Coaching Exercises
A reference library of coaching exercises.
Lee Shore Landing (Double handers)
IntermediateAdvanced
Train the sailors to drop their main sails and sail in on the jib. They need to plan where they are going to drop the main taking into account any dangers, obstacles and other boats including drift during maneuver.
Gives confidence about de-rigging on the water
Learn about sailing the boat solely on the jib
0 Marks
Figure of 8 (tacking)
Beginner
Keep the group together allowing only tacking by making sure the boats approach the buoys from below. For beginners, make sure that they all go in the same direction.
1. Awareness of other boats
2. Tacking around buoys
3. Sailing in a group
2 Marks
Sausage
Beginner
Keeps the group together but allows them to practice tacking and gybing. Make sure the group knows which way to go around the bouys - clockwise or anti-clockwise
1. Confidence sailing in a group
2. Understand the differences of tacking and gybing
2 Marks
Sailing a Triangle
BeginnerIntermediate
Being able to sail a triangle means that the sailor can sail all points of sailing. The sailors must try to use the 5 essentials of sailing particularly sailing upwind zigzagging to the windward mark.
1. Tacking up wind
2. Sailing a broad reach
3. Gybing from broad reach to broach reach
4. Getting close to the wind rounding the leeward mark
3 Marks
Figure of 8 (gybing)
BeginnerIntermediate
Keep the group together allowing only gybing by making sure the boats approach the buoys from above.
1. Awareness of other boats
2. Gybing around buoys
3. Sailing in a group
2 Marks
Leaving a Lee Shore (Double Handers)
IntermediateAdvanced
Raising the main in the wind whilst pointing the boat away from shore and into the wind. Good communication between helm and crew.
Crew holds the boat steady in the water
The helm raises the main
When ready, the crew pulls the boat away from wind and climbs in
Note: foils need to be protected
0 Marks
Diamond
BeginnerIntermediate
Boats go round a diamond only tacking and gybing once. Sailors need to set the boat correctly for each leg. Sailors can use the other boats as reference as what makes a boat go faster. Keeps the boats from avoiding contact. Make sure sailors know which was to go round - clockwise or anti-clockwise
Improve tacking and gybing
Getting closer to buoys for rounding
Being able to change the boat set up correctly
Finding the best settings for each point of sailing
4 Marks
Tacking Slalom
BeginnerIntermediate
Slalom upwind with a reaching mark. Gets the sailors to tack close to marks thinking about their entry and exit. Leeward rounding with a quick tack.
Improves getting close hauled and then tacking efficiently.
Roll tacking through the slalom
Boat setup changing from reaching to upwind and back
4 Marks
Downwind Slalom
IntermediateAdvanced
Slalom downwind with a reaching mark. Gets the sailors to maintain speed whilst gybing downwind close to marks thinking about their entry and exit. Leeward rounding without losing speed.
Improves gybing
Roll gybing through the slalom
Boat setup changing from reaching to upwind and back
6 Marks
Slalom Race
IntermediateRacing
2 sets of slaloms with odd number of buoys for each slalom. Slaloms set in line to wind. Set up a start line to leeward. On starting, each boat tacks up through the slalom and then gybes coming back. Where there is more than 2 boats, the race can become a relay.
Learning to start at full speed without other boats interfering.
Tacking and gybing efficiently in a competitive situation
Timing and communication when run as a relay
8 Marks
Tacking on the Whistle
BeginnerIntermediate
Teaches tacking when choosing not to. Sailors must tack when whistle is blown and not when they want to.
Teaches crash tacking and how it can take the speed out of the boat
Highlights one bad tack will slow the boat and any competitive advantage
0 Marks
Gybe on whistle
Intermediate
Group the boats together and head off downwind. On the whistle they must gybe - watch behind for any gusts that might make it harder or easier to gybe.
Practice gybing when not ideal
Learning to keep boat speed
0 Marks
Elephant Ears
BeginnerIntermediate
Instruct on tacking and gybing without have to move the instructors boat. Place coach boat in middle of a sausage course. Split students equally on either side and they sail between the coach boat and the buoy on their side. When they approach the instructors boat, they can tack or gybe. The coach can see the manoeuvre up close and give instruction. More advanced, this can be used to teach roll tacking and gybing
Sailors get 1:1 instruction about maneuver
Improves their tacking and gybing
2 Marks
In and Out of Irons
Beginner
Teaches the sailors how to get out of irons for their particular class of boat. This could be backing the main to give momentum and turn, use the jib to catch the wind and turn or jamming the tiller hard to turn the boat.
Stopping the boat
Confidence to get out of irons
0 Marks
Last boat standing
AdvancedRacing
Create a box with 4 buoys. All sailors need to start in the box, once the whistle is blown, the sailors need to either force another boat out of the box or infringe on a racing rules. The instructor is the referee and there is no arguing with the instructor. Once the sailors master this exercise, it is unlikely to end and you will need to move onto another exercise.
Teaches them close quarter maneuvers
Rapid identification and use of the rules
4 Marks
One boat trying for a port tack flyer
Racing
To show how to start with a port hand bias on the line and a gap from which to take advantage. Set up a port bias start line with 2 buoys and then a third towards the port end which separates the starboard fleet from the boat trying a port tack flyer. If the port boat gets to their section of the start line on time then they will be able to get the flyer.
Practice port tack flyer
Think about options for when it fails
Hitting the start line at full speed and on time
3 Marks
Get in the Box
IntermediateAdvanced
Using 4 marks to create a box based on the experience and number of sailors.
The sailors sail around the outside of the box.
On the whistle the sailors have to get in the box on the side state and stay in the box for as long as possible.
Sailors have to think about how they can get close to the edge of the box and then hold the boat in the box.
4 Marks
Exit the box
AdvancedRacing
Using 4 marks to create a box, adjust the size depending on sailors and their ability.
The sailors sail around the inside of the box.
On a whistler, the sailors have to get out of the side called as quickly as possible.
This gets sailors use to accelerating their boats in all directions as well as avoid other boats.
4 Marks
Start Line Drift
Racing
Set up a start line.
One boat at a time, the sailors come in to leeward of the committee boat and start their stopwatch.
The aim is stay on the start line as long as possible, the sailors drift as slowly as possible down the line with out tacking.
When they are at the pin end, they accelerate and stop their stopwatch as they cross the start line.
This exercise helps sailors practice staying on the start line.
2 Marks
Follow the Leader - Stopping
AdvancedRacing
Sailors follow the leader on a beam reach. On the first whistle, sailors turn head to wind and stop as quickly as possible. On the 2nd whistle, they bear away and re-join the follow the leader.
Teaches stopping quickly, holding position and accelerating from a static position.
0 Marks
Where's the start line?
AdvancedRacing
Set up a long start line. Each sailor starts in the middle but one at a time with a 30 sec interval between each sailor. Coach then tells them how close to the start line they were.
This exercise can be used to introduce the importance of start line transits. Sailors can attempt the exercise both with and without a transit.
1 Marks
A squash and a squeeze
AdvancedRacing
Set up a short line with 1 boat length per boat. Run a series of starts for sailors to deal with such a compressed start line.
Sailors will learn how to control their boat in a tight group and hold their lane.
1 Marks
Which End of Start Line?
AdvancedRacing
Set up a relatively short start line and a windward mark. Move the pin after every start to change the bias so sailors have to keep adapting.
Sailors learning to read a start line and work out where is best to start.
3 Marks
Starting Strategy
AdvancedRacing
Set up a start line appropriate to the number of boats with a windward mark. Lay 2 marks halfway up the beat, one far left and one far right. Split your sailors into 3 groups. On group passes the far right hand mark to port on the upwind, another have to pass in-between the two marks and the third have to pass the far left mark to starboard. Rotate the groups after each start.
Change the line bias and space between the two marks on the middle of the beat to see how sailors adapt. Sailors should understand where to start based on the first leg course.
4 Marks
Gate Gybing
Advanced
Set a windward leeward course with a gate in the middle. Sailors gybe a minimum of three times between the windward and leeward mark with one gybe as they pass through the gate.
The coach can moor near the gate to coach and record the gybes of each sailor.
4 Marks
Box penalty turns
AdvancedRacing
Lay a small box course and set sailors in one direction with a short start sequence. The first boat to reach each mark scores 3 points but must perform a two-turn penalty. The second boat to reach each mark scores 1 point but must complete a one-turn penalty. The exercise stops when a boat has accumulated 10 points. Blowing a long whistle forces sailors to change direction round the box, which will create a new leader.
Sailors should learn how to perform turns quickly.
4 Marks
Chaotic Marking Rounding
AdvancedRacing
Lay 3 marks in a back to front ‘L shape’, relatively close together and split your sailors into 3 groups. Assign each group 2 marks to sail round, passing them to port. Use a whistle to rotate the groups onto the next set of marks.
Gets the sailors to think about optimum mark rounding whilst other boats around.
3 Marks
Round the clock
Advanced
Lay one mark and imagine it is positioned at the centre of a clock. If the wind is blowing in the direction of 12 o’clock to 6 o’clock, start by positioning a RIB at 9 o’clock, a short distance from the mark. Sailors start the exercise by sailing a figure of eight course to port between the RIB and the centre of the clock, and they continue to do this throughout the duration of the exercise. Slowly drive the RIB in a circle around the mark, forcing sailors to continually change their point of sail to be able to maintain their course between the RIB and the centre of the clock.
Gets the sailors to predict where the rib is going to be and sail as fast as possible towards it.
1 Marks
Leeward Mark Chaos
AdvancedRacing
Set a single leeward mark. Upwind of the leeward mark, organise the fleet on to a beam reach follow my leader, keeping the boats close together. Once the fleet is organised together on starboard tack, signal for them to start. The sailors bear away and start racing for the leeward mark. To sailors then round the leeward mark and sailing upwind on a close-hauled course.
Allows sailors to practice rule 18 (water at the mark) with loads of boats together.
2 Marks
Upwind Covering
AdvancedRacing
Lay a windward/leeward course.
Each group of 3 sailors approach the leeward mark in a line (closely together), passing the mark to port and set off upwind. The lead boat aims to stay ahead, whilst the middle and back boat aim to break the cover of the boat in front. Allow sailors to rotate their positions so they have the opportunity to be the lead, middle and back boat.
A sailor can learn to defend or improve their position by the time they reached the mark.
2 Marks
Judging Laylines
AdvancedRacing
Lay a windward and leeward mark, the longer the beat the more challenging the activity will be. Spilt your group into 3s. The sailors line up in a follow-my-leader style and round the leeward mark. They sail on port directly to the layline (one tack beat). The boat in the middle has to judge where the layline is and tack on it. The boat ahead and the boat behind respond by tacking as soon as the middle boat tacks. If the middle boat has judged it correctly then the first boat will be over and the third boat will be under the layline. So basically the first and third boats are there for feedback purposes, and to add a bit of pressure.
Success is if they can round the windward mark without the third boat being able to pinch inside at the mark.
2 Marks
Follow My Leader
BeginnerIntermediate
The fleet lines up behind the coach boat, responding to changes in speed and direction while staying as close as possible. No overtaking, no cutting corners and you must react to the boat directly in front rather than those further up the line.
Sailors need to control their boat speed and direction. The more skilled they are, the more the coach boat can vary their speed and direction.
0 Marks
Tack on the Whistle
BeginnerIntermediate
Begin with the fleet in a line behind the coach boat. On the first whistle harden up onto a close-hauled course to start the exercise. From then on each whistle is the signal to tack.
Helps identify good tacking technique and forces sailor to tack under pressure.
0 Marks
Tied Tiller
Intermediate
Tie the elastic from the tiller to a fixed point on the centre line, then try to sail a set course while becoming less reliant on the tiller for steerage.Start with straight line sailing then tacking, gybing and slow speed manoeuvring without holding the tiller, then a simple course and finally a race situation.
Sailors learn to use sail trim and balance to steer the boat reducing the amount of rudder used by the helm.
0 Marks
Blind folded sailing
Advanced
Make sure the sailing area is clear. Using a course of your choice, for double handers, decide who will sail blind first (helm or crew). Sailors are able to open their eyes at any point if they feel uncomfortable but the aim is for sailors to increase the time they spend with their eyes closed.
Use command ‘eyes open’ for dangerous situations that may lead to collisions. For single handlers boats can pair up with just one helm having their eyes closed at any one time.
Marks
Diamond Winger
IntermediateAdvanced
Lay 3 marks in an inverted ‘V’ and position the coach boat to form a diamond course. Start the exercise with a gate start, the pathfinder ducking the start boat to open the gate. Use a hook finish at the start boat to end the exercise.
Create unfamiliar mark rounding situations.
Include as many different manoeuvres as possible.
4 Marks
Duck & Tack
IntermediateAdvanced
Line up on starboard tack in a tuning run pattern. Possibly use a rabbit start to line everyone up.
Simulates crossing opportunities and close contact ducking. Start with boats on starboard tack, close-hauled with leeward boats slightly bow out. As soon as possible the bottom (leeward) boat must tack and then duck the boat on their hip. They must then tack back onto starboard to become the new holding boat. If using more than two boats, the ‘ducker’ may choose to cross boats but must always duck the top (furthest starboard) boat to ensure the exercise maintains its shape. Once a boat becomes the most leeward boat, they must tack as soon as possible and the exercise keeps rolling.
Practice generating space to tack, reducing preparation time before bearing away and judging crossing opportunities.
Marks
Hot Pursuit
IntermediateAdvanced
Lay 4 or more buoys in close proximity either in a square or at random.
A cross between “follow my leader’ and match racing with one boat shadowing its partner while keeping the gap to a minimum. The lead boat must stay within a preset area but can sail any course they wish for 3 minutes. The boats then switch places and repeat the exercise.
4 Marks
Gut Buster
AdvancedRacing
Lay a short course with a single leeward mark. Position the coach boat at the starboard end of the start line and run a 3-minute sequence. After the gun, motor up to the mid-point of the course and hold position as the middle mark.
After the start, boats must complete a minimum of 4 tacks before reaching the coach boat at the mid point. They must then perform a 360º around the coach boat to port (completing the tack) then perform another 4 tacks before the windward mark. After the top mark they will need to do a minimum of 3 gybes before dropping the kite and doing a 360 around the coach boat again. After re-hoisting they will need to do 3 more gybes before rounding the leeward mark to starboard and completing one lap.
Fitness.
Boat handling and penalty practice.
Compresses the fleet together, increasing pressure and forcing mistakes.
3 Marks
'V' Trail
IntermediateAdvanced
Lay 2 windward marks 2–3 hundred metres apart. Position the coach boat midway between the two marks approximately 100 metres to leeward. The coach boat will become the leeward mark but can remain mobile. A good tip when setting the coach boat position is to get a boat to sail on the lay line to each mark then re-set near the lay lines.
Boats set off at 30 second intervals, in a pair or in groups of 3. They will then round left windward mark, coach boat, right windward mark in that order. All windward marks to be rounded to port, with the coach indicating the leeward rounding using red and green flags. Boats will continue to sail the course until they hear repeated whistles when rounding the coach boat.
Rehearse and refine every type of mark rounding in a pressure environment.
Can also be used as an overtaking drill based on winning overlaps on the approach to a mark.
Simulates a heavily biased leeward mark rounding involving a 270º turn.
2 Marks
Holding Station
AdvancedRacing
A boat sails up next to a mark and hold position on starboard tack for as long as possible. Sailor / sailors are required to hold the boat stationary minimising slippage and fore and aft movement. The timer starts when the boat takes up a position next to the mark and finishes when the drift is beyond a pre-determined distance.
Introduce the concept of slippage.
Improve slow speed boat handling.
Simulate holding a position on a start line.
1 Marks
The Drive Through
IntermediateAdvanced
The aim of the game is for the focus boat to sail into the ‘drive through’, come to a dead stop next to the coach boat, and then accelerate out as fast as possible (within the rules). When one boat clears the circle the next boat can start. The advantage of this drill is that the coach can provide instant feedback while the boat is in the circle.
Here we are focused on cutting time and distance to full stop and time and distance to max speed. Video each boat individually and comment on the radius of the imaginary circle.
Fun, fast and multi-skilled.
Teaches rapid changes in speed.
Can be applied to starting situations.
0 Marks
Reverse Park
Advanced
Start by holding position next to a mark on starboard tack. Initiate and control a reverse staying as close to the mark as possible before exiting on port. Sheet in and sail forward so you are next to the mark and stop. Hold position before doing the same process in reverse.
Slow speed boat handling.
Simulate moving in and out of position on the start line.
Excellent for communication in two-person boats.
1 Marks
Trigger Pull
Intermediate
On the first signal boats must harden up onto a close-hauled course and have their sails flapping. On the second signal they all accelerate. On the third signal they stop. Try moving boats around after every start removing any positional advantage.
Practice the process of acceleration.
Get used to holding lanes.
Get as many starts in as possible with minimum set up time.
Marks
Time to the Max
IntermediateAdvanced
Lay 2 marks 3 boat lengths apart and square to the wind. Set the coach boat up to leeward of the line and start a 3-minute rolling clock. Give signals at 3, 1, and Go. On the gun follow the focus boat until they reach full speed then return to the line. The next boat enters the line on the following 1-minute signal.
At 1 minute the focus boat enters the start area and holds position on the line. At the gun the boat accelerates to maximum speed at which point the crew raises a hand. The name of the game is to reach maximum speed as quickly as possible from a standing start.
Practise acceleration skills.
Create an awareness of the time needed to reach full speed.
Reduce time taken to reach maximum speed.
3 Marks
Out of the Blocks
IntermediateAdvanced
Lay a square line long enough for two boats. Run a rolling 3-minute sequence. Select one boat to make a 30 second timed run into the start with the other holding position at two boat lengths. After each start get boats to switch positions.
A paired starting exercise with one boat taking a timed run to the start line and the other starting from stationary holding position two boat lengths behind the line. The boats will then continue to race until one has a clear advantage.
Improve time and distance skill.
Develop acceleration skills of stationary boat.
2 Marks
Line Starts
Racing
Lay a start line of a length relative to the ability and size of the group.
The start is a fundamental aspect of sailboat racing. This basic exercise can be used at every level to test a variety of skills. There are several options for starting sequences: 5, 4, 1, Go! 3, 2, 1, Go! Or simply 2 minute rolling starts.
An opportunity to practise all aspects of starting from taking transits, to slow speed boat handling and accelerating.
2 Marks
Bias Basics
Racing
Musical chairs on water. Sailors need to sail around the start line leaving the ends to port. By keeping the sails set after tacking round the starboard end they will be able to tell if they are sailing towards or away from the favoured end. When the coach blows the whistle they need to sail to the favoured end as fast as possible. Fasted boat to the correct end wins.
Start with a 10º bias to the starboard end and shift the bias to the pin for the second start. As the fleet gets better at selecting the correct end of the line, make the line squarer to the wind and reduce the time between whistles — like stopping the music in musical chairs!
Good introduction to line bias.
Gets sailors to use technique for assessing bias.
Adds an element of competition to the exercise.
2 Marks
Rabbit Starts
Racing
Identify the ‘rabbit’ and get them to sail on port.
All boats must duck the ‘rabbit’ and tack back onto starboard when all boats have started, effectively closing the gate.
When one boat is clear ahead the fleet should stop and reposition for the next start.
This is basically a gate start without the fuss. The ‘rabbit’ or ‘pathfinder’ sets off at a preset time (either using repeated whistles when they start their run or after a timed sequence). This effectively opens the gate allowing the boats to start by ducking his or her stern. When all boats have crossed the line the ‘rabbit’ can tack on top of the fleet closing the gate.
Take the emphasis away from the start by giving all boats a potentially clear lane.
Keep the fleet together when starting exercises.
Help improve judging closing speeds and approach lay lines.
2 Marks
Random Start
AdvancedRacing
First lay a square line of an adequate length for the fleet to get a clear start or slightly shorter. Use a 3, 1, GO sequence and fire the GO when you feel the time is right. Go early if the fleet is late in lining up or late if they look to be too close to the line. Use a round the ends rule and disqualify anyone who is over and does not go back.
The name of the game is to be on the line with 30 seconds to go and prepared for the gun to go at any time between 30 seconds before start time and 30 seconds after start time. Boats must hold position and then respond to the gun with the winner being the boat clear ahead when the start is recalled.
Get the fleet up onto the line good and early
Improve boat control
Help improve acceleration from a standstill
Respond to external start cues
2 Marks
Box Starts
IntermediateAdvancedRacing
Set the line square to the wind of suitable length so that all boats can fit comfortably on the line. Lay 2 additional marks, downwind of the pin and the start boat. This forms a box the size of which is dictated by the ability of the group and the class of dinghy.
The rules of the exercise are that all boats must be within the box formed by the marks and the start boat from a pre-determined time. Any boats sailing outside the box during this period will be disqualified. To finish the exercise you can recall the fleet after 1 minute, wait until one boat is clear ahead or use a windward mark and finish at the start line.
Compress boats into a smaller area simulating larger fleets.
Put an emphasis on slow-speed boat handling.
Encourage boats to start from a stationary holding position, improving acceleration.
3 Marks
Port Tack Starts
AdvancedRacing
Split the fleet into port tack ‘players’ and starboard tack ‘punters’. The ‘punters’ must be on the line with 2 minutes to go with the ‘players’ released at 1 minute from the pin. Players can either start early, tacking into a gap to start on starboard, or time their run to port tack the start at some point along the line. The start can either be recalled or the fleet can race to the windward mark before finishing at the start-finish line.
Start with a square line with enough room for the fleet to get a clean start. Decide on who’s who and then run two starts, one even and one biased then switching over roles.
Practise different port attack approaches.
Teach starboard tack boats to defend their gaps.
Improve boat handling, time, distance, and acceleration.
2 Marks
Start Line Hunters
Racing
Start with a square line with enough room for the fleet to get a clean start. Decide on who’s who and then run two starts, one even and one biased before switching over roles.
Split the fleet into ‘hoverers’ and ‘hunters’. The ‘hoverers’ must get onto the line at 1 minute and then hold position until start time. The ‘hunters’ must enter the line in the final 30 seconds, ideally hitting the line at max speed. The ‘hoverers’ may block the ‘hunters’ from entering the line, but they must do so within the rules. The exercise continues until one boat is clear ahead or tacks and crosses the fleet.
Simulate late approaches onto the line and helps sailors to recognise gaps on the line with potential and those that are high risk.
Practice for attacking and defending strategies on the line.
2 Marks
Start Line Reverse
Racing
Lay a square line approximately 50 metres in length. Signal the fleet to line up at the starboard end and when happy with the positioning start the drill.
Starting at the start boat end, get all boats to hold position approximately 1 boat width apart. On the first whistle get the top boat to reverse out of line and sail behind the other boats before lining up again as the leeward boat. The next whistle can then be blown, signalling the new top boat to exit the line and the process is repeated.
Simulate repositioning on the start line
Good boat handling practice
2 Marks
Mystery Start Line Bias
Racing
When first running this exercise try to lay two liens with a 10º bias in either direction. This gives enough separation to clearly define each line. Make the line long enough so there is sufficient room for manoeuvring and starting for the entire fleet. If the line becomes overly biased to one mark, simply reposition the start boat.
Lay a starting line with two marks at the port end. The idea is that mark 1 should provide a starboard end biased line with mark 2 favouring the port end. At the 1 minute, or with 30 seconds until start time, announce which mark will be the pin end of the line. This will require the fleet to reposition to take account of the line bias. The race will then start under standard rules and can be recalled or finished using a windward / leeward course finishing at the start line. If using the recall option, let the fleet go until one boat has either crossed the fleet or is clear ahead.
A great exercise for encouraging flexibility in starting.
Sailors must make the best of given starting situation.
Simulates starting in shifty conditions and can also simulate reposting when losing a space in the line.
3 Marks
Private Gate
AdvancedRacing
Lay a line long enough so there is sufficient room for the fleet to get a clear start. Position two marks in the middle of the line, 1 boat length apart, these can either be on the line or if you do not want them to act as line sights lay them a boat length behind.
The rules of this exercise are pretty simple. Two extra marks are laid on the start line and one boat is nominated as the ‘gate-keeper’. Only they can start between these marks, all other boats must start in the free areas either side of the gate. The start can then be recalled once there is a clear winner or after rounding a windward mark and returning to the start / finish line.
Focus on one boat.
Give them the opportunity to have a clear start.
Practise planning approaches to set positions on the line.
5 Marks
Block the barger
AdvancedRacing
Lay a start line long enough for the entire fleet and lay an approach mark on the start boat’s starboard lay-line 25-30 metres down. Get a boat to sail on close-hauled up to the start boat to assist in laying this mark. Either lay a windward mark 100 metres to windward or recall the start. Ideally, each boat must have a chance to play the ‘legend’, recalls may be a better option for larger groups. The sequence is 3, 2, 1, GO. Repeat selecting a new ‘legend’ either by rotation or as the last boat in each race.
One boat is elected the ‘lay-line legend’. At the 2-minute signal, it must enter the start area from the approach marker and must try to win the start boat. The remaining boats must remain to the right of the start boat until the ‘legend’ has entered the start area. At this point they must pass between the start boat and the approach mark with the aim being to get the best start possible.
Reinforces the importance of approach transits.
Highlight options for boats high of the approach transits.
Attacking and defending strategies.
Rule observance.
4 Marks
Sequential Starts
AdvancedRacing
Start by laying a square line, long enough for the fleet to get a clear start. Ensure you perform one complete cycle with all boats starting from all positions with an unbiased line.
Give each member of the group a number, position number 1 at the pin end and the highest number closest to the start boat. The fleet must start in sequence, any boat out of position at start time is disqualified. The winner is the first boat to cross or sail over the fleet. Once the start has been won the boats can return to the line to re-start the sequence. Each boat must now move one place down the line with the bottom boat moving up to start next to the start boat.
Practise starting out of position.
Change gear to suit your starting position relative to the fleet or bias.
Reinforce the importance of flexibility in starting.
There’s more than one place to start. Get sailors to discuss how this might affect their starting in big fleets.
Reinforce the need to change gear relative to their position on the fleet and the line bias. Going for height or speed at the right time will be the difference between winning and losing the start.
3 Marks
Beat Bias
AdvancedRacing
Start with a square line, with the windward mark 200 metres to windward and 20º to the left of the true wind direction. Run a 3, 1, GO start sequence and then finish the race at the start / finish line before re-setting and going back into the sequence.
The rules are simple; start, race to the windward mark, round it to port and return to the finish.
ntroduce course bias to strategy.
Require sailors to change modes of sailing to suit individual lanes.
Establish the favoured end may not be the best place to start.
Reinforce how the sailors that reached the windward mark first may not have started at the favoured end of the line.
3 Marks
Lay-ed Back
AdvancedRacing
Lay two marks approximately 100 metres apart. Allocate a lay line to each member of the group and start a rolling 3-minute timer. Motor 50 metres to windward in the middle of the course and hold position. Video the boats as they approach and comment on situations as they occur.
Boats must line up between the two start marks on either the port lay for the coach boat or the starboard lay. At a preset start time boats sail towards the coach boat looking to round to port and return to the start / finish line. Boats must observe the racing rules and aim to be first home. Boats then rotate to the opposite lay line and repeat the exercise.
Judging lay lines.
Pro-active decision-making when boats meet.
Rules.
Simulate championship windward marks rounding.
2 Marks
Cross the Centre Line
AdvancedRacing
Lay a square start line with a windward mark positioned with 5-10º starboard bias. Send boats off the line at 10 second intervals, each boat remembering the number of times they crossed the centre line. Once you have completed a complete cycle, relay the windward mark with a port bias and repeat.
This exercise is to get over to the centre line of the course as soon as possible after starting and to then sail up the middle of the course crossing the centre line as many times as possible before the windward mark. The boat that crosses the centre line most is deemed the winner.
Reinforce the benefits of sailing on the middle of the course.
Improve awareness of course position relative to the centre line.
Stop sailors hitting lay lines too early.
3 Marks
The Channel
Intermediate
This uses the coach boat to dictate an area in which the fleet can sail. The imaginary lines extending behind the coach boat may not be crossed, the idea being that the exercise increases in difficulty the further you progress up the course. Use one coach boat with imaginary banks extending to 45º out from each back quarter.
Simulates larger fleets.
Force boats into close crossing situations.
Introduce rules when boats meet.
An element of momentum as the exercise gets harder the further the sailors progress.
0 Marks
Shift Simulator
Intermediate
Lay start line long enough for the fleet to start plus a third. Motor upwind 100-200 metres and drop two windward marks 100 metres apart and square to the wind. Return to the starboard end of the line and start the sequence. At 1 minute hold up either the red or green flag. Video the fleet repositioning and provide feedback after each race and during the debrief.
Starts off as a normal start, then, at 1 minute the coach will signal to round the left or right windward mark. The first sailor to round the correct windward mark and cross the start / finish line is deemed the winner.
Simulate a wind shift during the starting sequence.
Encourage fast reposition when responding to a change on the course.
Emphasise the time and opportunities boats have to re-position. Sometimes staying put and switching modes at start time can be more effective.
4 Marks
Mini Course
Advanced
Use a ‘follow my leader’ exercise to get the group in a line directly behind the coach boat about 100 metres downwind of the windward mark. Release the fleet with a whistle and then hold position to act as the finish line.
Start following the coach boat on a beam reach. On the whistle harden up onto a close-hauled course and race to the windward mark. Leaving the windward mark to port, bear away and sail to the finish behind the coach boat.
Keep the fleet together for the windward mark rounding.
Right of way rules at congested mark rounding.
Teach sailors safe and high-risk approaches to the windward mark.
1 Marks
Simple Leeward Mark Rounding
Intermediate
Set the course and the sailors can immediately fall into groups of two or three boats and sail the course, trying to set themselves up so there is a couple of boat lengths between them. Don’t try to change too many options as it will be difficult to isolate the effect, use one boat as the control measure to allow a comparison.
Set a small course with just enough room to change mode and achieve an efficient mark rounding, but only just. Too big and they will do fewer mark roundings.
agree possible options to rounding the mark
try variations with the coach boat observing/filming and discuss with the coach or training partner
try to test the options with another boat a few boat lengths ahead as a measure
3 Marks
Rabbit Approach
AdvancedRacing
For the first start, choose the ‘rabbit’ at random then ensure the ‘rabbit’ is the last boat from the previous race on all follow-on races. Get the ‘rabbit’ to set off around 100-150 metres away from the windward mark depending on the conditions and class of dinghy. Set the ‘rabbit’ off directly downwind of the windward mark and finish the race when all boats have rounded the top mark. If you have a coach boat, use it to indicate the start position of the ‘rabbit’.
This uses a ‘rabbit start’ relatively close to the windward mark. The ‘rabbit’ sets off when the fleet is ready and may only tack back when the entire fleet has started. The aim of the game is to sail the fastest route to the windward mark while considering the other boats.
Teach approach.
Tactics.
Keep the fleet close together.
Create penalty situations.
Do not wait for situations to get worse. If blocked out then make room to tack.
1 Marks
Lee Shore Landing (Single handers)
AdvancedIntermediate
Starting upwind, sailors make their way to the shore and turn into wind to stop.
They need to plan where they are going to drop the main taking into account any dangers, obstacles and other boats including drift during manoeuvre.
Stop so that they can get out of the boat with it being shallow enough.
Learning to protect their foils.
0 Marks
























