Toronto's WUFF Strategy

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:

quick definitions...deep fill and short fill are last chance upfield bail out cutters, one deep the other close to the disc.  If we run an O without a set dump then we need to have these people designated.  At a 5 count or after the called play fails the fills would act, get the disc, look for a quick continuation pass and reset.
 

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...

Endzone Offence
When we get a static set up in the endzone we should run 2 plays as one and keep a set dump
Ying and Yang with a Moses- see strategy clinic stuff for visuals...
1st in the stack fakes to open side, cuts to closed side, 2nd in stack(as 1st is passing stack) fakes to closed side and cuts to open side...
3rd in stack delays and then comes straight down the middle. if needed, dump & repeat.

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.