team racing, courses, race management, rotations ect

12
Team Racing, Courses, Race Management, Rotations ect.

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Page 1: Team Racing, Courses, Race Management, Rotations ect

Team Racing, Courses, Race Management, Rotations ect.

Page 2: Team Racing, Courses, Race Management, Rotations ect

Typical racing format

• 2 vs 2- Last place losses unless you have the 1. • 3 vs 3- Most used format, Keelboat, High School, College, Dinghy• 4 vs 4- Optimist format, British team racing.

Page 3: Team Racing, Courses, Race Management, Rotations ect

Colors Help Identify teams1

Page 4: Team Racing, Courses, Race Management, Rotations ect

Courses

Opti/High School “N”

Page 5: Team Racing, Courses, Race Management, Rotations ect

Keelboat Courses

Page 6: Team Racing, Courses, Race Management, Rotations ect

Changes in the RRS

• Appendix D- Team racing rules• 3 Boat length zone is reduced to 2 boat lengths• A boat that has finished shall not interfere with a boat that has not finished!• However a finished boat can communicate with their own teammates and it

is not considered outside assistance, this changes rule 41.• 360 or One Turn Penalty… UNLESS it is a Umpired match.

Page 7: Team Racing, Courses, Race Management, Rotations ect

Format of a series

• Round robin- where every team gets to sail the other team at least once. Sometimes go into second round robin.

• Knock out-seeded series, where if you lose you are out.• Rise from the dead- separate into Gold and Silver and if you win Silver you get

to race in the Gold Knockout.

• Semis and Finals- Knockout series where you advanced based on winning.

What happens if we don’t finish? If 80% of the scheduled races are complete you can score the regatta. (D4.2b)

Page 8: Team Racing, Courses, Race Management, Rotations ect

It gets tight at the start!

Page 9: Team Racing, Courses, Race Management, Rotations ect

Starting Sequence

Teams are issued Colors, normally corresponding to their sail color.

Rule 26 is changed to use Appendix S, with one subtle modification that the colors of teams racing shall be displayed at the 3 minute sound and taken down at 0. This helps teams identify their starting order.

For dinghy and High School starts, it is normally rolling.

Page 10: Team Racing, Courses, Race Management, Rotations ect
Page 11: Team Racing, Courses, Race Management, Rotations ect

Bring on the Umpires

• Rule D2 if you have no umpires available for that match you must fly the U flag no later than the warning signal.

• Fully Umpired- really not, but…umpires do make calls if competitors ask, they signal with flags and boats that are penalized must exonerate themselves before finishing.• Limited umpire-You may go to the protest room if the umpires cannot

make the call.

Page 12: Team Racing, Courses, Race Management, Rotations ect

Scoring a Race

• Each boat shall be scored points equal to her finishing place.

• 3 Vs 3 winning point total is 10 or under.• If a team gets 1,2,6= 9 the other team has a 3,4,5= 12• 1,4,6 = 11 then other team has a 1,3,5= 10

• 2 Vs 2 combos are simple but there is a trick.• 1, 4=5 the other team has 2, 3= 5 tiebreaker goes to the team without the 1st. (D3.3)

4 vs v combos lets just not get into them but 16 is the rule and D3.3 comes into play!