Close Quarters Combat Rules
All guns are always
Never point a gun at
something you do not wish to destroy.
Finger off trigger
until sights are on the target.
Be sure of your target
and what is beyond it.
ALGC is a cold
range. All weapons must be unloaded unless under the
supervision of a Safety Officer.
Unsafe gun handling will result in immediate
disqualification from entire event. Examples (but not limited to);
Endangering any person. Muzzle
beyond “Muzzle Safe Points” or
A loaded firearm except while
on the firing line. Unloaded firearms may be handled only
in designated “safe areas”. Dropping a loaded firearm.
Repeated “finger” violations. Unintended discharge that
does not hit a backstop. Sweeping anybody. Ever. Loaded or
unloaded. Handling ammunition in the safe area. Carrying a
Rifle with the action closed or without OBI.
Rifle(Pistol Caliber), sling, light, magazines. Pistol,
holster, light, magazines. Ball/FMJ ammo – no hollow point
or wad cutter. Training blade and sheath if possible.
Airsoft primary and secondary if possible. Ear & eye
Cover is minimally 100%
of lower body and 50% of upper body. When using tactical
priority to pie targets from a position of cover the shooter
should be moving slightly between threat engagements.
Failure to do this indicates more than one threat is
visible. Shooter may engage threats out of cover if there is
aggressive movement towards the threat or a position of
cover. (No IDPA slow foot shuffle). Going empty while
exposed to threats necessitates a transition to secondary
weapon system. While behind cover, any reload may be
performed flatfooted or OTM. When shooting from a static
position of cover, shooter must shoulder weapon on
engagement side. Hard cover – Any shot that touches anything
prior to the threat is a miss (threat or non-threat). All
threats MUST have 2 hits inside -0, -1 or FTN (failure to
neutralize). This is close quarters; do not leave partially
neutralized threats in your proximity. Procedural errors
awarded for doing dumb stuff. Hit on non-threat or a FTN
results in 20 second penalty . Drills – Time plus. Scenarios
- Par time/No time – Points down (including anything not
Cruiser Ready: Empty chamber, loaded magazine,
closed bolt, hammer down, and safety off.
Strong Hand: Dominant side of body.
Support Hand/Side: Non
dominant side of body.
Freestyle: The shooter’s option to shoot with
either or both hands.
Safe Area: A designated place to handle
handled in a safe area.
Tactical Priority: A method of combat where threats
are engaged by level of danger. If all threats are
visible, they are engaged from near to far. If threats
are hidden, they are engaged as they are seen (slicing
Load and Make Ready
Standby: Command given to the shooter to
freeze in the start position before the audible start
Finger: Alert given to shooter to remove
his finger from the trigger guard
Muzzle: Alert given to shooter to
maintain muzzle control within the muzzle safe points
Stop: Alert given to the shooter to
stop all shooting and movement
Cover: Alert given to the shooter for
not using cover
Unload and Show Clear
Bolt Open: Command given to shooter to
lock bolt open on a long gun
Range is Safe
Aug 1, 2018