2021-Fall Trap League Team Assignments
1: Dan’s Trapaholics (Jim Paulhamus)
2: Don’t Expect Anything (Travis Rockwood)
3: Organized Chaos (Fred Fees)
4: El Loco Ouches (John Ciccone)
5: Flight Intercept (Curt Anderson)
6: Clay Crushers (Bob Masek)
7: Str8 Shooters (Dave Honey)
8: Scatter Guns (Al Mullins)
9: Long Shots (Steve Schmitz)
10: Master Blasters (Leslie Ivanjack)
11: Shootin Tyme (William Ridenour)
12: Clayinators (Howard Finkel)
13: Scared Hitless (Curt Baisch)
14: Midnight Express (Tim Tynan)
15: Attitude Check (KC Hallie)
16: Dead Birds (John Youngblut)
(Revised August 2015)
GENERAL: In keeping with Club tradition and by-law adherence to Good Sportsmanship is expected of both member and non-member participants. Non-adherence by an individual is grounds for exclusion or removal by League Management.
This is a 90% handicap league where 50 targets are shot each week on Wednesday night, using regular trap target sequence. There will be two or three leagues per year, and the length of each league will depend on the participation and the time available. Every effort will be made to ensure that the leagues are balanced with each team competing against each other team. The shooting dates, and any non-shooting weeks if applicable, will be published in the Schedule.
FEES & AWARDS: League fees will be published on the Schedule in advance of shooting and will be in accordance with Club policy. An award fee (approximately $XX.00 per league) will be charged in addition to normal target fees. Team Captains shall collect team fees, place them all in an envelope, and submit to League Management. Only team payments in full will be accepted. If a team’s payment is not received by the start of the League, the team will not be permitted to shoot (will forfeit). The remainder of the team has the option of providing the delinquent fees in order to submit its payment, or dropping the delinquent shooter(s) (effectively reducing the size of the team to where the team is ‘paid in full’), and finding a new, replacement shooter(s).
The number of Team and Individual Awards, along with the number of rounds to be included the initial portion of the Most Improved Award, will be published with the Schedule. All winners of awards whether a team award or personal award must be present.
One individual shooter is only eligibile to win one team award and one personal award and must shoot 80 percent of the league nights.
GUNS: The Club Range Rules apply regarding appropriate guns and ammunition. Within those Rules, any gauge gun may be used during a league. If desired, a shooter may change to a smaller bore gun during the course of a league.
TEAMS: A team consists of five members on its roster, and at least one must be a Club member. The Team is responsible for selecting its members and Captain. When shooting, the maximum squad size is five. If Banked Scores (see below) will be used for 1 or 2 members, then non-scoring Pacer(s) are permitted on the squad. Pacers are required to pay for their rounds shot.
FORFEIT: Three roster members, two of whom may be represented by Banked Scores (see below), must be used/included on the squad to avoid forfeiting a round. Atleast 2 rostered members must be present at all times. (Exception: On the first night of the league, three members must be present to avoid forfeit since no Banked Scores are available (see below).) In the event of a forfeit, neither the scores of the forfeiting team nor its opponent’s scores will be used in computing their averages and handicaps; however, their scores will contribute to end of league individual awards.
SUBSTITUTES: Substitutes may be used to fill in for any absent Member; however, a Sub may only shoot for one team per week. If a team has less than five paid up roster Members, any Sub shooting in an unpaid spot must pay for his rounds. Occasionally, a “Pacer” (not a team Member or a scoring Sub) may shoot with a squad; as such, they must pay for their rounds and be declared on the score sheet in advance. Team Captains are responsible to ensure compliance regarding all Sub and Pacer declarations, and payments.
If a Sub is involved in a forfeit (on either team), his scores are recorded and will be used for his average and handicap. Subs, however, are not eligible for any end of league individual awards, and their scores are not banked.
BANKED SCORES: Every time a Roster Member shoots in the league, his two scores are banked (single scores are not banked). If he will be absent for a match, his first set of Banked Scores recorded may be used, at the discretion of the Team Captain, to fill in the score sheet. If absent again, his next available set of Banked Scores (if any) may be used, and so on. A set of Banked Scores can only be used once. Banked Scores cannot themselves be banked.
Each Team is allowed a number of Banked Scores to be used during the league. No more than two sets of Banked Scores may be used on any night. Approximately three sets of Banked Scores for every four nights of league competition will be allowed per league. The number will be published with the Schedule.
The intent to use Banked Scores must be declared on the score sheet in advance (BEFORE THE FIRST SHOT IS FIRED). Team Captains are responsible to ensure compliance.
Banked Scores, when used, are excluded from averages & handicaps, and do not contribute to end of league individual awards because they do not represent additional targets shot.
SCORING & MATCH POINTS: The team score for the round is the sum of the all five scores recorded from Members, Banks and Subs. If other than five scores are to be used for a team’s round total (league management’s discretion), it will be published with the Schedule.
One match point is awarded to the team winning the first round, one match point for the second round, and one match point for winning the aggregate of both rounds. If a round or the aggregate is tied, each team will be awarded .5 points for each tie. If the low score (normally the 4th and or 5th score) are to be used as tie breaker (league management’s discretion), it will be published with the Schedule. When needed, the 4th round scores are compared, and the team with the largest is awarded one match point. If still tied, the 5th scores are compared for the awarding of one point, and if still tied, each team is awarded .5 points each. For the aggregate tie breakers, each team’s 4th round scores are summed, as are 5th round scores, and the same procedure followed.
If a round is forfeited, the team score for the round is zero. If both teams forfeit, no match points are awarded. If one team forfeits both rounds and 1) the other is present for both rounds, it will be awarded three match points, or 2) it is present for only one round, it will be awarded two match points (one for the round and one for the aggregate).
AVERAGES & HANDICAPS: A shooter’s Weekly Average for the current week is his moving average on 25 targets from his previous eight scores (or the published number). An exception is the first week he competes, where his Weekly Average is based on what he shot that week. His handicap is 90% (or the published percentage) of the difference between 25 and his Weekly Average. Raw scores plus handicap are capped at 25.
Weekly Averages are normally based on eight scores (four shooting weeks). However, in short leagues, typically the, Weekly Averages may be based on fewer scores. The number of scores required for the Weekly Average will be published with the Schedule.
At league management’s discretion, the final Weekly Averages from the last league will be carried over to start the next league. When carried over, they are carried over for all returning shooters If Weekly Averages are to be carried over, it will be published with the Schedule.
Also at league management’s discretion, all scores not in (or tied with) the team’s five scores recorded each round will be excluded from the shooter’s Weekly Average once the shooter has acquired the required number of scores for his running average this league. If low scores are to be excluded from averages, it will be published with the Schedule.
REFEREES & SCORE SHEETS: Teams scheduled to shoot at 8:00 PM are to provide a referee for the other team shooting on the same field at 7:00 PM (and vice versa).
In leagues with an odd number of teams and the imaginary Team X, there will be no actual Team X on the field to provide a referee. One team each week will be required to provide a second referee to cover for Team X. Said team will be noted on the Schedule.
In the absence of a referee, the team may recruit a volunteer or referee for itself.
Team Captains shall completely fill out the score sheet for their team prior to shooting. REMEMBER, Team Captains must declare all Banked Scores, Subs, and Pacers on the score sheet BEFORE THE FIRST SHOT IS FIRED.
The 7:00 PM Team Captain is to get a clipboard and pencil, and the 8:00 PM Team Captain is to return same to the Pavilion, along with the completed score sheets.
TIME LIMITS & LATE SHOOTERS: In consideration of our neighbors, Club policy is there shall be no shooting after 9:00 PM. As such, 7:00 PM teams must vacate the field, including picking up hulls and filling trap houses, by 8:00
PM; and 8:00 PM teams must vacate the field by 9:00 PM. However, under conditions beyond shooter control (weather, breakdown, etc.), these times may be stretched a little, but under no circumstances may there be any shooting past 9:20 PM.
Shooters arriving late may join their squad in any manner that is convenient, and at the discretion of the referee; however, the 9:20 PM time limit must be observed.
LIGHTNING / BREAKDOWNS: When thunder storms are predicted, teams should endeavor to start early and shoot as quickly as possible in anticipation of delays.
All shooting will cease at the first sound of thunder, and there will be a ‘No Shooting Period’ (NSP) until 20 minutes after the last thunder. The following also applies (is adaptable) in the event of a Field Breakdown.
For the 1900 Flight:
If the total NSP is less than 30 minutes, it may be possible to complete both rounds.
If the total NSP is less than 60 minutes, it may be possible to complete the first round.
In consideration of the 2000 Flight, teams must strive to vacate the fields by 2020, and the mandatory vacate time is 2030.
For the 2000 Flight:
If started on time, use the same 30 & 60 minute criteria as the 1900 Flight above.
If started late, do not start the second round unless it can be finished by the vacate time.
The corresponding vacate times are 2120 (strive for) and 2130 (mandatory), respectively.
When shooting has been halted, all Team Captains are to assemble at the Marcum Pavilion to await the word to resume or cancel.
When the decision is made to resume, the Captains must get their teams shooting as quickly as possible in order to finish one or both rounds without impacting the specified vacate times.
If the decision is made to cancel the remainder of the 1900 Flight, it is still possible to for the 2000 Flight to complete one or both rounds.
When a Flight is cancelled, the Captains are to so notify their teams.
For those teams that are not able to complete one or both rounds, the team(s) will be given the option of completing their round(s) prior to the next league night (self-ref, or find a volunteer) or using Proxy Scores for any incomplete round(s). The Captain(s) are to notify League Management of their decision to shoot or to use Proxy Scores. If the decision is to shoot, the Captain(s) are to promptly inform League Management of the scores and ensure the score sheet(s) are dated and turned in with the following week’s score sheets.
CANCELLATIONS: When shooting does not occur (weather or other circumstances), it is best to extend the league. If it cannot be extended and Byes are not employed, the league shooting for that week may be cancelled, or as an alternative, Proxy Scores may be used to determine the outcome of the matches. If the league has Byes, then Proxy Scores must be used to be fair.
PROXY SCORES: Proxy Scores are the re-use of scores recorded one week for scores that could not be obtained another week. Proxy Scores may be used for one, some or all teams; and may be used for the second round or both rounds.
Proxy Scores, when used, will replace any partial rounds recorded.
For teams that completed one round, only those shooters that shot the first round are eligible for Proxy Scores the second round.
When used, Proxy Scores will come from the week following the week needing the proxies. If the league has Byes, there will be one or more teams with no scores the following week; in which case, the scores for those teams will come from the prior week. In the event there are no scores for a team the prior week, then the scores will come from two weeks prior. An exception can occur during the first two weeks of a league where it may be necessary to use scores from two weeks following the week needing the proxies.
RESOLUTION OF TIES: In the event of a tie for Team Places at the end of the league, the winner will be determined by the results of head-to-head competition between the teams during regular league competition. If the head-to-head match was tied, or if the teams did not compete against each other, the Place awards for the tied teams will be combined and then split between the teams. Ties for Most Straights, 24s, etc., Lady Champion, Most Caps and Most Improved will be resolved by the shooter’s high overall average. In the event high average is also tied, then split/duplicate awards may be given. When a shooter qualifies for more than one award, the higher will be awarded.
CLOSING DOWN FIELDS: The 2000 squads are responsible for closing down the skeet fields. Each squad closes down its field (with some responsibility for turning off the lights on adjacent fields) as follows:
Push the switch on the switch on the wall all the way down to throw the target and uncock the arm. Then turn OFF the trap machine. Be sure it is safe to throw the target – that is, nobody is in the path of the clay or throwing arm. Close the window.
Fill the machine. Leave the empty boxes in the house.
Coil up the pull cord and hang it on the hook in the Low House. Put call speakers in the Low House.
Turn off the light in the house.
Close the door (do not lock).
Police the field for hulls/trash.
When finished, turn off the field lights on your field if there is no squad still shooting on either adjacent field, and turn off the lights on the adjacent field(s) if no squad is still shooting on the next field over (which could be dark or lighted).
The last shooter on the grounds is responsible for ensuring all field lights are off before he leaves.
SPECIAL NOTICE REGARDING PRACTICE ROUNDS: In accordance with Club Range Rules (Access to Ranges Section), non-members can shoot only as guests of members unless they are participating in a Club sponsored event. The warm up for the league starts at 5:00 PM on league nights. Practice by non -members is permitted starting at that time. League shooters so practicing (both members and non-members) are requested to be especially mindful that all practice rounds are paid for in the clubhouse prior to leaving the grounds on league nights.
Please fill trap house after all practice rounds. Not filling the trap house after practice rounds for league members could result in a forfeit of that night and next offense could result in forfeit of the league for the individual.
WHAT IS TRAP?
Trap’s clay targets are thrown in an arc away from the shooter. A squad consists of five shooters who move through five stations or “posts” during a round of trap. The basic trap game is 16 Yard where all shooters are positioned 16 yards behind the front of the trap house. Firing five shots at each post, the trap that oscillates from side to side, provides a wide variety of targets. Other trap events are Handicap where the shooter is positioned farther from the trap house based on his ability; the maximum handicap yardage being 27 yards from the trap, house. Trap shooters also shoot doubles that are two targets released simultaneously.
The Wednesday evening Trap League is a great way to learn the game.
All trap shoots take place on the Shotgun Fields.
It is important to observe the hard and fast rule that shooters and spectators must wear both eye and hearing protection at all times on all ranges.
Events are all listed on the club calendar that can be found at: http://fxrgc.org/calendar/maincal.cfm
The governing body of trapshooting is the Amateur Trapshooting Association, and rules and other pertinent information can be found on their website: www.shootata.org
Advanced registration is often not necessary, check match bulletin for details. Rehistration/squading begins at 8 a.m. and competition begins at 9 a.m.
Usual course of fire:100 16-yard targets, rotating to the next field following each 25-targets
100 handicap targets, rotating to the next field following each 25-targets
100 doubles, due to setup, often shot on one or two fields
Firearms:A 12-gauge shotgun is the norm, although for reasons of recoil, some will shoot the 20 gauge.
Chokes: Light Modified or Modified for 16 yard
Modified through Extra Full for handicap depending on yardage
Light modified and full for doubles
Ammunition:100 rounds per event, No. 7 ½ or 8, plus a few extras for potential gun malfunctions, broken targets, etc.
Equipment: A pouch or vest to hold shells
Match fees:Vary with the event, check match program, or price list in the club house for practice rounds.