The Ten simple rules of life as a gun fighter [Archive] - Glock Talk

PDA

View Full Version : The Ten simple rules of life as a gun fighter


theTactician
02-13-2009, 23:06
I dont know if this has been posted before....
i just wanted to share with you guys

The Ten Simple Rules Of Life As A Gunfigher

1. Bring a gun. Preferably, bring at least two of them

2. Anything worth shooting once is worth shooting twice.

3. Only hits count.

4. If your shooting stance is good, you're probably not moving fast enough or using cover correctly.

5. Keep shooting until the threat no longer exists.

6. If you can choose what to bring to a gun fight, bring a long gun and a friend.

7. In ten years, nobody will remember the details of caliber, stance or tactics, they will only remember who lived.

8. If you are not shooting, you should be reloading or running

9. accuracy is relative: most combat shooting standards will be more dependent on "pucker factor" than the inherent accuracy of the gun

10. Someday someone may kill you with your own gun, but they should have to beat you to death with it because it is empty.

Author Unknown

...rules to live by as a gunfighter...:supergrin:

deadday
02-13-2009, 23:44
http://i76.photobucket.com/albums/j3/deadday/Motivational%20Pics/Rulesforagunfight1.jpg

Atomic Punk
02-14-2009, 00:19
:D great list

atmarcella
02-14-2009, 00:51
If your shooting stance is good, you're probably not moving fast enough or using cover correctly.


very true!

Blitzer
02-14-2009, 01:04
Fun to read again. Very old and it has been here before.

sandman_sy
02-14-2009, 06:50
http://i76.photobucket.com/albums/j3/deadday/Motivational%20Pics/Rulesforagunfight1.jpg

:wow:

HAHAHAHAHAH :rofl:

wtf jack
02-15-2009, 05:04
Another helpful version:

The 10 Rules of a Gunfight

1. HAVE A GUN.

1A. PREFERABLY, HAVE TWO.



2. ENSURE THAT IT'S LOADED.

Believe it or not, there are people that don't do this. They carry a gun without a bullet in the chamber. They believe that they have time to chamber a round before the shooting starts. Don't bet on it.



3. WATCH YOUR POTENTIAL OPPONENT'S HANDS, NOT HIS EYES. NOBODY WILL EVER "LOOK" YOU TO DEATH.

Many martial-arts instructors will tell you that an opponent's eyes will give away their intentions. That is not always the case. But you can bet that if they go for a knife or a gun, they will go for it with their hands.



4. YOU WILL START A GUNFIGHT AT A DISADVANTAGE; SEIZE THE INITIATIVE AS SOON AS POSSIBLE.

If you do get into a gunfight, it will probably be with a person that has already made up his mind to kill anyone who gets in his way. You don't go to work everyday thinking, "I'll kill anyone who gets in my way". Therefore, the bad guy has an advantage. You can take it away from him very early in the fight if you use good tactics and good shooting.



5. THE FIRST GUY TO SCORE A GOOD HIT USUALLY WINS.

A good, vital zone shot will usually take the fight out of your opponent. When he decided to attack you, he probably thought that you were an easy target. If he is surprised by your ability, he may give up.



6. WYATT EARP WAS A MORON; SEEK COVER AND USE IT.

When you watch a cowboy movie or Dirty Harry, you'll notice that the heroes never use cover. Those actors are not really going to die if they get hit. Real humans do. It is foolish to stand in the open while bullets are flying. Clint Eastwood is bulletproof, we're not.



7. FIRE 'TIL THE FELON FALLS.

If you're shooting, it's to stop a deadly attack. Do not stop firing until the assailant's ability to hurt you or others has ended. Don't fire to wound or kill. Fire to STOP.



8. RELOAD AT THE FIRST TACTICAL PAUSE.

If there is a time-out in the action, use it to reload. Although your gun may not be empty, reload anyway. All of your opponent's buddies may have heard all the activity and are headed your way. It would be nice to have a full gun.



9. BEFORE YOU QUIT THE FIGHT, MAKE SURE THE FIGHT'S OVER.

Back in the "old days" we used to tell Guards and Cops on the range, "fire two shots and re-holster your weapon". This is fine on the range ... until a couple of them did it on the street. Well, they didn't hit the bad guy with the first shots and "automatically" re-holstered, only to be shot by the bad guy! We also learned that people don't think in a highly stressful situation, they react ... so practice like its real life.



10. REMEMBER THE LINE, "ANYTHING YOU SAY CAN AND WILL BE USED AGAINST YOU..." IF YOU DON'T HAVE AN ATTORNEY, NOW'S THE TIME TO FIND ONE.

Consult with your attorney, no matter how justified you think you are. Anything is possible in the legal system, i.e. lawsuits.

liveandletlive
02-18-2009, 07:00
We also learned that people don't think in a highly stressful situation, they react ... so practice like its real life.


Yup...

Black_SIR
02-21-2009, 08:53
nice and informative

eug3n3_d3nn1s
03-09-2009, 22:25
guys,

sorry for my ignorance but...

What is "pucker factor"?

deadday
03-09-2009, 22:28
guys,

sorry for my ignorance but...

What is "pucker factor"?

Pucker factor refers to the clenching of the rectum during times of high stress/dnager....

jojo_G19
03-10-2009, 06:45
let me just add this one, got it somewhere before..


Rules of a Gunfight

1. Bring a gun. Preferably, bring at least two guns. Bring all of your friends who have guns.

2. Anything worth shooting is worth shooting twice. Ammo is cheap. Life is expensive.
Only hits count. The only thing worse than a miss is a slow miss.

3. If your shooting stance is good, you’re probably not moving fast enough or using cover correctly.
Move away from your attacker. Distance is your friend. (Lateral and diagonal movements are preferred.)

4. If you can choose what to bring to a gunfight, bring a long gun and a friend with a long gun.

5. If you are not shooting, you should be communicating, reloading and running.

6. Accuracy is relative: most combat shooting standards will be more dependent on "pucker factor" than the inherent accuracy of the gun. Use a gun that works EVERY TIME. "All skill is in vain when it rains in the flintlock of your musket."

7. Someday someone might kill you with your own gun, but they should have to beat you to death with it because it is empty.

8. Always cheat, always win. The only unfair fight is the one you lose.

9. Have a plan

10. Have a back-up plan, because the first one won’t work.

11. Use cover or concealment as much as possible.

12. Flank you adversary when possible. Protect yours.

13. Don’t drop your guard.

14. Always tactical re-load and threat scan 360 degrees.

15. Watch their hands. Hands kill. (In god we trust. Everyone else keep your hands where I can see them.)

16. Decide to be aggressive ENOUGH, quickly ENOUGH.

17. The faster you finish the fight, the less shot you will get.

18. Be polite. Be professional. But, have a plan to kill everyone you meet.

19. Your number one Option for Personal Security is a life long commitment to avoidance, deterrence, and de-escalation.

20. Do not attend a gunfight with a handgun, the caliber of which does not start with a "4". (Desert Fox’s corollary, ignored by the U.S. Army: Do not attend a gunfight with a long gun, the caliber of which does not start with “3”.)

jojo_G19
03-10-2009, 07:01
also... "Murphy's Laws of Combat":


1. You are not superman.

2. Guided missiles - aren't.

3. Suppressive fire - isn't.

4. If it's stupid but works - it's not stupid.

5. Don't look conspicuous - it draws fire.

6. Never draw fire - it irritates those around you.

7. When in doubt, quickly empty the magazine.

8. Remember, your weapon was made by the lowest bidder.

9. Never share a foxhole with anyone braver than you are.

10. If your attack is going really well, it's an ambush.

11. If you can't remember, the Claymore is pointed towards you.

12. All 5-second grenade fuses are 3 seconds.

13. Try to look unimportant - the enemy may be low on ammo.

14. If you are forward of your position, the artillery will be short.

15. The enemy diversion you are ignoring is the main attack.

16. The easiest route is always mined.

17. The important things are always simple.

18. The simple things are always hard.

19. If you are short of everything except the enemy, then you are in combat.

20. No OPLAN survives first contact with the enemy.

21. When you are in a secured area, don't forget to tell the enemy.

22. Incoming fire has the right of way.

23. No combat-ready unit has ever passed inspection.

24. No inspection-ready unit has ever passed combat.

25. Working as part of a team is essential - it gives the enemy other people to shoot at.

26. If the enemy is in range - so are you.

27. Remember: tracers work both ways.

28. Beer math means that 2 beers times 37 grunts in a platoon equals 49 cases.

29. Friendly fire - isn't.

30. Anything you do can get you shot - including doing nothing.

31. If you make it too tough for the enemy to get in, then you can't get out.

32. The only thing more accurate than incoming fire is incoming friendly fire.

33. Radios fail in direct proportion to your need for help.

34. If you take more than your share of objectives, you will be assigned more than your share to take.

35. When both sides are convinced they are about to lose - they're both right.

36. Professionals are predictable - too bad the world is full of amateurs.

37. Murphy is a logistician, or . . .

37a. Murphy was a Grunt....

38. Recoiless rifles - aren't.

39. Automatic weapons - aren't.

40. A sucking chest wound is nature's way of telling you it's time to slow down.

41. The enemy attacks on only two occasions - when you're ready and when you're not.

42. Body count math is 2 NVA + 1 blood trail = 21 enemy KIA.

43. Things which must be together to work can't be shipped together.

44. The most dangerous thing in a combat zone is an officer with a map.

45. The quartermaster has only two sizes - too large and too small.

46. If you really need an officer in a hurry - take a nap.

47. The only time suppressive fire works is when it's used on abandoned positions.

48. There is nothing more satisfying than having someone take a shot at you and miss.

49. Don't be conspicious. In a combat zone, it draws fire; out of the combat zone, it draws sergeants.

50. If the sergeant can see you, so can the enemy.

(And from our brothers in the Navy):

51. Splinter shields will.

52. Accurate fire from a moving boat isn't.

53. The ammo passer doesn't always.

54. Armor plate on a patrol boat isn't.

Black_SIR
03-11-2009, 08:19
20. Do not attend a gunfight with a handgun, the caliber of which does not start with a "4". (Desert Fox’s corollary, ignored by the U.S. Army: Do not attend a gunfight with a long gun, the caliber of which does not start with “3”.)


.40 :cool: