How many clays in double trap final




















The problem may be due to faulty ammo or a mechanical failure of the gun. If at any time a shot sounds light or different, stop immediately, unload, and check your barrel to make sure the wad has cleared and there are no obstructions. When the previous squad has finished shooting a station and its your squads turn to shoot, hand your scorecard to the referee.

When your turn comes up to shoot, be ready. Step up to the station. Then and only then do you load your shotgun. Point it safely toward the target firing area. When your gun is ready and you are in position, relax and call pull. When you shoot, the target will be considered a dead bird if any part of it is broken.

This results in wildly unpredictable flight paths. Five Helice traps are set in front of the shooter loaded with only one target. The shooter does not know which trap will be released, with the exception of the final target, as the traps are not reloaded until all five are shot. Only one shooter is on the layout at a time, shooting all five targets in a row.

Helice is sometimes called 'ZZ' due to the buzzing sound the targets make in flight. A different sequence of shooting from ESK is used. Targets must be shot gun down, meaning the gun stock is not mounted on the shooter's shoulder before shooting until the target is thrown.

The targets are thrown from the same high and low towers as ESK, but are much faster. There is also a random delay after the shooter calls 'Pull! As it's name indicates, this is one of the disciplines which forms part of the shooting programme at the Olympic Games. A trench in front of the shooting stands conceals 15 traps arranged with one group of three for each of the five shooting stands or pegs.

Shooters take turns to shoot at a target each, before moving in a clockwise direction to the next stand in the line. Targets for each shooter are thrown immediately upon the shooter's call and are selected by a shooting scheme that ensures all competitors receive exactly the same target selection.

Olympic Trap targets are much faster and with more varied angles and heights than DTL targets. Scoring is done of the basis of one point per target hit, regardless of whether this is achieved with the first or with the second barrel. This is shot like standard DTL, but with only one shot allowed per target. One hit equals one point. In the first round, shooters move from stand one to stand seven then in reverse back to stand two In the second round they shoot one to seven, then seven back to one.

This makes 50 targets total, with one point per hit. It is shot from five stands spaced a few feet apart in a line similar to trap disciplines, but with shooting cages like English Sporting. The shooting continues until every shooter has shot a round of 25 targets — 5 at each station. Another common type of trapshooting is Handicap. For that, a shooter stands anywhere between 17 and 27 yards away from the trap house compared to regular 16 yards. The distance usually depends on your scores — the better you shoot, the farther back you will be pushed.

And the third popular one is Doubles. Shooters stand on the 16 yard line and shoot at two clay targets launched at the same time. Shooters get to fire one shot for each target. A standard round of doubles consists of 25 pairs, or a total of 50 targets.

Remain at your station until the trapper or scorekeeper reads your score, then move to the next stand, keeping your gun open and unloaded. Trapshooters have a reputation for being somewhat standoffish toward newcomers. You will, however, need to control your empty shells. Shots at trap targets are long, around 35 or 40 yards. Be sure to bring 25 shells, plus a few extras. A hunting vest or a nail apron will work in a pinch.

Consistency rules in trap. Your routine before the shot, as well as where you hold the gun and where you look for the target, need to be the same every time at a given station. For example, most shooters will hold on or above the left corner of the trap house when they stand at station. Close your gun and mount it on the hold point. Then get your eyes up off the gun and look into the distance above the trap house.

Think a positive thought, and call for the bird. The whole sequence takes about three seconds. Never try to guess where the bird is going. Instead, see the bird first, read its angle, and then move the gun to it. Surprisingly, that makes the target seem to move slower—not faster—than if you try to aim down the barrel and chase the blur of the target out of the trap house. Shoot just before or as the target peaks. Trust your eyes and hands—and shoot.

With its shallow, going-away angles, trap resembles jump-shooting more than it does any other kind of waterfowling. If you stalk ducks in sloughs, this is the game for you.

Trap also teaches fundamentals, including one a lot of waterfowlers have trouble with: keeping your head on the gun.



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