CLASS III - 2010 SCHEDULE

 

Sunday    1/17/2010

8:00 am   02:00 pm       

Practical Submachine Gun IPSC-style paper targets[ indoor range]

Sunday   2/21/2010

8:00 am   02:00 pm       

Practical Submachine Gun IPSC-style paper targets[ indoor range]

Sunday   3/21/2010

8:00 am   02:00 pm       

Practical Submachine Gun IPSC-style paper targets[ indoor range]

Sunday   4/18/2010

11:00 am   03:00 pm       

Submachine Gun, Bowling Pin [Range condition permitting]

Sunday   5/16/2010

11:00 am   03:00 pm       

Practical Submachine Gun, Steel and IPSC-style targets

Sunday   6/27/2010

11:00 am   04:00 pm       

Assault/Battle Rifle Match

Sunday   7/18/2010

11:00 am   03:00 pm       

Practical Submachine (Heavy Metal) This is and all metal target match

Sunday   8/15/2010

11:00 am   04:00 pm       

2 or 3 Gun Match (TBD)

Sunday   9/19/2010

11:00 am   03:00 pm       

Practical Submachine Gun,IPSC-style paper targets/steel

Sunday  10/17/2010

11:00 am   03:00 pm       

Man on Man Plate Rack Match- Double elimination

Sunday  11/21/2010

8:00 am   02:00 pm       

Practical Submachine Gun IPSC-style paper targets[ indoor range]

Sunday  12/19/2010

8:00 am   02:00 pm       

Practical Submachine Gun IPSC-style paper targets[ indoor range]

 

 

MATCH DESCRIPTIONS: 

Submachine Gun Bowling Pin Match: Individual and team bowling pin shoot for submachine guns. 

Submachine Gun Poppers and Plates Match: An “all-steel” match for submachine guns.

Practical Submachine Gun Match: An IPSC-style practical submachine gun match. An individual competitor engages steel and paper targets from various shooting points. Semi Caliber guns now welcome in a separate division!

Practical Assault/Battle Rifle Match:  An IPSC-style practical match for assault and battle rifles and their semi-auto clones.  A single competitor engages steel and paper targets from various shooting points. 

Submachine Gun, Assault/Battle Rifle and Pistol Three Gun MatchAn IPSC-style practical match in which a single competitor engages steel and paper targets from various shooting points with a submachine gun, assault/battle rifle and pistol. 

Note:  Courses of fire may mandate magazine changes, shooting positions and strong or weak side shooting.

 

 

GENERAL INFORMATION:

 

Participation Requirements:  Metacon Gun Club requires that members shooting machine guns and submachine guns at Metacon complete both the Chief Range Officers Course and the Class III checkout.  In addition, non-members who wish to compete in Class III matches must also complete the Class III Checkout.  Police officers using department issued firearms may participate in matches with the prior approval of the Class III Director without completing the Class III check out.

 

 

Match Schedule: It is suggested that participants arrive at least a ˝ hour before the scheduled match start time to register, arrange equipment, etc.  A mandatory walk-through will be done 15 minutes before the scheduled match start time.  Please arrive prepared to compete.  The match start will not be delayed to permit test-firing.  It is expected that over the course of the season match participants will aid in the set-up, tear-down and running of matches.  If possible, please try to arrive early to help with set-up and stay for tear-down.  Many hands do make light work!

 

 

Entry Fees:  There is a ten dollar ($10.00) fee for non members to shoot the match.  The design, planning and running of matches is done on a volunteer basis with equipment needs met from the Metacon budget.  As the Class III competition program is run by its participants, suggestions for future match designs and aid in running matches is always welcomed. There will be a 50/50 raffle to help raise money for steel targets (50 percent goes to the winner/50 percent goes to the Class III account at Metacon)

 

Permitted Firearms:

Assault/Battle Rifle: M16s, AK47s, M14s, AC556s, Garands, etc.  Semi-automatic clones are also permitted, such as AR15s, M1As, Mini 14s, SKSs, etc.   

Submachine Gun:  Limited to center fire pistol caliber.  Must be fired in full auto only throughout match unless otherwise indicated in course description. 

Pistol Caliber Semi Carbine/Rifle: NEW Limited to center fire pistol caliber. This will be scored as a separate division. Typical firearms will be, but not limited to: AR15/9mm, AR15/45ACP, Marlin Camp 9 and Camp 45, Semi Uzi, Semi MAC’s etc.

Pistol: Pistols must be center fire and at least equivalent to 9mm.  Note that course design generally favors semi-automatics, but revolvers are permitted.

 

 


 

 

Ammunition and magazine requirements: 

 

Bowling Pin Matches: Are run double elimination, with both individual and two-person teams.  At a minimum each competitor will get three runs in individual competition and two runs in team competition. The better you are, the more ammunition you should bring.  At a minimum two magazines should be available for each run.  

 

Practical Submachine Gun, Submachine Gun Point Shooting and Submachine Gun Poppers and Plates Matches:  At a minimum, participants should bring the equivalent of four 30-round magazines and 300 rounds of ammunition.  Course of fire requirements may be substantially less, but this will cover magazine malfunctions, multiple run requirements, mandatory magazine changes where partially full magazines are dumped, etc., and perhaps leave some ammunition for some informal post-match practice.

 

Practical Assault/Battle Rifle Match:  At a minimum, participants should bring the equivalent of three 30-round magazines and 200 rounds of ammunition.

 

Submachine Gun, Assault/Battle Rifle and Pistol Three Gun Match: For submachine gun, as per other “practical” matches.  For pistol, bring a minimum of four magazines and 50 rounds of ammunition. For rifle, bring the equivalent of two 30-round magazines and 100 rounds of ammunition.    

 

Scoring:  Bowling Pin Matches are run double elimination and based purely on time.   All other matches are scored generally following National Firearms Association’s “Official Rules for NFA Submachine Gun Competitions”, where the winner is decided by the lowest aggregate overall time following adjustment for targets not “neutralized”, no shoots hit, procedural errors and “bonuses”.  Raw times are adjusted downwards for “Bonuses” (generally 5 seconds)), and upwards for the following:  Insufficient Points:  IPSC Paper Target:  Add 10 seconds for any target without a minimum of 8 points (Head A = 8, Body A = 5, B = 4, C = 3, D = 1).  Dual state target, e.g., pepper poppers, plates and balloons: Add 10 seconds for any target not knocked down or deflated, etc.  No Shoots: any a shoot that is hit ads 20 seconds.  Procedurals: Tactical, sequence and positional errors add 10 seconds per target engaged incorrectly.  Failure to complete a stage: A “DNF” is given the time of the slowest competitor for the stage + 30 seconds.

 

FOR FURTHER INFORMATION: Contact Mike D’Angelo djmiked@msn.com

updated 12/22/09