On the line: everyone should make it their responsibility
to ensure that all the players on the line know all they need to play the
point.
Essentials:
Offence Strategies -
Sequence: we determine an order of players and
follow that over and over again (first, second,...seventh, first...)
if you break the order or want to, communicate it
- assume after it's broken that it carries on from there (1,2,3, !!6,7,1,...)
Flop with a set dump: we facilitate(stack to a
side) cuts down a lane - they can come from the back or elsewhere but we
need to know.
If the cut gets shut down on one side, we use the set
dump and facilitate cuts down the other side by flopping our stack.
3 Looks and Out: each player gets the disc, assesses the opportunity to throw, first deep, then moderate and then short and makes the pass if available. If not then we dump the disc to a set dump. Players should not have the disc for more than 3 stalls.
Cutting is dynamically decided, but within certain simple
guidelines...
A deep throw is a bad choice if there is not a ton of
room for the throw to be ahead of the intended receiver - do not set up
deep !
Right of way is given to the teammate who's back you
can see - change directions if someone is already going there !
If the thrower is staring at you and fakes the
throw you are NOT open so change directions - they would have let go of
it if you were !
Everyone must facilitate the reception of the disc -
Deep, in the middle toward a sideline and short
Keep your player busy and away from whomever happens
to be the primary cutter at that second - which changes every 3-5 seconds
!
Transition Offence
let's assume that it is bad for the other team if, when
they turn the disc over we score quickly...
Defence
Off the pull we may have our D fixed or we might go down
dynamically in LAYERS see below
We should try to have at least 2 D sets called for each
point
Off the pull D: what we are going to do immediately,
but only until they settle down or a specified time/place.
Front Half D: what we will play in the first part of
the field, which can include 3/4 of the field, to a specified time/place
The D or the Default D: what we will play after the other
D's are exhausted and if we turn the disc back over
Layers
Layers refer to the notion that we will send a front
3, a middle 2, and a back 2 down the field to pick up players in their
respective space. As soon as we have attempted to stop their flow
we go into a player on player D picking up the nearest opponent and finishing
the point in the D we called on the line. The front 3 go to man before
the middle 2 and they before the back 2.
The front 3:
fast people pick up the disc and the two potential receivers
the first job is to prevent or minimise the free passes
the first person down the field goes to the point between
the disc and the primary threat
the second goes to the point between the disc and the
secondary threat
the third picks up the person with the disc
The Middle 2:
moderately fast players who position themselves toward
either sideline sandwiching the O between them
they are trying to get between the front 3 (+3on O) and
the rest of the field
they want the disc to be thrown over them if at all
they probably have their backs to the sideline so they
can see and switch with the deeps
The Back 2:
lazy people who pull the disc and can win the jumping
games for plastic
one is back back, the other is front back, although if
the opponents come out on both sides they will play across from each other
they (the front back mostly) are responsible for going
after any pass thrown over the middle 2
our goal may be either to tease them to throw deep and
then take it away, or get them to throw over the middle and take
it away
if the former then everyone pinches in toward the disc
if the latter then no O player gets deeper than our backs(the
back back mostly)
Aggressive
A first half D that gives our players freedom to take
chances that may result in a turnover.
individuals may poach, change the force without notice
to the rest of us, or be in any way exceedingly anoying to the Offence
the real gist of this is that on all cuts that your
player makes for the disc you should run the interception path and
layout !
*even when you have no shot at the disc, laying out for
it will make the throwing think twice when they see you coming the next
time
obviously everyone needs to be on their toes to help
each other, especially our deeper players !!
Force D
contrary to popular application forcing is not about
standing on one side of the person with the disc while you count stalls
in reality it is a Prevent D in which we
DO NOT PERMIT throws to a predetermined side or space on the field
we accomplish our task by any and all means within the
spirited framwework of the game
if we fail, we fail that particular way on that person
only once ! We make adjustments to prevent it from recurring
Force Home, tells us to Prevent the O from throwing a
flat easy pass to the side of the field that has no beer !
Force away, tells us to Prevent them from throwing flat
simple stuff toward the side that may topple our Beer !
Force Upfield, tells us to Prevent them from throwing
a dump/backward pass
Force straight up: my personal favorite tells us to give
the thrower grief on anything they attempt to throw. We are trying to get
a hand block (sex later as a reult) We are Preventing them from executing
their throw the way they want. We need only get them to make a wee
little adjustment at release for this D to be successful.
I will assume that everyone is familiar with the downfield coverage elements of Prevent D or forcing as it is commonly called unless you tell me otherwise....
Poach D
many believe this to be the stuff of experience but in
reality the novice should poach because you cannot do it incorrectly
poaching only fails when you do it alone for too
long !
if an O player comes near you you are no longer poaching
and must play that person player-on-player
poaching is the ancient ignoramusian art of defending
the potential throwing lane instead of an actual player
you can also think of poaching in terms of cuts, a required
accomplice of the throwing lane...
- poaching is simply playing D on the cuts that may occur
in future before they have presented themselves
the more experience you have the sooner you can start
to poach on a future cut - (sorry about that one next week Heather)
The CLAM is simply a poaching switching D. Nothing to
it and youcan read about it on ultimatehandbook.com
Zone D
this is simply a forcing D that tries to get the O to
throw garbage or become predictable
I have to assume you understand the positions and roles
- see strategy clinic stuff and e-mail questions if you need to
It is difficult to play any position wrong if you are
active with an opponent in some fashion
Enough Already
I think that is enough for us to win the tournament,
it will of course come down to execution.
Do not get worried if you are feeling overloaded, simply
read enough to not have a blank look when I talk
It is important that you do not overthink when you are
on the field - prepare ahead and then go with your gut.
If I should be adding anything or clarifying anything
let me
know.