bold">Stage Four – Brick Factory</span>
Shooters will move from port to port in order engaging one of four targets with a maximum of five rounds from each port (6 ports). Shooters cannot leapfrog each other.
Total Targets: Four paper
Scoring: A maximum of 30 scorable A-zone hits is possible.
<span style="font-weight: bold">Stage Five – Tower</span>
From start position, team must traverse the bottom of the tower while each shooter engages 10 pistol targets at the base of the tower. Each shooter must engage one paper target from each of four positions with 5 rounds each.
Safety: All weapons unloaded on movement
Total Targets: 10 steel, four paper
Scoring: steel hits, paper A-zone (max 20 hits per target)
<span style="font-weight: bold">Stage Six – Tower II</span>
At start signal, the team must engage both arrays of steel targets before moving to the tower. The team must then get two rolls of fire hose to the top of the tower. Once the team reaches the top of the tower, they will then engage 8 larue steel targets and four center mass targets at the base from the top of the tower. Team will be given a no-shoot target color in the larue array and they will not engage that specific target. The team must then clear their weapons and return to the bottom of the tower.
Safety: All weapons clear and safe during movement
Total Targets: 10 steel, 4 paper, 7 larue
Scoring: steel hits, larue steel down, A-zone paper
Penalties: failure to deliver fire hose – 5 minutes
<span style="font-weight: bold">Stage Seven – Helo - Exfil</span>
On the start signal, the team will move to the first shooting position while carrying a stokes basket and drag dummy. One shooter will engage paper target at 100 yards, covering the team as they move through the obstacle and to the next shooting position. Teams cannot advance until one team
member is engaging a target from that designated barricade shooting position (low crawl, window traverse, roofline, 4 foot wall). Each paper target must be engaged with 10 rounds only. The team must carry the stokes basket and drag dummy through the entire course (negotiate the obstacles).
Once the team has traversed the obstacle course (and designated shooting positions) the team must load the stokes basket into the helo and then one shooter will engage three steel targets at 200 yards.
Safety: All shooters must clear weapons between shooting stations
Total targets: three half steel targets, four paper
Scoring: steel hits, A-zone paper
Penalties: failure to negotiate obstacles - 1 minute per obstacle per shooter
<span style="font-weight: bold">Stage #8</span>
Surprise