Sunday, October 29, 2006

bad league zone

don't read this if you don't care about low level effective strategery...

the 'pick-up' zone...
well, i got to play in a tournament today where we had to play much of the first half of the first game 6-6... and since it was a 3 game, games to 11,11,13 tournament, it seemed we should play some zone, early and often...

6 v 6... we went w/ 2 points, w/ the off point playing sooffffttt... and the middle as a short deep / mid making sure that all throws were short and under... the wings contained, and the deep backed...

when we went 7v7, it was much of the same, w/ these goals highlighted:
1) no easy long passes
2) lots of short passes
3) result goal: give up goals at the expense of field position turnovers, w/ numbers advantages for better chances of scoring...

we modified... as we had a VERY new player... and one hurt player... the 1-3-3 zone..., w/ the new player as front left (on a flick force)... the hard flick force allowed a skilled middle of the front 3 to cover a lot of ground... the front right sagged way back, allowing the swing to go to the downwind line. the goal was to get a marker in position to battle the trap... and give no dump, while the now tired primary marker and the middle stopped inverts... and try to turn it into a 2 man defense drill where our speedy wing would rush in to make blocks on medium range passes... it worked... and when it didn't, the hucks were to the deep, and the dump/swing, when it happened, lets the original marker recover... meanwhile, our injured player just got to hang out on the back left... when it didn't work, our overloaded deeps were encouraged to try, as our 4 or 5 person clogging 'd' gamely jogged down field hoping for a drop.... watching the superior team excercise their opportunity to finally 'pick apart a team.'

applicable notes for high level play...

walking up to a dead disc is often suicide. get it going fast, even if you get no yardage advantage
bricks are not necessarily advantageous, if you can run it to the line, and hit a player on the twenty w/ a quick pass...
HNH(TM) rewards the aggressive. fortune favors the brave.

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