Title: The NJROTC Area Six Leadership Academy Orienteering 201
1The NJROTCArea SixLeadership AcademyOrienteer
ing 201
- Beyond the Cadet Field Manual
2- LCDR Pheiffer, SNSI, Hilton Head Island HS
- Orienteering team advisor 13 years
- USOF Level 1 Coach
- LT Melancon, SNSI, North Charleston HS
- Representing the United States Orienteering
Federation - Col Charles Ferguson, USAFR Retired
- Mr. Robert Turbyfill
2
3Orienteering Training
- 5 hours classroom
- 1 hour field exercise
- Open book exam
- Orienteering Training Manual
- 1st edition (autographed by request)
3
4Two simple questions
- Why is Orienteering part of the Navy Junior ROTC
curriculum? - And why is Orienteering taught at Leadership
Academy?
4
55
6- Actually, its because the NJROTC program is
designed to develop you physically and mentally. - And Orienteering is a sport that demands a high
degree of physical and mental effort. - Observe . . .
6
72 1
3 4
7
82 1
3 4
- All Leadership Academy cadets are expected to be
in Quadrant 2. - Quadrant 3 can be upgraded to quadrant 2 through
conditioning. Run, run, run! - Quadrants 1 and 4 should seek a different sport.
8
9 This may seem harsh. But its true. You must be
both SMART and FAST to master this complex,
demanding sport.
9
10- And why is Orienteering taught at Leadership
Academy?
10
11To improve your orienteering knowledge and
skills To make your orienteering practices more
productive To make your orienteering team more
competitive To help your unit earn more points
toward Distinguished Unit
11
12- But wait, theres more . . .
- Which NJROTC team has the most potential for
cadets to assume significant leadership roles? - Hint Its the one with the least instructor
micro-management
12
13- This is Leadership Academy.
- You are hand-picked leaders at your unit.
- This presentation is designed to help you run the
team!!
13
14Presentation
- Follows the Orienteering Training Manual (OTM)
- Pay attention! Many of the exam answers will be
mentioned as we go through the corresponding
section. - Ask questions at any time.
- Help improve the manual. Contribute your ideas in
writing. - Orienteering grade 50 exam, 50 course
- Orienteering ribbon awarded at discretion of
your SNSI - Cadet Survey your feedback is vital!
14
1515
1616
1717
1818
1919
2020
2121
2222
2323
2424
2525
2626
2727
28Orienteering Exam
- OTM p.56
- 50 of your orienteering grade
- Follows the flow of the manual
- Open book -- That doesnt mean its easy!
- Work on it whenever you can
- Follow the directions
- Carefully remove the answer sheet!
- Due to your Platoon Advisor 2100 Thursday
28
29- When is the exam due to your platoon advisor?
-
29
30- When is the exam due to your platoon advisor?
-
2100 Thursday
30
3131
3232
33I. Get Ready
- Orienteering Training Manual (OTM) p.4
- Take on as much as your instructor
- will allow
33
34I. Get Ready
- Beginning of the season preparations
- - USOF website
- - Team schedule
- - Campus map
- - Equipment check
34
35I. Get Ready
- Starting Assumptions
- By now, you all should have
- Read the CFM the U.S. Army Orienteering
Handbook - Experienced the joy and wonder of the
Navy-provided lesson plan - Run at least one orienteering course (BLT ring a
bell?) - Know how to use a compass
- Know how to measure distance
- on the map and over ground
- Earned the Orienteering Ribbon
35
36The Orienteering Ribbon
- Knowledge is basic
- Competitions not required
- But running two 3k courses using a properly
prepared map is - Create an Orienteering Ribbon Qualification
Opportunity - good way to recruit potential orienteers
36
3737
3838
39II. Know the Rules
- OTM p.6
- Download the USOF rules as a team reference
- Read them!
- Most USOF rules always apply
- Educate your teammates!
- Host your meet iaw USOF rules
- Carefully study other meet LOIs for differences
39
40II. Know the Rules
Rule 2 Definition and basic characteristics of
orienteering
40
41II. Know the Rules
41
42II. Know the Rules
- Rule 14 Event Information
- Anything unusual about your map
- Anything new not shown on the map
- Anything different from what you put in your LOI
- Point values on the score O course
- Requirement to put runners on every course
- Time Limits
42
43Hazardous plants Poison Ivy Leaves of three,
let it be.
ground roadside vine
43
44 Poison Oak Poison Sumac
44
45Hazardous critters
45
46Ticks Chiggers
46
47Safety bearings
47
48II. Know the Rules
- Rule 22 Maps
- Terrain conditions not visible on the map which
may influence the outcome - Good quality maps
-
- Hosting unit should provide lamination or ziploc
bags
48
49II. Know the Rules
Rule 23 Competition Courses
49
50II. Know the Rules
Rule 25 Course Markings on the Map
50
51II. Know the Rules
Rule 27 Control descriptions
51
52II. Know the Rules
Rule 29 Control flags and equipments
52
53II. Know the Rules
Rule 30 Control Cards
53
54II. Know the Rules
Rule 31 The Start
54
55II. Know the Rules
Rule 32 The Finish
55
56II. Know the Rules
Rule 33 Timing and placing
56
57Rule 33 Timing and placing
- What do you do if a punch is gone or broken?
57
58Rule 33 Timing and placing
- If the absence of a control mark is not the
fault of the competitor (i.e. missing or broken
punch), and the competitor states that he/she
visited all the control locations in the proper
sequence, in the absence of proof to the
contrary, the competitor will not be
disqualified. - (USOF Rule 33.5)
- Knowing this when the occasion arises will save
you unnecessary anxiety and perhaps many minutes
searching the area or waiting, wondering what to
do.
58
59II. Know the Rules
Rule 35 Fairness
All persons who take part at an orienteering
event shall demonstrate a high degree of
fairness, a sporting attitude, and a spirit of
comradeship and honesty. (rule 35.1, United
States Orienteering Federation Rules of
Competition)
59
60Rule 35 Fairness
- Its forbidden to obtain outside help or
collaborate in running or navigation except in a
non-competitive class. (rule 35.2) - However, there are occasions when its OK to seek
help. - For example, it is the responsibility of the
approaching competitor to help anyone who is
injured. (37.3)
60
61II. Know the Rules
Rule 36 Equipment and aids
61
62II. Know the Rules
Rule 37 Conduct during the event
62
63Rule 37 Conduct during the event
- What if someone is lost, afraid, and seeking
help? - Strictly speaking, no help should be given,
but is it good sportsmanship to ignore them?
63
64Rule 37 Conduct during the event
- Use good sense and judgment.
- If the help seeker is actively competing, then
help should not be given. - If you realize there is fear, anxiety, or
desperation, and the help-seeker is likely to be
out of the competition, then offer aid.
64
65II. Know the Rules
Rule 38 Out of Bounds areas
- Its forbidden to cause damage in the competition
terrain. - Do not enter
- Yards and gardens
- Sown land and land with growing and standing
crops - Limited access highways or fenced railways
- Areas marked Out of Bounds
- If you open a barrier or gate, you must close it.
65
6666
6767
68III. Understand the Map
- OTM p.10
- IOF website - download
- International Specification
- For Orienteering Maps
-
- 18-page guide
68
69- Anything which affects progress will be on
an orienteering map. - Paths, roads, and open ground where running is
easy - High fences, marshes and lakes, thickets, cliffs
where running is difficult or impossible - The shape of the ground and how much climb youll
encounter -
69
70- Therefore, you must be an expert at interpreting
the map.
70
7171
72- Land forms
- Land has many features besides hills.
- You need to be able to recognize them both in the
terrain and on the map - Land features are drawn with brown lines
72
73Contour line
- A line joining points of equal height. A
standard interval between contour lines is 5
meters (but the map will tell you what the
contour interval is).
73
74Each contour line represents an equal interval
such as 5 meters.
74
75Lines that are far apart indicate a gradual slope.
75
76Lines that are close together indicate a steep
slope.
76
77- Every fifth contour is drawn with a thicker brown
line called an index contour. This makes it
easier to pick out height differences and figure
out the overall terrain shape.
77
78Contour interval is 5 meters.How high is this
hill?
78
79How about now?
79
80Knoll
- A visible mound, smaller than a hill
- Shown with a contour line. Knolls too small to
be shown with a contour line use a dot.
80
81Form lines
- Broken brown lines. Indicate that the feature is
not as large as the contour interval. Help you
picture that land more accurately.
81
82Re-entrant
- Located on the side of a hill
- Water runs down a re-entrant
- An entering of the land INTO the hill
82
83- A deep re-entrant has many contour lines close
together
83
84- This hill has two
- re-entrants
This hill has a re-entrant that
starts halfway up the hill
84
85Spur
85
86Saddle
- A cowboy saddle rises up in front and behind the
rider, and slopes downward on both sides.
86
87Depression
A typical depression
Without the hatch marks, the area is a hill.
Imagine the hatch marks are arrows pointing
downwards
The hatch marks point downwards.
87
88Hatch marks
- Also used to show downward slopes, especially in
areas of confused terrain
88
89Steep earth bank
- No vegetation growing on it
- Sides steep if not impossible to climb
- Often occur at river bend from erosion
89
90Dry ditch
- Looks like a single deep row in a farmers field
90
91Gully
- Appears on a hillside
- Looks like someone took a huge knife and sliced
- Not drawn as a re-entrant because its very
narrow and would be hard to pick out
91
92- Water and Marsh
- Look for solid black outlines
92
93- Rock and Boulder
- Passable vs Impassable
- cliffs
93
94Man-made objects are readily identifiable. They
help us figure out where we are. Man-made
objects are used for control point
placement. Fences, gates, roads and trails all
directly affect access and run-ability and so
affect our route choices.
94
95- Man-made Features
- Visible vs Indistinct path
- junctions
95
96- Man-made Features
- Crossing points with and
- without a bridge
96
97- Man-made Features
- Power lines
97
98- Man-made Features
- Stone walls and Fences
98
99- Man-made Features
- Special features
99
100- Vegetation
- affects run-ability and visibility
- The basic principle is
- white is run-able forest
- yellow is open area
- green is vegetation that affects run-ability and
visibility
100
101White Run-able forest
101
102 Yellow Open land
- Cultivated fields,
- meadows, mowed lawns,
- easy running
102
103Rough open land
- Brambles, thorns, small bushes, tall grasses,
etc. that slow you down
103
104Open sandy ground
- Sand or gravel with no vegetation
- Running is slow.
- Not just sandy soil
- Beach, or long jump pits
104
105Green Vegetation
- An area of dense
- vegetation which
- is barely passable
- (bring a machete)
105
106106
107107
108108
109IV. Master the Control Codes
- OTM p.13
- Why bother?
- How big is that control circle, anyway?
109
110IV. Master the Control Codes
The control code symbols are a shorthand way of
writing out long descriptions of the exact point
location. Many (but not all) of the symbols used
are the same as those on the map. But theyre
usually printed in black or purple.
110
111111
112112
113Control Code Quiz
Re-entrant
Spur
Deep
Water
Ruin
Pond
Cliff
Rootstock
113
114Control Code Quiz
Junction
Thicket
Depression
Erosion Gully
Fence
Stone Wall
Marsh
Copse
114
115Control Code Quiz
Between
Lower
NW edge
S corner
SE end
Top
Upper part
Middle
115
116116
117117
118118
119V. Make a Map
- OTM p.15
- To run effective practices,
- you need a map.
- Making a school campus map
- should be a top priority
- Its very costly to have
- an outside service create
- an orienteering map.
- Sadly, most of
- us are not artistic.
119
120V. Make a Map
- Your school campus is a small area, perfect for
beginners. - Good chance campus map of
- some sort already exists.
- Convert existing map into
- orienteering style map.
- You can do it!
Unit Cartography Officer I like the sound of
that!
120
121No map no orienteering opportunities
121
122Now were talking!
122
123- Step 1 Find your background map
- Step 2 Convert it to a high resolution bmp or
jpeg
123
124124
125- Step 3 Download OCAD 6
- Step 4 Load your background map
- Step 5 Slowly but surely build your orienteering
map on top of your background map
125
126- Step 6 Margin information
126
127127
128128
129- Step 8 Design three course difficulties
Easy,
Medium, Hard - Print out enough color copies of each and
laminate them - Once a year field check your map
129
130Any questions?
130
131131
132VI. Set a Course
- OTM p.19
- A well designed, correctly set
- course provides effective training.
- A well designed, correctly set
- course is essential to host a fair,
challenging meet.
132
133- A poorly designed or incorrectly set course
hampers effective training, hurts morale,
frustrates new orienteers. - A poorly designed or incorrectly set course makes
the results of your meet unfair, and gives your
unit a bad reputation.
133
134- When you design an orienteering course, three
principles must be observed - The course must be fair.
- The course must demand navigational skills.
- The course must demand physical effort.
-
134
135Otherwise, its something, but it aint
orienteering
- You must preserve the unique nature of the sport
by making sure that your course is fair and that
it requires navigation and physical effort.
135
136Physical Effort
- It usually takes care of itself by the very
nature of the sport. - Provide water stations.
- Avoid setting controls
- in dangerous areas.
- Dont tempt runners
- into becoming swimmers.
136
137- Adhere to course length guidelines.
- Dont get carried away making it too long
because the controls are too easy.
137
138- Adhere to course climb guidelines.
- Figure out how much climb theyll experience, as
this is a good measure of how tiring your course
will be.
138
139Fairness
To ensure your meet is fair,
you must eliminate luck
139
140Luck creeps in when any of these situations exist
- Inaccurate map
- Controls not hung where shown on map
- Controls hung at wrong height
- One big problem
- The shape of the course
140
141Inaccurate map
- Your route choices depend on this!
-
Map
Actual
141
142What the map indicated
Controls not hung where shown
142
143The actual location
Controls not hung where shown
143
144The controls must be hung at the right height!
- Too high no navigational skill required too
low it becomes a game of hide and seek - But -- White course controls should be visible
from a good distance. Beginners must not be
discouraged!
144
145- A good rule of thumb is if you have a really
detailed map that lets you read your way right to
the control point, it should be hung so you dont
see it until you actually reach that point.
145
146- In very open forest, dont hang the control low,
because the chance is very good that runners at
the control will show others where it is. So
its better to hang the control point high ( or
find a different spot) so its equally easy for
all.
146
147One big problem
- Dont design a course with just one big problem.
If a course is all easy legs and one hard leg,
even a beginner could get lucky and beat an
expert.
147
148The shape of the course shouldnt introduce luck
- Two legs connected by an acute angle are called
dog legs. Dog legs can introduce luck into the
course.
148
149A runner missing the control to the right can (if
lucky) see others leaving it, and be led back to
the control
A runner missing the control to the left
has nothing to help lead her back to the control
149
150- This is easily solved by
- putting another control
- beyond the exit side
- 100 yards away.
150
151- Crossovers introduce luck because some runners
will take points out of order. Best to avoid
unless you want to man all the controls and check
runners cards.
151
152- How would runners likely run this course?
152
153153
154Navigational skills
- Design the course on your map.
- Field check the control point locations for
suitability. - Revise as necessary.
- Every control should be on a distinct
- feature that can be navigated to using
- the map and compass.
- Dont play control point hide-and-seek.
- A detailed campus map with lots of small
- features provides plenty of map reading
- (thats why its great for beginners).
- Be imaginative vary leg length,
- direction, control features.
154
155Navigational skills
- The legs are what your course is all about!
- Provide meaningful route choices.
- Vary the legs difficulty, length, direction.
- Every leg should have navigational challenges.
155
156The White Course
- The future of your program depends on your 1st
years. - Those who get badly lost are likely to quit
orienteering. - Respect the guidelines laid down for White
Course. - Accurate map
- Lots of trails
156
157- All points on large, distinct features
- with handrails between preferably trails
157
158Controls highly visible, chest high Easy start
1st control can even be visible from the
Start Short legs lt 400m Avoid dense areas of
heavy vegetation Compass use should not be needed
to complete the course
158
159 The Yellow Course
- Easy start
- Easy course
- Variety of length of legs
159
160 The Yellow Course
- Still use handrails for legs, but points are off
the handrails - Attack points are on the handrails
- Good catching features beyond the control
- Large features
- Controls hung waist high
160
161 The Orange Course
- A little longer, a little harder than Yellow
- Controls hung knee high
- Attack points off handrails
- Catching features after control
- Features of medium difficulty
- Variety in
- Control features
- Direction
- Route Choice
161
162The Green Course
- Follow the course guidelines for number of
controls, length of course - Use complicated parts of the map
- Control feature should be seen before the control
- Control markers hung below the knee
- Make the orienteer navigate to the control
- For example, put the control on the North side of
the knoll if the runner is coming from the South
162
163The Score O Course
- Make sure youre clear about point values
- Put it in your LOI
- Mention it during the instructor brief
- Show it on the map
- Distance and Difficulty
- Be consistent
- Keep it simple
- Think about control placement you dont know
what direction the runner will come from!
163
164164
165165
166VII. Run a Practice
- OTM p. 28
- When does your season start and end?
- How many practices per week
- How long per practice
- Conflicts with other ROTC teams
- Orienteering muster sheet
- Attendance and performance grades
- Warm up, cool down, hydrate!
- If your practice is off campus, bring water!
166
167- Theory and Application
- Each practice
- should have both
- Quick 5-15 minutes
- theory
- Get em outside
- skill drills
- run a course
- endurance
- training
167
168Begin at the beginning
- Starting skills and knowledge
- Compass use
- Distance estimation
- measuring distances on the map
- pace counting
- Map reading
- map symbols
- 5 colors of the map
- 5 landforms
- margin information
- Control codes
168
169- Skill drills
- Coaching Orienteering manual
- Beyond Armchair Orienteering
- Teaching Orienteering
169
170- Theory
- Map visualization
- How high?
- Total Climb
- Finding a good attack point
- Control Card Quiz
- Measuring Leg Distances
- Course Analysis
170
171Map Visualization
171
172How high?
- The contours in the following maps are 3 meters
apart. For each drawing, determine the height of
the highest hill pictured.
172
173173
174174
175Total climb
- To get from A to B, how much will you climb if
you follow the broken line? The contour interval
is 3 meters. - Count all the contours that require you to go up,
and dont worry about the ones that have you run
down.
175
176176
177177
178178
179Control card symbol quiz
- Either give them the codes, have them write out
the description, or give them the description,
have them fill in the codes
179
180Measuring leg distances
180
181 Course Analysis
- Give the bearing and length of each leg.
- Identify the control feature on which the control
flag is located. - Identify each attack point you would use.
- Describe your route choice for each leg.
181
182Catching features
- Orienteering simulation
- Useful for demonstrating different techniques
- You can import OCAD maps into Catching Features,
which will render them in 3D
182
183Application
- Shadowing
- Silver dollar game
- Memory orienteering
- Permanent course orienteering
183
184- Set courses around your campus
- Before practice
- One cadet set
- One cadet vet make sure they go separately!!
- Put your points where they wont get swiped!
- Keep your course set for 2 consecutive practices
- beat their time
- run it backwards
- Run it without the map
184
185Shadowing
185
186Silver dollar game
- You can do this on an
- orienteering map or simply
- go outside with a compass
- and a long tape measure
- Sketch out a series of legs
- of equal length something
- easy to compute, like 10 or 20
- Compass only,
- mass start
- Everybody needs to
- know their pace!
186
187- Call out the bearing and distance
- Everybody shoots the bearing and paces that
distance - Call out next bearing and distance etc
- The cadet who gets nearest the end point wins a
silver dollar
187
188Memory Orienteering
- They get a map of the 1st leg at the start
- Each subsequent leg is hanging from the control
- Best to laminate the map pieces
- This is a good way to force your cadets to
distance estimate, take precise bearings, and
observe the map closely as to notice the
important features on the way to the next control
(map simplification)
188
189Permanent Course Orienteering
189
190Other brilliant ideas
- Use local orienteering clubs frequent meets every
chance you can - Use local races as a way of maintaining or
improving your orienteering team members speed
and endurance - Partner with a local race organizer to allow
cadets to run at no cost or reduced cost
190
191191
192192
193VIII. Prepare for a Meet
- BEFORE MEET DAY
- Study the LOI!
- Get a copy of the map
- and review it as a group
- Tailor your practices to
- the meet
- Review results from
- the last meet
- Make course assignments
- Prepare a team briefing!
193
194Heres an example of a team brief given the day
before the meet
194
195North CharlestonOrienteering Meet
- Saturday 23 February
- Bus leaves at 6am
- 2 hour drive
- 14 cadets plus 2 alternates
- Indemnity Form
- Permission slip
195
196196
197197
198198
199199
200200
201Point spread
YELLOW COURSE 1ST 30 2ND 27 3RD 24
4TH 21 5th 18 6th 15 7TH 12
8TH 9 9TH 6 10TH 3 Max points
165 ORANGE COURSE 1ST 50 2ND 45 3RD
40 4TH 35 5th 30 6th 25 7TH 20 8TH
15 9TH 10 10TH 5 Max points
275 GREEN COURSE 1st 100 2nd 90
3rd 80 4th 70 5th 60 6th 50 7th
40 8th 30 9th 20 10th 10 Max
points 550 SCORE O 1st 150 2nd
135 3rd 120 4th 105 5th 90
6th 75 7th 60 8th 45 9th 30
10th 15 Max points 150
201
202- Yellow Course
- 3 kilometers
- 10 controls
- 90 minutes
- 1st place
- 30 points
202
203- Orange Course
- 5 kilometers
- 12 controls
- 90 minutes
- 1st place
- 50 points
203
204- Green Course
- 6 kilometers
- 20 controls
- 2 hours
- 1st place
- 100 points
204
205- Score O
- 3 person team
- 30 controls
- 75 minutes
- 1st place
- 150 points
205
206- This place is Lowcountry. No contours. Not
Mistletoe! - Most significant features are the trails and the
streams. - Map is not a true orienteering map. Lacks most
features shown on orienteering map. - Use point 1 to get used to the scale of the map.
206
207- They give you both a map and bearing/yards
- Use the trails to get you close to the control
- Use attack points and collecting features
- When in doubt, trust your compass!
- Distance estimation is a must!!
207
208208
209After you run
- Important!! When you complete your course, you
must check in at the finish table. - There is a three hour time limit to all courses.
At that point you must check in whether youve
finished or not. EVERYONE must check in by 3PM,
finished or not!! - It does not matter if you completed your course
or not anyone who does not check in will be
PRESUMED LOST. A search party will be organized.
If you really are lost, then help is on the way. - (But... if I find out you went back to the bus
to listen to your iPod without checking in, boy
will I be mad.)
209
210This concludes the team brief
210
211PRIOR TO DEPARTURE Finalize course
assignments Compasses Ziploc bags Extra watches
211
212- PRIOR TO START
- Mental alertness
- Breakfast of champions
- Bring a watch!
- Start Time!!!
- Do whatever necessary to
- not lose control card
- Proper clothing
- Tie tape your shoes
- Dont wear camos
- if you plan to
- get lost
212
213PRIOR TO START
- What time is the first start?
- When is my start time?
- What course am I running?
- Have I had enough fluid?
- Are my shoes tied?
- Do I need to go potty?
- Wheres my control card?
- Wheres the start line?
- Does my compass work?
213
214214
215215
216IX. Use Course Strategy
Use your map to show you where you are. Use your
map and compass to show you how to get to the
control. Use your map, compass, and distance
measurement to show your progress. Use
orienteering techniques to show you how to do it
as quickly and efficiently as possible.
Or to put it another way . . .
216
217- There are five skills that help you find the
control. - Precision Map Reading
- Rough Map Reading
- Precision Compass Reading
- Rough Compass Reading
- Distance Estimation
- There are five orienteering techniques that help
you find the control more quickly and
efficiently. - Collecting Features
- Handrails
- Attack Points
- Aiming Off
- Catching Features
217
218Precision Map Reading
- Use this to track your exact location as you move
along. - Use this to identify small features on the map as
you move, such as boulders, pits, knolls, trail
intersections, etc. - Keep in close contact with your map at all
times. - Careful pace counting always!
- May be necessary in complex, detailed terrain
(or if you get lost gasp!).
218
219Rough Map Reading
- Use to identify large map features, such as
hills, roads, streams, trails - Probably use this on simpler legs with linear
features that you can follow along (handrails) - Make sure you are looking all around you as you
move and mentally checking off large features as
you progress. - You still need to distance estimate!
219
220Precision Compass Reading
- Use this for navigating with compass only
(Bearings Only Course) - Use from your Attack Point to the control
- Use in areas of thick vegetation or areas with no
distinct features, or really complex terrain with
a lot of confusing contours - Use Steering Marks (CFM Unit 9-5 Land Nav
Techniques) - Make sure you give your compass time to settle
220
221Rough Compass Reading
- You always want to know the approximate direction
youre heading (N, NE, E, SE, S, SW, W, NW). - Use it when leaving a control
- Use it on long legs (gt400m) with handrails (like
trails) - Use it when crossing handrails (like trails) just
to give you a warm fuzzy
221
222Distance Estimation
- Use this skill all the time!
- Essential when
- you are running in indistinct terrain
- you are running in complex terrain
- you are running on trails
- Use as a backup all other times
- This skill will save you much frustration and
gain you much time!
222
223Distance Estimation
Measure Everything on the map and on the
ground. Those who dont measure everything can
count their lost time in minutes, those who do
can count their lost time in seconds.
223
224Collecting Features
These are features on the map that you pass by
(collect) as you use precision map reading and
thumb your map on the way to the control. Every
time you pass one of your collecting features,
you can reset your pace count to zero if you
want. Make sure you always look ahead for the
next few collecting features, not just the next
one.
224
225Handrails
225
226Attack Points
- Picking your attack point is probably the most
important part of your plan to get from A to B.
226
227- An attack point is a feature in the terrain which
you can easily recognize.
227
228- It is located close to your control.
228
229- You orienteer quickly to the attack point and
from there you slow down to approach your control.
229
230Identify all the map symbols
230
231What would you pick as your attack point?
231
232Possible attack points
232
233Identify all the map symbols
233
234Whats a good attack point for control 3? How
about control 4?
234
235Possible attack points
235
236- Dont pick an attack point thats as small as or
smaller than the control. As a result, youd
essentially be looking for two controls on one
leg! West end of marsh is a good attack point.
Root stock SE of control is not.
236
237A sure-fire technique
- The CAR method of orienteering
- Control feature
- What control feature am I looking for?
- Attack point
- I should select a sure-fire attack point near it
- Route
- What route should I take to get to the attack
point
237
238Aiming Off
A handy technique when the control lies on a
linear feature. For example, if the bearing to
the control is 045, you can aim at 030, reach the
trail and turn right. That also happens to be
the nearer side of the linear feature and the
side youre likely to hit anyway due to drift.
238
239Catching Features
Look for linear features that occur after your
control (lt100m) Roughly perpendicular to your
bearing Advanced courses will try not to have a
handy one after the control, so remember to do
your distance measurement!
239
240Control work
- Approximately 80
- of all mistakes
- happen when entering a control
- You need to use a consistent method
- at each control
240
241Into the control
- Look for the control detail, not the flag
- Reduce speed when you see the flag
- Decide the direction out of the control, if you
havent already done so
241
242- Possibly take a compass bearing
- Learn the control code and the control
- placement if you dont already know it
- Prepare your card
-
-
242
243- At the control
- Check the code, then punch carefully
243
244- Out of the control
- Run in the right direction
- Use the compass
- Fold the map
- Use the thumb grip
244
245- What about following and being followed?
245
246- Do your own orienteering.
- Rule 35 Fairness
- You shall not seek to obtain an unfair
advantage over fellow competitors, nor
intentionally run with or behind other
competitors during the event in order to profit
from their skill. - You wont improve your own skills if you
constantly rely on other runners.
246
247- Situation 1 Youre being followed.
- They are following and you want to lose them.
- Stop let them run by you.
-
- Run very quickly to outdistance them.
- This may be impossible if you are S/S and the
follower is D/F. - Stop at the next control, let them leave first,
then take a different route. -
- Run into a very tricky, complex section of woods
and lose them in heavy vegetation.
247
248- Situation 2 Youre running near someone of
equal or better ability - This is where having a system of approaching and
leaving the control can really pay off! - When the two of you see the control, sprint
ahead, punch quickly, and immediately exit the
control along your pre-planned route. - Continue orienteering!
- Remember, you really dont know
- how good an orienteer the other
- runner is.
-
248
249Another tip
- Anticipate seeing the orienteers ahead of you
leaving the control that you are headed to. This
involves selecting a route and aiming off such
that you attack the control from the direction of
the next leg.
249
250And yet one more tip
- You need a wristwatch that records splits.
- Leg times are extremely valuable to you and the
team coach. - Splits let you analyze each leg and the entire
race. - Punch in, touch the split button on your watch,
go.
250
251Important Safety Tip 1
- Never ever order your cadets to remain on the
course until they have located all the control
sites! - Tell them that they absolutely must return within
the meets time limit!
251
252Important Safety Tip 2
Dont mess with the woodland creatures
252
253253
254254
255X. Analyze Your Performance
- Step One Immediately after completing the
course, put the following information on your map - Your name
- The date
- Your time
- The winners name and winning time
- Tick off your planned attack points
- Trace the route you executed
- Calculate your lost time
255
256- Step Two Fill out the meet analysis form
- Example in OTM p.38
- Step Three Write your orienteering journal
- Step Four Analyze the meet as a team
256
257257
258258
259XI. Host a Meet
- Where
- When
- Map
- What type
- Which courses
- How big
- Your LOI
- determining winners
259
260- Advertise
- Meet supplies
- Concessions
- Trophies medals
- Design test your courses
- Set Vet your courses
- Designate jobs
- dry run
260
261Job Assignments
- Course setters
- Course vetters
- Start line
- Finish line
- Safety observers
- Score room
261
262Course Setters
- Place controls in exact center of control circles
- Place controls as per the control codes
- Place controls at appropriate heights
262
263Course Vetters
- Should run the course with no helpful tips from
setters - They do not move control points
- Report any inaccuracies
-
- Two independent vetters is best
263
264Start Line
- Check In call out school name and start time 3
minutes prior. When runner reports in, check
control card to verify start time and course,
then log in cadet on check in sheet. - Time keeper calls out time on each minute.
Hands out map to each runner. - Whistle Make sure each runner starts at the
time on their card! Blow whistle for each runner
at their start time.
264
265Finish Line
- Time keeper calls out time (minute and seconds)
when runners cross finish line. - Time recorder Takes control card from runner,
writes finish time on card, hands card to runner
check off. - Check off Checks off runner on appropriate
course sheet so everyone knows runner returned. - Runner Assists finish line cadets takes
control cards to Score Room.
265
266Safety Observers
- Safety of runners to discourage cheating
- Divide the map into zones. Assign two safety
observers per zone. - Safety Observers periodically check on control
points. - Notify Instructors of problems via cell phones
Cadets Playing!
266
267Score Room
- 2 cadets for data entry
- 1 instructor for all calls
268Worth considering
- After the meet, leave the courses set up.
- Make the next team practice a mini-meet with
the goal of beating the best times from your
competition.
268
269269
270270
271XII. Keep Learning
- Clubs
- Backwoods Orienteering Klub
- Carolina Orienteering Klubb
- Georgia Orienteering Club
- Online
- USOF
- Books
- Coaching Orienteering manual
- Armchair Orienteering I,II,III
- Magazine
- Orienteering North America
271
272272
273Final Exam
273
274274
275- CLOCK O
- Cadets run in pairs
- Pairs are given a
- primary point, 1 12
- You must get your
- primary point (worth 80)
- Get the next 5 points clockwise (worth 4 each)
- Total possible score 100
- Time limit 30 minutes
- Write names on map
- Punch on map
275
276276
277The NJROTCArea SixLeadership AcademyOrienteer
ing 201
- Beyond the Cadet Field Manual
277
278278