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Royal Cork Yacht Club Second in 2K Team Racing Anzio

1st June 2016
The Royal Cork 2k team The Royal Cork 2k team

Over 3 days and no less than 42 races it was all down to the last match between the Dutch and their great rivals from Royal Cork. It was one of those starts that one wants to forget, but the Dutch clearly down, gambled on banging the corners to great effect. Back in the action at the windward mark the four boats were all within a boat length then it all started to unravel for Cork.

2K Team Racing is two on two team racing, in keelboats, without spinnakers.

Twin penalties for Smit (NED) and Kingston(IRL) saw the game balanced. then Cudmore(IRL) collected a penalty for tacking too close... the Dutch are in the lead... a final Irish penalty and it is all over...as the Dutch move into their tried and tested tight defence mode for the final run to the finish.

Host team Rome had had a hard regatta, losing to a rookie British team from the Royal Thames and to the young Italians from 3CV sailing as Banana 2....but the final honours were to go to them as then outplayed the Dutch to the closest of finishes in the final match....but all too late for the podium.

1st Dutch Match and Team Race Association (NED)
2nd Royal Cork Yacht Club (IRL)
3rd Royal Thames Yacht Club (GBR)

The 2K Tour now moves to another Italian Yachting paradise in Gaeta.

The Rome 2K was hosted by the Platu 25 Class and the Reale Circolo Canottiere Tevere Remo at the club's Anzio base.

Published in Team Racing

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About Team Racing

Team racing in sailing is an exciting, strategy-focused format where two teams, usually with three boats each, compete to achieve the best combined score by the end of the race. Unlike fleet racing, where individual performance matters most, team racing emphasises teamwork, tactics, and boat positioning to outmanoeuvre the opposing team.

Each team typically has three boats, often two-person dinghies like the Firefly class. The boats from each team are distinguished by their unique sail colours or numbers.

Points are assigned to finishing positions, with 1 point for 1st place, 2 points for 2nd place, and so on. The team with the lowest combined score wins. The target is to achieve a "winning combination" of points. In a six-boat race (three per team), winning combinations include scores like 10 points or less for a 1-2-6 or a 2-3-5 finish.

Teams can slow down or block opposing boats, especially in an advantageous position. A boat ahead can "cover" an opponent, manoeuvring to block the wind and slow them down.

Teams often employ manoeuvres to help slower boats catch up or pass opponents, switching positions if needed. This keeps the team in a winning configuration.

At key turning points, boats can execute mark traps, where they intentionally slow down or position themselves to block opponents, forcing them into bad turns or causing them to lose speed.

Team racing follows standard sailing rules but with some additions tailored to team tactics. For example, a "fouling" boat (one that breaks a rule) must complete a penalty turn or even multiple turns, depending on the rule violation. Penalty management is crucial as it can make or break a team's success in the race.

Constant communication is key as team members coordinate strategies, adjust for wind shifts, and adapt to changes in the race. They signal intentions, warn of opponents' moves, and ensure every team member’s position is optimized.

In short, team racing combines fast-paced sailing with strategic teamwork. While speed is essential, winning often depends more on positioning, communication, and the ability to execute effective tactics as a team.