The race
- Start
- In head to head races, the start is one of the most important parts
of the race. In head races, where boats do not race next to each other,
there is a running start, where rowing begins before the starting line
and rowers are already at full speed when they cross the start. In
sprints (head-to-head), the start consists of the following sections:
- Actual start: This is generally five or six partial strokes done at a
high rate and in a certain pattern, i.e. some three-quarter length
strokes (sometimes called three-quarters slide, or "draws"), followed by
half strokes ("winds"), which are then lengthened into full length
strokes. The goal is to get the rowers off to a cohesive start and
quickly build momentum, with the rate of the draws being held by the
subsequent lengthens. In the draws, it is important to grip the water
gently at first and not to "rip", causing turbulence and not
transmitting energy effectively. An example start, called by the
coxwain, would go as such: "Draw....there! Draw....there! Wind one! Wind
two! Wind three! Lengthen it out....Lengthen....Lengthen". The tone,
pitch and rhythm of the cox's voice helps to guide the crew as to what
is required.
- High Ten: A set of strokes done at a high cadence immediately after
the start. Not to be confused with "Power Ten," the high ten is ten
strokes at a high rating to finish building speed. Some crews may pull
fifteen or twenty high strokes to build even more speed.
- Settle: Immediately after the rowers complete their high cadence
strokes, the stroke tempo is lowered and the stroke lengthened to the
rating to be used throughout the body of the race. Often accompanied by a
Power 10 or 20. Coxswains may call a "Ten to Settle" or "Ten to Glide"
to drop the cadence more gradually.
- In bumps racing, the start is of greater importance. Since this kind
of racing is focussed on catching the boat starting a length and a half
ahead (and equally avoiding being caught), more effort is put into the
start than with other types of racing, since it is sure that every other
boat will do the same. If you are caught off the start, there is no
chance to make it good later in the race. The obvious consequence is
that if a boat's individual race goes the whole distance, the extra
effort early on takes a toll.
- Body
- The body of the race is carried out at a consistent rating, with power tens called as the coxswain deems necessary.
- Piece
- A race simulation, whereby the rowers row a typical racing distance
as fast as possible, the purpose is to train the rowers for endurance
and anaerobic fitness and generally prepare them for the real race.
Pieces are usually acknowledged by the coach: "We will do a piece".
- Repechage
- The “second chance” race given to those crews which fail to qualify
for the finals from an opening heat. “Rep” qualifiers move onto
semi-finals or finals depending on the number of entries. Used in
international racing.
- Sprint
- The last 500 meters of most races are generally at a much higher rating than the rest of the race, as crews pull to exhaustion.
- Flutter/Shunt
- In head-to-head races, the coxswain may decide to call a flutter,
which is essentially the six-stroke start put into the race close to the
end. The flutter may push one boat which is trailing another a few
seats ahead, but is extremely demanding on a crew. In many cases, it is
used as a desperation move when all other options have been exhausted.
- Head race
- A long race in which rowers race a twisting course of about 3 miles.
A race for time. The start is staggered. Usually in the fall months.