Online timer for 108 minutes
While the sheep move through a Canterbury handling station, you may simply wait beside the yards for the 108 minutes to finish. That window can cover a steady transfer when gates, races and pens are ready, but mob size, nervous animals, muddy ground or a hesitant lead sheep can alter the pace. The countdown gives the waiting period a clear boundary without pretending the flock will follow an exact timetable.
Watching successive mobs pass through the station can involve several separate countdowns, each beginning when the next group enters the race. Running them one after another keeps the timing tied to each movement rather than blending the entire job into one long wait. A slower first mob need not affect the reading for the next, and any pause to reset a gate or clear the race remains visible between sessions.
Waiting at the station is easier to judge when the allotted window reflects the flock, route and conditions rather than forcing the work to match a fixed reading. Allow longer for a large mob, young stock, wet Canterbury weather or unfamiliar yards; use less when the pens are close and the sheep are moving calmly. If timing several groups, compare the completed readings before choosing the next window, since the recent pace is more useful than an estimate made before the first gate opened.
Common questions
What could make this window too short for moving sheep through a Canterbury station?
A larger mob, slippery ground, narrow races or repeated stops at the gate can extend the transfer. If the sheep are still moving when the countdown ends, let the work continue safely and use the overrun when setting the next session.
What should I do if the sheep clear the station before the allotted time ends?
Stop the countdown when the final animals reach the intended pen and note the remaining time. For the next mob, shorten the window only if its size, temperament and yard conditions are reasonably similar.