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© Neil Hawkins
© Neil Hawkins
© Neil Hawkins

Team Racing League Starts 20th Feb !

The final preparations are taking place for the launch of the team racing series on Saturday 20th February.

Thanks to everyone who has shown interest so far in taking part in the league this year.

Please come down to the club from 12pm and support all the league participants !


Not sure what Team Racing is all about ?

Find out the basics on the Team Racing Fleet Page

Read about how the Team Racing League will be structured

For more info see the UK Team Racing Association website

This is a great opportunity for SSSC to develop the expertise and harness the enthusiasm for team racing that has surfaced again recently and we hope to get as many members as possible involved in team racing at all levels, from beginners to advanced and Juniors to Seniors.

Chris Warburton


'TEAM RACING' is FUN and Competitive

Have fun.
In team racing, it's a rule.

Bad teams shout at each other.
Good teams shout to each other.
Great teams barely need to speak.

A great team will always beat 'a team of greats'

Paper Teams win Paper Cups.

Nobody remembers the team who finished 2nd.
Just before all winning possibilities are exhausted, consider the impossible. 
 

Woody Allen said "90% of success is turning up". The other 10%? Being on the line at the start, knowing the course, reading the SIs, identifying your opponents, not hitting or covering your team-mate, working with your team not against them.

Fleet races are largely about your forward movement.
Team races are about your opponents being pushed back.

Concentrate on the next 2 minutes, not the previous 2.
Winning is in the future.
You can learn from the past, not relive it.

Your team-racing opponents will be friends many years after they stop being your rivals.
Win honourably, lose with grace.

The aim is a stable, winning combination.
1, 3, 5 wins but is unstable.
Victory goes to the first team to attack.

When you take any penalty, your team-mates want you back in the race as soon as possible.
Turn quickly. Focus on recovery, not the mistake.

While an opponent is close covering you, they are only a length or so ahead. If you gybe out, they're 3 or 4 lengths ahead - and you gave that away. Learn when to 'hang in there' and not lose distance. Then you'll be close enough for your team-mate to rescue you.

In some ways, you have control of your opponent if they are covering you. See if you can make them tack into a wave, sail beyond the layline (into the tide, under the trees) or let your team-mate through.

At every stage in the race you must know:-
What must we do to win this race?
What will the opposition then do to stop us?

Downwind, 2 boats are better at blanketing an opponent than one. Only one should pass, the other should still blanket or distract. The one who passes then pushes the opponent behind both of you. That's their job.

Approaching every mark,
know which side of your rival you want at the next mark. That's their job.

Too many team races look like three match races.
They should be an ever changing mix of 2 team-mates bullying one of the opposition

The toughest team races go quite slowly.
If the flight behind overtakes, maybe you can use them as an obstruction.

Piggy in the middle. If one boat is too good an attacker (and always keeps first place) reverse the race order.

Generally, when you attack an opponent, you should let your team-mate overtake both them and you. Don't try and hold on to your race place. It's irrelevant. Only team places matter.

Some protests you can't lose.
A leeward overlap established too close is one example.
They are often worth a shout.

If the umpires called against you, they were both sure you infringed. Nothing can alter the call. Later, you can listen to the facts found (and learn); or not. You choose.

Don't protest if you don't and won't need to.

Attack before you are attacked.
Always convert a 1, 3 to a 1, 2 (or possibly a 2, 3, 4) as soon as you can. Otherwise your opponents will convert you!

Delay and distract.
In light winds or once your weakest team-mate is safe, just delaying the opposition increases your safety margin.

Most place changing now happens at marks.

If you can't think what to do next, figure what your opponents least want you to do.
Then do it.

If winning, stretch the race.
If losing, compress it.

If your team is losing, it's really hard to win from 1st place.

Team races are lost not won

The best form of defence is attack, and the best form of attack is attack.

When you start thinking defensively, it's easy for your opponents to get you to 'sail ragged'.

Every tack or gybe must have a race-winning purpose.
Desperation is not one.

The big gaps are the dangerous ones.

A team that tries to get big penalties at mark 4 rarely wins.

A stable combination means if someone on your team loses a place (and thereby the race), a team mate can help them recover. An unstable combination is the opposite.

Don't add up race places to figure if you are winning or losing - it's too slow. Know the combinations, or have someone in your boat/on your team who does.

 

 

Chris Warburton - 09th February 2010

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