Divisional Fleet (Pairs) Racing - An Introduction

Divisional Fleet (Pairs) Racing - An Introduction

Welcome to divisional fleet racing. A fast and fun format of racing.

The Basics

Divisional Fleet Racing (Pairs) is a format of racing where teams of sailors are split into divisions to compete against other sailors in their division in numerous short races. While one division is sailing, sailors from other division(s) may be ashore cheering on their team mates or preparing/recovering for their own set of races. When a division has sailed some races, the sailors will come ashore and swap boats so the next division can go sailing. Each division will usually have multiple sessions of several races during the course of each day of racing.

Teams and Divisions

For an event in double handed boats in two divisions, a team will consist of 4 competitors, this being 2 helms and 2 crews.  The team will decide which "pair" (helm & crew) will sail in which division, a sailor can only sail in one division. An event will usually consist of two divisions, however more divisions are possible.

Boats

Boats may be brought to the event by the competitors or provided by the event organisers.
  1. When boats are brought by competitors, all the sailors in a team will sail the same boat and swap with each other when it is their division's turn to race.
  2. When boats are provided by the organisers, teams may be allocated the boat for the duration of the event or may be scheduled to sail in different boats each time a divisional swap occurs.

Scoring

A team's score is calculated using the results of the races sailed in all divisions.
  1. There will often be no discards available
  2. Events may choose to also score each division. 

Umpiring

Pairs racing is normally umpired. The presence of umpires does not alter the principle that sailing is a self-policing sport and that if a rule is broken a penalty should be taken. Having umpires help sailors take penalties afloat reduces the need for protests to be heard ashore, enabling more racing to happen and to continue more quickly.

Fleets

At some larger events, teams may enter boats into multiple fleets which will continue to compete in their own divisions. For example an event may include a single-handed fleet and a double-handed fleet, each sailing in two divisions. A team would therefore consist of six sailors with two pairs (of two sailors) competing in the double handed fleet and two pairs (of one sailor) competing in the single handed fleet. Scoring from all fleets may then be combined to provide the overall team score. 

The Racing

Racing is meant to be fast paced giving everyone the chance to sail in lots of races. Races will be short, between 8 and 12 minutes depending on the classes of boats involved and the venue.

The Start

To keep racing progressing quickly, a simple 3-2-1-start is likely to be used.

Courses

Courses will be simple. Often just a windward/leeward course or a square. Depending on the number of boats, or if there are multiple fleets involved, the start and finish line may be the same or separate.

Finish

As soon as boats have crossed the finish line, they should be preparing for their next start, unless the division is going to change - see later note!

Time Limits

To keep racing moving quickly, there will be short time limits for finishing. Once a time limit expires, the umpires may be able to give places (and points) to boats still racing such that they can be "finished" and sail directly to the start so the next race can begin.

Race Schedule

Depending on the event, each division will be scheduled to race a certain number of races in each of their sessions. Depending on the weather conditions or time constraints; not all planned races in a session may be sailed. For example, in the last few sessions of a day, to balance the number of races sailed in each division, one division may have their session shortened so another division can get afloat and race.

Swapping between Divisions

Sailors coming ashore and swapping boats is not a common fleet racing activity! Depending on the venue and the classes of boats being used, swaps may be completed on the beach or could be done from pontoons or even from RIBS on the water. To facilitate quick swaps, communication on the water and ashore is important.

Launching

At the start of the day, a launch or release signal will be shown ashore. This may often be flag Delta over a coloured flag of the division to launch. For example, Delta over Yellow means the yellow division should launch to go racing.

Swapping

When the final race in a session has been started, AP over H may be displayed to communicate that boats should head ashore at the end of the race. To indicate that the next division should be ready to swap into boats as they come to the changeover area, the appropriate release signal (eg. Delta over a class flag and/or coloured flag) will be flown ashore at a similar time.

End of Day or Recovery of Boats

The signal AP over H may be displayed afloat to send a division ashore, however the next release signal will not be displayed ashore. In this instance, it would be expected that the sailors afloat should bring their boats to the shore and recover them until further instructions are received.

Provided Boats

When the event organiser also provides boats for the event, they will place certain rules and limitations on what sailors can do with the boats - for example the adjustment or otherwise of certain parts of the rigging and boat set up. These rules are often enforced by the umpires who may also have the ability to penalise boats that have been involved in any sort of collision, regardless of whether damage has occurred.
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