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Skills and Techniques in Orienteering

SETTING THE MAP

When you use the map, there is one basic element that makes the orienteering as simple as possible: setting the map. You should always hold the map in line with the direction in which you’re running. This means that when you change direction, you should realign the map so it stays orientated with the ground ahead. To do this accurately, it is important to have a compass.

 

FOLLOWING A HANDRAIL

Handrails can be paths, streams, forest edge or an earthbank

Handrails are the linear features we follow from one point to another. They include paths, walls, fences, streams and earth banks. When you are first starting out the safest way between controls will be to follow the handrails.
As you progress up the courses, the amount of running on paths decreases steadily, a yellow or orange course is mostly along paths while a green or blue course may not follow paths at all. To prepare you to start moving away from paths and tracks, you need to start looking at other line features e.g. walls, fences, streams, edges of forest and vegetation changes.

ROUTE CHOICE

Section of an orienteering map showing three different route choicces between two controls.

Three route possibilities from 9 to 10

A big part of orienteering is choosing the best route between each control. The shortest route between two controls is the straight line distance, but this is not always the quickest or best route. The straight line route might mean dense forest or big hills to negotiate while the option of the track may cover more distance but it might work out faster.

AIMING OFF

Section of an orienteering map demonstrating the skill of aiming off.

If you Aim Off to the right you will know to turn left once you hit the path.

A big part of orienteering is choosing the best route between each control. The shortest route between two controls is the straight line distance, but this is not always the quickest or best route. The straight line route might mean dense forest or big hills to negotiate while the option of the track may cover more distance but it might work out faster.

CATCHING FEATURES

Section of an orienteering map showing catching features behind a control.

What is the catching feature on the leg from 2-3?

A catching feature is an obvious feature beyond the control that will let you know that you have gone too far. It means you can run hard towards the control as you know it will “catch” you from going further. Catching features are usually present on easier courses however the planner tries to avoid these being present in more technical courses.

ATTACK POINTS

Section of an orienteering map highlighting an attach point.

The river bend is your Attack Point for control 5

A good attack point should be obvious and fairly close to the control location. You can run fast to your attack point, and then carefully navigate into your control.

SPEED VS ACCURACY

Orienteering is so much more than fast running. When you run fast you might cover the ground a few seconds quicker, but poor navigation can lose several minutes or more.

DECISION POINTS

Decision points are places at which a choice must be made. At the introductory level this will probably be a path junction, where the decision is left, right or straight on. Sometimes there is only one sensible way to go, but other times there are several possibilities. It’s no good flying past the decision point and then later finding out that another way was better.

 

THE COMPASS

Other than the map— the only navigational aid permitted in orienteering is a compass. The compass has two primary uses, we can use it to set the map and to take a bearing. To set the map, rotate it so that the North Lines on the map are parallel to the needle in the compass and that the north end of the needle is pointing to the north end of the map – the top of the map. There are a range of compasses for orienteering: the traditional baseplate compass, the thumb compass and the wrist compass. The type you choose depends mainly on which orienteering techniques you use most. The baseplate is usually used by those who take accurate bearings, the thumb compass is for those who use a mixture of map and compass. The wrist compass is for those who mainly use terrain features to set the map.

THE COMPASS

Using a thumb compass to take a bearing.
Thumb compass

TAKING A COMPASS BEARING

  1. Fold your map so that you can comfortably hold it in one hand.
  2. Align the long edge of the compass with the direction that you need to go.
  3. Rotate your whole body until the compass needle and the north lines on the map are lined up.
  4. The long edge of the compass and the direction of travel arrow now point in the direction you need to go.

Orienteering Glossary

To deliberately aim to one side of a control or feature so that you know which way to turn upon hitting the feature before seeing the control.

A distinct feature that is near your control but easier to find.

A large feature, usually linear, beyond a destination, which will “catch” or alert us if the destination is passed or overshot.

Natural and man-made features, which we pass on route to a destination and tell us that we are on course.

 

What you are looking for on your course, a feature marked with an orange and white control flag.

These give you information about the features you are looking for. They are often printed on the map or available loose at Registration or at the Start.

The official who ensures the standards of the courses are correct.

 

Don’t forget to do this after the Finish.

Orienteers fold their maps along the line of travel to aid concentration on the leg being run, and to facilitate thumbing their position.

 

Linear feature which helps guide you along a route. Examples include tracks, roads, streams, fences, walls and vegetation boundaries.

 

The journey from one control to the next.

Each competitor carries a control card and uses the pin punch at each control to record their journey around the course. (Each punch has a different pattern of pins!!)

 

For some events eg Relays or Scatter, everyone starts at the same time.

The ‘designer’ of the courses

A compass bearing or direction which will lead directly to a road or a major trail – used if lost or injured.

Each competitor carries an SI-card (electronic punch) which is used to record their visit to each control point on the course. This system has almost completely taken over from manual punches.

 

Orienteering doesn’t have a startline, instead we use start boxes to stagger the start of the race. Runners pick up their map and are let go in set intervals—this helps to prevent following and allows fair competition.

 

A technique for holding the map, using your thumb to indicate your present location. To do this properly, it is often necessary to fold the map, preferably along the line of travel.

Did Not Finish (DNF) – Result when an orienteer didn’t complete the course. MisPunched (MP)— Result when an orienteer punches incorrect control, or skipped one or more controls

Orienteering in Ireland
Orienteering Ireland, Irish Sport HQ, Blanchardstown
D15 DY62, Ireland