ULOC
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University of London Orienteering Club
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How To Orienteer
This is intended as a quick guide to orienteering for the novice or
inexperienced orienteer, some of the techniques mentioned are not
needed for a first event and are included for completeness.
Anybody
in the club will be happy to explain further any of the techniques
mentioned here.
Quick Links
Introduction And Courses
Orientating The Map
Map Scale
Taking Compass Bearings
Aiming Off
Pace Counting
Attack Points And Catching Features
The picture on the right is a small section of an orienteering map
(From the BUSA Relays 2000 Mens course), the triangle near the centre
represents the start and the circles represent each control point
(number 1 can be seen in the bottom left hand corner), The double
circle represents the finish.
The main difference between a 'normal' map and an orienteering map
(o-map) is the colour coding, on an o-map the forest areas will be
shown in white if it is open forest and the colour will change from
light green through to dark green as the forest becomes less
'runnable', open land is typically different shades of yellow depending
how open the open land is.
After arriving at an event the first thing that you must decide is what course to run. There are two types of events
Badge
events are entered by age class with the choice between a short or long
course so are relatively simple except for the rather bizarre age class
system; your orienteering age is the age you be at the end of the year
you want to compete, the main age classes for university students are
M/W20 and M/W21 M and W are male and female respectively, the M20 class
covers everybody from 18 to 20 and the W21 cover people from 21 to 35,
for example if you were 23, male and wanted to run a long course you
would enter M21L.
At Colour Coded events you can choose what course to enter and they are all named after colours
| Colour |
Technical Difficulty |
Length |
| White |
Very Very Easy |
Short |
| Yellow |
Very Easy |
Short |
| Orange |
Easy |
Short/Medium |
| Red |
Easy/Medium |
Long |
| Light Green |
Medium |
Medium |
| Green |
Medium/Hard |
Medium/Long |
| Blue |
Hard |
Long |
| Brown |
Hard |
Long |
After registering to run a particular course you will be given a
control description and a control card. The control description tells
you what sort of feature each control will be on (eg. Path junction,
Boulder etc.) and a unique number to identify the control so that you
know you have reached the right point, the control card contains a set
of numbered boxes, at each control there will be a 'punch' this is a
stapler type device that has instead of staples a set of pins set in a
particular pattern, this is used to punch a hole in your control car to
prove that you have visited the control.
We will now skip to the start, if you are at a badge event you probably
do not have a map yet but do not worry you will get a nice marked-up
map when you start, if you are at a colour coded event you will
probably have a blank map at the moment. In colour coded event you have
to mark the course onto the map yourself, to do this you will probably
need to bring a pen (red is the normal choice - it is the only colour
that is not used on the map), after you start there will be a set of
'master maps' about 10m away from the start for you to copy the course
from, this is part of the competition but do not rush this part because
if you draw a control in the wrong place on your map it will take you a
very long time to find it on the ground! So you now have a fully marked
up map, what do you do next?
Back To The Top
Orientating The Map
This is probably the most important skill for orienteering, if the map
is correctly aligned with the ground you can never go wrong!?!?!
On the section of map above you can just about see a series of
continuos thin black lines running vertically up and down the map,
these lines run north-south (magnetic) with the top of the map north.
If you take a compass and turn the map until these lines match the
direction of the needle in the compass (red end north) your map will be
properly aligned. You will now know which way to turn when reaching
path junctions etc.
Back To The Top
The Map Scale
This is probably something I should have mentioned earlier, there are
two main map scales for orienteering 1:10000 - 10mm on the map is 100m
on the ground and 1:15000 - 10mm on the map is 150m on the ground. The
distance between contours is 5m.
Back To The Top
Compass Bearings
A bearing is used when you want to get from one point to another in a straight line when there is nothing in-between.
To take a bearing you should line up the two point with the edge of the
compass with the direction of travel arrow pointing in the direction
you want to go, then align the Grid Lines on the base of the housing
with the north south lines on the map by rotating the housing, the
north ends of the grid lines should match the north on the map. Take
the compass off the map and turn around until the needle is lined up
with the north on the compass and go in the direction of the direction
of travel arrow. To take accurate bearings you should pick an object
that you can see in the 'near distance' and run towards it, when you
get there you should stop and pick another object and do the same, this
will help to eliminate any error caused by running around things.
Back To The Top
Aiming Off
It is very unlikely that when traveling on a bearing you will get to
exactly the right point, and if you miss which side of the point where
you want to be are you; so there is a technique called aiming off. If
you are traveling towards a feature such as a path, fence, stream,
spur, re-entrant or some other longish feature you should pick a point
either to the left or the right of what you are aiming for, then when
you reach you stream for example and even if you have drifted to one
side or the other you will know which way to turn.
Back To The Top
Pace Counting
This is a slightly more advanced technique that enables you to judge
distance. The idea is that you know how many double paces it take you
to cover 100m in different terrain, you can then use this information
to work out how far you have gone. I count each time my left leg hits
the floor and know that on open ground I will do 34 paces to 100m.
Obviously before you can pace count you must measure your paces.
Back To The Top
Attack Point And Catching Features
If you are looking for a control that is a little bit in the middle of
nowhere you nee to find someway of making it a bit easier, especially
if the feature you are looking for is quite small. To do this you would
pick a larger feature that is reasonably close to the control and
easier to find, you can then use this to 'attack' the control. Good
attack points are things like path junctions, stream junctions, corners
in fences, big contour features, very distinct vegetation changes
A catching feature is something quite obvious that you can use if you
go to far, it should be something that if you come to you can say 'oops
I've gone past the control' and then turn around and go back. Good
catching features are paths, streams, fences, spurs, re-entrants. |