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Title: The NJROTC Area Six Leadership Academy Orienteering 201


1
The 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

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Orienteering Training
  • 5 hours classroom
  • 1 hour field exercise
  • Open book exam
  • Orienteering Training Manual
  • 1st edition (autographed by request)

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Two simple questions
  • Why is Orienteering part of the Navy Junior ROTC
    curriculum?
  • And why is Orienteering taught at Leadership
    Academy?

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  • 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 . . .

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2 1
3 4
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2 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.

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This may seem harsh. But its true. You must be
both SMART and FAST to master this complex,
demanding sport.
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  • And why is Orienteering taught at Leadership
    Academy?

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To 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
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  • 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

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  • This is Leadership Academy.
  • You are hand-picked leaders at your unit.
  • This presentation is designed to help you run the
    team!!

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Presentation
  • 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!

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Orienteering 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

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  • When is the exam due to your platoon advisor?

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  • When is the exam due to your platoon advisor?

2100 Thursday
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I. Get Ready
  • Orienteering Training Manual (OTM) p.4
  • Take on as much as your instructor
  • will allow

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I. Get Ready
  • Beginning of the season preparations
  • - USOF website
  • - Team schedule
  • - Campus map
  • - Equipment check

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I. 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

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The 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

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II. 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

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II. Know the Rules
Rule 2 Definition and basic characteristics of
orienteering
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II. Know the Rules
  • Rule 12 Training

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II. 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

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Hazardous plants Poison Ivy Leaves of three,
let it be.
ground roadside vine
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Poison Oak Poison Sumac
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Hazardous critters
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Ticks Chiggers
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Safety bearings
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II. 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

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II. Know the Rules
Rule 23 Competition Courses
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II. Know the Rules
Rule 25 Course Markings on the Map
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II. Know the Rules
Rule 27 Control descriptions
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II. Know the Rules
Rule 29 Control flags and equipments
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II. Know the Rules
Rule 30 Control Cards
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II. Know the Rules
Rule 31 The Start
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II. Know the Rules
Rule 32 The Finish
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II. Know the Rules
Rule 33 Timing and placing
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Rule 33 Timing and placing
  • What do you do if a punch is gone or broken?

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Rule 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.

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II. 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)
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Rule 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)

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II. Know the Rules
Rule 36 Equipment and aids
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II. Know the Rules
Rule 37 Conduct during the event
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Rule 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?

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Rule 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.

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II. 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.

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III. Understand the Map
  • OTM p.10
  • IOF website - download
  • International Specification
  • For Orienteering Maps
  • 18-page guide

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  • 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

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  • Therefore, you must be an expert at interpreting
    the map.

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  • Map Symbols
  • p.13

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  • 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

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Contour 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).

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Each contour line represents an equal interval
such as 5 meters.
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Lines that are far apart indicate a gradual slope.
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Lines that are close together indicate a steep
slope.
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  • 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.

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Contour interval is 5 meters.How high is this
hill?
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How about now?
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Knoll
  • 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.

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Form lines
  • Broken brown lines. Indicate that the feature is
    not as large as the contour interval. Help you
    picture that land more accurately.

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Re-entrant
  • Located on the side of a hill
  • Water runs down a re-entrant
  • An entering of the land INTO the hill

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  • A deep re-entrant has many contour lines close
    together

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  • This hill has two
  • re-entrants

This hill has a re-entrant that
starts halfway up the hill
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Spur
  • An extension of a hill

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Saddle
  • A cowboy saddle rises up in front and behind the
    rider, and slopes downward on both sides.

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Depression
  • A low point of land

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.
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Hatch marks
  • Also used to show downward slopes, especially in
    areas of confused terrain

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Steep earth bank
  • No vegetation growing on it
  • Sides steep if not impossible to climb
  • Often occur at river bend from erosion

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Dry ditch
  • Looks like a single deep row in a farmers field

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Gully
  • 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

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  • Water and Marsh
  • Look for solid black outlines

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  • Rock and Boulder
  • Passable vs Impassable
  • cliffs

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  • Man-made Features

Man-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.
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  • Man-made Features
  • Visible vs Indistinct path
  • junctions

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  • Man-made Features
  • Crossing points with and
  • without a bridge

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  • Man-made Features
  • Power lines

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  • Man-made Features
  • Stone walls and Fences

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  • Man-made Features
  • Special features

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  • 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

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White Run-able forest
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Yellow Open land
  • Cultivated fields,
  • meadows, mowed lawns,
  • easy running

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Rough open land
  • Brambles, thorns, small bushes, tall grasses,
    etc. that slow you down

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Open sandy ground
  • Sand or gravel with no vegetation
  • Running is slow.
  • Not just sandy soil
  • Beach, or long jump pits

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Green Vegetation
  • An area of dense
  • vegetation which
  • is barely passable
  • (bring a machete)

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IV. Master the Control Codes
  • OTM p.13
  • Why bother?
  • How big is that control circle, anyway?

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IV. 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.
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Control Code Quiz
Re-entrant
Spur
Deep
Water
Ruin
Pond
Cliff
Rootstock
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Control Code Quiz
Junction
Thicket
Depression
Erosion Gully
Fence
Stone Wall
Marsh
Copse
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Control Code Quiz
Between
Lower
NW edge
S corner
SE end
Top
Upper part
Middle
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V. 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.

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V. 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!
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No map no orienteering opportunities
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Now were talking!
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  • Step 1 Find your background map
  • Step 2 Convert it to a high resolution bmp or
    jpeg

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  • 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

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  • Step 6 Margin information

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  • Step 7 Fieldwork!

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  • 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

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Any questions?
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VI. 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.

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  • 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.

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  • 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.

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Otherwise, 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.

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Physical 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.

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  • Adhere to course length guidelines.
  • Dont get carried away making it too long
    because the controls are too easy.

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  • 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.

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Fairness
To ensure your meet is fair,
you must eliminate luck
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Luck 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

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Inaccurate map
  • Your route choices depend on this!

Map
Actual
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What the map indicated
Controls not hung where shown
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The actual location
Controls not hung where shown
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The 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!

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  • 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.

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  • 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.

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One 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.

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The 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.

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A 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
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  • This is easily solved by
  • putting another control
  • beyond the exit side
  • 100 yards away.

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  • 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.

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  • How would runners likely run this course?

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  • Probably like this

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Navigational 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.

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Navigational 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.

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The 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

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  • All points on large, distinct features
  • with handrails between preferably trails

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Controls 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
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The Yellow Course
  • Easy start
  • Easy course
  • Variety of length of legs

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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

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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

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The 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

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The 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!

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VII. 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!

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  • Theory and Application
  • Each practice
  • should have both
  • Quick 5-15 minutes
  • theory
  • Get em outside
  • skill drills
  • run a course
  • endurance
  • training

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Begin 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

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  • Skill drills
  • Coaching Orienteering manual
  • Beyond Armchair Orienteering
  • Teaching Orienteering

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  • Theory
  • Map visualization
  • How high?
  • Total Climb
  • Finding a good attack point
  • Control Card Quiz
  • Measuring Leg Distances
  • Course Analysis

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Map Visualization
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How high?
  • The contours in the following maps are 3 meters
    apart. For each drawing, determine the height of
    the highest hill pictured.

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Total 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.

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Control 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

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Measuring leg distances
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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.

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Catching features
  • Orienteering simulation
  • Useful for demonstrating different techniques
  • You can import OCAD maps into Catching Features,
    which will render them in 3D

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Application
  • Shadowing
  • Silver dollar game
  • Memory orienteering
  • Permanent course orienteering

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  • 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

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Shadowing
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Silver 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!

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  • 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

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Memory 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)

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Permanent Course Orienteering
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Other 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

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VIII. 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!

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Heres an example of a team brief given the day
before the meet
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North CharlestonOrienteering Meet
  • Saturday 23 February
  • Bus leaves at 6am
  • 2 hour drive
  • 14 cadets plus 2 alternates
  • Indemnity Form
  • Permission slip

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Point 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
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  • Yellow Course
  • 3 kilometers
  • 10 controls
  • 90 minutes
  • 1st place
  • 30 points

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  • Orange Course
  • 5 kilometers
  • 12 controls
  • 90 minutes
  • 1st place
  • 50 points

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  • Green Course
  • 6 kilometers
  • 20 controls
  • 2 hours
  • 1st place
  • 100 points

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  • Score O
  • 3 person team
  • 30 controls
  • 75 minutes
  • 1st place
  • 150 points

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  • 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.

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  • 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!!

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After 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.)

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This concludes the team brief
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PRIOR TO DEPARTURE Finalize course
assignments Compasses Ziploc bags Extra watches
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  • 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

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PRIOR 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?

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IX. 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 . . .
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  • 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

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Precision 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!).

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Rough 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!

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Precision 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

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Rough 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

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Distance 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!

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Distance 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.
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Collecting 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.
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Handrails
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Attack Points
  • Picking your attack point is probably the most
    important part of your plan to get from A to B.

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  • An attack point is a feature in the terrain which
    you can easily recognize.

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  • It is located close to your control.

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  • You orienteer quickly to the attack point and
    from there you slow down to approach your control.

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Identify all the map symbols
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What would you pick as your attack point?
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Possible attack points
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Identify all the map symbols
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Whats a good attack point for control 3? How
about control 4?
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Possible attack points
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  • 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.

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A 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

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Aiming 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.
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Catching 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!
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Control work
  • Approximately 80
  • of all mistakes
  • happen when entering a control
  • You need to use a consistent method
  • at each control

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Into 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

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  • Possibly take a compass bearing
  • Learn the control code and the control
  • placement if you dont already know it
  • Prepare your card


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  • At the control
  • Check the code, then punch carefully

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  • Out of the control
  • Run in the right direction
  • Use the compass
  • Fold the map
  • Use the thumb grip

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  • What about following and being followed?

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  • 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.

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  • 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.

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  • 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.

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Another 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.

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And 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.

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Important 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!

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Important Safety Tip 2
Dont mess with the woodland creatures
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X. 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

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  • 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

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XI. Host a Meet
  • Where
  • When
  • Map
  • What type
  • Which courses
  • How big
  • Your LOI
  • determining winners

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  • Advertise
  • Meet supplies
  • Concessions
  • Trophies medals
  • Design test your courses
  • Set Vet your courses
  • Designate jobs
  • dry run

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Job Assignments
  • Course setters
  • Course vetters
  • Start line
  • Finish line
  • Safety observers
  • Score room

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Course Setters
  • Place controls in exact center of control circles
  • Place controls as per the control codes
  • Place controls at appropriate heights

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Course 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

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Start 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.

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Finish 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.

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Safety 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!
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Score Room
  • 2 cadets for data entry
  • 1 instructor for all calls

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Worth 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.

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XII. 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

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Final Exam
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  • 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

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The NJROTCArea SixLeadership AcademyOrienteer
ing 201
  • Beyond the Cadet Field Manual

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