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CQM Overview

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 Instructor On 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 Skill It is NOT easier than long range marksmanship

CQM
BRM prepares you for a close range fight like learning how to throw a football prepares you to quarterback the Super Bowl you need more than the basics!

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 fights you 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, except for breaching, originates directly or indirectly from 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

Critical Element: Weapon Handling


Its The Code of The West: Do Unto Others BEFORE They Do Unto You.Waterhole #3 Weapons Operation Must become REFLEXIVE and automatic. There are too many distractions when someone is doing his best to kill you!

The Key is to simplify each operation and then practice it until you can do it in the when you are confused, weary and in the dark.
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Weapon Handling A 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 Point Newhall, 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 his revolver. 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 PERFECT Practice makes Perfect! Take Care what you practice on the range or in Dry Fire it will become a habit. Some techniques look fine in the movies and in competition 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 become Reflexive!!!!
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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 the weapon! Failure to move AND Communicate during an Emergency Reload or Malfunction! Flagrant Safety Violations! Shooting your buddies is NOT the way to start a fight!
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Weapons Handling Skills to Develop


Presentations Getting the Weapon into Action Quickly and Effectively. Ammo Management Keeping the Weapon Running in a Fight. Clearances Getting Back in the Fight! Safety & Carry Techniques Handling Your Weapon Safely and Efficiently in the Hot 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 TUNNEL VISION. Safety Positions are used to operate in a crowd of friendlies 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 Magazines Backup Weapons) where you can get to them REFLEXIVELY and do not have to re-orient them for instant use! Practice With Equipment EXACTLY as you carry it in combat nothing less realistic will save your life!

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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 EQUALLY Important Elements Accuracy the bullet that does not strike center is wasted! Speed The Accurate Shot that Comes Too Late is of no use Power (Effectiveness) The Hit which does not Work NOW is Irrelevant
Hit REPEATEDLY &OFTEN!

(Power)

Vis
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BRM vs. CQM The Differences


Basic Marksmanship
Accuracy over Speed Repeat Hits Discouraged

CQM
Accuracy=Speed Repeat Hits Required!

4 Fundamentals

8 Fundamentals
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BRM vs. CQM The Differences


Basic Marksmanship CQM
Fixed-Entrenched Position Medium to Long Range Enemy Needs Great Skill Static Often Vulnerable Close Range Enemy Needs Little Skill Dynamic

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Fundamentals of Combat Marksmanship


1. 2. 3. 4. 5. 6. 7. 8. Fighting Platform (Stance) Grip Sight Alignment Sight Picture Breathing Trigger Control Recovery Follow Through
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Why More Hits?


Closer Threats are much more dangerous and must be INCAPACITATED not just hit. One hit to the heart will not instantly stop a manshoot 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 done IF they are good hits.
YOU CANNOT MISS FAST ENOUGH TO WIN A 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
Target Blurry

Pistol
Target Blurry

Front Sight Sharp Focus

Front Sight Sharp Focus

Rear Sight Blurry Ghost Ring Sight Picture

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 index Precision 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 for precise placement at 10 Meters or less.
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Alternate Sight Picture

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


Third Eye Classic Low ready

+
Compact Close to Retention Less Stressful

Muzzle Danger Joints must realign Slow

+ Somewhat Safer

Muzzle Extended

Joints Aligned
Fast

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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Terminology Weapon Index & Flash Sight Picture


These Things all Happen Index (point by Muscle Memory) Confirm Index Flash Sight Picture Trigger Control Recovery Trigger Reset Follow Through (2nd sight picture) Repeat it all!
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Terminology Controlled Pair


A Sight Picture + Recovery+Follow Through (second sight picture) for EACH SHOT May be multiples of more than 2 3 shots = 4 sight Pictures
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The Hammer
2 (or more) shots with 1 sight picture! Depend on your solid fighting 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 correctly oriented. 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 the Emergency Reload You Reload when you Can NOT when you MUST! Less Prone to malfunctions NEVER hit Magazine Release BEFORE the Spare Magazine is in hand and 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.

3.7

Sec.

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Malfunction Clearances
MOVE out of the line of fire! SPORTS Takes too long at close range! Tap the Magazine Rack the Bolt Bang!

Out of action 2.4 seconds


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You have the Rest of Your Life to solve the problem!

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!

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