Rio Bravo Run ‘N Gun ‘24 and Night Op CONOPS (Past Event)

The Rio Bravo Ranch is located approximately 7 miles east of Presidio Texas on River Road (FM 170). Elevation is around 2,610’ and is part of the Chihuahuan Desert. The ranch has lowland desert terrain with a large spring fed creek running through the middle of it. The creek terminates at the Rio Grande River, or Rio Bravo as its called in Mexico. Average temperatures range from 75-39 degrees in February and 83-46 degrees in March. Humidity is very low in the 20% range. The ranch is approximately 1200 acres and will offer a very challenging course.

Presidio, said to be established in 1683 A.D., is far from everywhere. It does have a grocery store, restaurants, and lodging though. The closest towns are Marfa and Lajitas at an hour away. Alpine, Fort Davis, and Terlingua are an hour and a half drive. Everywhere else is over two hours away. The least far away major airports are in El Paso and Midland, each about 4 hours away. If you don’t already live in the Big Bend, it is highly recommended to arrive the day before the match. Off site lodging options are at the bottom of the page.

Competition dates are March 1st for Range Officers and March 2nd for everyone else. Mandatory safety briefs will be given. Due to proximity to town, morning and afternoon briefs with scheduled run times will be given. Exact times are to be determined. Anyone who is late for their assigned safety brief or run time will be moved to the end of the run order.

Rio Bravo RNG Course of Fire – Texas Independence Day

Subject to change during setup and testing

Estimated Round Count: 20 Shotgun, 66+ Pistol, 69 Rifle

-        Shotgun targets are gray and unpainted.

-        Pistol targets are blue.

-        Rifle targets are white or black/grey with white backers.

-        “Soldiers” are any alien or silhouette target (steel or paper) and require two hits each. Round gong targets are only one hit each.

Classes:

Open - Everyone, 1st-5th

Top Youth - Under 17

High Senior - Over 55

High Lady - A woman

AAR” Anything but AR - Use anything other than an AR-15 or AR-10 (piston driven included). So an AK, Fal, Aug, Scar, Tavor, M1, M14, Galil, Jackal, bolt gun, or anything other than the standard AR!

 

S1: Battle of Gonzales – Shotgun 18 Hits – PAR 180 Seconds

From the Go position, load shotgun to capacity and make ready. On the beep, advance down the marked trail and engage 18 unpainted targets with one hit each from the positions they are visible from. Unload shotgun and show clear after the last target is hit. Use stage provided 12-gauge shotgun or your own (open division). Supply own ammo, birdshot only.

Bring your shotgun to your safety brief and it will be taken to stage 1 for you to use. No need to carry it from HQ to S1. You will have to carry your box of shells.

S2: Battle of Goliad – Pistol 10 Hits, Rifle 10 Hits, Shotgun 1-2 Hits – PAR 180 Seconds

From the GO position, on the beep, advance to the door and breach it using a provided 12-gauge shotgun to blast a 1x2” board blocking the door from opening. Dump shotgun in barrel then enter the Presidio through the breached door and engage 9 pistol targets. Safely and deliberately holster pistol. Load rifle and engage 5 rifle targets. Unload rifle and show clear after the last target is hit. Save a few birdshot to use for this stage.

 

S3: Battle of Concepcion – Rifle 18 Hits – PAR 180 Seconds

From the GO position, load rifle and make ready. On the beep, advance down the road, engaging targets as they become visible from any shooting position needed to make the hit. Unload rifle and show clear after the last target is hit.

 

S4: Grass Fight – Pistol 10 Hits, Rifle 15 Hits – PAR 240 Seconds

From the GO position, on the beep, advance to the ambush position and neutralize 5 targets with pistol. Safely and deliberately holster pistol. Load rifle and neutralize 5 targets on the opposite side of the canyon. After that, engage 5 more targets in bottom of canyon with rifle. Unload rifle and show clear after the last target is hit.

 

S5: Siege of Bexar – 6 Pistol Hits, 6 Rifle Hits – PAR 180 Seconds

From the GO position, on the beep, advance to four separate shooting positions engaging 3 targets from each position. The first two positions are pistol, and the second two positions are rifle. The pistol must be drawn once in position and holstered before leaving the position. The rifle will be loaded upon arrival to the third position and on safe between the third and fourth position. Unload rifle and show clear after the last target is hit.

 

S6: Battle of the Alamo – 10 Rifle Hits – PAR 180 Seconds

From the GO position, on the beep, advance to the Alamo silhouette. Load rifle at the silhouette. Using the numbered ports in the board in order. Engage the target that is assigned to the port with one hit. Unload rifle and show clear after the last target is hit.

 

S7: Battle of Refugio – 10 Rifle Hits, 14 Pistol Hits – PAR 180 Seconds

From the GO position, on the beep, advance to the first shooting position. Engage as many of the rifle targets as possible from three available positions, each one closer than the previous. If rifle targets prove difficult at positions one or two, neutralize pistol targets at that position then advance to the next position.  If all rifle targets are neutralized at positions one or two, then unload rifle. All pistol targets at each position must be neutralized whether rifle is done or not.

Rifle on safe and pistol safely and deliberately holstered between positions. Rifle targets must be attempted at each subsequent position if target neutralizations remain.

 

S8: Battle of Coleto – 26 Pistol Hits – PAR 180 Seconds

From the GO position, on the beep, advance down the road engaging pistol targets as they become visible. Pistols do not to be holstered between targets. When finished safely and deliberately holster pistol.

 

S9: Battle of San Jacinto – 10+ Pistol Hits – Par 180 Seconds

From the GO Position, on the beep, you have two options. OPTION 1: advance to position one and flip a pistol spinner and you’re done. OPTION 2: advance from GO past position one and engage 8 pistol targets along the route. OPTION 3: If you decide on option 1 and it’s not working out for you, go do option 2.

Night Op: “Davy’s Last Stand” Course of Fire

Stages TBD

All targets will be white with a small led designator, the stage dictates weapon.

Estimated Round Count: 10 Shotgun, 20 Pistol, 20 Rifle

The Night Op: Davy’s Last Stand will start at zero dark thirty after awards on March 2nd. The op will be a quick 1.5-mile course with 4 relatively simple, but dark, stages. Stages are TBD and round count is purely estimation. There will be zero tolerance for alcohol consumption before or during this event. This is standard for all events, but due to coinciding with beer-thirty, extra emphasis must be given.

S1: Shotgun 10 Hits

Shotgun loaded to capacity. On the beep, engage targets along the course.

S2: Rifle 12 Hits

Rifle loaded and ready, on the beep, advance down the course engaging targets as visible.

S3: Pistol 20 Hits

On the beep, advance down the course engaging targets as visible.

S4: Rifle 8 Hits

Rifle loaded and ready, on the beep, advance to the shooting position and engage targets at medium distance. Targets will be illuminated from land and temporarily by sky.

Important Safety and Match Rules:

-Firearm Safety Rules are paramount!

1. Always keep your firearm pointed in a safe direction.

2. Treat all firearms as if they were loaded.

3. Keep you trigger finger outside the trigger guard and off the trigger until you are ready to fire. If you weapon has a safety, use it.

4. Be certain of your target, your line of fire, and what lies in front of and beyond your target.

5. Don’t mix guns and alcohol.

-Presidio County first responders will be notified of the event and location in case of emergency. There will be a paramedic on site at all times. In case of an accident, cut radio traffic to only absolutely necessary traffic.

-Be hydrated. Proper hydration starts in the days prior to the race. Bring more water than you’ll need.

-Everyone is a safety officer. If you see something unsafe, yell ceasefire so others can hear it.

-Any range officer has the authority to declare a safety violation and disqualify a shooter. The match director has vetted all range officers and will trust their judgement.

-A floating 180 degree rule will be in effect. Range officers will remind you if you get close, but one warning is all you get. Breaking the 180 with your muzzle will be a match DQ. Most stages will have multiple designated shooting positions, if you go past it the RO’s will tell you to come back. Mind your muzzle discipline in doing so!

-Negligent discharges will be a match DQ and you will be asked to leave the ranch.

-If you flag an RO or other bystander with any gun, unloaded or not. That will be a match DQ and you will be asked to leave the ranch.

-Ultimately, this is a game. A fast time is not worth risking safety. Think about what you are going to do before you do it.

-Safety briefs and run order intervals may be set prior to competition based on start time. With town being close, its ok to leave to get something. Get here earlier than your time. If you’re late, you’ll go to the end of the run order.

-Steel core penetrating ammunition is prohibited. Possession during the course of fire will result in match disqualification. Bi-metal steel jacketed bullets are ok, I.E. Wolf, Tula, Etc.

-All personnel will restrict their movement within the marked designated course, staging areas, and roads to staging areas during competition. If a competitor cannot see course flagging while between stages, immediately return to last flagging observed. The course is long and skinny, do not run to any observed runners or distant flags. If the only footprints you see are yours and you do not see any flags, go back. There are no shortcuts. There may appear to be shortcuts by looking at the course map, but it is that way for a reason!

-While competitors are running, pistol may be loaded and holstered, rifles will be unloaded. Upon arriving at HQ and each stage, a clear rifle will be shown to the Range Officers. Rifles will be visually cleared when exiting a stage.

-Stages will likely require some sort of weapon transition. Diligence must be taken. There is no such thing as a speed holstering of a pistol. Slings are mandatory, as rifle will have to be managed by shooter during some stages. While unslinging, care must be taken not to flag anyone. Rifles must be slung in front with safety on during weapon transitions. No laying loaded rifles on the ground.

-Shooters must top off magazines and prepare gear before arriving at a stage or during wait time. Once competitor is up to shoot, no time will be given to prepare, including manipulation/loading of the pistol. If you do not wish to carry a loaded pistol, loading will be on the clock.

-If the shooter arrives at a stage and there is someone shooting, after a clear rifle is shown, the shooter may start their wait time. Wait time may or may not be kept track of by the RO, it behooves the shooter to keep their own wait time as a primary or back up. Be honest.

-Livestock and wildlife: If anything wanders into the impact zone of a stage, call ceasefire. RO’s will stop the clock. Once clear, shooting may start from the point the shooter left off.

-This is Texas, there are rattlesnakes. If you see one on the trail, there are plenty of rocks. Save your ammo.

-During the stage, all targets must be hit in accordance with stage/match requirements.

Other Administrative Information:

-Parking is only allowed on the airstrip for anyone other than event staff. Event staff may park closer to the HQ but space is limited.

-Tent or RV camping is only allowed on the airstrip. There are no RV hookups and brown water must be hauled off. Be considerate with generators. You must leave by noon on Sunday.

-Portable toilets will be available at the airstrip and HQ. Unless you are on the course, use them.

-Trash cans will be available, police your trash as you go.

-The back porch of the house is HQ. Inside the house is restricted to authorized event staff only.

-Campfires are allowed on airstrip but only in metal pits. No ground fires. Ashes may be disposed in a designated area as long a free from metal debris.

-Cigarette butts must be properly disposed of once fully extinguished.

-Dogs are discouraged, but allowed. Owner is responsible for leashing, crating, messes, and damages.

Scoring:

-Pistol targets will be blue and may be engaged with pistol only. No pistol caliber carbines this time.

-Rifle targets will be white or black/grey with high visibility backer. They may be engaged with rifle only.

-Failure to hit all targets in under the PAR time will result in a DNF. DNF Pity Points will be used where failure to neutralize (FTN) penalties will be tracked.

-The fastest time on the stage or run will be 100 points. To determine score on slower finishing times the fastest time will be divided by the time in question, the result multiplied by 100 will give the score. A time, under par, twice as slow as the fastest is worth 50 points. A time, under par, four times as slow as the fastest is worth 25 points. Everyone who finishes in under PAR gets a score relative to the fastest shooter.

Example: Top time is 68.15 seconds and worth 100 points. Time in question is 134.58 seconds.

68.15/134.58=0.5064

0.5064x100=50.64 points

The slowest stage time is 179.87

68.15/179.87=0.3789

0.3789x100=37.89 points

A “DTF” (Down To Finish) Bonus will be applied to all finishing stage times and run scores. To objectively weigh shooting stages and the run based on the difficulty experienced by the competition, the DNF rate will be used as a points multiplier for those who finished. Stages that are more difficult deserve to be valued higher than easier stages. If the run was really hard, the score should reflect it. All finishing stage and run scores will be multiplied by 1.XX, “XX” being the DNF percentage for the specific stage or run.

Example: The stage DNF rate was 19%. A DTF bonus of 1.19 will be applied to each time.

68.15 seconds = 100 points x 1.19 = 119 points

134.58 seconds = 50.64 points x 1.19 = 60.26 points

179.87 seconds = 37.64 points x 1.19 = 44.79 points

“DPP” or DNF Pity Points scoring will be applied to all DNF’s. Anyone who DNF’s a stage will have their FTN’s (Failure to Neutralize) counted. The shooter will receive a percentage, based on hit %, of the slowest finisher’s points, pre DTF Bonus. Skipping a target and not re-engaging, automatically jumps your time to PAR plus penalties regardless of “finishing” under PAR.

Example: A shooter DNF’s and had 2 FTN’s on a 10 hit stage, or an 80% hit rate.

The slowest clean shooting shooter received 37.64 points, pre DNF Bonus.

37.64 x 0.8 = 30.11 points. All shooters who hit 80% on that stage would get the same score.

The FTN value is variable and objectively based on stage difficulty and number of hits. Finishing shooters still receive the DTF bonus to separate them from the DNF/DPP’s.

-Run time (notated in military time) is calculated by finish time minus the start time. Recorded stage wait times are deducted from the overall time.

-Wait time is only accrued when an individual arrives at the stage and has to wait for other shooters to finish. Wait time will only start after a clear rifle is shown to an RO. Individuals shall show a zero balance timer to the RO and then start their time. Once an RO asks for your wait time, it is your turn to step up, and your wait time has ceased. You are now on your run time. Any lollygagging after wait time is recorded, not only slows a stage/match down but also affects your score.

-A heat modifier may be built into run time. If temperatures are even and mild, the heat modifier will be scrapped. A run at 62 degrees average is easier than 96 degrees average. The average is found by adding the run start temp and end temp then dividing by two. A four second per mile time deduction will be made for every degree average over the lowest start/end temp recorded for Friday (RO’s) and Saturday.

*While subjectively based on research, this formula has been used at the last two matches successfully and is based on information found here:

https://www.outsideonline.com/health/running/racing/race-strategy/how-much-does-heat-slow-your-race-pace/

The formula hasn’t turned zeros into heroes, but helps decipher points between similar times at different temperatures.

Example: The fastest wait adjusted run time is 1h:33m with an average temp of 59 degrees. The slowest wait adjusted time was 4h:15m with an average temp of 84 degrees. The course was 5.5 miles long, lowest start temp was 55 degrees, and 3% of competitors did not finish.

Heat mod for 1h:33m @ 59 deg avg:

59(avg)-55(low)=4 4(deg)x5.5(miles)x4(sec) = 88 seconds or 1m:28s

Heat adjusted time = 1h:31m:32s or 5494 seconds

Score: 100 points 3% DTF bonus = 103 points

Heat mod for 4h:15m @ 84 deg avg:

84(avg)-55(low)=29 29(deg)x5.5(miles)x4(sec) = 638 seconds or 10m:38s

Heat adjusted time = 4h:4m:22s or 14662 seconds

Score: 5494/14662 = 0.3747 0.3747x100 = 37.47 points

3% DTF Bonus = 38.59 points

A run DNF is zero points.

-Final match score is determined by averaging shooting stage scores, making the shooting averages whole, and adding the run score. Averaging the stage scores generally waters down the shooting weight, a flaw I recently realized, especially when the DNF rate is high. To fix this, the percentage that the highest score shooter is below the maximum score possible must be multiplied times all the shooting scores. This way, shooting weight actual is what it says. Running is always 100 points, pre DNF Bonus, because there's nothing to average it with.

-With PAR times, DNFs, and DTF Bonuses we can scrap subjective weighting of the shooting versus run and let the competitors and competition drive the scoring. Scoring will start out as 50% shooting/50% running, but shifts weight to the side that is more difficult for the competition. Shooting a fast time without failing is hard, finishing the running course when walking is not so hard. How much harder was it? Failure rates tell the tale.

-It’s OK to fail under most non-life-threatening situations. Failure can serve for quick and hard lessons learned, but it has to be consequential. Multiple minuscule failures eventually become overlooked and lead to complacency. Mystery Operations stages are designed to challenge everyone, keep the skilled entertained, and be completable by the competent. The difficult part is designing and testing a stage that hits the mark for a realistic PAR time for the skilled and competent. The DTF Bonus accurately rewards those who finish while, punishing those who don’t. That said, we do our best to set competitors up for success. It’s not the Match Directors job to separate the competition. The competition does that fine without him.

Here’s some examples of scoring for an average shooter/fast runner vs an average runner/fast shooter at an 8 stage/5.5 mile match:

Avg Shooter/Fast Runner: 8 shooting scores summed/8 x % top shot below max score + run score = Match Score.

Total possible shoot points = 868 points. Top shooter shot 843 points. 843/868 = 97.12. 100-97.12 = 2.88% modifier for full shoot weight. All shoot scores are taken times 1.03

(55+67+73+92+88+79+51+69)/8 = 71.75 x 1.03 = 73.90 shoot score + 99.45 run score

Overall Match Score = 173.35

Avg Runner/Fast (Top) Shooter: same formula as above

(92+105+89+99+113+133+95+117)/8 = 105.38 x 1.03 = 108.54 shoot score + 67.87 run score

Overall Match Score = 176.41

Of course, this is an example of sample math and not in relation to a complete factual data set. It does however, show that while shooting is weighted more than running due to relative difficulty, running is still very valuable.

In the example, shooting ended up being 52% of the overall score and running was 48%.

Simple right?

Equipment:

-Positive Mental Attitude

-Rifle and ammo, up to 30-06. No armor piercing. Rifle caliber pistols or whatever they are called politically these days are considered rifles by match standards.

-Pistol and ammo, in pistol caliber. Magnum pistol calibers are discouraged but if you run one you’re a beast.

-Again, no full-auto.

-Rimfire is technically allowed, and if you’re a young kid just starting it’s cool. If you’re an experienced adult trying to save money or game, it’s lame.

-Eye and ear protection.

-Water and properly hydrated to start with.

-Load bearing vest/pack capable of carrying all ammo, water and equipment.

-A safe holster for your pistol. It must be able to retain your pistol moving over uneven terrain in awkward body positions and block the trigger from being pulled from inside the holster.

-A sling for your rifle. Cleared at every stage and muzzle discipline must be maintained during weapons transitions. Practice this!

-Stages may require multiple weapons transitions. Practice this, a lot. The event is not the place to learn how to not to shoot an extra hole in something that shouldn’t have one.

-Terrain is rough and steep. Dress appropriately.

-Stopwatch, on phone is fine.

-A Tourniquet and medical gear is highly recommended, but not mandatory.

-Pogey bait (Snacks)

Lodging:

La Posada de Agave (6 private rooms with one common living/dining room) in Presidio. This is the link to 2 of the rooms. 

La Posada de Agave (Rooms 1 & 2) - Houses for Rent in Presidio, Texas, United States - Airbnb

 

Rooms at the Three Palms Inn in Presidio are $79/night - clean, simple functional rooms right next to The Oasis Restaurant (delicious authentic Mexican fare). Suites range from $140-$170 and are newer, larger rooms at the property. 

Three Palms Inn - Motels and Hotels in Presidio, near Big Bend, Lajitas, and Ojinaga, Mexico

 

Los Alamos Ranch Guesthouse is about 18 miles from Rio Bravo Ranch (about a 30-45 minute drive down Casa Piedra Road) and can accommodate large groups. 

Los Alamos Ranch Guesthouse - Houses for Rent in Presidio County, Texas, United States - Airbnb

 

This home accommodates 6 people in the town of Presidio and gets great reviews on Airbnb.

Beautiful Adobe Santa Fe Style Home!! - Houses for Rent in Presidio, Texas, United States - Airbnb

 

This unique stay is run by Charlie Angell of Angell Expeditions and is located in Redford, TX about 20 minutes from Rio Bravo Ranch

St. Joseph Church downstairs unit 2 - Castles for Rent in Redford, Texas, United States - Airbnb


Previous
Previous

Bailout Biathlon Concept of Operations

Next
Next

JH23 CONOPS (Past Event)