MCAC Navigation Evening 1/2/96
1. What is a Scatter?
Run on Saturday Evenings between approx. 20.00
and 02.00 Navigational Scatters have no fixed route but competitors usually
cover about 100 miles. "Scattered" around the event's area the organizers
have put out a number of small codeboards and at the start each competitor
is given a set of cryptic clues (navigation) to help them determine where
the codeboards are. The aim of the competition is to visit as many of them
as you can. You can do this in any order, but within the time allowed and
in this way you build up your score. The codeboards are usually easy to
find (assuming you are in the right place) and often the organizers will
tell you where to look. They are usually located on styles, gateposts,
fence posts, footpath signs or other prominent features.
In addition to the codeboards you may have
the option of gaining extra points by visiting a series of marshal points,
some involving a timed task, see below.
The equipment you need for a scatter consists
of the specified map(s), a romer, soft pencils, long ruler, drawing and
magnetic compasses, good torches, protractor and tracing paper. It is also
advisable to have clothing and footwear suitable for a run through the
woods on wet night as this often happens.
Competitors are split into three classes,
Experts, Semi-Experts and Novices and each event presents an award for
the winner of each class. See event or championship regulations for your
class.
2. The 5-Maps Scatter Championship
The 5-Maps Scatter Championship consists of
? events organised and run on O.S.
Landranger maps 174, 175, 185, 186 & 187. These events are open to
all members of the 8 invited clubs and the scope of each event is limited
to any 2 of the 5 maps. Once registered for the championship your performance
on each of the 14 events you enter is used to calculate your championship
points and your final championship score is made up of your highest 7 event
scores. Throughout the year registered competitors receive a newsletter
and up to date championship tables along with regs. for future events when
available and the championship ends with an awards night. See the 1997
5-Maps Championship Regulations for further details.
3. Marshal Points
there are two types;
Control Marshal
once at the control you will need to get the
marshal's signature to prove you were there, in addition you may be asked
to perform a timed task in order to gain extra points. The points you get
will reflect the time you took to successfully complete the task. The task
is usually one of a couple of types;
-
answering a question using your map,
-
searching on foot for a hidden codeboard (or
other information) using some given instructions.
In either case once you have an answer you
must give it to the marshal who will record the time you took and whether
you got the answer correct. Quite often the cause of a problem at a marshal
is not READING THE QUESTION PROPERLY so make sure you do before running
off.
Travelling Marshal
the only requirement here is to get the marshal's
signature during one of the specified times. There are often time restrictions
for visiting these two types of marshals and they get tighter as you progress
up the classes. In addition to the marshals, on some events you may get
one or more:
Unmanned Search Point
USPs are usually found at a picnic area, car
park or similar site, you will already have instructions to guide you to
one or more codeboards. As the name suggests there is no marshal present
so no restrictions on the time you arrive or the time you take to complete
the task.
4. Types of Navigation and How to Solve Them
See separate sheet.
5. Tactics and Tips
Paired solving of navigation
Some of the types of navigation, such as herringbones
and those with long lists of instructions can be solved more easily with
2 people. In this case one person should read out each instruction and
tick it off as the other applies it to the map, this avoids the frustration
of getting half way through the list and losing your place. In order to
make best use of your plotting time however, you should avoid the temptation
to do this with all the navigation, instead each person should tackle what
he/she feels most comfortable with. There is no firm rule but most of the
expert crews have the driver solving straightforward clues leaving the
navigator to concentrate on the tricky stuff.
Time Allocation
You need to make a decision as to how long
to spend solving navigation and when it is time to leave the start and
actually visit the points. The factors that might influence your decision
are
-
what time restrictions you have throughout
the night (if any),
-
how large the search area is likely to be,
-
how many points you want to visit,
-
how well your solving/plotting has been going.
If you seem to be getting stuck after solving
a few then maybe it is time to get going and have another look at the navigation
later, if you have time. As a rough guide, you shouldn't spend much more
than an hour plotting your navigation.
One of the mistakes often made by novice
crews (and other more experienced ones) is to spend too long trying to
solve all or most of the navigation, leaving not enough time to drive round
the search area. In many cases novices could have won their class by not
trying to do too much. For example, on many events plotting all the grid
reference clues, the marshal(s) and one or two of the more simple clues
will gain you a very respectable score providing you manage to visit all
the points plotted. Once you have a few class wins and some event experience
then you can try solving the more tricky navigation.
Route Choice
Once you have solved some navigation and decided
to leave you need to choose a route. Initially you need to select the order
in which you will visit the points and in doing this you should bear in
mind the marshal points, particularly if you have to be there at certain
times. Quite often you can find a roughly circular route that finishes
at finish venue, quite handy really! The actual choice of roads is best
done while you are on the move or at each codeboard location. Use A or
B roads where you can, these are going to be faster than the more narrow
'yellow' roads although most of the time the latter will be more direct.
Only experience will tell you which will take less time. When choosing
your route, at all times avoid black spots, the areas that the oranizers
have told you not to pass through. These areas are very sensitive to motorsport
and the last thing anybody wants is for you to wake up the local magistrate
or chief constable as you drive passed his house for the fifth time at
1 am.
Maximising Your Score
It is important to ensure that you visit the
locations that will net you the most points. Think carefully about the
value of each codebord and marshal, it may be worth 'dropping' ie. not
visiting, one or more codeboards if it enables you to visit a marshal and
get more points. Also remember the event limits on codeboards and marshals.
Usually you can only count 75% of the total number of codeboards towards
your score so for example if there are 32 codeboards in total then you
can only score points 24 of them. This may not sound very applicable to
you at the moment but it will become important as you improve. The event
organizers will usually count the lowest scoring 75% so this means
if you have too many answers you will have to cross out the lower scoring
ones before you get back to the finish.
Helping the Driver
When at a codeboard location it is most effecient
for the navigator to stay in the car while the driver gets out to look
for the codeboard. This may seem a bit unfair but the navigator can spend
the time in a useful manner by checking various things like the route to
the next codeboard, that the previous answers have been entered in the
right place, etc.
In order to make life a bit easier for
the poor driver the navigator can help him/her when approaching a location
by stating what the codeboard will be on (this helps the driver know exactly
where to stop) and also state if the driver will need to turn round (your
average driver likes plenty of warning about turning round and even then
still manages to reverse into a ditch/wall). While on the road it is a
good idea to describe the road from the map if you can, as well as keeping
concentration up this warns the driver of impending junctions, bends and
other obstacles.
Finally, we hope this has been of
interest to you and has wet your appetite for this type of competition.
If so, we look forward to seeing you on the opening event of the 1996 championship,
the Valentine Scatter on Feb. 17th.
If you require any further information
on Navigational Scatters, The Five Maps Championship or any of the navigation
solving techniques covered then do not hesitate to contact me, Simon Gudgeon
(Simon.Gudgeon@bbc.co.uk) (0181-841-7461). Thank you for your interest.
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