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COWBOY ACTION SHOOTING®
 

 

How We Run Things

Eye Protection is required for all participants and spectators!

Shooter Registration: 08:00 - 08:45
Mandatory Safety Meetin': 09:00
Match starts after the Meetin'

WHO'S WELCOME

Anyone and ever'one who's interested, regardless of experience, to shoot or just t' watch. We actively recruit new shooters, but... a Cowboy Action Shooting Match is NOT the place to learn to shoot a gun. We insist that you have SOME shooting experience... just not necessarily CAS experience.

Shooters under 18 must be accompanied by a parent or legal guardian.

THE MATCH

Most of our matches consist of six stages.

AMMO REQUIREMENTS

  • Typically, you'll need about 60 rounds each of pistol and rifle ammo, and less than a box of shotgun ammo per match.
  • Both rifles and pistols must be chambered for pistol caliber ammo with lead bullets only - No jacketed, plated. copper-washed, or gas-checked bullets allowed.
  • Shotgun shells must be #7 1/2 or smaller lead shot, target or light field loads

SAFETY RULES

  • All SASS Safety Rules apply. For more info, check out the SASS Shooter's Handbook
  • Any rifle or pistol round fired over the berm will result in an immediate Match Disqualification. Time to unload your guns - your shootin' day is done.
  • Anyone - shooter or spectator - is required to wear eye and ear protection at all times.

COWBOY CLOTHING RULES

SASS Rules on acceptable clothin' and guns are interpreted kinda loosely, but we do insist on:

  • No baseball-style caps
  • No modern runnin' shoes, tennis shoes, or sneakers unless you have a medical reason to wear 'em
  • No short-sleeve shirts (roll 'em up if you're too hot)
  • No nylon. plastic, or Velcro gear ('cept for eye & ear protectors)
(They just didn't have any o' that stuff back in the 1800's)

COST

SASS Members: $20.00 - Non-members: $25.00
(SASS membership is NOT required to participate.)

GRUB

We have no food or drink facilities, so bring your own grub.

OUR "CONVENTIONS"

Unless otherwise specified in the stage description:

  • The shooter will start each stage with two holstered revolvers loaded with five rounds each, hammers down on empty chambers.
  • Revolvers shall be reholstered after the shooting string is completed.
  • All staged guns shall be staged and restaged safely. That's it. How you stage 'em is up to you as long as they're safe. If it falls after you stage it, and it's not a prop failure, tough, that's a DQ. Be more careful next time.
  • Staged shotguns shall be staged open and empty.
  • Rifles are never staged with a round in the chamber.
  • If no starting position is given, the shooter may stand any way they damn well please. Our way probably ain't your way, but that doesn't make either way wrong. You can start crouched down, standing upright, slouched over, hands on guns, hand on ammo, finger up your nose... whatever. Just one thing: please keep your hands to yourself unless you have (or want) a special relationship with the Timer Operator.
  • Cowboy Port Arms is defined as standing upright, with the butt of the gun at or below the waist of the shooter, the muzzle - pointed downrange - at or above the shoulder, and the gun held with one hand on the wrist of the gunstock and one hand on the forearm area of the gun. A break-open shotgun will be considered held at Cowboy Port Arms with the action open, providing the above conditions would be met if the action were closed.
  • All knockdown targets must go down to count and all knockdown targets may be reengaged until down, in any order, whether they're shotgun, rifle, pistol, slingshot, bow & arrow, waterballoon, or spitball targets.

DUTIES

Anyone who'd like to show up early to help set up targets, props, etc. is VERY welcome!

We're a small group, so everyone who participates in a Cowboy Shoot needs to pitch in and do their part in helpin' out wherever they can. Obviously, if you've got a bad heart, we don't want you luggin' heavy steel plates around, but there are some things that anyone can do.

Jump in and do what you can! Don't be shy if you've never done this before, we're a friendly bunch, and we'll be glad to help you out by showin' you what to do!

Go up to shoot when you're ready. We don't want to force anyone to shoot in any particular order, as they might not be ready to shoot when their turn comes around. HOWEVER, keep in mind that it takes a certain number of people to WORK the posse, so we can't have everyone lined up at the loading table at the same time.

Everybody has to pull their weight. If you don't volunteer for one of these duties, you can expect the Posse Marshal to deputize and assign you!

POSSE MARSHAL - RANGE OFFICER

The Posse Marshal is the boss. He's the one thast makes sure everything runs as smoothly as possible.

TIMER OPERATOR (RANGE OFFICER)

He ensures that each shooter is ready to participate, times each stage, and assists the shooter to make sure that ever'thin' goes well.

SCORE KEEPER

Don't be afraid to keep score! It ain't rocket science! The Score Keeper enters the elapsed time and any misses or procedurals on each scorecard.

SPOTTERS (3)

The Posse needs three people t' count misses. If the posse is too small, the Scorekeeper may act as a Spotter.

LOADIN' DEPUTY

Watches each shooter load each firearm, ensurin' that the correct number of rounds are loaded and that pistol and rifle hammers are always down on EMPTY chambers.
This is an IMPORTANT job - you can't be sleepin' or shootin' the breeze, you've got to pay attention.
If the posse is too small, each shooter should act as Loading Deputy for the shooter AHEAD of them.

UNLOADIN' DEPUTY

Ensures that ALL guns are unloaded before the shooter leaves the line.
No sleepin' here neither - we don't want anyone leavin' the line with a loaded gun!
If the posse is too small, each shooter should act as Unloading Deputy for the shooter BEHIND them.

BRASS PICKERS

Someone's gotta do it. We don't want anyone pickin' up their own brass - it's not safe and it just slows things down. This is a great job for the younger shooters who can bend more easily. (Hint! Hint!). The Spotters can double up assignments and take care of this if there aren't enough shooters in the Posse.

SAFETY OFFICER

Everyone's a Safety Officer.
If you see someone do anything you think is unsafe, stop 'em (or at least express your concerns - nobody will fault you for being too careful).

 

     

 

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