1 teaching team racing 2008 powerpoint by steve hunt
TRANSCRIPT
1
Teaching Team Racing 2008
PowerPoint
By Steve Hunt
2
What is Team Racing?
For this presentation, team racing is 3 on 3 sailboat racing
Each team consists of 3 boats
The team with the lowest combined score in each race wins
3
Digital N Course
Most Team Races are Raced on the ‘Digital N’ Course
S
F
Some Digital N courses have 1 leeward mark.
4
Team Racing Essentials
Think as a team: ‘Your’ race includes all three boats
Communicate with your teammates
If winning, sail fast. If losing, try to slow down the race.
Keep your opponents in your covering zone
Always try to recognize your, and your opponents, combination
All three teammates should be on the line with speed at the gun
5
Winning Combinations
1,2,3
1,2,(4-6)
1,3,(4-6)
1,4,5
2,3,4
2,3,5
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Strongest Winning Combinations
1,2,3
1,2,(4-6)
1,3,(4-6)
1,4,5
2,3,4
2,3,5
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Strongest Winning Combinations
1,2,3
1,2,(4-6)
*1,4,5
2,3,4
*The 1,4,5 is not as stable as the 1,2,3, 1,2,anything or 2,3,4, but if executed properly, it is a strong winning combination
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Winning Combinations A closer Look
1,2,3
1,2,anything
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1,2,3 - 1,2, (4-6)
1-2-(4-6)
Very common winner. 1-2 try and sail fast keeping the 1-2. You are winning so sail fast and try not to tack too much or get caught up in any games or tacking duals that slow the race down. Balance on the upwinds and downwinds if needed to keep the 1-2. Tip: The third teammate should try and get 5th or better. That way if the 2 gets caught and passed your team will at least have a 1-4-5. Think about it.
1-2-3
Perfect combo. The 3 should slow down 4,5,6 at marks to let 1-2 break away. 3 should not get passed by everyone while slowing, keep at least a 5. If 1-2 already have some separation on the fleet, 3 just sails fast.
The best team racing teams don’t do a lot of team racing. Why? They get good starts as a team, sail fast, and get to the weather mark in a 1-2 or 1-2-3. That is your goal!
Play 1
I should try to be
5th or better!
I should make sure
my teammate crosses this starboard opponent.
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Communication
Teammates should communicate so all members of the team are working towards the same goal. You are always working to be in one of the stable winning combinations.
In this example, the right hand black boat will slow the starboard tack opponent near her, to make sure her teammate on port will cross. That’s team racing!
Why?
Because “Play One” communicates what the goal is to her teammates. “Play One” is used by many teams to communicate their goal is a 1,2 (4-6) combination. The black boat on the left side of the course notices her and a teammate are probably in first and second place. If they sail smart and balance for each other they will round in a 1,2 combination. Rounding the first mark in a 1,2 is very powerful.
Notice How the Boat Below is Calling “Play 1”
Play 1
I should try to be
5th or better!
I should make sure my teammate
crosses this red opponent on starboard!
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1,2,3 - 1,2, (4-6)
1-2-(4-6)
Balance if needed to keep the 1-2.
1-2-3
3 slows 4-5-6 from time to time at marks to let 1-2 break away. Don’t get passed by everyone though, keep at least a 5. No Room, Don’t
go in there.
I need to slow this red boat so my teammate keeps the
two!!
W
Top Reach of a Digital N Course
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Winning Combinations A closer Look
2,3,4
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2,3,4
1-5-6
This is a tough one. 1 keeps the 1 and hopes 5 or 6 can pass the 4, putting you in a 1-4-6. The 4-6 then convert into a 4-5, giving your team a 1-4-5. As the 1, if the 2 is ahead of the pack, it’s okay to cover them to push them back as long as you keep the 1.
2-3-4
Balancing and helping your teammates to make sure you stay in the 2-3-4 is critical! Communicate and spread over the course to cover the 5-6. Always have the 5-6 in your zones. (i.e. Don’t let the 5 or 6 sail off to a side by themselves) Always look around to make sure you and your teammates are still ahead of the 5-6. If not, slow the person in your area to keep the 2-3-4. If you are falling back ask your teammates to balance for you!
The 2,3,4 is a very solid combination and takes teamwork and communication to win.
Play 2!
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2,3,4The perfect 2-3-4 positioning upwind is to have your lead boat, the 2, or ‘Point’, in the middle of the course hedging towards the favored side. From the middle and ahead position they are ready to help either side if needed. Their teammates on the edges are covering the opponents on their respective sides. If a teammate needs help covering or balancing the Point will sail over to help.
I can help my teammates if
needed.
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2,3,4Notice the perfect 2-3-4 positioning creates a pyramid shape with the lead boat of the team, the 2, sailing fast in the middle. You can look at the covering zone as an umbrella of bad air and covering zones. You keep your competitors inside the umbrella so they do not get leverage towards a side and pass you on a shift.
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2,3,4Keep your competitors inside the covering zones, the umbrella! Do not let them sail towards the outer edges of the course. If you let them get away towards an edge, they may catch a puff or shift and pass you. Do not give them leverage.
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2,3,4Tip: The best sailors in the middle position notice if one side of the course will be heavily favored, and they sail to that side to help their teammate balance. They know once a big shift shift happens one side will be ahead and the 2,3,4 will be unbalanced. To prevent being unbalanced they sail to the favored side and help slow the opponent on that side. They double up the coverage to help their 3rd teammate, on the unfavored side, catch up and remain in the 2,3,4 combination.
We need to help our left side
teammate catch up to stay ahead
of this red competitor!
We are on the wrong side of a
big shift!
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2,3,4
On the second beat you set up the perfect 2-3-4 spread by doing the following after rounding the leeward mark (you also do this in a 1-2-3):
2 rounds and sails two-three boat lengths and tacks
3 rounds and sails to the spot 2 tacked, and tacks, taking the left side
2 then tacks back in a spot so they are not covering 3 or 4, taking the middle
4 sails straight taking the right
2
3
4
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2,3,4
Zones: Always keep your opponents in your covering zones!
In these areas, you have your opponent safely covered as they do not have leverage to gain on a shift. You are ahead and to windward and in a great position to slow them down if needed.
If you start to get in trouble with your opponent, call for help and switch if necessary. Once you switch, your teammate who is now safely covering the opponent, slows them down to get you ahead, back into a solid 2-3-4.
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2,3,4
Zones: Always keep your opponents in your covering zones!
In this example, the 2-3-4 is not doing a good job of keeping the red 5-6 in their zones. To fix the problem, the left hand black boat should do two tacks and so should the middle black boat.
Keep the opponents in your safe zones, balance for your teammates, and you will win!
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2,3,4
Both black boats did two tacks to achieve a solid covering position.
Now they have a strong 2,3,4 again.
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2,3,4
2-3-4
If the opponents in the 5-6 bring the action to the middle of the course it may cause crossing situations amongst your teammates. Do not duck your teammates! Communicate with each other early about your intentions. Switch opponents if necessary. The key is to not slow down by ducking each other. The other team wants you to duck each other! Instead; you should both tack.
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
In this example, the two black boats should switch by each tacking. By tacking they are staying in their zones and switching opponents. They do this instead of ducking each other and it keeps them solidly ahead.
Let’s switch
!
Okay, I will tack!
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2,3,4
Why not duck a teammate?
Notice how the left most black boat ducks his teammate and loses a good cover on the opponent behind him.
Click through the slides for Animation
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
The circled red boat now has a great lane and is pinning the black boat, that ducked, from tacking.
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
The circled red boat now has a great lane and is pinning the boat the black boat, that ducked, from tacking.
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
The left most black boat and middle black boat switch in this situation.
Click through the slides for Animation
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
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2,3,4
Avoid ducking teammates while covering an opponent. Communicate with each other to switch instead.
The circled red boat never has a lane.
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Watch That Again!
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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2,3,4
Avoid ducking teammates.
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Don’t Duck Teammates
While Covering
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Winning Combinations A closer Look
1,4,5
2,3,6
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1,4,5 – 2,3,6
2-3-6
2 and 3 first try to pass the 1. If that is not reasonable, they cover 4 and 5 to pass 6 up to a 2-3-4. If 5 and 6 are far behind, which often happens, 2-3 gang up on 4 and let the 5 and 6 catch up. Once 5-6 catch up the 2-3 split up and hammer the 4 and 5 doing a double passback, keeping them balanced across the course. If they stay balanced, the 1 on the other team will not know who to attack. 2-3 pass up their 6 and turn it into a 2,3,4. The key is to never let the other team have an opportunity to convert to a 1-2 by getting unbalanced.
1-4-5
1 keeps the 1 looking for an opportunity to convert a 1-3 into a 1-2 if the opportunity ever presents itself. 5 hammers 6 pushing them back, the more the better. 4 monitors the 5-6 and helps out if the 5 has trouble with the 6. 4 also pushes the 2-3 to the finish. 4 and 5 want to stay UN-balanced.
I should not go back to the 5 right now
because I will give the other team a 1-3
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Team Race Starting
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Remember:
Your team always want to be in a strong winning combination
1,2,3
1,2, (4-6)
2,3,4
1,4,5
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Team Race Starting
In general, it is best to start close to leeward of your opponent, with speed. If all three teammates do this your race will go very well. The only exception would be the team member starting at the
boat, they may want to be to the right of their opponent with a lane so they have the option of going right or tacking on an opponent who is forced to tack out shortly after the start. If the left side of the course is favored or if the pin end is favored the boat starter can start to leeward of their opponent.
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Team Race Starting
Your timing and position relative to other boats play a huge role in how well you will start in a team race. If you are early to the start it is better to trail a competitor
towards the line as you will most likely be able to hook them to leeward because they will have to slow down early to avoid being over. If you are late coming back to the
line it is important to lead your opponent. This is all assuming an opponent is in your area or engaging you which often happens in a team race. If you are not directly
near an opponent, just get a good start in your zone.
We are late so I am leading my
opponent.
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Team Race Starting
Most teams designate where each teammate should start. Either the pin, middle or boat. This is called a Geographic Start.
Some teams use a Man on Man approach where theypick an opponent before the starting sequence and try to beat that boat off the line.
We are late so I am leading my
opponent.
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Achieving a Tight to Leeward Start
Remember this: If you are trailing you want to get ‘out of phase’ with the boat ahead by heading up and falling off repeatedly. Getting out of sync allows you to hook them easily or head up as they
are bearing away to achieve some separation. (In case you want to start to the right of them with a hole to leeward, which is called Posting Up, or from this position, you can go in again for the Hook.)
You make your move low to hook
They start to bear away to protect themselves
You can hook them or head back up to stay out of phase
1
2
3
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Getting Someone out of Sync
In step one black heads up. Step two Red heads up to achieve a tight to leeward position. Black boat then bears away in step three while red boat ‘is still heading up’. Black is trying to get out of phase with the boat ahead, with the intentions of hooking them to leeward. Black knows the tight to leeward position is powerful. In step six you can see black gets the leeward overlap, or hook, and can then luff red head to wind before the gun goes off. Obtaining a late hook in the sequence is VERY powerful, as you can bear away to start at the perfect time while your opponent is left behind.
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456
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Starting– Out of Synch to Hook
Click through the slides for Animation
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
Notice the red boat did not do anything and now they are hooked and are in trouble if there
is not much time left.
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Starting– Out of Synch to Hook
Black should control her speed to keep red hooked, not allowing red to bear away.
Stopping your boat well is important here by backing the main and matching speed with red. Stay put until you accelerate and go for the line,
leaving red behind and late for the start.
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
Please note how black works red in this cycle of attempting to hook her. If you are the black boat and you see that you are not going to hook red to leeward, (by comparing your speeds) you head up hard to create separation as red is bearing away and picking up speed. This does two things, it allows you to have a hole at the start if the
clock is ticking down and you are forced to trim in and go, and most importantly, it allows you to swing your bow down and try to hook red again. Red wants to get close to you and pin you from making any
more moves. It is a game of cat and mouse. Who can execute better?
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to Hook
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Starting– Out of Synch to start to windward
This time Black cannot get the Hook because Red defends. So Black ‘Posts
Up’, meaning they get separation to windward so they can start with a hole to
leeward.
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Out of Synch to start to windward
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Starting– Summary
If you are the lead boat, try to stay in phase with the boat behind and luff up to them as
close as possible to prevent them from bearing away again.
If you are the boat behind, you want to get out of phase with the boat ahead, to either post
up with a windward start, or go in for the hook and achieve the tight to leeward position.
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Pass Backs
No Room, Don’t go in there.
153Offset Mark Trap
No Room!
Click through the slides for Animation
154Offset Mark Trap
No Room!
155Offset Mark Trap
156Offset Mark Trap
157Offset Mark Trap
158Offset Mark Trap
159Offset Mark Trap
160Offset Mark Trap
161Offset Mark Trap
162Offset Mark Trap
No Room!
163Offset Mark Trap
No Room!
164Offset Mark Trap
165Offset Mark Trap
166Offset Mark Trap
167Offset Mark Trap
Don’t go in there!
168Offset Mark Trap
169Offset Mark Trap
170Offset Mark Trap
171Offset Mark Trap
172Offset Mark Trap
173Offset Mark Trap
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Luffing Before two boat lengths
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Luffing Before Two Boat Lengths
Brown will lee-bow and then luff
before two boat length circle.
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Luffing Before two boat lengths
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Luffing Before two boat lengths
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Luffing Before two boat lengths
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Luffing Before two boat lengths
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Luffing Before two boat lengths
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Luffing Before two boat lengths
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Luffing Before two boat lengths
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Luffing Before two boat lengths
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Luffing Before two boat lengths
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Luffing Before two boat lengths
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Luffing Before two boat lengths
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Windward Mark Trap
Don’t go in there!
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Windward Mark Trap
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Windward Mark Trap
No Room!
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
No Room!
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Windward Mark Trap
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Rounding and Tacking Too Close
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Be Careful When Rounding—Tacking Too Close
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Be Careful When Rounding—Tacking Too Close
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Be Careful When Rounding—Tacking Too Close
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Be Careful When Rounding—Tacking Too Close
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Be Careful When Rounding—Tacking Too Close
Don’t tack too close! Starboard!!!!
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Be Careful When Rounding—Tacking Too Close
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Be Careful When Rounding—Tacking Too Close
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Be Careful When Rounding—Tacking Too Close
Protest!
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Rounding—Tacking Too Close
Solution- Luff as you approach and overlap the mark and force the boat behind to overlap you to leeward.
Then tack!
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
No Room!
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Solution- Luff at mark, force boat behind to overlap you to leeward!
Rounding—Tacking Too Close
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
Pinning an opponent from tacking is a powerful move. Pinning becomes more powerful the
closer you are to layline. Why? Because the opponent has nowhere to go, you are blocking
their path to the mark.
If you pin an opponent near or on the layline, your teammate can tack out free towards the
mark.
Watch Again!
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
It is very important to take away your opponent’s option to escape when you are coming in for the pin.
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PinningAim slightly behind the opponent to prevent them from
tacking out right before you get to them.
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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PinningIf you do not aim slightly behind them as you get close they can tack out causing you to miss the pin. It is then
difficult to tack and cover them.
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PinningAnother look!
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Black should be aiming lower to take away reds option of tacking.
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Oh No!
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I tacked at the last second to avoid being pinned.
Tacking when I did makes it hard for the black boat to
tack and cover me.
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PinningRed boats options are to tack out, as we just
saw, or clamp down on the boat in her zone. If she clamps down well, she will have two boats from the other team going slow, which leaves her teammates with a 2 on 1 against the other
team. That is good!
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Pinning
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Pinning
Here she comes!
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Pinning
Let’s clamp down tight!
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
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Pinning
Two Opponents are Going Slow!
Red will make this last as long as possible while her teammates sail fast.
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Pinning
Red’s teammates now have the advantage with a two on one
scenario.
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Pinning
Become skilled at making your opponent’s pass-backs
unsuccessful!
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Pinning
If you make your opponent’s pass-backs take a long time you are
helping your teammates win!
312
Pinning
The key is to clamp down on the opponent behind you before you
get pinned or luffed on! Get control first!
313
The End
Good Luck!!!