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general rules
the leagues will be governed by the racing rules of sailing 2001-2004 including the prescriptions of the isa, the team racing rules appendix c and the league sailing instructions.

tactics & strategy
your ability to formulate a strategy, change it as needed, and execute flawless tactics to carry it out will determine your success as a team racer. you can think of your strategy as your plan for winning, and tactics as the tools you use to bring the plan to fruition. in team racing, there are as many ways to win a race as there are winning combinations . thus, from the moment the race begins you and your teammates will be seeking to achieve and maintain a winning combination, however, which combination you pursue will undoubtedly change at points during the race. For example, if your team gets a great start - first, second, and fifth off of the line - your initial strategy may be to go fast and hope for a breakaway 1-2-whatever at the first mark. later in the race, circumstances may change such that a 2-3-4 looks like the most feasible winning combination, and achieving those finishes will be your new strategy. your opponent will rarely make it easy for you to get and hold a winning combination, so your ability to adapt to the changing position of all boats will dictate your strategy as the race progresses.

your strategy will only be as good as your tactics. In team racing, tactics refer to the maneuvers and positioning of the your boats relative to your opponent's. In order to compete both fairly and with cunning, you must have a strong grasp of the racing rules. a good team racer uses the rules to their advantage and finds opportunity for gain at all points in the race. Mark roundings, in particular, are often where substantial lead changes occur. close-quarters maneuvering at the marks requires a thorough knowledge of rules and fast decision making. failure to anticipate an opponent's boat placement and attack can take you out of the race very quickly.

:: pinning an opponent

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