DRILL
When possible we should use a total of five Judges for the Drill.
Head/timer Judge, and four field Judges. Descriptions of the Judges
duties follow below. Note the four field Judges will be scoring
all four scoring categories. In the past a Judge only scored one
category and because of viewing angles he might miss some gigs
(so it became luck of the draw if a unit got gigged).
Head Judge (50 total points possible)
Strategy: Positioned at the entrance/exit of the drill field
with stop watch. Units may produce and give to him a list of maneuvers.
Judges A) Time, B) Required Maneuvers
- Time 10 points possible
Focus on What vehicles, When
- On Time to drill field 5 points possible
each team must be at the drill field at the designated time
unless the delay is caused by factors beyond their control
- Time on field 5 points possible minimum 5 minutes, maximum
10 minutes
- Required Maneuvers 20 points possible
Focus on What, When, Where
2's O 4's O Figure 8 O Opposing circles O
For each of these maneuvers each maneuver must be at a position
on the field in direct relationship to the other vehicle. Ex.
in figure 8's each vehicle must cross the path of the vehicles
at the same time. For opposing circles, the pathes of the two
groups must be at the same time and place next to each other.
- Optional Maneuvers 20 points possible
Focus on What, When, Where
Vehicles do not have to be paired but must perform a maneuver
in relationship to all other vehicle (ex. shoot the arrow).
Slash marks a made for each new optional maneuver. A maneuver
done twice or in different directions is not scored, nor are
required maneuvers.
The scorer determines the points scored in relationship
to the scores of all the teams in that catgory for optional
maneuvers by the formula discussed earlier, #maneuvers/ most
maneuvers.
All points are totaled by scorers for A, and B.
Field Judges A, B, C, D (when possible) 50 points possible
Strategy: Place judges at mid-points on each boundary line. The
scorer will average out the score for each category below.
- Ease of Handling 10 points possible
Tactics, Focus On Who (Rider error) and What vehicle does (Rider
error)
Gigs for Foot down (two wheel if not done by all members), Tipping
vehicle off a wheel (multi-wheel if not done by design), Running into boundary line,
Hands off handle bars or steering wheel, falling over
- Interval and Distance 15 points possible
Tactics Focus on Where each vehicle is in relationship to the
others
Gigs for vehicle out of alignment front to back ( i.e. interval),
side to side ( i.e. distance) and alignment (i.e. out of position in a larger spaced maneuver)
The above category usually produces the most gigs.
- Execution of Drill 15 points possible
Tactics Focus on What, Where, When How
Gigs for vehicles touching or striking (unless designed), changing
of speed to catch-up or fall back into position, getting lost in routine, herkie/jerky
transitions from maneuver to maneuver. Large gaps between vehicles
when in tight maneuver ( 5" better than 5')
Rounded turns verses tight crisp turns, Calling out maneuvers
or timing by voice
- Difficulty of Routine 10 points possible
Tactics Focus on What, When, and How
Indicate your assessment of overall difficulty of the routine
with 1 being lowest and 10 being the highest.
Note: When scoring the first of several units in the same category
leave room on either side of your score to allow room for later
units.
Note: Article VIII -Section 4- GLASMC by-laws -No 'TWO WAY RADIOS
will be allowed on the competition field for any Unit competing
on the drill field and being directed off the field in any fashion.
DISQUALIFICATION FOR THIS IS AUTOMATIC. |