High Desert 2 Gun Match 2026
Welcome to the third annual High Desert 2-Gun match. This year’s match will be a team match. Teams of 2 will shoot 6 stages in a single day, only 1 person per team should register. Lunch will be provided along with T-shirts. The stages are movie themed again, with minimal reset to keep the tempo high. The match will be very physical, be prepared to run, crawl, jump, climb ladders, push and pull heavy weights. Stages will require the teams to be able to shoot, move, and communicate. Radios will not be a requirement but could be useful.
Only one person from each team needs to sign up, there will be options to select two different shirt sizes. If you need a teammate contact Jake Westenkow ([email protected]) who will manage matchmaking. Do not sign up until you have a teammate.
Things to know:
Rifles will need a sling and pistols will need a retention holster. Meaning it won’t fall out when you run, crawl, jump, etc.
All weapons will be retained throughout the stage.
No PCCs.
Minimum 3 rifle mags and 3 pistol 15+ rd cap mags. Round counts will greatly increase if your team is not well coordinated or takes you a long time to maneuver. See the covering fire portion for how round counts could get very high very quickly.
Teams must be ready to shoot by the time the RO is ready for the next team, failure to do so will result in a 60 sec penalty and the team being moved to the back of your squad. If time doesn’t allow the team to shoot the stage you will get max time plus all penalties. Be ready to shoot when the RO gets to the starting area.
Drop Mag Targets - Will be painted red and will be a required shot before any shooter moves unless otherwise noted
Husband and wife teams will receive a bonus on every stage, but couple’s counseling will take much longer and cost way more, so choose wisely.
New concepts:
Covering Fire - This means a spinner must always be completing full rotations for the duration of covering fire period, this will require the team to coordinate to maintain the spin. If the spinner does not continue to spin during the covering fire portion of a stage, a 60 sec penalty is taken and the shooters must clear weapons,then move one position back and start the spinner again to proceed.
Team Spinner - Each team member is assigned the small or large side of the spinner, this is their only viable target for the spinner
Unsportsmanlike conduct - Attempts to make stages easier will be penalized, leaving targets to “game” the stage will be penalized.
Gear Retention - All gear (back pack, comm, bipod, shooting aids, etc) must be retained throughout the match. Magazines and ammunition do not apply, but you will not get special time to collect magazines, pick them up on the walk back or follow the next team to gather.
Overview:
Help reset the few things that need reset and police mags. Squadmates will also need to help spot hits and confirm spinners remain spinning. Be ready to shoot, the next team should be standing in the start box/area when the RO gets there. Failure to be ready will result in a 60 sec penalty and being moved to the back of the shooting order.
There are several drop mag targets, they are all red, and you can retain the mag if you need the ammo. Unless otherwise noted there is a drop mag target before every movement.
When climbing any tower be sure to be careful on the ladders. Three points of contact at all times. Anyone with a suppressor should be aware of where it is to prevent burning yourself while climbing.
All static targets get 2 hits, except drop mag targets. Anything that moves, gophers, KYLs, poppers only get one.
