Practice for Tactical Applications
( http://www.geocities.com/gunversation/tacticalpractice/tacticalpractice.htm )
If self defense is your goal, here are some self-training tactics to get the most out of your range time
If
your primary reason for owning weapons is for self or home defense, you
have no doubt wondered about The road
to improving tactically is to first recognize that our own methods of
training may have Basic target practice (static training) Redundant training (quarter speed) Applied Tactical practice (dynamic training) Basic
target practice (static training): The first area is a no brainer.
We all do it. You just step onto
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such as this indoor, infra-red target have a definite benefit during redundant
training. Snap caps and empty brass allow the shooter to draw, align their sights and dry fire. Later you practice marksmanship at the range. However, indoor targets do not require you to split up your presentation at such a critical juncture. This target gave the author some 6000 practice shots for about what you would pay for ten boxes of 3D ammo. The downside is that the target does not provide any recoil management practice---but if your first shot is done right then the issue of follow up shots is a lot less important. |
Redundant
training (quarter speed):
This aspect of your training regimen consists of performing basic |
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| This
clip shows the step by step breakdown of a classic draw from a strong side
duty holster. This is the classic draw you would perform under ideal conditions. 1) Acquire your grip (note the waiting weak hand) 2) Snap the thumb- break and begin the draw 3) The weak hand meets the strong hand as early as possible so the two hands can stabilize before you get on target. 4) The weapon is raised to the ready position. It is beyond this point (and ONLY beyond this point) that the safety is taken off and the finger is allowed inside the trigger guard. 5) Once the determination has been made to fire, safety off, finger on trigger, aim and shoot. 6) following the shot or aborted shot, the weapon is returned to the ready position, safety on and finger off the trigger. |
Now this
is the part where you separate the serious shooter from the Hollywood's.
Basic redundant training your face it will take all of your system resources just to decide how to respond, never mind having any brainpower left over to actually instruct your hands in the fine art of gun handling. Your brain will turn from a Pentium to a 486 with 8 megs of RAM. Unless you have a goodly amount of experience in real life use of force situations, expect to be near vapor-lock when the boogeyman comes calling. You will have only your training and to fall back on. Ideally you
are looking for the ability to simply tell your hands "Shoot this
bad man." and have your hands
Applied Tactical practice (dynamic training): This is the part
of your training that is actually fun. Rules of tactical practice 1) No restarts. If you are not ready, you are dead. Overcoming
adverse situations is why you practice defensive tactics. If you blunder
your draw or forget to 2) If it is available in the scenario, shooters must go for cover FIRST. A fast draw
against an adversary that already has their weapon drawn is foolish. Denying
your opponent a 3) No scoring, no timers, you either live or die, as judged by your peers. Scoring systems
ultimately pollute any tactical sport and the gamers take over. This is
defensive practice 4) Never stop the fight until you are either ruled dead, successfully fled the area, or neutralized all threats. Judges are
encouraged to rule shooters dead for stopping the fight early. Nature
and criminals are brutal 5) Never shoot the same scenario twice. It must always be new and unfamiliar. People who
master El Capitan are spending way too much time on a scenario where the
true tactical 6) Shooters may solve the scenario in any tactical manner. The ultimate
goal of a gunfight is to survive it by any means possible. There is an
infinite number of ways The way this
works is simple enough. When I shoot with a group of friends, we each
take turns designing Now we enter
the scenario design phase. This is where you can really become creative.
So long as you are Man Down:
Scenario starts with the shooter on the ground. Typically I specify an
injury or limitation on the Knock-Knock:
Using a large piece of cardboard, I simulate a (fall-away) door. The scenario
starts when the
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| Bowling
pins and cardboard boxes make the best targets from a cost perspective.
The pins will take dozens of shots (this one has been hit several times with 450 grain slugs) but a solid hit is needed to put it down. Boxes can be quickly weighted down with rocks and silhouettes can be drawn on with a marker. Large boxes can be used to simulate walls, obstacles, cover, and doors (and they fit in the back of your car way better than standing targets too.) |
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Hand: To
simulate the loss of a hand, it is best to either wrap the hand with a rag,
or have the shooter keep that hand in their pocket. The latter option limits their mobility (it's not like you'd be running any marathons with a bloody hole in your hand.) I read a web page recently where the author insisted that weak hand training was a waste of time because he could not find any shootouts that had utilized it. Right off the top of my head I can think of two. The first was when my father was shot and he had to perform a one handed shotgun drill (much to the surprise of a [former] drug dealer. The other situation happened in 1984 when the FBI had a team torn to shreds during the infamous Miami shootout. Even if this represents a very small portion of all gunfights, you will be better prepared if you practice diversity in your shooting. Criminals evolve, expect anything. Physical
limitations: Among the more advanced practice
techniques I have tried with friends is the Other physical limitations
that work well are requiring the shooter to remain seated during the drill,
or Retreating
draw: In order to create a situation where
the retreating draw is to be used, typically you will |
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Cutting
the pie: In example #1, the shooter engages the first target as the corner is rounded before exposing themselves to the 2nd adversary. Use of cover here limits your exposure to hostile fire. The philosophy is to never let more than one attacker at a time have a clear avenue of fire at you. |
| Cutting
the pie:
This tactic is a fundamental part of defensive shooting be it law enforcement,
military, or civilian. When used against multiple targets it amounts to little more than allowing only one aggressor at a time shoot at you while you neutralize him/her. Because actual gunfights are very dynamic in nature, I typically require the first targets to be dispatched as quickly as possible since a real attacker would simply flank you. Shooters that do not obey this procedure should be ruled dead automatically. Either make the shot quickly or move quickly. Cornering:
There are a number of ways to get around corners and most of these teachings
have merit. High peek/Low
peek: Although this is actually a sub-category of cornering,
this is a skill that requires at Short lean:
A second cornering technique that has merits of its own is to
slowly lean around the corner Guard the
Principal: Statistics show that most of the people reading this
article use firearms to Designate
a backdrop: Judges can severely limit shooters fire by designating
the backdrop to the One of the interesting
mottos I learned in the Army was this one; It is better to sweat during
peacetime
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