For anyone willing to give stage design a try, we will assign an experienced stage designer to assist you in the setup of your first stage at a match. Your assistance in keeping our matches fresh and exciting for all competitors is greatly appreciated! The idea is that the two stages on that bay should take about the same amount of time as the large stage on Bay 5 takes, in order ot keep squads flowing through the match at a constant pace. Pro-Am stage design is similar to USPSA stage design, but utilizing all falling steel targets poppers, plates, star, plate racks, etc. All stages except the tie-breaker stage will have a Par Time established, which will be done by the match staff after the stage is contructed, you do NOT need to specify the par time on your stage design. Try to keep from creating " traps" where shooters are lured into commiting a DQ violation.
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The stage plan will automatically separate shooters, before any shots have been fired. Stage planning is not easy. I still struggle occasionally, but over time I have learned to look for the right things and the correct process. Here are five quick tips to help your stage planning. Walk the stage two or three times without air gunning or planning, just count rounds and look for target positions. First, you should make sure that you know where ALL the targets are and count the number of rounds required to make sure it matches the stage description.
No one wants to take the steep penalty of forgetting a target. When you make your actual stage plan and step to the line, you run the risk of driving in those incorrect tracks. Look for shooting positions other than the obvious ones; consider the entire shooting area. Consider even the most unconventional shooting positions. They may offer you a leg up on the competition. Try looking under barricades instead of around them. Can you grab one or two targets on the move between positions?
In a small shooting box, I recently shot three targets on one foot. I had the balance, and getting one foot in that small box was much easier than trying to squeeze in two. Look for targets visible from multiple zones in the shooting area.
Can you step out of a port just a little bit and see a target from another array? Maybe you can use the magazine for the close array to take that target as well. Maybe you take it on the move from the start position. Maybe you take it static from the start position or skip it and wait until the end of the stage. It is a vital part of the information that you should collect about a stage to use to develop your plan.
Try taking part of an array from one position and part from another, cutting out a reload. Reloads cost time that you could be shooting targets. Once you know how many targets there are and where they are all visible from it is time to start planning. Production, Limited 10, Single Stack, and even Revolver shooters are forced by the division capacity rules or the capacity of their gun to put targets in groups to be shot from one magazine and reload after that array.
Often, to prevent reloading in the middle of an array or before a target is engaged with the correct number of shots, rounds are also left in the magazine.
For example, at the Area 7 Championships, there was one stage that consisted of four arrays of three targets that were just about only visible through ports. Ten shots. I reloaded as I moved across the shooting area and took the other two targets in the 2nd array. Then, again as I moved down the shooting area I reloaded, posting up in a position where I could see all of the final array and the remaining targets of array three, and shot all of those targets from one magazine.
Because I took those two extra targets at the beginning of the stage I stopped moving only momentarily to take a few shots through the small portals, and did ZERO reloading while static. It allowed me to cut out the static reload at the end of the stage, saving me seconds. Consider leaving targets that are visible for taking later when you will already be closer. This tip may not apply quite so much to open shooters, but nonetheless is still relevant to a certain extent.
Know how fast you shoot. Why not skip all those targets and move to the first position during your draw? Moving between positions while you reload, making each shot easier and faster. Consider your skills, waiting just may be worth it. If there is one thing that you take away from this article let it be this: stage planning is all about information. If I were to add a sixth tip, it would probably be to having a realistic knowledge of your skills and skill set.
Information is key to stage planning. Make sure you know everything about the stage before you start planning. You should have the layout of the stage memorized by the time you make your plan. Know where the targets are, how fast the swingers move, and where all the targets are visible from. Then you should then use your knowledge to create the best stage plan possible. Keep these tips in mind, and make the most of your five minutes! Related Posts.
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