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Prepared By Chuckaroo, SASS #13080 What it takes to develop a successful shooting club.
From the initial organization to management, recruitment and beyond. |
www.damascusiwla.org/DWR/SASSClasses/SuccessfulClub/successfulclub.html
Ultimately, your success will be determined by your club members and
guest that come to your matches.
You are in the entertainment business and
you need to satisfy your members and customers with your production.
Every
match, no matter what size, is a production on some level.
If money in your clubs treasury is your
main motivation,
it will show and eventually effect your overall
success.
In the eyes of the shooter, success is
value for their entry
fee and it is measured on their FUN meter. Here,
perception becomes reality.
VOLUNTEERS
are the cornerstone of any successful
match. Without them, you are destined to fail or burn out
the few that you
do have. Whenever possible, volunteers should be recognized. That can be
done in a variety of ways.
Most volunteers will not look for recognition
but failure to give them thanks, should not be an
option.
NECESSITIES
Range, Insurance, Targets, Volunteers
and Shooters
Range
* Required permits for a shooting range
* Sufficient backstops and drop zones
* Parking for expected number of
participants
* Insurance (required for SASS
affiliation)
* Safety and emergency plans
* Ideally, separate berm areas are best.
* Liability release forms for participants
Include shooters information,
club liability statement, signature and E-mail address SAMPLE
WAIVER
Once a range has been
secured
*
Establish financial arrangements
with the host range (In writing)
Develop initial start up
cost
* Become SASS affiliated
* Advertise your shoots
SASS Chronicle Listing
Local Gun Stores
SASS Wire
E-Mail campaign
* Establish a club board or sufficient committees
to establish by laws, run a match, set schedule,
make decisions on club functions. (The size of the board is
relevant to the size of your club.
Not all offices need to be filled.)
President
Vice President
Treasurer
Secretary
Safety Officer
Territorial Governor
Additional Positions
Web Master
Newsletter Editor
Communications
Host Club
Liaison
* Good Shoot On a Budget
Forward Movement using the same targets
for rifle and pistol
Household items for props
Clay birds, balloons for
targets
WHAT ELSE YOU WILL
NEED
* Targets, target bases
Rifle, pistol and shotgun (plus target
paint)
Can use
balloons, paper, clay birds, plate racks, dueling trees, bowling pins (not
for shotgun) flat steel etc.
* Gun Rests
Can use straw, tables, special
long gun rests.
* Props
Simple everyday items can make
excellent props. They also provide a place for the hands to be prior
to the
start of the stage.
Consider
yard tools as farm tools. Rakes, wheel barrel, shovels, pitchforks, spades,
saws, picks,
rope, buckets, lanterns and hammers
make great props and something that is readily available.
Additional
household items are equally attractive for props. Pots, pans, plates, barrels,
boxes,
straw bales, cards, poker chips,
dice, card table, chair, wash pan, musical instruments,
whiskey bottle, shotglass, dinner
bell, fake dynamite, money and money bags, saddlebags, coffeepot
and water bucket are all easy to
obtain and inexpensive.
As
your club grows, it can make or purchase additional props like, store fronts,
portable split
rail fence sections, saddle for
horse etc..
When
constructing a permanent store front, consider the safety of the building.
Also consider visibility
for the spotters and
RO.
Do
not use props that are real heavy, very sharp, will get in the way when dropped
or make the shooters
hands wet.
* Loading and unloading
tables
* Timers
* Scoring program and computer, scorecards, pens, clipboards
* Safety Plan
Prepare ahead of time for an emergency.
* Budget
Should include all projected income and
expenses.
Determine match entry fees. Generally somewhere from $5 to $15, can offer discounts to members.
Sources of
income
Match fees
50/50's
Special shoots
Side match events
Annual match
Charity events
Raffles
New Cowboy Shooter
clinic's
SASS RO Courses
Buy a bonus (Not allowed
at State Level and above shoots)
Sponsors
Local Gun Stores
etc.
* BE ORGANIZED
A Cowboy Match is a "Production."
It requires a lot of timing, organization and advanced planning.
Even a monthly match
requires a sufficient amount of work prior to the match. Successful matches
will have a strong leader for a Match Director. Their job is to keep things organized and to bring
the
different phases of putting on a match, together.
BE ORGANIZED! If you are not organized,
it will show. You will need a sufficient
number of volunteers
to prepare stages, set up events and handle the associated
paperwork and business responsibilities.
It is important to have dependable
people in key positions. This includes the match director, stage writer,
set up and tear down crew,
registration and scorekeepers and club help with trash, food and water.
Each of these tasks must be coordinated and on time.
Delays, at some positions, could throw the whole
match off schedule. Remember,
the perception of the shooter is reality, no matter how good
your
match really was.
THE MATCH ITSELF
*Registration
Have a location suitable to accept money,
make scoring cards and answer shooters questions.
"I believe every
shooter should be required to run registration at least twice in their lifetime.
This is
by far, one
of the toughest jobs in the match. During a short period of time, you have to
get waivers for
new shooters,
you must take money, posse friends up with each other, keep the posse sizes
equal,
respond to
some of the dumbest questions known to man, and do it all with a smile on your
face!"
"I want to shoot with a guy from work, I don't know his name, is he here yet?"
"Is my friend coming?"
"Is it going to rain?"
"This is my first time, do I need to do anything?"
"I have to shoot with Lefty, we are sharing ammo!"
Posses need a
minimum of 13 members to run smoothly and have enough people to cover all of the
work
assignments.
I use a chart
for our monthly matches that has increments of 13.
(1 = 13, 2 = 26,
3 = 39, 4 = 52, 5 = 65 and 6 = 78). I then number the shooters cards for about
how many
shooters I expect. That way I know how many shooters we have at any given time.
It really
helps with
posse building.
*Stages
Shooting stages is the primary reason that shooters come to a
match. Poor stage writing can
ruin the most well run match. Many shoots have obtained an unfavorable reputation
based on poorly
thought out stage design. Although it may not be your cup of tea, the big and close target set
ups are
the most popular. SEE STAGE WRITING
Have an experienced stage writer
prepare the stages or have someone go over the stages for final approval.
Stages should have a smooth flow, be equal in
length (as compared to the other stages), and they do
not cause a safety
problem for the shooter, posse workers
or the public.
Shooter expectation is different across
the country and sometimes within the same state.
You do need to customize your stages for the shooters you
want to attract.
That means communicating with your shooters and asking for
their input. Generally speaking, shooters
like movement but not a marathon, lines off of the clock, action like throwing
an object or
performing
a task but, before the buzzer, all four guns on every stage, no more than
4 to 6 shotgun,
an even number of shotgun rounds, targets closer rather than
farther away, big targets, reactive targets,
variety in shooting sequences,
the same sequence
for the rifle as the pistol, props that allow optional
long gun placement
for right and left hand shooters, sturdy long gun rests, level footing and easy to
understand
shooting sequences.
*Posse
Leaders
Have trained posse leaders that
are also good with people.
*Scoring
Results available at the match
and whenever possible, on the Internet soon after.
To speed things up, have a
runner take scores up to the scorekeeper half way through the last stage
of the day. This will result
in the scores being half done when the posses finish up the last stage.
*Vendors
Give vendors free space during monthly
matches. Visit other shoots and let the vendors know who you
are.
BEYOND THE BASICS OF A
MATCH
Besides the nuts an bolts of
a successful match are the intangible things that can make the difference
between a
good match and a great match.
* ATTITUDE
The friendly attitude of match
officials can go a long way with the shooters. Do not take criticism personally
but use it to improve your
match. Choose your match director, posse leaders and RO's carefully.
Remember that this is a fantasy game
we play for fun. When it comes down to making tough decisions,
follow the
rules and if necessary "Do
The Right Thing" to resolve an issue. Doing so will advance
the Cowboy
Way.
* SHOOTERS ALSO LIKE TO
HAVE
Besides the match itself,
shooters like good food, vendors, camping, side matches, scores available
on
the Internet, value for their money, ice
water on the stages when it is hot outside, trash cans,
brass pick up tools,
recognition to clean shooters, door prizes
(sorry we ever started it but some folks like them)
stage design on the Internet
prior to the match, club badges, social hour
after the match, specialty matches
on fifth weekends, ribbons or other monthly
match awards, porta potties,
awards (no matter how simple),
and lots of FUN.
* CULTIVATE NEW SHOOTERS
Establish a program, like a
"New Shooters Clinic" to get new shooters involved. Teach potential shooters
all
about Cowboy Action Shooting
from start to finish. Advertise your clinic at local gun ranges, gun stores,
gun
shows, the SASS wire, club website and at
local matches. This has proven to be very instrumental in
getting potential new
shooters beyond the line of comfort and taking the steps toward
participating in
the sport. CLINIC OUTLINE
* SOCIALIZING BEYOND THE SHOOTING
The all around club will
include social activities outside of their regular shooting matches.
Group
dinners, dances, trips and special events in
costume can generate a solid club atmosphere.
It also helps generate longtime
friendships that reach beyond the sport.
Writing
Stages |
| Top Menu | Preface | Outline | Do's/Don'ts | Tricks Of The Trade |
Props | Stage
Examples One Two Three Four Five |
Stages can be prepared with a graphics program, a word processor or
written by hand.
No matter how you produce them, they all will need the same
attention.
Stage design is one of the most important aspects of a Cowboy Action
Shooting match.
It is, after all, the initial reason we go to the match.
Poor stages can make or break a shoot, create safety
issues,
will delay a match or cause a backup, and complicated designs
can frustrate shooters because they
become "Procedural Traps." Properly written
stages are a lot more than just picking targets, making up a shooting
order
and choosing a prop or two.
Stages can have a wide variety of activity and shooting. The more complex
the stage, the longer it will take to shoot.
An annual or large match (150
plus) would suffer if stages were too lengthy. Complicated stage directions
make it more
likely there will be a high number of procedural penalties.
Clear, easy stage directions are a must. All potential questions must
be anticipated and addressed in the stage description.
Be precise. Where
to start, what position to be in, where the hands are, shooting and firearm
order, where to place
the empty firearm, any motion, all verbals and when
to speak. Also include if make up shots for shotgun are permitted
and any
local special rules. Remind shooters, in the description, if there are
safety items to be aware of.
The format of the stage directions should be uniform from stage to stage
and flow from beginning to end.
We will review a proven format and explain
why it works.
SAFETY is number one, fun is
second. Do not compromise safety for any reason.
We will cover the do's
and don'ts later. If at all possible, have your club
safety officer check the stages for potential
safety issues.
What looks good on paper might
not be safe after it has been set up in real
life.
Participants will be from 12 years old to 80 plus. Some are short and
others are tall.
Many are seniors and cannot participate in an all day marathon
of running and climbing.
Keep the stages fun for all potential shooters.
Good stage design also balances the stages, as much as possible, for all
shooting categories.
For annual and large matches, keep the shooting and movement equal between
all of the stages.
A big backup on one stage can really mess up a great
match.
The stage writer must be familiar with the club rules, targets available,
props on hand, range layout,
safety issues of
the range and the amount of help available for set up and tear down.
Some
ranges must use a common firing line and cannot have any movement
downrange.
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Preparation of the stages
Graphics program
Word Processor
Hand written
Stage writer
Must be familiar with local club safety rules
Know the range layout for each stage
Have a target and prop list
Helpful if RO I and RO II proficient and has a copy
of the SASS Match Directors Guide
Writer should have the ability to be creative
Must be able to accept creative criticism
Elements of a good stage design and format
Round count
Story line
Stage location of each forearm
Starting position (hands included)
I'm ready signal
Not complicated
Balanced for all shooting categories
Is generally the same length as the other stages
Does not hinder shooter for being short, tall, young, old, male or female.
Consistent format of design for all stages
Target placement close
Safety
Make sure the stage does not create a safety problem for the shooter.
Make sure the stage does not create a safety problem for posse workers, RO or the public
Always be alert for potential safety problems.
See Do's and Don'ts
Stage Review
Review stages with club safety officer or match director
If possible, perform a walk through of the stages after set up
Have posse walk through review of the stages for consistency and safety issues
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* Do not have shooter movement up range. It is to easy to break the 170 when coming back toward your posse.
* If your range has uneven
or poor footing, have limited or no movement.
* Do not stage a shotgun loaded.
* Do not design a stage where the shooter
must use a "House Gun" as part of the shooting scenario.
* Do not design a stage where the shooter
must go up or down a flight of stairs as part of the stage movement.
* Never permit drawing or holstering a cross draw holster while seated.
* Never move with a cocked
gun. Some movement with a rifle (with the hammer on a spent round),
is OK
but discouraged. It is a safety in the making. You will answer 20 posse questions
about how they are
supposed to do that properly.
* Do not design a stage
where the shooter is firing from an unstable platform, moving bridge or any
prop that is
not stable enough to support any shooter during the course of
shooting.
* Limit kneeling and do not have a shooter start laying down. Never have a shooter lying down with holstered guns.
* Never design a stage
that can jeopardize a spotter or posse worker. Everyone should be visible
to the RO.
This is a challenge on some building fronts. If there is no way
around it, specific safety warnings should be
included in the stage description.
* Do not put targets at harsh
angles from the shooter.
If necessary, have a different shooting position
so the shooter can be directly in front of the targets being
shot.
* When you do have movement, be specific about drawing, loading or
handling firearms before they get to the
shooting position.
* Anticipate potential questions. If your description of a stage generates
questions from the posse,
it will add time to the stage. So, address items
in detail. Where, when, which direction, how and how many.
* Keep shotgun rounds no more than 6 and do not do that on more than
half of the stages.
Four is ideal but a few 6 shot shotgun stages are OK.
This is easier on young folks, seniors and the ladies as well as a BIG time
saver.
* Do not have a five shot pistol reload. At the most, load one more rifle round.
* Keep movement laterally, toward the unloading table.
* As a writer, you must put your "intentions for the stage" into words
so that everyone will understand
your intentions. Writing must be very concise.
It should include the exact staging location of all firearms.
If it is the
intent of the writer to have the rifle on the right side of the buckboard,
then is should say that.
If it says "In the buckboard," then it can actually
go anywhere in the buckboard.
If you do not want the shooter to start with
a hand on their pistols, you must be specific as to where they go.
"Both
hands flat on the table" will do that.
If the writer starts a stage off by saying "Shooter starts behind the
buckboard by their rifle.
At the buzzer, pick up your rifle." If you don't
want the shooter to hover over the rifle like a vulture with their
claws
out you need to be more specific. Have the shooter hold something with both
hands or have their hands
on their hips, touching their hat or resting on
the pistols.
* Balance shotgun targets for 97 Vs double barreled shotguns.
Have some
shotgun target next to each other for the double folks and some separated
for the pump users.
* Have most stages (but not all) with the pistols back to back.
This
makes a stage fun for the Gunfighters and easier on the memory for the rest
of the folks.
An occasional split handgun stage is great for variety
only.
* Be specific on gun staging. Be equally specific as to where they go
when you finish with them.
This is important when pistols are staged outside
of the holsters.
If the intent is to holster the pistol when finished, say
"Holster the pistol and....."
* Do not make the stage a marathon run. Movement is part of the game
however, short distances are better
on the shooter, RO and spotters.
* Do not design complicated shooting sequences. It will cause procedurals,
and lots of questions.
As each shooter comes to the line, they will ask the
RO over and over what the sequence is.
This can really slow down a big match.
It has the potential to double the time the posse takes to shoot the
stage.
* On a stage with a building front, design the stage so that spotters can see the targets.
* Do not end a stage with the rifle. Especially if you are shooting
it through a store window or doorway.
Many timers will not accurately pick
up the shots from rifles with our lighter loads.
* Do not design a stage where "Luck" will have an effect on the time
it takes to shoot the stage or change the
difficulty of the stage. For example,
drawing an Ace from the deck should not allow the shooter to skip a target
or to shoot an easier target.
* Consider right and left handed shooters. Have duel gun rest, whenever possible,
so the shooter has a choice.
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* After you complete the stage writing, review each stage for round
counts, placement of all firearms, starting
position (including the hands),
where to put empty firearms, spelling, grammar, props needed, target placement,
safety concerns and flow through the course
of the action.
* Whenever possible, mirror the pistol sequence with the rifle sequence.
If the rifle is a double tap sweep left to
right, then make the pistols a
double tap sweep left to right. This tip alone will make your shooters come
back
next month. Target sequences, that are symmetrical in some way, are
easier to remember.
Try not to call everything some sort of sweep. Out of
town folks may not understand.
A stage that has the rifle left to right, one pistol right to left,
another pistol Nevada sweep and the shotgun
center - center - outside - outside
is NOT fun. It will result in procedural after procedural.
It can make many
shooters decide to stay home next month.
* Have the shooter say a short line before the buzzer to indicate when
they are ready.
This is a real time saver! At a big shoot, have the line
posted at the actual starting position for the stage.
* Avoid lines and lines after the buzzer.
* Have stage movement go toward the unloading table. It will speed things up.
* If you can go downrange to reset poppers or clay birds, it takes a
little extra time.
Use of reset cables can speed things up.
* Things that add time are reloads, more than four shotgun rounds, movement,
complicated stage instructions,
having to get up from a kneeling or sitting
position on a horse and getting free from ropes or handcuffs, to
name a few.
Individually they are doable but when you combine several together, you are
going to have a backup on that stage.
* Format the stage instructions with the round count at the top, along
with the stage title.
Next have a drawn layout of the stage with the targets
and major prop placement along with the location of staged guns.
Below that,
have the story line (keep it fun but brief). Next, write the round count
and staging location for each firearm.
Next paragraph should tell where the
shooter begins and the starting position for their hands.
Remember, if you
don't say where the hands start, they can put them anywhere, including on
the first gun.
Next have the ready to shoot line. Finally, the shooting sequence.
Show the shot placement under each target when
there is a specific order.
* Whenever possible, have long gun staging that is flexible for left hand and right handed shooters.
* After your stages are written, go over them for
safety. Then go over them for clarity and
description of your intent.
Then try to anticipate what another shooter
might have a question on.
Whenever possible, have someone else check them
over as well. After looking at them for a long time, it is real easy
to miss
some items that are actually very obvious to new eyes. The three most often
asked questions on the stage
are "What is the round count?", "What am I supposed
to say?" (Put the phrase, in italic bold letters to make it easy to find)
and coming in a close third is "Where can my hands be?"
* If your club is short on targets, you can design a stage with forward
movement between the pistol and rifle rounds.
You can shoot distant targets
with the rifle, then move forward and shoot the same targets with the pistols.
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* Simple everyday items can make excellent props.
They also provide
a place for the hands to be prior to the start of the stage.
* Consider yard tools as farm tools. Rakes, wheel barrel, shovels,
pitchforks, spades, saws, picks, rope, buckets,
lanterns and hammers make
great props and they are readily available.
* Additional household items are equally attractive for props. Pots,
pans, plates, barrels, boxes, straw bales, cards,
poker chips, dice, card
table, chair, wash pan, musical instruments, whiskey bottle, shotglass, basket,
dinner bell,
fake dynamite, money and money bags, saddlebags, coffeepot and
water bucket are all easy to obtain and inexpensive.
* As your club grows, it can make or purchase additional props like,
store fronts, portable split rail fence sections,
saddle for horse etc..
* When constructing a permanent store front, consider the
safety of the building.
Also consider visibility
for the spotters and RO.
* Do not use props that are heavy, sharp, will get in the way when dropped or make the shooters hands wet.
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Square Square Square Pest Pest Pest Pest Cowboy Cowboy Cowboy
Table,
Poster There has been a territorial warrant issued for the arrest of one of your townsfolk, and you want the reward money. It seems Lazy Rod, has an unknown past. Lazy Rod gave the thumbs up to hang Chuckaroo, and that is a no no. He won't go easy, his gang of hangman are there to protect him. Yet another, Chuckaroo true story.
Pistols loaded with 5 rounds each and staged on the table with hammers
resting on empty chambers. Shooter starts standing at the table with the warrant chest high, in both hands. When ready, say "Lazy Rod", I'm taking you in!"
At the buzzer, set the poster down. Shooter picks up their rifle
and shoots the three rifle targets with ten rounds, in any order, except
no more than a double tap is allowed. Put the empty rifle back on the table,
action open and cleared. |
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After chasing the desperados for three weeks, you have finally run them down.
Pistols loaded with 5 rounds each and holstered with hammer resting on
an empty chamber. Shooter starts standing behind the rest with their rifle mounted on their shoulder, not cocked, but ready to. When ready, shooter says "Look out for the sun in your eyes!"
At the buzzer, shoot the left square twice, the next two squares
three times each and then two rounds in the far right square. Place the empty
rifle back on the rest, action open and cleared. |
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Turkeys have been a little scarce so you choke the chicken hoping it will turn into a turkey? I don't think so.
Pistols holstered with 5 rounds each, hammer resting on an empty
chamber. Shooter starts at position one, holding the chicken around the neck, with both hands. When ready, say "You are a turkey, dag nab it!"
At the buzzer, set the chicken down on the box. Draw your pistols,
per your shooting category, and shoot the inner left cowboy twice, the far
left cowboy three times, then the inner right cowboy twice and then the far
right cowboy three times. Holster, then move to position two. |
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Why would anyone be afraid of an old pig?
Pistols loaded with 5 rounds each, holstered with hammers on empty
chambers. Shooter starts at position one with their one pistol drawn (not cocked) and pointed at the cowboy. When ready, say "I ain't afraid of no pig!"
At the buzzer, shoot the left cowboy five times and holster.
CAUTION: HOLSTER BEFORE TURNING AROUND AT POSITION 4 |
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Little Cookie is missing and so is all of the food.
Pistols loaded with 5 rounds each and holstered with hammers resting on
empty chambers. Shooter starts standing at the rear of the wagon holding the pan in one hand and their other hand scratching the back of their neck. When ready, shooter says "Has anybody seen Little Cookie?"
At the buzzer, put the pan in the wagon. Draw your pistols,
per your shooting category, and shoot the left circle once, the middle circle
three times and the right circle once, then repeat the same sequence. Holster
and pick up your rifle. |
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POSTER
|
The
Damascus Wildlife Rangers
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| TOP MENU |
Preface: We have had great success with our New Cowboy Shooters
classes. Using our web site, referrals from current shooters, flyers in local
gun shops and shooting club newsletters, we are able to get a steady stream
of new pardners. The net result is we reach a group of shooters that may
not have ever tried the sport without the clinic. Their appreciation for
the class is very rewarding. As first time shooters, they are more prepared
and very safe. Consequently, their first match experience is almost always
a great one!
This is a sample outline, used for the New Cowboy Shooter Clinics, at the
Damascus Wildlife Rangers home range, at the Wildlife Achievement Chapter
of the Izaak Walton League of America, Inc. It certainly does not include
everything. However, when used as a guide, it can assist in covering most
of the sport in a short period of time. Adding your own touches and your
local rules will customize the class for your club.
| ORIGIN Of
SASS *1982 Wild Bunch *California |
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| SASS
ORGANIZATION *Wild Bunch *Staff *Membership *SASS Numbers *Badge *Your persona *Alias's *Chronicle (Hand out copies, available from SASS) *Club affiliations *Territorial Governors
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| COWBOY ACTION SHOOTING
COMPETITION *There are no prizes for winning, just bragging rights until the next match. *Cowboy Action Shooting is shooting scenarios using firearms that are all of 1899 or earlier in design or manufacture. This includes rifles, pistols and shotguns. *Matches are not quick draw contest. *Cowboy Action Shooting is NOT the place to learn how to shoot. It is where experienced shooters go to play the fantasy of Cowboy Action Shooting. *The "Spirit Of The Game" is a term we use to describe the honor of the old west, a handshake was your bond and honesty was the rule of the day. It also means the shooter fully participates in what the stage requires. (Common-sense exceptions are made for those shooters with physical disabilities that hinder participation in certain activities. For example, a wheelchair-bound shooter is not expected to mount the "horse" in the middle of a stage). *If in doubt, just remember "WWJWD" (What would John Wayne do?) *Remember, No target is to close or to big, that it can't be missed. And remember, It ain't how good you shoot, it's how good you look shooting! |
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| FIREARMS *Rifles - Pre 1900 Design or Manufacture - 1873 or older for Classic Cowboy Category. *Lever/Pump Action. Have an exposed hammer and be tubular fed, open or iron sights. *25 caliber and up, pistol caliber only. *Henry, Yellow Boy, 1873 Winchester, 1892 Winchester, 1894 Marlin, Colt Lightning. *.22 Caliber rimfire, (standard velocity) permitted for Buckaroo Category (optional) |
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| *Pistols - Pre 1900 Design or Manufacture *32 caliber and up. *Single action only. *Two are required for competition. *Cap and ball are used in the Frontiersman Category. *.22 Caliber rimfire, (standard velocity) permitted for Buckaroo Category (optional) |
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| *Shotgun - Pre 1900 Design or Manufacture * Shot size # 4 or smaller. *Pump action must be an 1897 Winchester or replica only, in 12 or 16 gauge. *Side by Side shotgun in 12, 20, 16 or 10 gauge. *With or without hammer. Hammer required for Classic Cowboy Category. *No automatic ejectors. *Lever Action *Buckaroo's have the option to use .410 caliber shotguns |
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| *Side Match *There are another set of rules and additional guns used for "Side Matches." We will not cover these firearms during this class.
*General
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| AMMUNITION *All ammunition must be centerfire, all lead. No copper jacketed, copper wash or gas checks allowed. *Speed of ammo, Rifle 1,400 FPS maximum. Pistol 1,000 FPS maximum. *Many clubs have a minimum speed or 650 FPS or similar. *Round Nosed, Flat Point bullets should be used in the rifles tubular magazine. *Black powder or black powder substitutes are used in some shooting categories. *Buckaroo's and Buckeretes have the option of using .22 caliber rimfire (standard velocity) rifle and pistol ammunition and a .410 shotgun. |
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TARGETS *Typically, steel, cardboard, balloons, clay birds, reactive targets, tin cans. (Have several on display). Interactive poppers, clay throwers and swingers are used. |
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| CLOTHING *Minimum, long pants, long sleeve shirt, Indian or military dress, Cowboy hat, boots, long sleeve shirts. *No, shorts, tennis shoes, designer jeans, ball caps or sponsoring logos permitted. *Additional items, (extras needed for Classic Cowboy Category). *Spurs, chaps, cuffs, bandanna, tie, pocket watch with chain, vest. For Ladies, Split riding skirt, bustle, hoops, corset, Victorian hat, period jewelry, hair ornaments, snood, period handbag, period lace up shoes, camisole, bloomers, fishnet stockings, feather boa and cape. |
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| ACCESSORIES *Holsters and Belt. *Must be of period design and material, no Velcro, nylon or modern materials. *Need two holsters, can be one strong side and one cross draw or two strong side. Gunfighter Category requires two strong side holsters. *Gun belt. Recommended with bullet loops. Of period materials, no Velcro, nylon or modern materials. Drop or buscadero holsters not allowed in Classic Cowboy category. *Cross draw holster must be at no more than a 30 degree angle. *Cart (Not required but highly recommended) *For carrying long guns securely, gear, ammunition, water, rain gear, tools. *A place to sit. *Cartridge Carrier *Belt loops on holster belt. *Ammo slide over belt, must be of period materials. *Shotshell belt, slide or separate belt for holding shotshells. . *Shotshell belt cannot have metal sleeves. Must be worn at or below belly button. *Bandoleers OK. *Bandoleer cannot be attached to belt. *Safety Items *Shooting Glasses (GOOD ONES!, Side protectors highly recommended) *Ear Protection
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| MATCH DAY *Match Director *Coordinates set up, stages, props, safety, food, trash, clean up, tear down, scoring , paperwork and registration. *Settles disputes. *Interprets any stage directions or rules. *Has the final say on all issues. |
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*MATCH COMPONENTS *Monthly usually consist of 6 stages. State and above usually 10 to 12 stages. *Registration *Shooter arrives at match and locates the registration area. They sign up for the match and pay an entry fee. Usually between $5 and $15. *Match personnel will build posse's from the shooters that are present. *Just prior to the match, there will be a safety speech. *Posse members then go to the assigned starting stage. *Posse work assignments are handed out by the posse leader. *Loading table. *Watches and monitors loading process. *Observes that the proper number of rounds are loaded and hammers are on empty chambers. *Verifies the shooter has enough shotshells. *Verifies the shooter understands the stage directions. *Unloading Table. *Verifies that all guns are empty by observation and demonstration by the shooter. *Spotters *Three spotters are recommended. *Counts misses and counts to verify the proper number of shots that have been fired. *Watches for the proper shooting order and completion of all stage instructions. *After the shooter completes the stage, the three spotters concur on the number of misses. Discrepancies are scored in favor of the shooter. *Score keeper. (Records the times and penalties on a score card). *RO/Timer *Controls the firing line. *Responsible for running the stage. *Sees that the shooter completes the stage safely and coaches where necessary. *Brass pickers. (Picks up rifle brass and shotshell hulls for each shooter). *Target resetters. (Resets reactive targets, poppers, clays or knockdowns). *Stage story and shooting sequence described by the posse leader. *Shooter shooting order will be read out by the posse leader. *Shooter will be given the target shooting order, verbals, where to stage all guns and starting position. *Shooters shoot the stage while alternating work assignments. *Stage flow is loading table, stage firearms, shoot stage, move to unloading table, clear guns, return long guns to cart. *Many shoots have vendors and food available. |
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| *SCORING *Score cards *Time *Misses (+5) *Procedurals (+10) *Safety Penalties (+10) *Bonus (-5 to -10) *Stage DQ (999.99) *Match DQ (999.99 all stages) *Fail to complete (999.90) *Rank Point Scoring / Total Time Scoring *Score Card Input *Match Results *CLEAN UP *At the end of each match, it is customary for shooters to assist in taking down targets and putting away the props.
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| *MATCH TYPES *Fun Match (Usually relaxed rules and no scoring) *Monthly *Annual Club *State Match Championship *Regional Championship *National Championship *World Championship (End Of Trail) *Mounted Shooting (Uses blanks and live horses) |
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SAFETY *170 degree rule. *Cocking 45 degrees from ground. *Muzzle directions to and from staging and on and off stage. *Squibb load. *Down Range. *Cease Fire. *Do not cock firearms until they are safely pointed down range. *Firing line. *No moving with cocked gun. *All handguns are loaded with the hammer resting on an empty chamber, always. *All rifles are loaded with the hammer down on an empty chamber, always. *All shotguns are staged empty and loaded on the clock. If the stage directions calls for a loaded shotgun, it will be loaded after the shooter is ready to begin and under the control of the attending RO on the line. *When carried empty, to and from the stage, all rifles and shotguns will be carried muzzle up, with the actions open and cleared. *While in the cart, actions on rifles and shotguns will be left open. *Dropped ammo is dead. *Review Match Safety Speech *Eye and Ear protection *Mandatory for all shooters and spectators. *Clubs are allowed, by SASS, to have additional safety rules due to different host club restrictions. |
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| *Minor Safety Violations (Partial List) *+10 second penalty. *Leaving a live or spent round in a long gun (either the carrier or magazine) at the completion of a stage. *Loading more than the required amount of ammo. *Empty long guns that slip or fall, but don't break the 170 or sweep anyone. *Failure to leave action open, on a rifle or shotgun, after shooting.
*Stage DQ's (Partial List) |
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| *Match DQ's (Partial List) *Dropped Loaded Gun. *Shot over berm (most but not all clubs; see local rules). *Sweeping someone with a loaded firearm. *A discharge that hits the ground or prop 5' or less in front of the shooter. *Any two Stage DQ's. *Use of drugs (illegal or performance-hampering) or alcohol. *Belligerent attitude/unsportsmanlike conduct. *Sweeping any person with an unloaded or loaded firearm.
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| *SASS RO I Course
*Class is designed for all shooters. Goes into greater detail on the rules. *Class Material available on SASS web site. *Instructed by Territorial Governors during the year at local matches. *RO I Certification is required, to be an RO, at state level and above matches. *General cost is $10. |
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| *SASS RO II Course *Must have completed RO I before taking RO II. *Designed as RO I review, Match Directors Guide and Stage Design Reference. *Instructed by SASS instructors at Regional and above matches and at local shoots throughout the year. *Required of the Match Director, at state level and above shoots. *Cost is $25. |
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| *Handbook *Show Handbook. |
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| SHOOTING
CATEGORIES *Traditional (Two hand hold and cocking of the handgun) *Modern (Adjustable rear sighted pistol) *Duelist (Shoots with one hand support and cocking of the handgun) *Frontier Cartridge (Black powder, or substitute, loaded in all ammunition) *Frontier Cartridge Duelist (Black powder, or substitute, loaded in all ammunition and shoots Duelist style) *Frontiersman (Cap and ball pistols, black powder, or substitute, used in all ammunition) *Gunfighter (Shoots with a handgun in each hand simultaneously) *49er (Shots any style, except Gunfighter, age is 49 through 59) *Senior (Shoots any style, except Gunfighter, age is 60 through 69) *Senior Duelist (Specific duelist category for 60+ aged shooters) *Elder Statesman (Shoots any style, except Gunfighter, age is 70 or older) *Buckaroo/Buckarette (Age 13 and under - Option of using .410 shotgun and .22 rifle and pistols with Standard Velocity ammo) *Young Guns (Age 14 thru 16) *Classic Cowboy (Duelist style with additional restrictions, 40 caliber minimum, hammer style shotgun, 1873 or older rifle, no drop holsters, no straw hats and minimum of 5 additional clothing items). *Ladies (Most Clubs honor all of the above categories with a ladies category). Grand Dames is the same as Elder Statesman.
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| GLOSSARY *Period - Generally, the late 1800's. Could include 50's cowboy western movie items. Some items, like double action revolvers, are period but not permitted. *Minor Safety Violation - Shooter is given a 10 second penalty. *Stage DQ - Disqualification from a stage. Scored 999.99 in a Rank Point match. *Match DQ - Disqualification from the entire match. *RO / Range Officer - Controls the firing line. Responsible for the overall activity and usually the person with the timer. *Posse Leader - Responsible for running the posse. Assigns jobs, sees that posse is on the proper stage at the proper time, delivers scores to match director or match score person. *Squibb - A low report fro a firearm that indicates that a bullet may be lodged in the barrel. DO NOT FIRE ANOTHER ROUND. *Stage Your Guns - Place guns in required location prior to shooting the stage. *Spotter - Persons that count shots, misses and penalties. *Reshoot - Under some conditions, the shooter will be offered an opportunity to shoot the stage over. Prop failures, interference from a posse worker and a timer problem, for example. Reshoots are not awarded for gun failure or ammunition failure after the first round has gone downrange. If shooter starts over, misses or procedurals do not carry over. Safety infractions do carry over on a reshoot. *Cease Fire - Stop shooting immediately. *Cold Range - Do not handle firearms. *Hot Range - Firing is about to take place, do not go down range. *Down Range - Do not handle firearms, workers are down range. *Side Match - Additional matches held with main match guns and special firearms used in side matches only. Long range big bore rifles, derringers and pocket pistols as an example. Usually held at annual, state, regional and above matches. *Sweep - This is shooting targets, in a left to right or right to left order. At the end of the targets, you start over where you began. You could be shooting them single, double or triple tap. *Double tap - Shooting a target twice in succession. *Continuous Sweep - Continuing a sweep, where you left off, when a second gun is used in the sequence. Usually with two pistols shot back to back. *Nevada Sweep - A sweep that goes in one direction, then returns back in the other direction without double tapping the end target. *5 Shot dump - Shooting a target 5 times in a row. *Procedural - A non safety shooting error. Unintentionally shooting targets out of order or not performing a stage direction or missing a stage requirement. Shooter is assessed a +10 second penalty. *Miss - A missed target. Shooter is assessed a +5 second penalty for each miss. *Safety - A minor safety infraction. Scored as a +10 second penalty. *Bonus - Some stages have a bonus shot that is usually more difficult than normal. If obtained, the shooter can be awarded a -5 to -10 second reduction in the shooters time for that stage. *Reload - Some stages call for a reload on the rifle or pistol in the middle of the stage and on the clock. Usually, instructions are very specific as to when and how it is done. *On The Clock - Anything that takes place after the starting buzzer goes off and the last shot is fired in the stage. *Stage - One of the courses of fire. *Prop - Decorations and items that add to the look of a stage. Sometimes there are props that need to be handled, in a specific way, during the course of the stage. *Hogleg - Revolver. *Timer - An electronic device that will buzz at the beginning of a shot string and record the time of the shots, in particular, the last shot. The time is then used on the shooters score card as their raw time. *Raw Time - The shooters time before any misses, procedurals, safety infractions or or bonus scores have been added.
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| SHOOTING
PORTION *During this portion of the New Shooters' Clinic, the students will try their hands at a short, simple CAS stage to get the "feel" of it. *Create a simple but fun stage consisting of all long guns and one pistol to start. *Have all guns staged, including the pistol. *If possible, use firearms that are not highly slicked up. For many, they are not prepared for those nice actions jobs yet. *Have at least one lateral movement without carrying a gun. *On the first cycle through, let them hear the timer to start but do not actually time them. *On the second cycle through, time them. If they brought holsters and are capable, let them draw from the holster. *Demo some unsafe actions, especially with the cross draw holster. Maybe they have not purchased their leather yet. Many of us would have probably benefited from not buying that cross draw rig in the beginning.
ABOUT THE CLASSROOM The ideal student will probably know very little about Cowboy Action Shooting. Your classroom needs to be friendly and comfortable. Because the verbal portion of the course is going to be about 1 1/2 hours, it is important to keep it lively and NOT a lecture. Have the following items on display if possible. Cart, holsters of various styles, timer, shotshell holders, copy of class outline, SASS rule book, several instructors (hopefully one dressed as a Classic Cowboy), a target, counter person sticks, scorecard, RO Courses and as many of the approved firearms as possible. Nothing seems to get shooters more excited than looking at firearms! SASS will provide Chronicles through your Territorial Governor. They make great handouts. If you have a SASS Recruiter in your area, give them a shout. They would love to come and help. Using the outline, step through from the beginning of SASS and as the outline flows it should generate questions. Encourage questions throughout the presentation. Questions get the students involved and often remind you of things you want to cover. They also give you a break from talking non stop. Also, make sure they understand what you have covered. After completing a section, especially on safety, ask "Are there any questions", or "Was that clear?" After answering a question, ask "Did that answer your question?" Remember, this is most likely their first exposure to the sport and they may be reluctant to ask, what they feel, is a "Stupid" question. Take the time to make sure they understand. One of the objectives of this class is to prepare them for their first Cowboy Match. Hopefully that first match will now be a safer and easier experience because they have had a complete heads up on what it is all about. The shooting portion should be designed to reinforce what they just learned in the classroom. It is a good idea for the instructors, of the range portion, to sit in on the first class to see exactly what the students are being told. There is a lot of information. It is reasonable to assume they will not retain it all. Therefore, the range instructors can restate the many safety items as the students proceed through the shooting portion. Treat the students as if it were in a regular match posse. Give them posse assignments and along with an instructor/mentor, proceed with reading the stage, and then all normal work procedures. This alone will give them a good idea of what to expect at their first real match. Without having to deal with those unknowns, they can concentrate more on the safety and actual shooting. Your "Spirit of The Game" can easily spread to a new crop of CAS Shooters! My thanks to Hill Beachy for proof reading the New Shooters Clinic and letting me know where my brain went south! Use as you wish and add to suit you own local needs. Chuckaroo 13080
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Prepared and written by Chuck Crooks
Chuckaroo SASS #13080
WildlifeRangers@aol.com