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Crowood Sports Guides provide sound, practical advice that will make you a better sportsperson, whether you are learning the basic skills, discovering more advanced techniques or reviewing the fundamentals of your sport. This book includes information boxes containing tips and advice aimed at all levels of ability; how to get started and take part in your first event; the skills and techniques needed by those just beginning orienteering and by more advanced competitors, and maps and photographs in full colour depicting techniques, the terrain, top runners and all aspects of this exhilarating and exciting adventure sport. Superbly illustrated with over 200 maps and photographs specially selected to illustrate the text on techniques and terrain.
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Veröffentlichungsjahr: 2014
CROWOOD SPORTS GUIDES
ORIENTEERING
SKILLS • TECHNIQUES • TRAINING
Carol McNeill
THE CROWOOD PRESS
First published in 2010 byThe Crowood Press LtdRamsbury, MarlboroughWiltshire SN8 2HR
www.crowood.com
This e-book first published in 2014
© The Crowood Press 2010
All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publishers.
British Library Cataloguing-in-Publication DataA catalogue record for this book is available from the British Library.
ISBN: 978 1 84797 858 5
DisclaimerThe author and the publisher do not accept any responsibility in any manner whatsoever for any error or omission, or any loss, damage, injury, adverse outcome, or liability of any kind incurred as a result of the use of any of the information contained in this book, or reliance upon it. If in doubt about any aspect of orienteering, readers are advised to seek professional advice. Since the exercises and other physical activities described in this book may be too strenuous in nature for some readers to engage in safely, it is essential that a doctor is consulted before undertaking such exercises and activities.
CONTENTS
Acknowledgements
Part 1: Introduction
1 Introduction to Orienteering
2 Getting Started
Part 2: Skills and Techniques
3 Basic Techniques
4 Advanced Techniques
Part 3: Racing
5 Types of Orienteering Races
6 Racing Strategies
7 Identifying Errors and Undertaking Race Analysis
8 Motivation and Race Preparation
9 Warming Up
10 Racing in Britain and Abroad
Part 4: Training
11 Physical Fitness
12 Periodization
13 Technical Training
14 Mental Training
Appendix: International Control Description Symbols
Glossary
Useful Contacts
Index
ACKNOWLEDGEMENTS
The Author (and publishers) would like to thank all the orienteers in the photographs and especially the following for their help and cooperation in the production of this book:
Iain Smith-Ward for technical advice and j-pegging all the maps.
Liz Campbell, Duncan Archer, Pippa Whitehouse and Richard Lecky Thompson for reading and helping me to make it all up to date.
Julian Donelly for help with the periodization chart technology.
Graham Gristwood and Pippa Whitehouse for their race commentaries.
Martin Bagness/Warrior OC (WAROC) for the drawings in Chapter 14.
Lakeland Orienteering Club, Warrior Orienteering Club, South Ribble Orienteering Club and the North West Orienteering Association for use of their maps.
Áron Less, Secretary General of the World Orienteering Championships 2009 for the sprint and long race final maps and courses.
Unless otherwise stated, the photographs in this book were taken by Phil Burdge.
CHAPTER 1
INTRODUCTION TO ORIENTEERING
Orienteering is a running sport. The competitive orienteer runs with a map and compass, choosing routes, to find a fixed number of control points that are marked precisely on the map and indicated in the terrain by large red and white control markers, or ‘kites’. Each control point has a code number and a means to register each visit. This is usually an electronic box, but it could be a pin punch or letters to record. The course will vary in length and difficulty depending upon the age, experience and fitness of the competitor. Within each class, it is the person finding all the controls in the right order in the shortest time who wins.
A control point with a code number and electronic box to register each visit.
History
The sport of orienteering was pioneered in Sweden. Major Ernst Killander organized one of the first official events in 1918 as a result of his concern for a falling interest in athletics and a lack of use of the forest environment. It has grown since then to become one of the most popular sports in Sweden. From Sweden, the sport spread to the rest of Scandinavia and then to Europe, followed by other countries throughout the world.
It was a Swede, Baron ‘Rak’ Lagerfelt of the Stockholm Orienteering Club, who had a major influence in establishing the sport in Britain. In 1962, Lagerfelt came to Scotland to help develop the sport. His work culminated in the first championship being held in May 1962 at Dunkeld and the formation of the Scottish Orienteering Association.
The first orienteering clubs were formed by athletes with an interest in navigation, climbing and fell running. Southern Navigators, South Ribble Orienteering Club and Edinburgh Southern Orienteering Club were the first of the many clubs that now cover the whole of the United Kingdom. The interest and organizational energy of well-established and international athletes such as John Disley, Chris Brasher, Bruce Tulloch, Martin Hyman and Gordon Pirie helped a great deal in developing the sport in its early days, including the implementation of guidelines and rules of competition.
In 1967 the English and Scottish Orienteering Associations amalgamated to form the British Orienteering Federation. The BOF is the governing body of the sport, which co-ordinates the administration and maintenance of standards.
Maps
The growth of the sport has largely been influenced by the improvement in the quality of maps. The early events were dependent upon copies of Ordnance Survey maps. Now, with advances in printing technology, all events provide a specially drawn large-scale coloured map for each competitor.
Look at the map and see if you can spot differences with other maps you use.
The areas are surveyed and the map digitally drawn by orienteers using international specifications for orienteering maps. Contours of 5m or 2.5m show the precise nature of the terrain and other details, such as large boulders, pits, gullies, depressions and small crags that enable the orienteer to know exactly where he or she is at all times, as well as providing a large number of potential control sites. The time-consuming job of making orienteering maps involving photogrammetry, surveying and cartography, and the printing is done by one of the small businesses that offer this specialist service. Many clubs are also able to draw on the skills of members who have made map-making their spare-time interest.
An orienteering map with an Orange (TD3) course.
A World-Wide Sport
The International Orienteering Federation is the umbrella organization for the four recognized orienteering disciplines: Foot O, Mountain Bike O, Ski O and Trail O. It was founded in 1961 and aims to promote the development of orienteering in its member countries. Most events held in these countries are open to all standards of competitors, including beginners. The IOF also creates and maintains a world event programme including World Championships for seniors, students, juniors and veterans.
The International Orienteering Federation has more than seventy member countries.
Types of Orienteering
At its most competitive, the sport of orienteering, or ‘foot O’, offers a lot to the athlete who likes to think, as well as run. The sport is organized to offer an adventurous challenge to children and adults of all ages and athletic ability. String courses for the under tens allow even three- or four-year-old children to enjoy finding controls while running through woodland.
Events cater for all ages and abilities.
MTBO. Mountain bike orienteering is just like foot O using specially drawn maps. (Bryan Singleton/GB MBO Team)
String courses allow very young children to enjoy finding controls while running through woodland.
Orienteering takes you into many different types of terrain.
Events cater for all ages and abilities, giving an opportunity for athletes and non-athletes alike to participate in a running sport at whatever level is appropriate for them. Walking round a course while employing accurate map reading may not put you at the top of your class, but it certainly will not put you at the bottom. The story of the tortoise and the hare can be aptly applied to this sport.
OTHER FORMS OF ORIENTEERING POPULAR THROUGHOUT THE WORLD
Long O – at least double your normal distance.
Sprint O – very short and very fast.
Night O – all types of orienteering can be held in the dark.
Trail O – orienteering adapted for those with disabilities. The challenge is to identify a control site from several possible kites seen from a station on a path. Points are gained from correct identification and occasionally the time it takes to make a decision.
Ski O – cross-country skiing with a special map and marked trails
MBO – a Mountain Bike Orienteering Event is like foot O, where each competitor visits controls in a set order. They use a specially drawn, large-scale, orienteering-style map, drawn to international MBO standards. Mountain Bike Orienteering Score Events use orienteering-style maps, or suitably modified Ordnance Survey maps.
Horse O – Le Trec; navigation on horseback.
Orienteering gives you confidence in handling a map and compass in any navigational situation, whether it is negotiating your local footpaths or exploring wilderness areas on the other side of the world. It will take you into some our most attractive woodland, forest, heath and moorland, many of which are not normally accessible to the public.
CHAPTER 2
GETTING STARTED
The best way to start is to go to a local orienteering event. There are orienteering events held on every weekend of the year all over the country, usually on a Sunday morning. Find out which is your nearest club by going on the British Orienteering website, then consult your local club’s fixture list. There will be courses for the whole range of age and abilities, so whether you are familiar with maps or not, there will be a course suitable for you.
Wear clothes you don’t mind getting muddy. Regular orienteers wear a light nylon suit and studded shoes.
Clothing and Equipment
For your first event just go along with comfortable clothes you can run in and don’t mind getting muddy. Leg cover is compulsory unless otherwise stated. Take a light waterproof jacket or cagoule for poor weather. Wear walking or running shoes with a good grip.
EQUIPMENT FOR FIRST EVENT
The following equipment should be gathered together for your first event:
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safety whistle pinned in a pocket out of the way
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safety pins to fasten the control descriptions and control card if you are given one
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compass
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red pen in case you have to copy control points or map corrections
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clear polythene A4 bag to protect the map
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insulation tape to wrap round your laces to stop them coming undone
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money for the entry fee.
All you need to go orienteering. A lightweight top, studded shoes, a compass and an electronic dibber, which can be hired.
Colour-Coded Courses
At nearly all events you will be able to choose from a number of colour-coded courses. These have a universal standard of distance and difficulty. Some events will offer extra colours such as Red, a TD3 longer than Orange or Black, a TD5 longer than Brown. You might also find that events have age group classes as well but stick to EOD – enter on the day – colour courses to start with.
Colour-Coded Courses
Technical difficulty:TD1 – easy;TD5 – hard.
White courses are for six- to ten-year olds.
White (TD1) White courses are very easy with just about all controls on paths. They are mainly used by six- to ten-year olds and family groups. Length of course: 1.0–1.5km. This will take between 15–30min.
Yellow (TD2) Yellow courses use simple linear features like tracks, paths, walls and streams with one obvious route between control points. They are mainly used by under twelves and families. Length of course: 1.5–2.5km. This will usually take 20–40min.
Orange (TD3) Orange courses offer route choice and require basic use of the compass. They are ideal to start with if you are familiar with maps. Length of course: 2.5–3.5km. Expect to be out for 50–60min when you first start.
Light Green (TD4) Light Green courses are ideal for improvers. The technical difficulty begins to increase with more route choice and controls on small features. Length of course: 2.5–3.5km. This will take 33–55min for most finishers.
Green (TD5) Green courses are technically difficult and use contour and point features. Applications of advanced techniques are necessary to complete a course efficiently. They are used mostly by those wanting a short but challenging course. Length of course: 3.5–5km, likely duration 35–55min.
Blue (TD5) Blue courses are technically difficult. They are longer and more physically challenging than the Green. This type of course attracts experienced orienteers. Length of course: 5–7.5km, likely duration 50–70min.
Brown (TD5) Brown courses are physically demanding and technically difficult. They are designed to challenge experienced orienteers. Length of course: 7.5–10km. This will take 60–85min for most finishers.
A TD1 White course with written descriptions.
Registration
When you arrive at the event, go to the registration or enquiries and ask for help if you think you need it. There is usually a list of courses on display to help you choose. If this is your first event, try the Yellow or Orange. These courses are straightforward and will give you a taste of the sport and the procedures required to complete a course.
Having decided which course you want to do, you may have to complete a card with your details or sign a list so that the organizer knows you will be out in the area. Once you have paid the entry fee, you will be given a map if you have to mark your own course on it, otherwise a pre-marked map will be provided at the start. If you are doing the White or Yellow course, the pre-marked map will be provided at registration. Take a control description list and hire an electronic card or collect a control card if the event is non-electronic. If you are given a start time, check you will have at least 30min to get ready and arrive at the start.
Electronic Cards
The modern way of recording that you have been to every control point in the right order is with an electronic card. You ‘punch’ or ‘dib’ at the start, at each control and the finish. This system will also give you ‘splits’, showing how long you took to get to each control point as well as your total time. At each event there is always a ‘clear’ station to delete any information stored and not wanted.
At some small events you may come across the traditional control card and pin-punch recording system.
Control Descriptions
Control descriptions tell you what you are looking for and the code number to be found at each control. There will be many other controls in the area, as well as the ones on your course. There are two types of control descriptions: written or pictorial. If you are given a pictorial list, spend some time checking that you know what feature each control is on. If you are unsure just ask for help, which will be willingly given. Refer to ‘Appendix: International Control Description Symbols’ to see exactly how they are laid out.
An electronic card – a SPORTident (SI) dibber.
An Emit Brick – another electronic card. These two types of electronic cards are used to register your arrival at each control.
The control descriptions will be on every pre-marked map, but it is better to have a separate list as well, which can be attached to a wrist band or a sleeve. This enables you to read the features you are looking for with the control codes without having to unfold your map.
The Map
The map is especially drawn for orienteering with its own international legend and lines drawn to magnetic north to simplify using the compass. Study the map to see if there are any unusual features and check the scale. Orienteers get used to using maps of different scales, with the most popular being 1:10,000. Other scales commonly used are 1:15,000, 1:7,500 and 1:5,000. Some compasses have exchangeable scale strips used for measuring and which can be slid on or off the front edge. If you have chosen to do a White or Yellow course and receive the map at registration, there will be time to study the map and course before you start.
An orienteer with a specially designed description list holder attached to his wrist.
A TD2 Yellow course, mainly for under twelves and families. The triangle marks the start.
When orienteering, everything should be attached to you except the map. The map needs to be given your full attention. Get yourself ready, then make your way to the start.
A universal orienteering map legend.
Ready to Go
Start
When you arrive at the start, have a look at how the system works. You should find there are pre-marked maps on waterproof paper, or protected in a sealed polythene bag. These will be in course-labelled boxes set up at the start. Competitors are set off at 1-minute intervals, with only one person on each course starting at a time. If you attend a large event and pre-enter into your age class, you will be given a start time, which must be kept to. At a local event, you will be able to start as soon as your chosen course is free. Pick up your map and you are ready to go.
If you find it is necessary to copy your course from a master map do this carefully, double-checking that the centre of each hand-drawn control circle on your map matches the centre of each circle on the master map. Draw the circle so that you can see the map detail within it.
The Course
The triangle on the map is the start kite. This may be a short distance from the actual start line. Follow the marked route to this point. It is normally on a clearly defined feature such as a path junction. Set the map with your compass and decide which route you want to take to find the first control. Is there more than one route that you could take? What sort of features can you follow so that you keep map contact and not get lost? Having made these decisions, off you go.
Controls
Each control is a three-dimensional red and white triangular kite. It will have an identification code number, which should correspond with the ones on your description list. Always check the code before you punch, as you might have found a control on a different course! However, if you punch any wrong controls you won’t be disqualified so long as you eventually find all the right controls in the correct order.
Finish
What joy! You have found all the controls and completed your course. The finish is indicated by the double circle on the map. Find the download point where you register your card and get a print-out of your time and all your splits. If you have an ‘mp’, or mispunch, it means you went to a wrong control, or missed one out, and are, unfortunately, disqualified.
An orienteer registering at a control with an electronic dibber.
Results
Very soon a list will go up to show the results of everyone who has finished each course in time order. If there isn’t this facility, you will have to wait until the results are put up on the organizing club’s web page.
Analysis
How did you get on? Your first goal is to find all the controls. To start to improve your orienteering skills, after the race draw your route on the map, including all the unintended diversions. Compare your split times and routes with others and spot which legs you could have completed in a faster time. What went wrong? You will find more about event analysis in Chapter 7.
Permanent Courses
A permanent course is a fixed course available for anyone to try out or practise orienteering on at any time of the year. They are usually designed for beginners, families and school groups, but often include options for more experienced orienteers. Map packs include descriptions and a variety of course options. To find out where the nearest permanent courses are, contact your local club or look on the British Orienteering website.
Families can enjoy orienteering on permanent courses as well as going to events. (Ian Smith-Ward)
TOP TIPS
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Keep the map oriented all the time. The features on the map should always match the features on the ground.
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Fold the map up so that it is easier to see where you are.
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‘Thumb’ the map, by keeping your thumb on your last known position. This helps in reading the map while on the move and makes it easier to focus on a particular section of the map.
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Always check the code number at each control.
CHAPTER 3
BASIC TECHNIQUES
The Skills and Techniques Required for White, Yellow and Orange Courses
Now we will look at the techniques needed to complete and enjoy your first experiences of competitive orienteering at Technical Difficulty (TD) 1,TD2 and TD3. If you are a parent whose child would like to go orienteering, read through the White and Yellow sections together then discuss the tactics and strategies suggested. If you can read a map already, or want to keep one step ahead of your children, start with Orange, you’ll be fine.
White (TD1)
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Knowing the basic map legend of colours, paths, tracks and buildings.
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Understanding basic map orientation using features, or the sun or a simple compass.
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Following a route along paths and tracks.
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Finding the controls at every decision point.
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Folding then thumbing the map.
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Using the paths and line features as ‘handrails’.
Yellow (TD2)
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Learning more legend, for example line features to follow as handrails, such as tracks, paths, walls, fences, streams.
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Understanding features next to line features, which may be used as control points, or be used to check progress, such as ponds, large marshes or big crags.
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Selecting then following the one obvious route, with one or two decision points to be made at junctions without controls to help.
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Simple distance judgement and relocation skills.
Orange (TD3)
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Route choices to be made using a variety of handrails.
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Using the compass to cut corners by aiming off.
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Route simplification using attack points.
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Using distance judgement.
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Orienteering over short distances without handrails, using catching features.
TD1 White
First, let’s look at what is needed to complete a White course.
White course control 3. Hold the map so that you are looking along the route you want to take. All the features on the map should match the corresponding features on the ground.
A White course with written and pictorial descriptions.
Legend
Can you identify the main features on the map? Check against the map legend in Chapter 2. Imagine you are doing this course – what features will you follow and will it be wooded or open on either side of you? What features are used for control sites?
Setting, or Orienting, the Map
This is the most important technique you will need in order to orienteer. It means holding the map so that you are looking along the route you want to take whilst the map is set to north. All the features on the map match the corresponding features on the ground. If the map is set, it is easy to see whether to run straight, or turn left or right.
Look at the White course. You will follow paths nearly all the way round the course. At control 3, will you turn left or right to find control 4? At control 4 you have three choices. If the map is set you will easily see which path to take.
The map is set at control 3 using a clip compass. The compass needle is in line with the North lines on the map.
Folding the Map
The map is much easier to hold and read if it is folded so that you are just looking at the section where you are. For young beginners it is helpful if, at the start, an older person folds the map square to the sides with just the course and a north arrow showing.
Thumbing the Map
To help you run and still keep the map set, get used to holding the map with your thumb beside your last known position.
Compass
It is recommended that a compass is introduced at the very beginning. At White and Yellow stages a clip compass or a ‘micro-racer’ thumb compass can be used to set the map simply. Whatever sort of compass you have, the red end of the compass needle should point to the north (top) of the map all the time. Clip the clip compass to one side of the map or, if a micro-racer is used, hold the map in the compass hand. Hold the map so that you are looking along the route you want to take. Turn your body until the compass needle is in line with the north lines on the map. Don’t forget that you always hold the map so that you are looking along the route you want to take.
Control 4. The map is set using a micro racer compass. Don’t forget that you always hold the map so that you are looking along the route you want to take.
Yellow courses are used by under-twelves and newcomers without any map-reading experience. (Ian Smith-Ward)
Practice task Make a miniature Treasure Island then draw a map of it. Use a rope or washing line to make the outline, add pot plants for trees, a bowl of water for a lake, something larger such as a chair or step ladder for a lookout point and any other features that will fit on the ground and in your imagination. Try to make it big enough to walk through with your map. Draw your map, then bury some treasure, mark it on your map and see if someone else can find it. Have fun!
TIP
Try to imagine where you are going, rather than where you are. If you are following the path from control 2 to control 3, where are you going? Answer: you are going to the next path junction – look ahead and look out for it.
TD2 Yellow
Can you spot the differences between the routes you follow on the White course and this Yellow course?