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Tactical Game?

1482 Views 3 Replies 2 Participants Last post by  JWiley
Are there tactical shotgun games, what are they and how do you play?

I came up with one that may be considered a tactical game. I call it "spinner shooting"
Its a timed game, where you have to pick up your gun, load it, get to the firing line, and shoot 6 spinner targets, causing them to spin. The fastest time wins. If you fail to spin a target, you must go get more ammo and try again, until you spin it.
The spinners I made are simply some odd 5" plastic pipe that seems to hold up to shotgun fire, hung from a horizontal steel pipe using large half round conduit brackets, the kind they fasten conduit to the walls with. They are heavy and much harder to spin than wooden spinners. You have to be right on target.
Fired off 100 rounds in 5 minutes last week doing this. Alot of fun !

Chad_E
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G
CAN ANYONE TELL ME WHAT KIND OF SHOTGUN WAS USED IN THE MOVIE JURASSIC PARK. IT IS A VERY TACTICAL LOOKING SHOTGUN THAT I SEEM UNABLE TO FIND! PLEASE HELP.

THANKS
THEO
Theo:

Franchi SPAS 12. Also used in The Matrix. Very "Tactical Looking", but not my first choice for a defensive shotgun.

http://www.auctionarms.com/search/displ ... um=6062863
Chad:

There's a drill called "Rolling Thunder" that's good fun. It's usually a class exercise since it takes teams, but the game can be modified as you see fit.

Teams of five shooters (S1 thru S5), each with a target (T1 thru T5) at a distance of 5-7yds. Steel targets are best. The team starts with empty guns. At "Go", shooter #1 (S1) loads and shoots one birdshot shell at his target (T1), while the rest of the team furiously stoke as many shells into their guns as they can. As soon as S1 hits, S2 shoots one shell onto target T1, then S3 one shell onto T1, S4 one shell onto T1, S5 one shell onto T1 and then he calls "DONE" to let S1 know it's his turn again. Shooter 1 (who should have been stoking his gun) now shoots two shells, one onto T1 and one onto T2, followed by S2 two shells T1 & T2, S3 two shells... By the time you get to round five, each shooter is shooting one shell onto each target, in succession, while minimizing reload time, not fumbling ammo, and keeping track of how many shells are in his gun. Score is best time after 75 target hits, three second penalty for missed targets.

Course of fire:
FIVE SHOOTERS, FIVE TARGETS, TARGETS NOT DEDICATED
AMMUNITION: BIRDSHOT
GUNS EMPTY. START CLOCK ON "GO"

S1 one shell target T1
S2 one shell T1
S3 one shell T1
S4 one shell T1
S5 one shell T1, shouts "DONE"

S1 two shells T1,2
S2 two shells T1,2
S3 two shells T1,2
S4 two shells T1,2
S5 two shells T1,2 "DONE"

S1 three shells T1,2,3
S2 three shells T1,2,3
S3 three shells T1,2,3
S4 three shells T1,2,3
S5 three shells T1,2,3 "DONE"

S1 four shells T1,2,3,4
S2 four shells T1,2,3,4
S3 four shells T1,2,3,4
S4 four shells T1,2,3,4
S5 four shells T1,2,3,4 "DONE"

S1 five shells T1,2,3,4,5
S2 five shells T1,2,3,4,5
S3 five shells T1,2,3,4,5
S4 five shells T1,2,3,4,5
S5 five shells T1,2,3,4,5 "CLEAR"

STOP CLOCK. ADD 3SEC PER MISSED TARGET. LOWEST TEAM TIME WINS.

It sounds complicated, but it's not, and it's good fun. Until they get into the rythm of the game, someone almost always drops a shell or misses a target or lets their gun go dry and has a "duh" look on their face when they hear "click" instead of "bang". It's really all about reload speed, keeping your gun stoked, ammunition handling and knowing what's in the gun.
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