MOOLOOLABA YACHT CLUB YOUTH SAILING PROGRAM DRILL BOOK 1
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1 MOOLOOLABA YACHT CLUB YOUTH SAILING PROGRAM 2017 DRILL BOOK 1
2 Drill 1 -Diamond Topic: Boat handling Focus: Mark Rounding, Sets & Drops # of Boats required: Any # of marks required: 4 Set up a Diamond shape course (length dependent on ability and weather conditions). At each mark the crew must perform a 270-degree turn doing a starboard rounding around each mark. Teams must perform: Top Mark Come in on starboard lay and perform a tack, set, gybe Left Mark Come in on starboard lay and perform a downwind penalty turn & reset spinnaker Bottom Mark Come in on port lay and perform a drop, gybe & early tack Right Mark Come in on port lay and perform an upwind penalty turn As more boats join the drill, rules such as 10,12 & 18 will come into effect. Start this drill at the bottom mark tacking around the mark.
3 Drill 2 W/L Track Topic: Warm up / Boat Handling Focus: Mark entry & exit points, tacks & gybes, sets & drops # of boats required: Any # of marks required: 2 Simply set up a windward/leeward course (length dependent on ability and weather conditions). Teams must add 2 tacks & gybes every lap of the course they complete (up to 7 per leg then count back down), rounding all marks to starboard. Teams are to focus initially on lay-lines, tacking, gybing, sets, drops and mark rounding s. As more boats join the drill, rules such as 10, 11, 12, 13, 17.1 & 18 will come into effect. Start this drill at the bottom mark by performing a normal mark rounding and continuing out to the port lay-line. 3
4 Drill 3 Skills Track Topic: Warm up / Boat Handling Focus: Lay-lines, penalty turns, mark rounding, tacks & gybes, sets & drops # of boats required: Any # of marks required: 3 UPWIND DOWNWIND Set up a 3 mark windward / leeward course (length dependent on ability and weather conditions). Teams must complete laps of the course, rounding all marks to starboard and performing the correct penalty turn according to the leg they are on around the middle marker. Each team must add 2 tacks & gybes for every lap that is completed (up to 7 per leg then count back down). Teams are to focus on penalty turn execution, tacking, gybing, sets, drops and mark rounding s. Note: the above diagram represents a continuous loop the teams will perform. As more boats join the drill, rules such as 10, 11, 12, 13, 17.1 & 18 will come into effect. Start this drill at the bottom mark by performing a normal mark rounding and continuing out to the port lay-line. 4
5 Drill 4 Fleet Races Topic: Warm up / Boat Handling Focus: Strategy, Starting # of boats required: 3+ # of marks required: 3 Set up a normal fleet race starting line and top mark. Teams will contest a fleet race after a 9-minute pre-start with practice starts at the 6-minute, 3-minute then racing at 0 (two practice starts then race, rolling 3 minutes). It will be a single lap race with teams having to complete the race with a full mark rounding at the pin end of the start line. All marks are to be rounded to starboard. Teams will focus on lay-lines, starting position, lanes off the start line, strategy, time on distance & acceleration. 5
6 Drill 5 Time on Distance Topic: Boat Handling Focus: Time on Distance # of boats required: Any # of marks required: 2 Set up a normal start line. To start the drill, teams will reach over the top of the RC boat where a 2:00 minute sequence will start. The team then needs to sail away from the start line and is only allowed to gybe when they believe they are racing back to the start line. Teams are aiming to be at the start line at the gun as well as hit the middle of the line. Once a boat has gybed they must race on an upwind course, even if they believe they are early. The coach boat is to sit at the pin end, when teams think they are on the line, they are to raise their hand and the coach can determine how far back / over the line you are. This drill does not need a coach to start it, it is up to teams to start. 6
7 Drill 6 Dial Up Topic: Pre-start / Boat handling Focus: Dial up positioning, boat control, backing # of boats required: 2 # of marks required: 2 Set up a normal start line, teams will participate in a regular 5:00 minute starting sequence, entering the start box at 4:00. The aim of the exercise is for yellow to hold the dial up as long as possible, whilst blue is trying to escape to the right hand side. The drill will stop & restart once blue escapes and yellow is no longer in control. Teams are looking for the gauge between the boats and also what is known as North / South positioning in a dial up where yellow wants to be slightly South of blue s bow (as shown in the image). Yellow s goal of a dial up is to have 2 3 boat lengths of gauge and to be half a length south of blue s bow as well as matching blue s speed throughout the entire period. Blue s aim is to close the gauge as much as possible and be bow even or back on yellow and always have a speed differential. Rules, 10, 11, 13 & 22.3 are focused on in this drill 7
8 Drill 7 Control Topic: Pre-starts Focus: Boat speed & handling # of boats required: 2 # of marks required: 0 Two boats will reach on port tack with about 1-2 boat lengths between each other (Diagram 1). The leading boat (Yellow) is trying to slow up and create an overlap with the trailing boat (blue) without fouling in order to perform as safe tack or gybe to head back towards a start line. The trailing boat (blue) is trying to control Yellow by slowing as much as possible to create enough distance to block a tack or gybe by Yellow and keep pushing her away from the start line. This is known as fishtailing with Yellow trying to keep out of sync with Blue and Blue trying to keep in sync with Yellow to stop her from tacking and gybing. The drill will stop and restart when the trailing boat (Blue) has lost control. Rules: 11, 12. 8
9 Drill 8 Final Approach Topic: Pre-starts Focus: Lay-lines, Time on distance, control, acceleration # of boats required: 2 # of marks required: 2 The drill will start with two boats reaching over the start of the RC boat with a 2 minute sequence. The leading boat (Yellow) is allowed to run deep with the trailing boat (Blue) following. Both boats must sail below the boat starboard lay-line and Yellow must gybe at 1:30. Blue has the option of either gybing inside Yellow, gybing after Yellow or tacking. Both boats play out the rest of the pre-start with normal rules. To add difficulty, coaches may assign an end the team must win and/or change the gybing time for Yellow. If no clear winner off the start line, race out until the first cross. 9
10 Drill 9 Protecting a side Topic: Upwind & Tacking Focus: Lee-bow, tacking # of boats required: 2 # of marks required: 0 Boats will start by dialing up head to wind, bow to bow, each splitting to their respectful side and protecting that side throughout the drill. Teams must tack within 30 seconds of their last or as soon as their opponent tacks. It is the aim of both teams to be able to make a clear cross from their side of the course to the other. Teams must decide whether a lee-bow, duck, dial down or cross is best. Teams may choose to duck but it is up to their opponent to not allow this. If a team creates a successful duck, the drill will continue with both teams now switching sides to protect until one has a clear cross. When a team makes a successful cross, the drill will stop and restart. 10
11 Drill 10 Final Run Penalty Topic: Downwind, Tactics, Penalty Focus: Boat Handling, Rules knowledge, penalty execution # of boats required: 2 # of marks required: 3 Set up a start-line with a windward mark approx. 1/3 1 /2 the distance of a regular course length. 2 teams are to round the top mark with 1-2 boat lengths between each other with the lead boat (Blue) carrying a penalty. The objective of the drill is for Blue to clear their penalty and win the race to the finish line. Blue needs to slow to create extra time till the finish line and gain an overlap to leeward of Yellow. This can be achieved by doing big S turns with the rudder and flogging the spinnaker. Blue has several options 1. To simply out pace Yellow to the bottom and create enough of a lead to perform a penalty turn. 2. Slow, create an overlap to leeward of Yellow and luff Yellow 3. Set up a mark trap at the RC boat. This is achieved by using Mark room and lay-lines down on the RC boat. Two scenarios are played out above with a luffing duel or mark trap 11
12 Drill 11 Head to Wind Topic: Boat Handling Focus: Steering, weight placement, backing, and communication # of boats required: Any # of marks required: Ideally 1 per boat but this drill can be done with none Boats practice sitting head to wind at a mark by doing a dial up and stopping with their bow right at the mark. Teams are to control their entry speed by backing their sails if needed. Once stationary, teams must control their bows by backing the jib and using their weight in the boat. The drill will restart once a boat becomes out of control or hits the mark. Note: When boats approach this drill on port tack, they must first tack and complete, just as they would need to in a normal dial up / head to wind situation. 12
13 Drill 12 Circles Topic: Boat Handling Focus: Acceleration, weight, rate of turn # of boats required: Any # of marks required: 0 Boats will practice circling. Ideally this can be done around a mark or coach boat for feedback but also can be performed without. The aim of the exercise is to determine the rate of turn, sail trim, and body weight placement. As seen above, teams should not actually circle when doing circles, but instead should have more of an oval shape. Teams should always circle clockwise and depending on the wind strength should build on certain angles. In light airs, teams are concentrating on rate of turn to carry speed throughout the maneuver whilst in heavy air teams are focusing on accelerating out of each maneuver. In light airs, the best speed building angle is usually just off close-hauled. In heavy airs, the best speed building angle is a broad reach to downwind course. 13
14 Drill 13 Push Topic: Pre-Starts Focus: Lay-lines, time on distance # of boats required: 2 # of marks required: 3 Set up a start line approx. 15 second long, laying a mark approx. 20 seconds below the RC boat and 10 second to the right of the apex point, inside both lay-lines. Boats will round the mark on starboard tack with 1 /2 a length between each boat. When the leading boat goes past the mark, a 1:00 minute starting sequence will commence. The idea of the drill is for the trailing boat (Yellow) to push the leading boat (Blue) as hard as possible towards the start line. The Blue boat has about a 3:1 ratio of time to kill to line. Yellow should be aiming not to get an overlap with blue to allow her to keep control of her on both sides whilst Blue is trying to get Yellow overlapped on either side to gain her extra distance by tacking up or slowing the game down by luffing if Yellow gets an overlap to windward. For added difficulty players can assign a preferred end of the line to win and also add more time to the clock when starting. If it is an even start, play out until the first cross. 14
15 Drill 14 Full Pre-starts Topic: Pre-starts Focus: Time on distance, circles, lay-lines, acceleration # of boats required: 2 # of marks required: 2 Teams will participate in a full 5-minute pre-start. Each boat will be assigned a color referencing them to their starting end. The Yellow boat will enter the start box from the right hand side or RC boat side. The Blue boat will enter the start box from the left hand side or pin end of the line. Both boats must stay outside the black vertical lines as pictured above. Both boats must cross from the windward side of the start line to enter. From there it is game on! Before entering both teams must notify the coach of the end they want to win. To add difficulty, the coach may assign an end to win for both teams. If it is an even start, both boats will continue till first cross. 15
16 Drill 15 Full Races Topic: Racing Focus: All # of boats required: 2 # of marks required: 3 Teams will complete a full match race. This will include a 5-minute sequence and a 1-lap course. To finish the race, teams must round the pin end and tack. Teams will need to focus on all aspects of racing. For added difficulty, the coach may assign an end to win in the pre-start as well as penalize the leading boat around the track. If a team goes round the top mark with a penalty, the finish will turn into a normal downwind finish. 16
17 Drill 16 Whistle Drill Topic: Boat Handling Focus: Tacks & Gybes, Acceleration, penalties, speed testing # of boats required: Any # of marks required: 0 All boats will line up, upwind, on starboard tack, with two boat lengths between each boat. This is the most common and easy way to check-in against other teams on your speed performance. Teams will stay in line allowing each team to have clear air. A whistle will be blown with the number of whistles blown referencing the maneuver that needs to be performed. If a boat gets in front of the group, it is their responsibility to stop and wait. If a team falls behind, it is their responsibility to catch back up to the group as quickly as possible (even if this teams not tacking on a whistle. Most of the time Whistle 2 will be performed to slow the fleet). Upwind Downwind 1 Whistle Tack Gybe 2 Whistles Stop / Start - 3 Whistles Upwind Penalty Turn Downwind Penalty Turn Drill 17 Box Start 17
18 Topic: Warm up / Pre-Start Focus: Lay-lines, Time on distance # of boats required: 2+ # of marks required: 4 Set a normal start line with 2 marks directly below the pin and RC boat approx. 20 seconds down. This will act as a box. Start with a 2:00 minute sequence. Teams have 30 seconds to get into the box and once they enter the box they cannot leave until the starting gun. If a team goes outside the box, they must stay outside the box until the drill restarts. This will be signaled by a whistle from the coach. With each restart, the timer will increase by 1:00 minute. For added difficulty, the area of the start box may be decreased. Teams are to focus on course boundaries, rules, acceleration and starting. Rule 20 will come into effect around the outside of the box. 18
19 Drill 18 Find the Apex Topic: Pre-Starts Focus: Apex, lay-lines, luffing, acceleration, time on distance # of boats required: 2 # of marks required: 3 Set up a normal length start line and lay a mark approx. 20 seconds down the boat starboard lay-line. Boats are to reach in on starboard tack around the mark laid, bow to stern. The leading boat (Blue) is to fish tail and slow the trailing boat (Yellow) as best as possible whilst never allowing an overlap to leeward. The Yellow boat is trying to push Blue left and down as much as possible to get them below the pin lay-line. Blue s job is to turn up on the apex luffing line, meaning that the team can luff head to wind for a period of time without stopping and then lay either the boat or pin end depending on the pushing boat s (Yellow) position. If Yellow goes above Blue, then both boats should play the drill out as pictured above, if Yellow wants to win the pin then yellow will be fighting for a leeward overlap to force Blue to tack. Teams must focus on Lay-lines, Apex point, acceleration and time on distance. At first, no starting sequence will be identified. To add difficulty a starting sequence of 1:30 from the starting point will be added, also an assigned end to win can be appointed. Note: this drill can be performed with only one boat and also with just a start line. 19
20 Drill 19 Polar Tacks Topic: Upwind Focus: Tacking, speed # of boats required: 1 # of marks required: 0 Polar tacks are a sequence of tacks that requires a team to focus on boat speed, acceleration & rate of turn. The aim of the drill is to do a sequence of tacks where the boat should pass through head to wind when the crew believes they will achieve maximum boat speed. This drill identifies for teams the best rate of turn for a tack, acceleration times as well as general boat speed issues. This drill simulates a tacking duel in a race. 20
21 Drill 20 Obstruction Topic: Pre-starts, Obstructions Focus: RRS, Boat handling # of boats required: 2 # of marks required: 4 minimum Set up a normal length start line, then approx. 20 seconds racing time down the starboard boat lay-line, lay a row of markers as shown above approx. double the length of the line. This will act as the obstruction (If you only have 2 markers, lay one at each end of the obstruction). Boats are not allowed to pass between each marker until the end makers, which will continue at a 90-degree angle down. Boats are to start on a downwind course with a length between the two, bow to stern at the right end of the obstruction zone. The teams will have a 2:00 minute sequence with the lead boat (Blue) aiming to use the obstruction to kill time and lock the trailing boat (Yellow) to windward. Yellow is trying to push Blue back to the line as quickly as possible and create an overlap to leeward to force blue to tack. If Yellow creates an overlap to leeward and forces Blue to tack before the apex, the drill will restart. To add difficulty, the time sequence can be extended and an end can be assigned to win. Boats will be focusing on Rule 19, 11 & 12. Please view the ISAF Call Book for Match Racing referencing calls B15 & B16 on obstructions. 21
22 Drill 21 Pick a Gate Topic: Leeward Mark Focus: Bottom mark approach, choosing a gate # of boats required: Any # of marks required: 2 Teams will match up in a pair at the top mark and simulate a first lap downwind leg with a gate at the bottom. The leading team is looking at trying to round the more favored mark as well as lock the trailing team into the same mark. As the leading boat, you are aiming to arrive at the zone in the middle of the gate, which will allow you to choose either mark. 22
23 Drill 22 Leading Red Flag Penalty Topic: Downwind, Penalties Focus: Penalties # of boats required: 2 # of marks required: 2 Teams will match up in a pair at the top mark and simulate a downwind final leg with the trailing boat carrying a penalty. Teams will exit from the mark with the trailing boat right behind the leader on the inside. The leading team will look for a gybe whenever possible. If the leading boat gybes and fouls, they will be issued with a Red Flag penalty. The objective of the leading boat is to start and complete this turn ASAP, not worrying about distance to the finish. The trailing team s goal is to try and complete the turn INSIDE of their opponent by blocking their turn and completing the penalty and leading both teams back to the line. 23
24 Drill 23 Backing Control Topic: Boat Handling, Pre-starts Focus: Backing + control # of boats required: 1 # of marks required: 0+ Teams back down using their jib, main + body weight to turn the boat thru a slaylom course downwind. Teams can practice this on their own with no more or as many as they want. As their control improves, the distance between each mark will reduce. For added difficulty, teams can perform the star turn around each mark. 24
25 Index Rules to Drills Rule: Drill: , 6-10, 14, 15, 17, , 6-8, 10, 13-15, 17, 18, 20, 21, , 6-8, 10, 13-15, 17, 18, 20, 21, , 6-9, 13-15, 17, 18, 20, , , , 10, 15, 21, , 10, 15, , 20, , , , 10, 11, 14, 15, 17 t C 25
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