Close Quarters Marksmanship (CQM) Level 1.ppt
Transcript of Close Quarters Marksmanship (CQM) Level 1.ppt
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CQMOverview
Close
Quarters
Marksmanship
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CQM - Overview
This Brief is an INTRODUCTION to CQM
Only Skills Which Require Visual Aids
Will be Explained in Detail During This
Brief.
Detailed Information On CQM 1&2 Skills
will be Covered by Your Primary InstructorOn the Ranges.
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Close Quarters Marksmanship
aka: Combat Weaponcraft An Essential Part of Advanced Urban
Combat Skills
Equips the Soldier to Survive a Close Range
Lethal Encounter
An Advanced Marksmanship SkillIt is
NOT easier than long range marksmanship
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CQM
BRM prepares you for a close range
fight like learning how to throw afootball prepares you to quarterback
the Super Bowlyou need more
than the basics!
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The Battlefield Of Today
This is not your Daddys Battlefield
The enemy
looks for soft targets The enemy engages at HIS convenience
The enemy strikes quickly and unexpectedly!
Todays Actions are either individual or a series of
individual fast and dirty fightsyou must respond
instantly
with OVERWHELMING FORCE!
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References FM 31-28* (SFAUC)
FM 3-06.11 Combined Arms in Urban Combat(approximately same material as 31-28)
All of the material contained in the above, exceptfor breaching, originates directly or indirectlyfrom the Modern Technique of Weaponcraft
pioneered at the American Pistol Institute(Gunsite) or one of its offspring.
* FM 31-28 Distribution is Restricted to the S.F.Community, need to know basis only.
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CQM - Elements
Weapon Skills
Handling, Knowledge, Maintenance
Combat Marksmanship Fundamentals Advanced Marksmanship Techniques
Simple Tactics
Combat Mindset
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Its The Code of The West: Do Unto Others
BEFORE They Do Unto You.Waterhole #3
Weapons Operation Must become REFLEXIVE andautomatic. There are too many distractions when someoneis doing his best to kill you!
The Key is to simplify each operation and then practice ituntil you can do it in the when you are confused, weary andin the dark.
Critical Element:
Weapon Handling
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Weapon HandlingA Critical
and Difficult Skill to Develop Death or Injury are more often the result of
Weapons Handling Failures than Poor
Marksmanship! Only PERFECT Practice makes PERFECT!
You will do under pressure what you have
practiced. If you practice nothing you do
nothing.in time to get the job done.
Practicing the wrong technique works too.
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Whats The Point?
EVERYTHING you do repeatedly on the
range becomes a habit whether it is a good
one or not:
If you Practice getting killed.you get really
good at getting killed!
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Case in PointNewhall, CA
1970 4 CHP Officers Seek 2 known felons
unfortunately they found them!
Aftermath: 4 CHP officers dead, 1 felon wounded(survived).
At least one officer was killed while reloading hisrevolver. That officer had spent revolver brass in
his right front pocket!!!!! TRAIN AS YOU WANT TO FIGHT BECAUSE
YOU WILL FIGHT AS YOU TRAIN!!!!!
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Repetition is the Mother of Skill
Practice does NOT make Perfect PERFECTPractice makes Perfect!
Take Care what you practice on the range or inDry Fireit will become a habit.
Some techniques look fine in the movies and incompetition but have no place in a serious training
program. It takes 1000-2500 Reps to Learn a Skill
It takes 10,000-25000 PERFECT Reps to becomeReflexive!!!!
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Bad Weapon Handling
Are you guilty? Picking up a magazine in your Firing Hand!
Operating the M16/M4 Charging Handle with
your Firing Hand! Releasing a Magazine from the weapon before a
new one is in hand AND ORIENTED toward theweapon!
Failure to move AND Communicate during anEmergency Reload or Malfunction!
Flagrant Safety Violations! Shooting yourbuddies is NOT the way to start a fight!
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Weapons Handling Skills to
DevelopPresentationsGetting the Weapon into
Action Quickly and Effectively.
Ammo ManagementKeeping the WeaponRunning in a Fight.
ClearancesGetting Back in the Fight!
Safety & Carry TechniquesHandlingYour Weapon Safely and Efficiently in theHot Zone.
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Ready, Scan, Safety and Carry
Positions Ready means READY not Rest
The SCAN position is used for rapid response to
Additional threats and to BREAK UP TUNNELVISION.
Safety Positions are used to operate in a crowd offriendlies allow for operation in a 360 Degree
World. Carry Positions are used in a non-threat
environment.
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Weapons Handling Preparation
Store Vital Equipment (Spare MagazinesBackup Weapons) where you can get to themREFLEXIVELY and do not have to re-orient themfor instant use!
Practice With Equipment EXACTLY as you carryit in combatnothing less realistic will save yourlife!
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Weapons Covered
M16/M4 Family (Translates to Most
Rifles/Carbines).
M249 SAW/M240/M60
M9 (this is a unique weapon, some standard
manipulations will get you killed!)
M11 (Translates to Most Sidearms)
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Combat Marksmanship
Three EQUALLYImportant
Elements
Accuracythe bullet that does not
strike center is wasted! SpeedThe Accurate Shot that
Comes Too Late is of no use
Power (Effectiveness)The Hit
which does not Work NOWisIrrelevant
Hit REPEATEDLY &OFTEN! i s(Power)
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BRM vs. CQM
The DifferencesBasic Marksmanship
Accuracy over Speed
Repeat Hits Discouraged
4 Fundamentals
CQM
Accuracy=Speed
Repeat Hits Required!
8 Fundamentals
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BRM vs. CQM
The DifferencesBasic Marksmanship
Fixed-Entrenched Position
Medium to Long Range
Enemy Needs Great Skill
Static
CQM
Often Vulnerable
Close Range
Enemy Needs Little Skill
Dynamic
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Fundamentals of Combat
Marksmanship1. Fighting Platform (Stance)
2. Grip
3. Sight Alignment
4. Sight Picture
5. Breathing
6. Trigger Control7. Recovery
8. Follow Through
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Why More Hits?
Closer Threats are much more dangerous and mustbe INCAPACITATED not just hit.
One hit to the heart will not instantly stop amanshoot repeatedly and often (not excessively)expect it to take 3-5 or more hits!
The longer the range the less hits needed to get the
job doneIFthey are good hits.
YOU CANNOT MISS FAST ENOUGH TO WINA GUNFIGHT!
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A Movie is Worth a Thousand
Pictures CQM when applied
Looks and Sounds
Different However, it is merely
an intense application
of the Fundamentals
and Principles
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Standard Sight Picture
Rifle Pistol
Target Blurry
Rear Sight Blurry
Front Sight
Sharp Focus
Ghost Ring Sight Picture
Front Sight Sharp
Focus
Target Blurry
Rear Sight Blurry
Pistol Sight Picture
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Sighting Variations
Flash Sight Picture - 3 to 100 Meters
Use Muscle Memory to Index Weapon
Use Rapid Visual Skills to CONFIRM indexPrecision of the Alignment depends on Size
of target
Size Changes with Range or Occlusion(cover/concealment)
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Sighting Variations
Aimed Quick Kill
- 3 to 12 Meters
- Rapid Index
- Visual Confirmation
Sight Picture Can be used forprecise placement at 10Meters or less.
Alternate Sight
Picture
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SCAN
Depress the Muzzle Just Enough to See
Finger Outside the Trigger Well (next to
something solid) Safety OFF
Looking for immediate ADDITIONAL
Threats!
TWICE as Fast as Low Ready
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Low Ready - Rifle
Finger Off Trigger!
Safety On
Mind Your Muzzle!!!
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Acceptable Ready Positions - Pistol
Classic Low readyThird Eye
+
Compact
Close to Retention
Less Stressful
+
Somewhat Safer
Joints Aligned
Fast
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Muzzle Danger
Joints must realign
Slow
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Muzzle Extended
Tiring
Further to Retention
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Safety/Carry Positions - Rifle
Slings
Safety Circle
MUZZLE AWARENESS!
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Safety Positions Pistol
Safety Circle
Within 2 feet or your feet
Do not cover YOUR feet
Sul/Close Quarters
Not a ready but a safety position
For Cramped/Crowded conditions
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TerminologyWeapon Index &
Flash Sight PictureThese Things all Happen
Index (point by Muscle Memory)
Confirm IndexFlash Sight PictureTrigger Control
Recovery
Trigger Reset Follow Through (2ndsight picture)
Repeat it all!
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TerminologyControlled Pair
A Sight Picture +Recovery+FollowThrough (second sight
picture) for
EACH SHOT
May be multiples of
more than 2 3 shots = 4 sightPictures
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The Hammer
2 (or more) shots with
1 sight picture!
Depend on your solidfighting platform to
return the weapon to
the target!
This is a 6.8mm not a 5.56
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Ammunition Management
A full weapon is Better than a Half Full weapon!
Dont get Killed for Lack of Shooting Back
Store Essential Gear where it comes to hand correctlyoriented.
Be Able to Do this by FEEL in the DARK!
The Goal is MINIMUM Down Time!!!!
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Combat Speed Reload
Twice as fast as theEmergency Reload
You Reload when you
Can NOT when youMUST!
Less Prone tomalfunctions
NEVER hit MagazineRelease BEFORE theSpare Magazine is in handand correctly oriented.
Weapon Down to 1 shot
for .6 Seconds
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Transition/Emergency Reload
EMERGENCY= Someone
Trying to Kill you while
you are out of AMMO!
Same Procedure as Speed
Reload + operate the
Bolt/Slide
MOVE! Incoming Fire
has the Right-of-Way!!
Continuity of Skills
1.7
Sec.
3.7Sec.
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Malfunction Clearances
MOVE out of the line
of fire!
SPORTS Takes toolong at close range!
Tapthe Magazine
Rackthe Bolt
Bang!
You have the Rest of Your Lifeto solve the problem!Out of action2.4 seconds
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Summary
This is the beginning of Knowledge
We must learn to Walk before we Run
This is not about High Speed Low Drag
Delta Force ops, It is about:
Improving your odds of surviving a terrorist
attack!!!!!
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Questions?
Watch your Six!