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Old 02-02-2009, 05:22 PM
ArlJim78 ArlJim78 is offline
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you're covering lots of ground when you talk about 5-7 furlong turf sprints.
i have found ways to play the shorter end of the range (5-5.5F) with very good success, but 6-7F is a different animal and plays a little differently if you ask me.

i could see where a cutback angle would not work so well on the shorter sprints, but might be more relevant on the longer sprints especially the kind in NY.
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Old 02-03-2009, 07:41 AM
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Bigsmc Bigsmc is offline
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Quote:
Originally Posted by ArlJim78
you're covering lots of ground when you talk about 5-7 furlong turf sprints.
i have found ways to play the shorter end of the range (5-5.5F) with very good success, but 6-7F is a different animal and plays a little differently if you ask me.

i could see where a cutback angle would not work so well on the shorter sprints, but might be more relevant on the longer sprints especially the kind in NY.
I agree, the cutback angle at Tampa where they run 5.0f turf sprints is a negative angle for me. The cutbacks usually get chewed up in the pace or start making their run after the race is virtually over. You have to have a special horse (or a suspect group of front runners) to close from deep in the field at 5.0f on the grass at Tampa. As Jim said, the "longer" turf sprints are where the cutback angle becomes a positive.

I also think turf sprints factor in the jockey a bit more than your run of the mill 6 or 7f dirt race. Most turf sprints sport a full field and a jock has got to know his horse's running style and put his horse in the proper position to win. Because it is a cavalry charge into the turn, there is all sorts of chaos going on and you have to have a good pilot to get you through it.

Replay watching is a must with turf sprints. There are multiple bad trips in these races. A different post position or a jockey switch may be the key factor to put a horse over the top.
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