How to Design a Simulated Game Day: Flush Sequencing and Trap Layouts
Beyond the Clay Trap
Simulated Game Shooting is not simply "clay pigeon shooting in a field." It is a theatrical production designed to replicate the adrenaline, etiquette, and challenge of a traditional driven bird day.
The hardware—trailers like the Promatic Peregrine Trio or the Huntsman XP—provides the capability. But the execution relies on course design, safety architecture, and flush sequencing. This guide outlines how to construct a world-class drive.
Section 1: The Architecture of a Drive
To replicate game birds, we must respect their flight characteristics.
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The High Pheasant Drive: Requires traps (or trailers) positioned behind a visual screen (trees, hedges, or topography).
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Setup: Use the Promatic Pheasant trap which features a "Wobble" (oscillation) mechanism.
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Trajectory: Clays should peak at 40-50 yards high and begin their descent over the line of guns. They should not be climbing as they cross the line, as this encourages dangerous high-angle shots.
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The Grouse Drive: Speed is the priority.
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Setup: Traps are placed 40 yards in front of the butts, hidden in slightly lower ground or butts.
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Trajectory: Flat, fast, and low (5-10ft off the ground).
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Safety Critical: You MUST install "restrictor bars" or physical pegs on the shooting butts to prevent guns from swinging through the line. The traps must be set to ensure clays "die" (land) well behind the butts, not in them.
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Section 2: Flush Sequencing (The "Pyramid" Method)
A common mistake is firing all traps at once. A realistic drive builds tension. Using the Promatic Claymate or dedicated flush radio controller, program the sequence using the "Pyramid" structure:
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The Scout (Minutes 0-2): Intermittent single birds. Allow the guns to settle.
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The Build (Minutes 2-5): Increase to pairs and triples. Introduce the "flank" birds (traps angled wide).
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The Crescendo (Minutes 5-7): This is the "Simulated Flurry." High-frequency releases (4+ birds in the air at once).
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The Taper (Minutes 7-8): Return to pairs, simulating the end of the drive.
Section 3: Logistics and Infrastructure
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Power Management: A Peregrine Trio trailer running three traps will consume significant power. Ensure you are using deep-cycle 110Ah leisure batteries. If running a double drive (morning and afternoon), on-site charging or swapping battery banks at lunch is mandatory.
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Clay Logistics: A team of 10 guns on a 4-drive day can easily shoot 4,000 to 5,000 cartridges. You will need approx. 6,000 clays (allowing for extras/show birds). Ensure your trailer capacity (e.g., the Huntsman XP holds approx. 2800 clays) matches your drive length to avoid reloading mid-drive.
FAQs
Q: What is the ideal gun spacing for a simulated game day?
A: Safety standards recommend a minimum of 35 to 40 yards between standing pegs (guns). This is wider than some traditional game shoots because simulated game involves a higher volume of firing and hotter barrels. This spacing ensures that even with wide angles of swing, a shooter cannot inadvertently point towards their neighbour.
Q: How does the Promatic Huntsman XP differ from the Peregrine Trio?
A: The Huntsman XP is a fully integrated, self-contained trailer unit with built-in battery storage, charging systems, and huge clay capacity (ideal for commercial operators moving between multiple estates). The Peregrine Trio is a lighter, more modular setup often placed on a smaller chassis, ideal for estates that leave the trailer in situ or have tighter access tracks.
Q: Can I use standard sporting clays for simulated game?
A: While standard clays work, we recommend using Midi (90mm) or Battue clays for specific drives. Battues are excellent for simulating looping partridge due to their fast initial speed and sudden roll/drop. Midis fly faster and hold velocity longer, making them superior for "High Pheasant" simulations where standard clays might stall in the wind.