Black Powder

You Can Have the Arms the Founders Would Have Used

In this latest Bite Me, Brady entry, we focus on the logical disconnect of our favorite form of gun banner, the Strict Constructionist. Here, we take him to task on his interpretation of the Constitution and display a gun that is free of "reasonable restrictions". It is a gun that is legally a non-gun but is still a gun.

Enjoy some obsolete non-gun porn here.

Lower Prices

Hey guys we have lowered our prices even more so come check us out again.

We now have photos for our products as requested.

Prices dropped anywhere from 10-30% and with our flat rate shipping of $25.00 we are without a doubt the Cheapest place online to purchase your firearms.

www.actionpawn.net

Cowboy Tactical

Mad Ogre's musings about using cowboy guns in a tactical competition seems to be somewhat controversial. It seems that many folks feel the need to defend the sport of Cowboy Action Shooting. Personally, I don't think it's necessary...it is what it is. I had some fun with it, but like most competitions, I just don't take them seriously.

Therefore, why not play an IDPA-style game using a single action revolver, shotgun, and a lever/pump rifle? Feel free to wear your ATF black ninja suit and body armor. Jeans and a ripped t-shirt are fine too :)

We could probably learn lots of interesting things about tactics. For example, how does one reload a single action revolver on the move? Is a break action revolver really necessary? What about keeping a levergun topped off?

I'm going to propose some rules for the game. They'll be based upon the IDPA and CAS rules. However, I intend this to be more of a learning process, versus a competition (which will doom it to oblivion, but I'll have my fun). Perhaps tactics and skill evaluation should be the focus, versus round count, speed, and variety in stages.

Some thoughts on rules:

0) The focus is upon fighting, not shooting targets. A high round count is fun, but not realistic. A low round count is realistic, but probably not that much fun. The problem becomes how to merge the two together. I'm not sure what to do here; if you have suggestions, please comment.

1) Gear

1 revolver, 1 rifle. Shotgun optional. It seems to me real cowboys only had one rifle and a revolver. Perhaps the average cowpoke had only a rifle...something to research.

2) Separate stages

Revolver and rifle stages should be separate. If you have access to a rifle and a revolver, then choose the rifle! It makes sense to use the most powerful weapon available. Therefore, rifle stages should test CQB, short, and long distance shooting.

3) Reloading

Due to its low capacity, keeping your revolver loaded appears to me to be important. Therefore, I'm considering that a stage is NOT completed until the competitor has fully reloaded his or her revolver. Afterall, there may be more goblins lurking around!

A rifle stage should have the same requirement for completion.

4) Timing, scoring, and related

Short times are fun. Ripping off 20 rounds of 40 S&W into a bunch of targets IPSC style is neat, but it's clearly a game. I believe one competitor in a national IDPA match cleared a room in under 10 seconds.

In real life, both are totally unrealistic. Taking only 10 seconds to clear a room is suicidal. Five minutes is probably better, but not good for competition.

Perhaps the rule should be "in the spirit of the game". If you have to pie a corner, then take your time and do it correctly. The time should not count for or against you. Unfortunately, most targets do not move, so a goblin's reactions are not simulated.

One solution is to create moving targets using rope and something on wheels. As a shooter pies a corner (or moves through the course), someone pulls a rope to cause movement. Since a moving target is difficult to hit, perhaps straight accuracy should be used in scoring.

5) Shooter movement

One idea is that the shooter MUST move while shooting, with a few exceptions. This makes everything much more difficult and realistic. Combine this with a moving target and you have a much more difficult scenario.

Possible exceptions include: shooter has achieved hard cover, the scenario calls for it, and so forth.

6) Gun classifications

1) Black powder revolver, rifle and shotgun
2) Revolver: break action
3) Revolver: "traditional" Peacemaker type
4) Rifle: lever and pump action
5) Rifle: Single shot or double barrel
6) Shotgun: single barrel
7) Shotgun: double barrel
8) Shotgun: pump action

If you can think of any more (or less!), please comment.

7) Competitor Classifications

1) Revolver and rifle
2) 2 revolvers and rifle (like the regular and duellist classes in CAS)
3) Three gun: rifle, revolver, shotgun
4) Revolver and shotgun
5) Long range (100-1000 yards)

I'm sure there are other groupings, but these spring to mind as easy to remember and deal with.

8) Targets

Human shaped showing torso, neck, head and arms. It can be a picture, but some sort of scoring system must be available (perhaps a clip-on template used after each person shoots?). Tactical Teds with a scoring sheet attached would be great.

Accuracy does not necessarily mean striking the nervous system, heart, or other vital organ. It depends upon the circumstance. If the competitor is pieing, then he or she should shoot at the first possible target he or she can see...which could be a toe. Therefore, there will need to be right and left side pie targets. All the targets can be the same; the scoring template just needs to be adjusted appropriately.

9) Round count

I think that round count should be in the area of one to two full loads of any weapon used. With moving targets and moving cow[boys|girls], I'm assuming there will be misses. Maybe each person should carry three loads.

Revolver: 5-12 shots for single gun. 10-24 for double gun.

Rifle: 10-20.

Long range: some traditional number...maybe ten shots, one per target.

10) Calibers

Traditional cowboy calibers, modern, etc. There definitely should be a 22 rimfire class because it's just such a fun round.

Syndicate content