Friday, April 12, 2013

Basics about .17HMR




Ammo Roundup: .17 HMR
By Chuck Hawks

There are several ways to organize any ammunition "roundup." It could, for example, be listed by manufacturer. Organizing the various .17 Hornady Magnum Rimfire (HMR) loads by manufacturer has one obvious advantage, in that not all brands are available in all areas, so the reader can skip to the brand(s) he or she can actually purchase.
The most difficult way to present the information, unfortunately, strikes me as one of the most useful. That is, to list the various loads by the purpose for which they are most useful. So I am going to try to do both. I will list each brand, and then in sub headings the purposes for which the various loads are best suited.
In the case of .17 HMR ammunition, that is basically varmint hunting or small game hunting. Those are the purposes I will address in this ammunition survey. Of course, like all rimfire cartridges, the .17 HMR is also often used for plinking.
Varmint huntingVarmints are small animals that are usually not eaten, and are often shot at comparatively long range. Examples of varmints include marmots (groundhogs and rock chucks), gophers, jack rabbits, rats, and ground squirrels. Some of these creatures are larger and tougher than most small game animals and preserving an edible carcass is not a consideration.
The load most commonly recommended for shooting varmints is the 17 grain spitzer bullet at a MV of about 2550 fps. This type of ammunition provides the flattest trajectory and the greatest killing power available in .17 HMR caliber. It is also used for hunting edible small game, but can be overly destructive if bullets are not well placed.
Small game huntingSmall game refers to edible creatures such as squirrels and rabbits. The key ingredient in small game ammunition is adequate killing power to insure a quick, clean kill without blowing the game apart. In .17 HMR the 20 grain controlled expansion bullet is the usual choice. These are usually designed to mushroom rather than fragment, analogous to a soft point bullet in a centerfire rifle caliber.
Head shots are best when hunting small game, as no edible meat is then wasted. The heart/lung (chest) area is another satisfactory target, as little edible meat is wasted.
General Purpose/Plinking"Plinking" refers to informal shooting at casual targets. The time-honored tin can is probably the most common plinking target, but there are endless alternatives. Some of the most common include Necco candy wafers, fired shotgun shells, wooden matches, jar lids, paper plates, potatoes, and all manner of paper targets. There are even paper targets made specifically for plinking. Unfortunately, glass bottles are also common plinking targets, but should not be; broken glass will inevitably become someone's problem. My favorite plinking target is the ordinary "clay pigeon" used by trap and skeet shooters. They are reactive, safe, fragile and degradable.
Any ammunition can be used for plinking, with cost usually being the primary consideration due to the high volume of ammunition expended. Personally, my hunting ammunition is my general purpose and plinking ammunition. At the time of this writing there is no low cost "promotional" ammunition in .17 HMR that would be equivalent to the Wildcat, Cyclone, American Eagle, and Thunderbolt brands found in .22 LR caliber.
Manufacturers and brandsA growing number of companies offer .17 HMR ammunition. It is true that CCI actually loads all of the .17 HMR ammunition for the CCI, Federal, Hornady, and Remington brands. However, the ammunition is loaded with different bullets to different specifications. This article will only cover brands and loads that are reasonably well known in the U.S.A. Fortunately for our international readers, most of these brands are also well known in the rest of the world. Here, in alphabetical order, is a list of the brands that will be included in this roundup:
CCI
Federal
Hornady
PMC
Remington
Winchester/Olin
CCIVarmint Hunting
  • HMR - 17 grain TNT-JHP; MV 2525 fps (rifle).
Small Game Hunting
  • GamePoint - 20 grain GamePoint; MV 2375 fps (rifle).
FederalVarmint Hunting
  • V-Shok - 17 grain Hornady V-Max; MV 2550 fps (rifle).
  • V-Shok - 17 gain Speer TNT-JHP; MV 2550 fps (rifle).
HornadyVarmint Hunting
  • Varmint Express - 17 grain Hornady V-Max; MV 2550 fps (rifle).
Small Game Hunting
  • 17 HMR - 20 grain Hornady XTP; MV 2375 fps (rifle).
PMCSmall Game Hunting
  • Gold Line - 20 grain JSP.
RemingtonVarmint Hunting
  • Premier - 17 grain V-Max; MV 2550 fps (rifle).
WinchesterVarmint Hunting
  • Supreme - 17 grain V-Max; MV 2550 fps (rifle).

Tuesday, March 19, 2013

American Trap的入门信息

常见的飞碟项目有Trap, Skeet, 和Sporting Clays。这三个大项,各有各的规则和挑战,此帖着重介绍一些关于American Trap的入门信息。

American Trap,在美加很常见。如果是bunker trap(又叫Olympic Trap或者International Trap),那么规矩不完全一样。下面这些信息来源于ATA (Amateur Trap Association)定的关于American Trap的竞技规则。

---- 场地:
American Trap的场地设置很简单。面对前方从左到右分别是1-5号位(station),面前16码的地方是抛碟的机器(trap house)。


在距离trap house出口50码的地方设有标杆,正常的碟在不受外界影响的情况下应该自
然坠落在这些标杆附近。

---- 16-yard trap基本规则:
每局开始之前和其他的射手组建一个队(squad);一个队可以是1-5个人,5是上限。

每局开始的时候你和你的队友根据喜好占据一个位;开局时站在1号位上的人是这一局的队长(squad leader),由他负责开始以及进行中的控制。开始之前队长要喊一声"squad ready?",每个队友应该点头示意,如果没有准备好,这时就需要说"not ready!"。正式比赛的时候队长还要额外的喊一句"scorer ready?",这是说给后面坐着的计分裁判听的,平时练习没这个步骤。队长在核实了大家都准备好了以后会喊"let's see a bird.  Pull!"。这时会有一个碟飞出来,这个是确定机器正常,并且观测确定碟没有
飞太高或者太低,任何人都不能打,只能目送碟在空中划过一个轨迹最后掉在地上(上面提到的标杆附近)。整个准备过程全队的人都不能把子弹放入枪内。

接下来这局就正式开始,队长最先打。他先射击一次,然后是2,3,4,5号位的射手依次射击;然后队长再射击一次,其他射手依次继续,如此循环直到每个射手都射击了5次;然后队长喊换位(“unload your firearms, change stations”),1,2,3,4号位的射手向右边走一个位,5号位射手移动到1号位。等所有射手都进入了新的位置,队长会专门看一眼从5号位走到1号位的射手,确定他准备好了;这时这位射手应该用手指向前方,示意队长可以继续。换位以后依旧是队长第一个射击(虽然队长现在已经挪到2号位了,但他依旧是队长,所以每次换位都是队长先射击),然后其他射手依次射击,5次之后再次换位。当每个射手都在所有5个位上完成了5次射击,这局就结束了。

最后的记分很简单,一局25个目标;命中了多少就是那局的成绩。ATA对命中的定义是“a visible piece came off the target”,就是说只要有一小片肉眼能看到的碎片脱离了,就算命中。结束后如果听射手说“I got 22”和“I dropped 3”是一回事,都是命中了22个。比赛的时候一般不说每局的成绩,而是4局下来的总成绩。

这些规则说起来繁琐,看一局录像很快就会明了:


---- Handicap trap基本规则:
Handicap是16-yard trap的一个变种。从上面的图就能看出,16-yard是指射手距离飞碟飞出的地方有16码,handicap则是加长了这个距离。根据射手的积分和能力,handicap从18码开始,一直到最远的27码。其他规则和16-yard trap一模一样。

---- Double trap基本规则:
Double trap一次抛2个碟,但是这两个碟的飞行轨迹每次都是一样的,射手们在16码进行射击。一局是50个目标而不是25个。其他规则和16-yard trap一模一样。

---- Wobble trap基本规则:实际上不是一个比赛项目,规则和16-yard trap一样,不过抛碟的机器做一些改动,不光左右摆动,还上下摆动,增加了难度和乐趣。

---- Jap trap基本规则:
这也不是一个比赛项目,完全是打trap的人们发明的一种自娱自乐的方式。玩这个的前提是有一个trap和skeet共用的设施,飞碟从trap house里抛出来,但是射手站在skeet的1-8号位来射击。规则是从1号位开始,如果没有命中就必须在原位再打,命中以后才能挪到下个位;最后哪位射手挪的最远为胜者。别问我问什么叫“jap trap”,告诉我这种玩法的老头也不知道。

---- 安全准则和礼仪:
喊目标之前将1发子弹放入枪中,半自动释放枪机上膛,O/U和Unsingle将枪机关合上膛,泵动将前臂前推上膛。上膛的过程中切忌将枪管对着地面,尤其是水泥地面;正确的过程是先把枪管指向是前方的空地,然后完成上膛过程。上膛之后的枪完成上肩(mounting the gun),做好射击准备。一切准备就绪后,可以喊“pull”,然后跟踪目标进行射击。射击之后将弹壳推出,枪机保持开放状态;这是所有飞碟项目的共同安全要求,没有进行射击的枪不能处于待发状态。

换位的时候,所有射手的枪都必须保持开放状态,不能有子弹在枪膛中。如果违犯被其他射手指出,必须立刻纠正;同样的,看到了其他射手有违犯安全常识,一定要指出。

换位时从5号走向1号的射手,应该向右转身270度,这样他的枪口不会出现扫过所有队友的情况;然后从其他队友身后走向1号位。

任何人都可以喊停火,听到“停火”的命令以后,立刻停止射击,已经上膛的枪立刻退弹,并且将枪机打开,以示安全。

多数飞碟俱乐部都规定半自动和泵动,在场外架子上放着的时候,枪机必须是开放状态;O/U和Single在架子上可以关合,但是一旦拿起来,就要保持枪机开放。

等待其他射手射击时将枪管放在自己的脚上休息,这是一个很常见的景象;ATA不禁止也不推荐这么做。