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Competitive Fitness Activities
Developing the Program
Physical Training During Initial Entry Training
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Chapter 9 - Competitive Fitness Activities

Physical fitness is one of the foundations of combat readiness, and maintaining it must be an integral part of every soldier’s life. This chapter discusses competitive fitness activities and athletic events that commanders can use to add variety to a unit’s physical fitness program. There is also a section on developing a unit intramural program. Athletic and competitive fitness activities are sports events which should only be used to supplement the unit’s PT program. They should never replace physical training and conditioning sessions but, rather, should exist to give soldiers a chance for healthy competition. Only through consistent, systematic physical conditioning can the fitness components be developed and maintained.
Crucial to the success of any program is the presence and enthusiasm of the leaders who direct and participate in it. The creativity of the physical training planners also plays a large role. Competitive fitness and athletic activities must be challenging. They must be presented in the spirit of fair play and good competition.
It is generally accepted that competitive sports have a tremendous positive influence on the physical and emotional development of the participants. Sports competition can enhance a soldier’s combat readiness by promoting the development of coordination, agility, balance, and speed. Competitive
fitness activities also help develop assets that are vital to combat effectiveness. These include team spirit, the will to win, confidence, toughness, aggressiveness, and teamwork.

Intramural
The Army’s sports mission is to give all soldiers a chance to participate in sports activities. A unit-level intramural program can help achieve this important goal. DA Pam 28-6 describes how to organize various unit level intramural programs.
Factors that affect the content of the sports program differ at every Army installation and unit. Initiative and ingenuity in planning are the most vital assets. They are encouraged in the conduct of every program.

OBJECTIVES
A well-organized and executed intramural program yields the following:
• Team spirit, the will to win, confidence, aggressiveness, and teamwork. All are vital to combat effectiveness.
• A change from the routine PT program.
• The chance for all soldiers to take part in organized athletics.

ORGANIZATION
The command level best suited to organize and administer a broad intramural program varies according to a unit’s situation. If the objective of maximum participation is to be achieved, organization should start at company level and then provide competition up through higher unit levels. Each command level should have its own program and support the next higher program level.
To successfully organize and conduct an intramural program, developers should consider the following factors and elements.

Authority
The unit commander should publish and endorse a directive giving authorization and guidance for a sports program. A detailed SOP should also be published.

Personnel
Leaders at all levels of the intramural program should plan, organize, and supervise it. Appointments at all echelons should be made for at least
one year to provide continuity. The commander must appoint a qualified person to be the director, regardless of the local situation, type, and size of the unit. The director must be a good organizer and administrator and must have time to do the job correctly. He should also have a sense of impartiality and some athletic experience.
Commanders should form an intramural sports council in units of battalion size or larger and should appoint members or require designated unit representatives. The council should meet at least once a month or as often as the situation requires. The council serves as an advisory body to the unit
commander and intramural director. It gives guidance about the organization and conduct of the program.

Facilities and Equipment
Adequate facilities and equipment must be available. When facilities are limited, leaders must plan activities to ensure their maximum use. In all cases, activities must be planned to ensure the safety of participants and spectators.

Funds and Budget
Adequate funds are essential to successfully organize and operate a sports program. Therefore, beforehand, organizers must determine how much money is available to support it. To justify requests for funds they must prepare a budget in which they justify each sports activity separately. The budget must include special equipment, supplies, awards, pay for officials, and other items and services. Units can reduce many of their costs by being resourceful.

AWARD SYSTEM
Commanders can stimulate units and soldiers to participate in competitive athletics by using an award system. One type is a point-award system where teams get points based on their win/loss records and/or final league standings. This reflects the unit’s standings in the overall intramural sports program. The recognition will help make units and individuals participate throughout the year. Trophies can then be given for overall performance and individual activities.

PROGRAM PLANNING
A successful program depends on sound plans and close coordination between the units involved. The intramural director should meet with subordinate commanders or a sports representative to determine what program of activities is compatible with the mission and training activities of each unit. Unless they resolve this issue, they may not get command support which, in turn, could result in forfeitures or lack of participation. The less-popular activities may not be supported because of a lack of interest.

Evaluations
Before the program is developed, leaders must study the training and availability situation at each unit level. They should include the following items in a survey to help them determine the scope of the program and to develop plans:
• General. Evaluate the commander’s attitude, philosophy, and policy about the sports program. Under stand the types of units to be served, their location, the climate, and military responsibilities.
• Troops. Determine the following:
1) number and types of personnel;
2) training status and general duty assignment;
3) special needs, interests, and attitudes.
• Time available. Coordinate the time available for the sports program with the military mission. Determine both the on-duty and off-duty time soldiers have for taking part in sports activities.
• Equipment. Consider the equipment that will be needed for each sport.
• Facilities. Determine the number, type, and location of recreational facilities both within the unit and in those controlled by units at higher levels.
• Funds. Determine how much each unit can spend on the intramural program.
• Personnel. Assess how many people are needed to run the program. The list should include a director and assistants, sports council, officials, and team captains, as well as volunteers for such tasks as setting up a playing field.
• Coordination. Coordinate with the units’ operations sections to avoid conflict with military training schedules.
• Activities. The intramural director should plan a tentative program of activities based on the season, local situation, and needs and interests of the units. Both team and individual sports should be included. Some team sports are popular at all levels and need little promotional effort for success. Among these are volleyball, touch football, basketball, and softball. Some individual competitive sports have direct military value. They include boxing, wrestling, track and field, cross country, triathlon, biathlon, and swimming. While very popular, these sports are harder to organize than team sports. See Figures 9-1 and 9-2 for a list of sports activities.
Figure 9-1 Figure 9-2 Table 9-1

Functions
Once the evaluations have been made, the following functions should be performed:
• Make a handbook. An intramural handbook should be published at each level of command from installation to company to serve as a standing operating procedure (SOP). This handbook should include the essential elements listed in Table 9-1 above.
• Plan the calendar. Local situations and normal obstacles may conflict with the intramural program. How ever, a way can be found to provide a scheduled program for every season of the year.
• Choose the type of competition. Intramural directors should be able to choose the type of competition best suited for the sport and local circumstances. They should also know how to draw up tournaments. Unless the competition must take place in a short time, elimination tournaments should not be used.
The round-robin tournament has the greatest advantage because individuals and teams are never eliminated. This type of competition is adaptable to both team and individual play. It is appropriate for small numbers of entries and league play in any sport.
• Make a printed schedule. Using scheduling forms makes this job easier. The form should include game number, time, date, court or field, and home or visiting team. Space for scores and officials is also helpful. Championship games or matches should be scheduled to take place at the best facility.

Unit Activities
The following games and activities may be included in the unit’s PT program, They are large-scale activities which can combine many components of physical and motor fitness. In addition, they require quick thinking and the use of strategy. When played vigorously, they are excellent activities for adding variety to the program.

NINE-BALL SOCCER
The object of this game is for each of a team’s five goalies to have one ball.

Players
There are 25 to 50 players on each team, five of whom are goalies. The other players are divided into four equal groups. The goalies play between the goal line and 5-yard line of a standard football field. The other four groups start the game between the designated 10-yard segments of the field. (See Figure 9-3.) The goalies and all other players must stay in their assigned areas throughout the game. The only exceptions are midfielder who stand between the 35- and 45-yard lines. These players may occupy both their assigned areas and the 10- yard free space at the center of the field.

The Game
The game starts with all players inside their own areas and midfielder on their own 40-yard line. The nine balls are placed as follows. Four are on each 45-yard line with at least five yards between balls. One is centered on the 50-yard line. The signal to start play is one long whistle blast. Players must pass the balls through the opposing team’s defenses into the goal area using only their feet or heads. The first team whose goalies have five balls wins a point. The game then stops, and the balls are placed for the start of a new set. The first team to score five points wins.
There are no time-outs except in case of injury, which is signaled by two sharp whistle blasts. The teams change positions on the field after each set. Team members move to different zones after the set.

Rules
A ball is played along the ground or over any group or groups of players. The ball may travel any distance if it is played legally.
Goalies may use their hands in playing the ball and may give a ball to other goalies on their team. For a set to officially end, each goalie must have a ball. If players engage in unnecessary roughness or dangerous play, the referee removes them from the game for the rest of the set and one additional set. He also removes players for the rest of the set if they step on or over a boundary or sideline or use their hands outside the goal area.
If a goalie steps on or over a boundary or sideline, the referee takes the ball being played plus another ball from the goalie’s team and gives these balls to the nearest opposing player. If the team has no other ball in the goal area, the referee limits the penalty to the ball that is being played. If a ball goes out of bounds, the referee retrieves it. The team that caused it to go out of bounds or over the goal line loses possession. The referee puts the ball back into play by rolling it to the nearest opposing player.
Figure 9-3

PUSHBALL
This game requires a large pushball that is five to six feet in diameter. It also requires a level playing surface that is 240 to 300 feet long and 120 to 150 feet wide. The length of the field is divided equally by a center line. Two more lines are marked 15 feet from and parallel to the end lines and extending across the entire field. (See Figure 9-4.)

Players
There are 10 to 50 soldiers on each of two teams.

The Game
The object of the game is to send the ball over the opponent’s goal line by pushing, rolling, passing, carrying, or using any method other than kicking the ball.
The game begins when the ball is placed on the centerline with the opposing captains three feet away from it. The other players line up 45 feet from the ball on their half of the field. At the referee’s starting whistle, the captains immediately play the ball, and their teams come to their aid.
At quarter time, the ball stays dead for two minutes where it was when the quarter ended. At halftime, the teams exchange goals, and play resumes as if
the game were beginning.
A team scores a goal when it sends the ball across the opposing team’s end line. A goal counts five points. The team that scores a goal may then try for an extra point. For the extra point, the ball is placed on the opposing team’s 5-yard line, and the teams line up across the field separated by the width of the ball. Only one player may place his hands on the ball. The player who just scored is directly in front of the ball. At the referee’s signal, the ball is put into play for one minute. If any part of the ball is driven across the goal line in this period, the offense scores one point. The defense may not score during the extra point attempt.
The game continues until four 10-minute quarters have been played. Rest periods are allowed for two minutes between quarters and five minutes at halftime.

Rules
Players may use any means of interfering with the opponents’ progress except striking and clipping. Clipping is throwing one’s body across the back of an opponent’s legs as he is running or standing. Force may legally be applied to all opponents whether they are playing the ball or not. A player who strikes or clips an opponent is removed from the game, and his team is penalized half the distance to its goal.
When any part of the ball goes out of bounds, it is dead. The teams line up at right angles to the sidelines. They should be six feet apart at the point where the ball went out. The referee tosses the ball between the teams.
When, for any reason, the ball is tied up in one spot for more than 10 seconds, the referee declares it dead. He returns the ball into play the same way he goes after it goes out of bounds.
Figure 9-4

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