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File - Canadian Wayfarer Association

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4.3 What not to do: how to lose a sailboat race 46<br />

The Start:<br />

1 Do not find which end is favoured. Give the other boats a two or three boat length lead<br />

at the start! To find the favoured end, sail on a reach to the pin end of the line and head<br />

straight to windward outside the pin. While sitting head to wind, sight across the pin<br />

toward the committee boat. If the boat is forward of abeam, the boat end is favored.<br />

2 Do not hoist the spinnaker before the start to make sure it is rigged properly. You were<br />

embarrassed to beat everyone to the first mark anyway and you want them to drive over<br />

you on the first reach so that you can try to play catch up. Run the spi up and down at<br />

least once before the start. Then store it on the port side so that you can fly it on the<br />

first reach of a buoys to port course with no twisted lines, missing pole, etc.<br />

3 Do not time the line. You may be forced onto the line early and have to reach down the<br />

line. If you do not have enough space to reach down the line, you will have to jibe around<br />

and go off on port below the whole fleet. Instant last! Sail from the committee boat to<br />

the pin, noting the time required. This will usually not change during the starting<br />

sequence.<br />

4 ander away from the line in light air. It may take you two or three minutes to get back to<br />

the line if there is no breeze. By now the rest of the boats are gone. In light weather,<br />

never be more than 50’ or so from the line, preferably close to the favoured end. Be<br />

luffing in the right area with about one minute to go. No one can move you if you are not<br />

moving very fast and on starboard tack near head to wind.<br />

5 Do not know how long it takes to get from where you are to the line. Guarantee that you<br />

will be early or late. Get a feel for how fast your boat accelerates from a luffing<br />

condition and know how long it will take to get to the line from where you are luffing. You<br />

can practice this at the committee boat early in the pre-start manoeuvres. Many good<br />

sailors hold such a position and accelerate to the line with just 5 seconds left;<br />

6 Start at the port end of the line on starboard tack. If the fleet is headed after the<br />

start, you are ahead but sailing in the wrong direction and will get to tack last. If the<br />

fleet is lifted, the rest of the fleet is ahead of you; Find a way to start somewhere in<br />

the right-hand 25% of the fleet. This will allow you some freedom to move up the centre<br />

of the course<br />

7 Be going slowly as you cross the line. Give everyone else a nice feeling while they grind<br />

over you as they cross the line. Instant second row start. Eat bad air for half the first<br />

leg. Make sure your boat is moving at or near top speed as you come across the line. Luff<br />

up before the start to get some room below you so that you can reach off a bit to get<br />

some speed up. Go for speed over pointing at the start. Once it is safe to do so, you can<br />

shift into pointing mode.<br />

First Beat:<br />

1 Stay on starboard and go left. Guarantee that every boat you meet after you tack back<br />

will have the right of way. Three or four ducked transoms and you are now three of four<br />

boat lengths behind the leaders. Tack to port when the wind is right and the opportunity<br />

presents itself. If everything else is equal, favour the right side of the course. When you<br />

meet boats as you come back into the middle, you can force them left or tack on top of<br />

them. Either way, the odds are in your favour.<br />

46 Earl Schnur USWA Chief Measurer and WIC representative, March 1995 Whiffle & UKWA<br />

News #77/Spring 1998, ed. note: What you should only do if you want to lose the race is shown<br />

in italics. The winner’s approach is shown in regular ‘print’<br />

115

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