Best Zombie CHL Carry Gun

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patterson
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Re: Best Zombie CHL Carry Gun

#31

Post by patterson »

For close quarters a 1911 with 10 round mags or a Sig P227 and when not close quarters a 12 gauge pump
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ScottDLS
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Re: Best Zombie CHL Carry Gun

#32

Post by ScottDLS »

Thanks guys! (and gals).

I'm still building my zombie armory... got my 92F. Also a Taurus Model 66 .357 (Brazilian rip off of S&W 66). I'm with you all on weird TWD zombie physiology... they last for years w/ no food (people), don't rot fast enough, only teeth can infect you no matter how much gore you get on you, etc.

But I'm just going with the TWD "rules".

Soooo. For handguns... I'm still leaning toward 9mm double stack mags. .22's are a good point...since you can have pallets of ammo... However, I will say from watching many of the zombie genre movies, if you don't hit the brain...the more tissue damage you can do slows them down. :shock:

I know we all know zombies are not real but I guess we get a decent amount of caliber, capacity, functional handgun discussions out of it. "rlol" .


So let's get the "religious" caliber and auto/wheelgun war going! :lol:
4/13/1996 Completed CHL Class, 4/16/1996 Fingerprints, Affidavits, and Application Mailed, 10/4/1996 Received CHL, renewed 1998, 2002, 2006, 2011, 2016...). "ATF... Uhhh...heh...heh....Alcohol, tobacco, and GUNS!! Cool!!!!"

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Re: Best Zombie CHL Carry Gun

#33

Post by ghostrider »

glock 9mm with 33 round magazines

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Dadtodabone
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Re: Best Zombie CHL Carry Gun

#34

Post by Dadtodabone »

A Glock 7 would be the perfect choice for this exercise.
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The Annoyed Man
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Re: Best Zombie CHL Carry Gun

#35

Post by The Annoyed Man »

surferdaddy wrote:I think I would use one of those silly grizzly suits and just walk to the docks, board a nice strong sail boat, and sail my butt to a really nice zombie free island with some pretty girls and a physician or two. I would build a still and make foo foo fruity drinks and chill at the beach feeling bad for all the poor sweaty folks who cannot seem to get out of Georgia.
Day by Day Armageddon makes it clear that zombies can walk on the bottoms of oceans and lakes. They move more slowly because of the resistance, but they don't float so they don't swim, and they don't need oxygen, so to them there is no real disadvantage to being underwater. The only thing is that crabs and other bottom feeders don't seem to mind eating zombie flesh, so they get pretty raggedy looking. Your island is only a temporary safe haven. Eventually, one or more will walk up out of the water onto your beach. Then where are you going to run? If you start shooting, the noise will just draw the ones still in the water offshore. That island is going to get pretty crowded, pretty fast.

:mrgreen:

Now how do you like me? :lol:
“Hard times create strong men. Strong men create good times. Good times create weak men. And, weak men create hard times.”

― G. Michael Hopf, "Those Who Remain"

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Re: Best Zombie CHL Carry Gun

#36

Post by The Annoyed Man »

JSThane wrote:Two handguns, one for "high capacity," one for "high power."

High capacity, some flavor of double-stack .45. Contenders for the list are an XD-45 and a Kimber Poly Custom. I choose .45 to cause as much undead dain bramage as possible, the better to flip the switch permanently off. One would assume that, being undead, zombies would already have some brain damage from necrosis; I would want to increase that as much as possible. A shambler paralyzed in one arm from a .33 won't cut it for me.

High power, for use in "line 'em up and stack 'em up" situations where shoot-throughs reaching multiple targets are a possibility, Ruger Super Redhawk .454. Same size bullet, lots more power, ought to work a bit better in "crowd-clearing" zombie applications when I don't have a rifle.

Speaking of rifles, I'd probably go with an AR of some flavor, but loaded up with softpoint ammo to mitigate the bullet's small size, possibly alternating with FMJ for the above-mentioned "crowd-clearing" application. But who knows, FMJ might prove sufficient in and of itself; I've never fought off undead hordes of hungry zombies before.
If brain destruction is your goal, you will be just as efficient with a .22 as with a .45. Here's why..... A .45 bullet, from normal handgun range, will pass right through a human head. Sure, it will mushroom, and there will be a larger exit hole than entrance hole, and the wound will be devastating, but a .22 has a very interesting phenomenon in head wounds. (I've actually seen the results of this in real life.) A .22 penetrates the skull, but it doesn't quite have enough energy to punch out the other side - unless fired from really close - so what happens is that the bullet ricochets around inside the skull, sort of like the mixing ball inside a can of spray paint when you shake it, sometimes just riding along the interior surface of the bone, and it kind of scrambles the whole thing into an omlet. Brain injury from a .22 ends up being pretty much as devastating as from a larger caliber. Even if it doesn't kill you outright, you might wish it had. Just ask Jim Brady.

As far as the AR choice goes, I think that it is probably the best choice for a general purpose centerfire long gun. It has an effective range of several hundred meters, assuming it's an accurate example and you are good with it. It works pretty much as well against human predators as against zombies. But it has one disadvantage over a suppressed .22, and that is noise.........and zombies are attracted to noise. You might get real good at killing zombies at 500 meters, but the ones that sneak up on you from behind while you're focused on what's out front are going to eat your butt. So, you're going to want a suppressed AR. But the problem is that, even suppressed, supersonic rounds still make a significant "crack", which is audible at some distance. To get really quiet, you have to shoot subsonic, and then you begin to lose the one thing that makes a 5.56mm bullet so effective - velocity. And with velocity loss, you lose both range and terminal ballistics. Sans velocity, FMJs may fail to upset, and softpoints may fail to open up; and neither bullet will penetrate as well.

So, you're back to a suppressed .22 (pistol or carbine, take your pick) as a primary defense weapon.
“Hard times create strong men. Strong men create good times. Good times create weak men. And, weak men create hard times.”

― G. Michael Hopf, "Those Who Remain"

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bigity
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Re: Best Zombie CHL Carry Gun

#37

Post by bigity »

The Annoyed Man wrote:
surferdaddy wrote:I think I would use one of those silly grizzly suits and just walk to the docks, board a nice strong sail boat, and sail my butt to a really nice zombie free island with some pretty girls and a physician or two. I would build a still and make foo foo fruity drinks and chill at the beach feeling bad for all the poor sweaty folks who cannot seem to get out of Georgia.
Day by Day Armageddon makes it clear that zombies can walk on the bottoms of oceans and lakes. They move more slowly because of the resistance, but they don't float so they don't swim, and they don't need oxygen, so to them there is no real disadvantage to being underwater. The only thing is that crabs and other bottom feeders don't seem to mind eating zombie flesh, so they get pretty raggedy looking. Your island is only a temporary safe haven. Eventually, one or more will walk up out of the water onto your beach. Then where are you going to run? If you start shooting, the noise will just draw the ones still in the water offshore. That island is going to get pretty crowded, pretty fast.

:mrgreen:

Now how do you like me? :lol:
In WWZ, some zombies are bottom walkers and some bloat up and float along until they pop :D
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Re: Best Zombie CHL Carry Gun

#38

Post by surferdaddy »

The Annoyed Man wrote:
surferdaddy wrote:I think I would use one of those silly grizzly suits and just walk to the docks, board a nice strong sail boat, and sail my butt to a really nice zombie free island with some pretty girls and a physician or two. I would build a still and make foo foo fruity drinks and chill at the beach feeling bad for all the poor sweaty folks who cannot seem to get out of Georgia.
Day by Day Armageddon makes it clear that zombies can walk on the bottoms of oceans and lakes. They move more slowly because of the resistance, but they don't float so they don't swim, and they don't need oxygen, so to them there is no real disadvantage to being underwater. The only thing is that crabs and other bottom feeders don't seem to mind eating zombie flesh, so they get pretty raggedy looking. Your island is only a temporary safe haven. Eventually, one or more will walk up out of the water onto your beach. Then where are you going to run? If you start shooting, the noise will just draw the ones still in the water offshore. That island is going to get pretty crowded, pretty fast.

:mrgreen:

Now how do you like me? :lol:
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Re: Best Zombie CHL Carry Gun

#39

Post by surferdaddy »

Hmmm, what about arctic or just very cold conditions? All flesh will freeze eventually, right? Come to think of it, don't think I've ever seen it turn really cold on TWD.
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Re: Best Zombie CHL Carry Gun

#40

Post by bigity »

In WWZ, they mention alot of people moved to arctic areas, because the zombies would slow, and possibly freeze if cold enough.

However, they also say winters might stop the zombies, but it doesn't destroy them, so some spring thaw you could have zombies almost anywhere that you couldn't see under snow and ice.

In the jungle areas, they say that they rot apart faster so don't last as long.
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Re: Best Zombie CHL Carry Gun

#41

Post by surferdaddy »

bigity wrote:In WWZ, they mention alot of people moved to arctic areas, because the zombies would slow, and possibly freeze if cold enough.

However, they also say winters might stop the zombies, but it doesn't destroy them, so some spring thaw you could have zombies almost anywhere that you couldn't see under snow and ice.

In the jungle areas, they say that they rot apart faster so don't last as long.
I hate zombies. Going to move to a volcano...space maybe.
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Re: Best Zombie CHL Carry Gun

#42

Post by sookandy »

I had have to go with a .22....mag like TAM says. This should work good.
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Re: Best Zombie CHL Carry Gun

#43

Post by JSThane »

Dadtodabone wrote:A Glock 7 would be the perfect choice for this exercise.
Don't break the ceramic firing pin. It costs more than you make in a month. :biggrinjester:

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Re: Best Zombie CHL Carry Gun

#44

Post by JSThane »

The Annoyed Man wrote:
JSThane wrote:Two handguns, one for "high capacity," one for "high power."

High capacity, some flavor of double-stack .45. Contenders for the list are an XD-45 and a Kimber Poly Custom. I choose .45 to cause as much undead dain bramage as possible, the better to flip the switch permanently off. One would assume that, being undead, zombies would already have some brain damage from necrosis; I would want to increase that as much as possible. A shambler paralyzed in one arm from a .33 won't cut it for me.

High power, for use in "line 'em up and stack 'em up" situations where shoot-throughs reaching multiple targets are a possibility, Ruger Super Redhawk .454. Same size bullet, lots more power, ought to work a bit better in "crowd-clearing" zombie applications when I don't have a rifle.

Speaking of rifles, I'd probably go with an AR of some flavor, but loaded up with softpoint ammo to mitigate the bullet's small size, possibly alternating with FMJ for the above-mentioned "crowd-clearing" application. But who knows, FMJ might prove sufficient in and of itself; I've never fought off undead hordes of hungry zombies before.
If brain destruction is your goal, you will be just as efficient with a .22 as with a .45. Here's why..... A .45 bullet, from normal handgun range, will pass right through a human head. Sure, it will mushroom, and there will be a larger exit hole than entrance hole, and the wound will be devastating, but a .22 has a very interesting phenomenon in head wounds. (I've actually seen the results of this in real life.) A .22 penetrates the skull, but it doesn't quite have enough energy to punch out the other side - unless fired from really close - so what happens is that the bullet ricochets around inside the skull, sort of like the mixing ball inside a can of spray paint when you shake it, sometimes just riding along the interior surface of the bone, and it kind of scrambles the whole thing into an omlet. Brain injury from a .22 ends up being pretty much as devastating as from a larger caliber. Even if it doesn't kill you outright, you might wish it had. Just ask Jim Brady.

As far as the AR choice goes, I think that it is probably the best choice for a general purpose centerfire long gun. It has an effective range of several hundred meters, assuming it's an accurate example and you are good with it. It works pretty much as well against human predators as against zombies. But it has one disadvantage over a suppressed .22, and that is noise.........and zombies are attracted to noise. You might get real good at killing zombies at 500 meters, but the ones that sneak up on you from behind while you're focused on what's out front are going to eat your butt. So, you're going to want a suppressed AR. But the problem is that, even suppressed, supersonic rounds still make a significant "crack", which is audible at some distance. To get really quiet, you have to shoot subsonic, and then you begin to lose the one thing that makes a 5.56mm bullet so effective - velocity. And with velocity loss, you lose both range and terminal ballistics. Sans velocity, FMJs may fail to upset, and softpoints may fail to open up; and neither bullet will penetrate as well.

So, you're back to a suppressed .22 (pistol or carbine, take your pick) as a primary defense weapon.
Party pooper. :biggrinjester:
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Re: Best Zombie CHL Carry Gun

#45

Post by rbwhatever1 »

I'm with TAM on this one. I think most "gun families" have a lot of 22lr & 22 short firearms with more than enough ammo to deal with "dead" Zombies.
Those other "brainless" zombies fully deserve a massive stockpile of 45 & 223.

One cannot argue with the Zombie Research Society...

http://zombieresearchsociety.com/archives/11641" onclick="window.open(this.href);return false;
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