Enhanced TAPSS is a more advanced form of the original
or "basic" TAPSS rules system. The original TAPSS
rules set was designed specifically to help train Airsoft
players in skirmish use of Pistols. Targets were limited to
silhouette style paper targets, and course designs were focused
on real world, room or bunker clearing layouts.
Enhanced TAPSS will keep this format for the most part, but
will ALSO include bbIPSC style individual popper targets and
popper rails. By integrating these metal knock over style
targets, courses can be more dynamic, employing many different
targets in a small space to stimulate one's ability to acquire
and eliminate multiple targets faster and with more dexterity.
The Popper targets will be used in conjunction with the original
silhouette ring targets to keep emphasis on precision shooting
key.
A modified version of Vickers count will still be used. High
shot counts will still be penalized (to encourage fire control)
and at least one magazine change will be required on every
Enhanced TAPSS course.
Other than these differences, the Enhanced TAPSS rules are
not all that different. So if you already know TAPSS, Enhanced
TAPSS won't be hard to learn, it will just take more training
and diligence to master.
Oh yeah, for you AEG addicts, there WILL be an AEG class
(Semi Auto Only) for use in outdoor ranges or indoor ranges
where space allows. But really, it's more fun with GBBs.
Example Event
Videos:
There are currently no demo videos for Enhanced TAPSS
events. Until one is created please refer to the demo video
for Basic TAPPS:
New to Practical
Shooting ? CLICK HERE to see the stuff you need
to know as a PARTICIPANT of an Enhanced TAPSS event. Everything
else below is written to aid event hosts and promotors.
Required
Equipment:
There are a few pieces of required equipment for both the
competitors and the event venue/organizer. These required
items are listed below
Organizer provided
equipement:
A Safe Venue: With enough room for both the course
and a staging area.
At least 3 target traps/target holders: If the event
is held indoors, target traps must be capable of stopping
at least a 1.5 joule bb, with a minimum of ricochet. If held
outdoors, upright target holders may be used, made with PVC
conduit or similar construction. Click
Here for one option for indoor target traps.
At least 5 poppers: Poppers are long metal plates,
usually made from aluminum, mounted to a wooden base by a
hinge. Here is a simple popper design you can use for your
courses:
1/2 or 1/3 scale silouhette type paper targets: (small
scale is used to compensate for the ease of recoil recovery
compared to real steel pistols) If you want to save money,
your can print your own newly created TAPSS
Official Target at Kinkos or other printer. The average
price to print this 11X17 target at Kinkos is about 15-18
cents a page. If you can find a place to print at 12X18 that
would be better, but more expensive. The target tells the
maxiumum range to target recommended by print size. (You can
print at different sizes if you select "Scale to fit
media" when printing)
All available TAPSS targets:
(Click on Thumbnail to see full size)
TAPSS Basic (Self explanitory) TAPSS Cover Object Right
Target behind cover to the right, any hits on the cover object
are non scoring and count as a "miss" TAPSS Cover Object Left
Target behind cover to the left, any hits on the cover object
are non scoring and count as a "miss" TAPSS Hostage Target with hostage,
3 second course penalty for every hit to hostage, but they
do NOT count as a miss in addition.
ALTERNATIVELY you can find a similar target at gun stores
or online shooting sports retailers. In the past I have used
targets at Pistoleer.com.
The specific target that has been used for Airsoft Specialists
hosted events is target B24 (RC) and has a cost of
about 28 cents per target when shipping is factored in.
A safe magazine drop box: A safe magazine drop box
is a box with a padded bottom that can be used to drop magazines
into when speed reloading, to prevent damage to the shooter's
magazine. The best design consists simply of a tall strong
cardboard box, one with demensions at least 2 foot square
and 30 inches tall, with the top flaps cut off or taped down.
With one soft bed pillow arranged in the bottm.
A Safe Shoot Box: A box designed for safe pistol cycle
testing. One which has a small hole in its front to put the
pistol barrel through, with a backing designed to safely stop
a close range bb without ricochet. A modified version ot the
bb traps shown above will do.
Timing Device: Unlike Basic TAPSS, because of the
nature of the courses, it would be best to use either a shot
counter or a timer with a stop plate. These kind of devices
can be found for about 100-150 dollars. If you are going
to be allowing AEGs, a "shot counter" will not work,
so you will NEED a stop plate timer. TASCO Japan has an airsoft
stop plate timer that can be found at DEN trinity shop (and
no where else). Mad bull has a popper type stop plate that
you can get in several locations online.
Vickers count scoring sheets or computer scoring spreadsheet.
I recommend the scoring spreadsheets that you can find for
download below in AppleWorks and Excel format.
Competitor
required equipment.
Gas pistol with 2 magazines OR an close quarters styled
AEG: (See below for gun classes)
A holster or combat sling: Any style holster can be
used for Unlimited Pistol class, for Stock Pistol class it
must be a combat style or service style holster. In the AEG
class the shooter must have a combat sling or weapon retention
system.
A magazine pouch: All spare magazines MUST be carried
in a magazine pouch. The only exception is when a shooter
is performing a reload with retention, the shooter can place
the SPENT magazine in his or her pocket.
Eye Protection: consisting of impact rated safety
or shooting glasses with peripheral protection (wrap around).
Full seal goggles are not required but feel free to wear them
if you wish.
BBs and Gas, or batteries
Shoes or boots: with good tread remaining. (We don't
want you slipping on any loose bbs at indoor events)
Dress Code: Airsoft Specialists hosted events have
a dress code consisting of several choices:
1.) Combat Casual: A BDU pant with matching solid color
Tshirt or Team Tshirt tucked into pants. 2.) Dress Casual: Slacks or Khakis with a Solid Color
Tshirt or Polo, OR team Tshirt or Polo. 3.) Bussiness Casual: Slacks with Button Down shirt
or Polo, optional Concealment Garment (sport coat or similar)
ATTENTION: Other TAPSS event hosts may be lenient
with this dress code, but if I am hosting, the dress code
will be firmly enforced.
Setting
up a course:
Silhouette Targets: A course must have at least 3
silhouette targets from at least 2 shooting stations. Optimal
courses would have 5 silhouette targets from least 3 shooting
stations. Larger courses are of course possible as long as
you follow the rules listed below.
1.) Range to targets should be no less than 10 feet and no
more than 40 feet.
2.) There must be at least one shooting station that requires
shooting from behind cover (Anything can be used to designate
a cover object, but solid cover objects such as furniture,
barrels or even cubicle/real walls are preferred.
3.) There must be at least one "move and shoot"
shooting station.
4.) No shooting corridor should have a LOF within 30 degrees
of the scoring and/or spectating area.
5.) All LOF must be directed away from the scoring and/or
spectating area.
Popper Targets: A course must have at LEAST 3 popper
targets with at least one popper shooting station. The ideal
number of poppers is 5 from at least 2 shooting stations.
Popper shooting stations can be shared with silhoutte shooting
stations. The poppers can be individual or railed (multiple
poppers on a single wood base).
1.) Range to target should be no less than 10 feet and no
more than 20 feet.
2.) Poppers can have stationary or moving shooting stations,
but it does not matter which you use.
3.) No shooting corridor should have a LOF within 30 degrees
of the scoring and/or spectating area.
4.) All LOF must be directed away from the scoring and/or
spectating area.
Calculating optimal shot count: All courses must have
a stated "optimal shot count". This number will
be the maximum number of shots a shooter can fire without
incurring a fire control penalty (FCP). You can caluculate
this number by multiplying the number of silhouette targets
by 3, and the number of popper targets by 3. So if you have
5 silhoutte targets and 5 poppers, the optimal shot count
will be 30. (5sX3)+(5pX3)=30. If you find that ALL of your
shooters are coming in under this shot count, you can up the
stakes by multiplying the number of POPPER targets by 2 instead
of 3.
Reload Stations: The location of the reload stations
should be chosen based on the optimal number of shots taken
at the designated part of a course. IE.... when at a point
in the course, 15 shots should have been fired, that point
should have a mag drop box. After the next 15 shot portion
of the course, you should place another mag drop box, etc.
Optional design considerations:
1.) Dual target/LOF shooting station: A station where you
must fire on 2 separate targets before proceeding. At different
ranges or shooting angles.
2.) Targets arranged at varying heights
3.) When possible, arrange targets and LOF in a real world
layout.
4.) Have one shooting station which requires kneeling to
fire.
5.) Target Enhancements: Using blank paper to signify targets
behing partial cover or targets behind hostages. If using
the Hostage target enhancement, make cut blank paper to a
silouhette shape. Any shots that hit a hostage enhancement
are a 3 second penalty. Be sure , when calculating maximum
course score, that you account for any point ring blockages
on enhanced targets.
6.) Shooting stations with cover objects. Shooting from a
station with a cover object, you must have at least 50 percent
of your body behind the cover object while firing. Violations
of this rule will result in a 3 second penalty.
7.) Unusual start positions. Some courses may have the shooter
sitting down with his weapon sitting on the table. Often holding
a newspaper or a deck of cards (this is throwback from the
original old west style quickdraw competitions) Starting with
the shooters back to the first target is also an option.
Once you have a course designed, you must make a schematic
of the course, which shows the targets and shooting stations,
and outlines the proper lines of fire. List the ranges from
stations to targets. Also Provide a course outline telling
how a shooter should proceed through the course, including
any requirements such as kneeling, shooting from cover etc.
Here is an example of a course
schematic
Event
Staff:
There should be 4 event staff positions filled. At larger
events these positions should be filled by dedicated personnel.
At smaller events these positions can be traded off to allow
everyone a chance to compete.
Course Judge: This person starts the timer before
each run, makes sure that the shooter properly navigates the
course, counts the number of shots fired (if an automatic
shot counter is not available) and makes sure the shooter
removes his magazine at the end of his run and clears his
chamber.
Safety Judge: This person makes sure that all people
in the course area wears eye protection, shooters handle their
pistols safely, and that at no time are any rounds fired in
an unsafe manner or direction.
Target Judge: Before each round, the Target judge
puts up all silhouette targets and resets all poppers. After
each round the Target judge notes if any poppers were missed,
then takes down all silhoutte targets and marks them with:
The shooter's Time (given by the Course Judge)
Shot count (given by the Course Judge)
Course Penalties (given by the Course Judge)
Number of missed Poppers
Judges Initials
Scoring Judge: This person marks all hits to the scoring
areas of each shooters silhouette targets, adds up target
score, and calculates final round scores using the marked
time and penalties.
Timing
Methods:
Unlike Basic TAPSS, Enhanced TAPSS REQUIRES the use of either
an electronic timer with a stop plate OR a shot counting timer.
The recommended type of timer is the Electronic Timer with
stop plate. These timers are digital chronograph timers that
have a loud start tone when the timing judge starts the timer.
The timer stops when the shooter hits a "stop plate"
which signals the timer that the round is over.
Shot counting timers depend on the sound of the slide action
and muzzle report to count the shots and record the time.
This type of timer would therefore only work for GBB only
events. AEG shots and revolver shots are likely to not activate
the timer's circuits.
Currently I only know of two companies that make stop plate
timers that are calibrated for use with Airsoft guns. TASCO
Japan (Not to be confused to TASCO USA) and Mad Bull. The
TASCO Japan timer uses a round aluminum plate with an electronic
vibration sensor to sense when a bb hits it, this sensor then
sends a signal to the timer. The Mad Bull stop plate popper
uses a hinged popper with a switch that is activated when
the popper falls.
Which works better I cannot say. Either way, one of these
is needed for Enhanced TAPSS, either that or you can find
someone to make you a custom one, as many of the Hong Kong
bbIPSC houses do.
The TASCO Japan timer can only be found at one place, Den
Trinity Shop. I have been unable to find it in stock anywhere
else on the net and repeated attempts to communicate directly
with TASCO's Japanese sale offices have gone unanswered. To
find the timer at Den Trinity, use the product number TAS-TST01
in the DenTrinity search tool.
The Mad Bull Timer can be found in both in Hong Kong and
the US. The only place in the US I have found it in stock
is Evike
In Hong Kong I have found it at Redwolf
Weapon
Classes:
There are 4 weapon classes in Enhanced TAPSS.
Stock GBB Pistol - This class consists of GBB pistols
that are unmodified from the original manufacturer's design.
Any gas type can be used. Stock GBB Pistols may NOT have optics
installed. Only combat style or service style holsters can
be used in this class.
Unlimited GBB Pistol - This class consists of GBB
pistols that have been modified in any way beyond original
manufacturer's design. Optics are allowed. Any holster type
can be used. Any gas type can be used.
AEG and Gas SMG - AEG and Gas SMG users can only fire
in semi auto on the course. Any AEG and any Gas SMG can be
used, regardless of modifications or attachments. All AEGs
and Gas SMGs must have a sling or other retention device.
Standard or low cap magazines are recommended.
Revolvers - This class is for those airsofters that
are loyal to revolvers. This class will have its own course
set up outside of the primary course. Revolver users must
request a Revolver course at least two weeks ahead of time,
and must show that at least two shooters will be present to
shoot a revolver course. If a revolver course is requested
and and not enough revolver users show up to the event, that
revolver user will not be able to request a revolver course
again. I know that is extreme, but custom courses take extra
time and extra work.
Course Safety Rules:
1.) ALL persons in the course area, Competitors, Judges or
Spectators, MUST wear eye protection at all times.
2.) Only one competitor is to have thier pistol loaded and
on thier person in the course, during any practice or competition
round. Loaded refers to having a magazine in the magwell,
whether it has bbs or not, whether it has gas or not.
3.) No bb shall be loaded into the breech before starting
a shooting round. You must not rack your slide until you are
at the starting line of the course.
4.) Pistols must be in a "Safe Mode" while shooter
is standing ready to begin a round. This is any method by
which you can make your pistol so that the trigger cannot
be engaged until you are ready to shoot. Whether it is a thumb
safety, a hammer at half cock or whatever your pistol has.
Pistols that do not HAVE any method for doing this BY DESIGN
are exempt from this rule. (Example, KWA glocks which do not
have the patented trigger safety installed from the factory)
Pistols such as 1911s and 2011s that have functional palm
safeties, and pistols that have functional glock trigger safeties
are considered in Safe Mode by default when in the holster.
5.) All competitors NOT currently in a practice or competition
round must either have their pistol unloaded on the "secure
pistol" table, or unloaded and secured by safety clip
or strap in their holster. "Unloaded" meaning no
magazine in the magwell. This means that if you are not currently
taking a practice or competition run, ALL your available magazines
must be secured on the "secure gun" table. The only
exception to this is if the competitor NEEDS to test his weapon.
See below.
6.) Weapon testing and troubleshooting. It is STRONGLY suggested
that all competitors make sure their pistol is in proper working
order BEFORE coming to the event. If however, the shooter
has reason to believe their pistol is NOT in proper working
order after taking a practice or competition run. They can
use the "Safe Shoot Box" to test their pistol's
operation. ONLY ONE competitor is allowed to have a pistol
loaded for the purpose of troubleshooting at any given time.
7.) Unsafe gun handling or other unsafe behavior will result
in immediate disqualification.
8.) "Finger in trigger gaurd" The only time anyone
should have thier finger inside a trigger gaurd is when firing
the weapon, on the course, during thier specified round.
9.) No pistol shall be loaded until being readied for a round.
"Loaded" refers to having a magazine in the magwell,
regardless of whether or not it has bbs or gas in it...
10.) Any bb fired outside of the specified course corridor,
or in the "safe shoot box" be it accidentally or
intentionally, will result in immediate disqualification.
Event Sequence
Safety Briefing: First things first. At the start
of the event, either the event coordinator or the safety judge
will give a mandatory safety briefing. They should cover all
the points listed above and any other points mandated by the
venue owner.
Course Briefing: The course judge will explain the
course from start to finish. If a course map is available
the judge can use that as an aid, but the course judge should
also give a walk through, showing each shooting station, each
approach and each shot angle or required element to the course.
The course judge should also specify what parts of the course
are most likely to result in a course penalty if taken incorrectly
by a shooter.
Practice Rounds: IF time permits practice rounds for
ALL shooters, the event coordinator can propose a single practice
round. This practice round will allow all shooters to run
through the course, timed and scored just as if it were a
competition round. Scores from this practice round are
NOT used in the final winners tally, regardless of whether
or not a score in this practice round is better than any competition
round. This practice round will give the competitors experience
to mold and modify their tactics and techniques to improve
future competition runs. See the Pre through post round sequence
listed below.
Competition Rounds: The event coordinator should determine,
based on the number of participants in the event, how many
competition rounds they have time for, and whether or not
they will use a "Finals Round" See below for a description
of a "Finals Round". The event coordinator should
allow enough time for EVERY competitor to have at LEAST 2
competition rounds, either on the same stage, or on additional
stages. Final scores will be determined by averaging the scores
of all rounds.
Finals Rounds: If time permits, and ALL competitors
agree BEFORE the competition starts, you can hold a finals
round in which the top 5 competitors after the primary competiton
rounds will have finals round. Finalists will have thier spot
in the top five guaranteed, but they throw out their previous
average and shoot one more stage to determine thier place
in the top 5.
Pre through post round sequence: (Whether a Competition
or Practice round)
1.) The Safety Judge clears the course path of any loose
bbs or other obstructing materials. All targets for each shooter
must have the shooter's name written on them before their
run. The target judge puts up the shooter's targets and any
target enhancements, then resets all poppers.
2.) The current shooter gets into position at the start station,
racks his slide, places his weapon in a "Safe Mode"
(See safety rules above) then holsters his weapon. Any holster
retaining strips or clasps can remain open if possible. The
shooter states he is ready loud enough for all judges to hear.
3.) The Course Judge asks "Shooter Ready?", the
shooter verfies by saying " ready". The Timing judge
then starts the timing device and says "Begin" loudy
and clearly unless the timing device used has an audible start
tone.
4.) On "Begin" the shooter begins his/her run,
following the course as described by the course outline and
event coordinator. The course judge follows the shooter through
the course close enough behind to count shots and see any
course penalties.
5.) After the last shot is fired and the timer is stopped,
the course judge says "mag out" and the shooter
removes his magazine and places it in a pocket or drop bag.
The course judge then says "weapon clear" and the
shooter must clear their breech and show the course judge
it is clear. (Barrel rods should be provided)
6.) The Shooter secures his pistol at the gear table.
7.) The Target Judge marks the targets with the shooters
course time, any penalties incurred, number of missed poppers
and his own initials.
8.) The scoring judge counts up the total target score of
all the shooter's targets, then using that score, calculates
the final score, either manually or by use of a scoring spreadsheet.
(See Scoring rules below)
Stage Scoring:
We will be using a modified "Limited Vickers Count"
Scoring.
The score is based off of the RAW time it takes to complete
the course, and any penalties incurred. Possible penalties
are:
Points down: Each course has a maximum possible point score.
For every point UNDER that maximum score, you add .5 seconds
to the shooters time.
Extra hits on Silhouttes: For each hit to a silhouette target
beyond 3, you receive a 5 second penalty. When scoring targets
with multiple hits the highest scoring hits are not counted
for each extra hit)
Missed Popper Targets: For every popper target that is not
knocked over by a shot the shooter recieves a 3 second penalty.
Fire Control Penaties: For every shot over the Optimal Shot
Count, the shooter recieves a 3 second penalty.
Course Penalties: For each course penalty, 3 seconds will
be added to your time. Possible course penalties are: Firing
out of position, not being appropriately covered when firing
from cover objets, hitting a hostage target enhancement (other
course penalties may be added at a later date)
Automatic Scoring Spreadsheets: The following files
are spreadsheets, one in Microsoft Excel format, the other
in Macintosh Appleworks format. These spreadsheets are set
up with formulas so that all you have to do is enter the participants
time, total target score, and penalties incurred, and it will
automatically calculate the final score.
Easy way to score Enhanced TAPSS Vickers Count manually:
1. Write down the raw time from the timer.
2. Count the points down and multiply by .5 (point five)
3. Count the number of extra hits to silhouette targets and
mulitply by 5 (five)
4. Count the number of course penalties, missed poppers and
the number of shots over the optimal shot count, add them
all together and multiply by 3 (three)
5. Add the raw time, the converted points down, and all the
calculated penalties.
6. The sum is your final score.
Event Point Tally:
For each stage in a given event, each shooter's position
within that stage is worth a certain number of points towards
their ranking for that day and the season/year.
Stage scores are placed in an ascending order (lowest to
highest) with the lowest scoring competitor being first. Each
position in the order is worth a specific number of points.
Then when you have more than one stage, you add up the associated
scores achieved by a person in each stage to determine their
ranking.
This also allows us to keep a running tally of points towards
a season championship. This way, no matter how bad you do,
as long as you finish the stage, you always get points added
to your tally. We could also give bonus championship points
to people that say... get the best overall adjusted score
(time+points down+penalty) for each event.