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Marine Corps Rules for Gun Fighting

Discussion in 'The Lounge' started by cbbr, Nov 14, 2006.

  1. cbbr

    cbbr 1 ton status GMOTM Winner

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    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.

    3. Only hits count. The only thing worse than a miss is a slow miss.

    4. If your shooting stance is good, you're probably not moving fast enough nor using cover correctly.

    5. Move away from your attacker. Distance is your friend. (Lateral and diagonal movement are preferred.)

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

    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 communicating, reloading, and 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.


    11. Always cheat; always win. The only unfair fight is the one you lose.

    12. Have a plan.

    13. Have a back-up plan, because the first one won't work.

    14. Use cover or concealment as much as possible.

    15. Flank your adversary when possible. Protect yours.

    16. Don't drop your guard.

    17. Always tactical load and threat scan 360 degrees.

    18. Watch their hands. Hands kill. In God we trust. Everyone else, keep your hands where I can see them.

    19. Decide to be aggressive ENOUGH, quickly ENOUGH.

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

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

    22. Be courteous to everyone, friendly to no one.

    23. Your number one option for personal security is a lifelong commitment to avoidance, deterrence, and de-escalation.

    24. Do not attend a gunfight with a handgun, the caliber of which does not start with a "4."

    Navy Rules for Gun fighting:
    1. Go to Sea
    2. Send the Marines
    3. Drink Coffee
     
  2. bigbluesuburban

    bigbluesuburban 1/2 ton status

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    EXCELLENT!!!

    Semper Fi
     
  3. OrangeCrushK10

    OrangeCrushK10 1/2 ton status

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    21 is my fav.
     
  4. 3 on the tree

    3 on the tree 1/2 ton status

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    #25- One grenade is equal to one magazine.

    #26-Whatever caliber they are using, return fire with a larger caliber.
     
  5. darkshadow

    darkshadow 1 ton status

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    what if it starts in a 5?
     
  6. OrangeCrushK10

    OrangeCrushK10 1/2 ton status

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    Then it is too big and simply unsuitable for handgun combat.

    Sorry.
     
  7. darkshadow

    darkshadow 1 ton status

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    probably right!
     
  8. SkulzNBonz

    SkulzNBonz 1/2 ton status

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    So true:haha: :haha: :haha:

    John
     
  9. jarheadk5

    jarheadk5 1/2 ton status

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    I think a LOT of supposedly-knowledgeable people (not necessarily CK5'ers)need to read this about 100 times... then read it 100 more times.


    Yep.


    Agreed 10000%. If you're gonna fight, fight to win. NO exceptions.


    I love this one...:D
     
  10. AZ79K5Project

    AZ79K5Project 1/2 ton status

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    I would rather be tried by 12 than carried by 6.
     
  11. patt107

    patt107 1/2 ton status

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    And always remember "TWO COLLABORATING STORIES IS ALWAYS THE TRUTH"
    pat
    army by the way
     

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