_________________________________ | | | RD D | | | | D LD | | | ^ | RW | | upfield! | P | | MM P LW | | RM | | *SH LM SH | | | | DH | | | ---------------------------------- Defense: ------- RM - Right Middle } LM - Left Middle } --> The CUP MM - Middle Middle } RW - Right Wing } --> Wings LW - Left Wing } RD - Right Deep } --> Deeps LD - Left Deep }
The basics: The CUP is responsible for harassing the guy with the disc (*SH in the diagram). one member of the cup will mark the disc, the other two will try to clog passing lanes. The MM communicates to the cup, and the cup will function as a unit, moving together around the field, always running to whoever has the disc.
The WINGS are responsible for stopping throws up the sideline to a Poppers (P in the diagram). The most critical thing is to prevent throws up the sideline, but the off-side wing (in this diagram, the LW) can either pinch in toward the off-side popper (a throw toward the middle of the field) or pinch down toward the swing handler (SH) to try to discourage or prevent the swing from happening.
The DEEPS are responsible for preventing any swill throws deep from completing, as well as taking away any come-back cuts along the sidelines made by a deep. if one Deep has to go in, the other Deep should stay back and play goalie.
Offense: ------- *SH - Swing Handler w/ Disc } SH - Swing Handler } --> Handlers DH - Dump Handler } P - Poppers D - Deeps
The Basics: *SH (swing handler) has the disc. he can choose to pass between members of the cup to a popper (P), or go over the defense to a deep (D). Or, he can swing the disc by either taking the dump throw to the dump handler (DH), or the riskier cross-field throw to the other SH (usually through the cup). Swing handlers take the sidelines. They're first look is straight upfield to a popper or deep, second look is toward the middle of the field to a popper. third option is to the DH, who should be in position for an unobstructed throw. SH should use fakes to move the cup and open up holes to either go through it or to hit the dump pass.
DH is responsible for always being open for a dump pass. Ideally, just far enough away that the cup has a hard time cutting off the continuation throw to the other SH (thus reversing the field and making the defense run as far as possible). He must stay active, as the cup may move to cut off a throw to his original position. If the swing is cut off, next best option is a return throw to the original SH.
Poppers (P) should try to find gaps in the zone, where the handler can make a pass through the openings in the cup, and in the soft spot between where the Wing wants to be and where the cup is. by working together, two poppers can cause the defense to react to one popper, allowing the handler to complete a pass to the other.
Deeps (D) try to time comeback cuts on the sideline with the swing, and ideally catch the Deep defender behind them, and the Wing on their side out of position. the other deep can make a cut to the same side deep corner if the wind isn't too strong (otherwise, may not be worth bothering :)
There are lots of zone offense schemes... If you have a general philosophy on offense... you might need a specific philosophy on Zone offense! When I was in college, most people had a very conservative approach to zone offense... In Texas I notice that most people like to punch it right up the field for the score. I'll break down zone offenses into a couple general categories and discuss strengths and weaknesses (as I see it)... We'll have to figure out if any of these will work for us...
Conservative Standard Zone-O. Three handlers are responsible for maintaining possession of the disc. the "swing" handler will be the permanent dump for the thrower. Thrower will look to break the cup, and if he cannot, then dump back (losing yardage) to the swing handler. Swing will then throw across the field to the other handler, hopefully regaining that yardage (potentially gaining yardage). Break-cup throws will go to poppers. Once a popper receives the disc, he may either throw to another popper, or a wing, or look back to a dump throw to a handler. At all times, take the easiest throw available. Generally this offense is considered successful when you can run the cup into the ground, wearing down the defense for future points, and gradually gaining ground.
Advantages: (1) Wear down the defense. (2) Keep the disc in the hands (primarily) of your best disc handlers. (3) take high percentage throws. each throw is likely to be completed.
Disadvantages: (1) cumulative effect of throwing lots of passes is that you are likely to make a mistake before scoring - if it takes 20 passes, and you have a 95% completion rate, you probably just gave up a turn! (2) Many passes give up yardage. If the swing gets cut off, you can backtrack right to the back of your endzone. (3) Often you need one high risk pass to give your team the breathing room it needs to run the cup ragged.
Aggressive Standard Zone-O. The offense takes a standard 3-2-2 look, but in this version, we have excellent disc skills at the first 5 positions, and so the offense takes a very aggressive approach to the Zone Offense, looking to break the cup and then exploit the fast break opportunities. Zone Defense can look like no-defense when the zone o works well. Advantages: Fewer throws are required to score against the zone defense, negating one of the zone's goals (force you to beat yourself by throwing lots of passes, eventually you blow it). Additionally, you do not give up field position on most of your throws (usually aggressively looking upfield). Finally, not much running is involved in this offense, again, due to small # of total throws.
Disadvantages: Although there are fewer throws, each throw is higher risk - defenders can cruise in much like DB's in football, making a play on the disc from any direction. The throws often go through the teeth of the defense (thru the cup, and past a short deep or wing defender). Also, this form of the Zone O does not make the defense run hard, whether the O succeeds or fails. Against a deep opposing team, that's fine. Against a shallow opposing team, making them run extra hard is a vital component to the game. This offense requires poppers and deeps to have excellent judgment about when to call for the disc, and when to throw it. if they don't, it breaks down fast.
Two-handler Zone-O. Could be considered a 2-3-2 zone offense. One handler provides a dump for the other handler. A popper and two wings crash the cup in various ways. two deeps alternate sideline cuts to keep the defensive wings off balance.
Advantages: (1) This offense does a better job of creating two-on-one advantages for the O downfield - if the handlers can break the cup open effectively. (2) The defense can break down quickly: It can be scary for the zone D every time a pass to a popper/wing is completed, and give-and-go combinations are likely to have some success as the defense struggles to reset.
Disadvantages: (1) when cup breaks don't happen, the offense gives up yardage quickly with each dump pass. (2) Additionally, after throwing for the dump, the handler who just threw is out of position to *receive* a dump pass from his partner. (3) This offense also does not run the defense down at all.
Four-handler Zone-O. This could be considered a 4-2-1 or a 2-2-2-1 offense... In a typical 3-2-2 zone-o, there is one swing handler and two wing handlers. In the 4-2-1 or 2-2-2-1 offense, there are two swing handlers and two wing handlers. There are still 2 poppers, but only one deep.
Advantages: (1) it is much harder for the cup to cut off the swing as it goes across field (the second swing handler can take an advantageous angle). The defense can bring in the defensive wing to cut off the throw to the wing handler, but then that wing handler or popper can fill the gap in the cup to receive a pass through the cup. (2) it creates some additional angles for the offense, and potential passes against the grain as the cup overplays the swing passes. (3) I don't know... it looks cool? :)
Disadvantages: (1) Although you get the 2-on-1's with the wing handler and a popper and the wing defender, at times, you are committing an awful lot of your offense to hanging out near the disc. This offense probably works better on a wide field... (2) if you don't get it out of the swing handlers to the wing handlers, you are in trouble. the zone-D will clamp down. (3) you have to have 4 handlers in the game!
Motion Zone-O. I've seen some teams run a motion offense - with handlers and poppers switching in and out after making throws. After a wing handler passes to the swing, he'll cut in for a popper cut, and the popper may come out for an against the grain return throw. The swing may pass along to the other handler, and then head downfield, while a popper or other handler fills the dump position.
Advantages: (1) The motion can sometimes stretch the defense out of their zones, if they aren't disciplined, creating gaps and angles in the defense that aren't normally there. (2) the motion keeps you on your toes, no throws flying past flat-footed handlers. (3) sometimes your handlers are also your best poppers. This offense let's them be both!
Disadvantages: (1) you are running a lot! what about wearing down the defense! (2) more handler-types need to be in the game, or you have to have very good poppers in. (3) it takes more discipline to not clog, and to not strand a handler when he needs a dump pass! Mainly, I think this is just a harder offense to execute on. I've seen experienced teams do this to great effect, however.
Zone defense is one of the most effective tactics we can employ to get cheap turnovers from the enemy. There are more zone defenses than you can shake a stick at. And I don't see any reason why we could use any or all of them. Generally, I would like to be able to run one essentially standard zone very well. In addition, its nice to have a gimmick zone to pull out of the bag from time to time to surprise opponents. The advantage of the zone is that it hides match-up weaknesses. It forces the opponents to think and guess on offense. It forces them into uncomfortable situations. It uses the wind and sidelines as allies. However, the zone requires more team practice, more teamwork, more communication, and more discipline than any other defense. You cannot throw 7 random guys on the line and expect to run a great zone defense. If we really want to employ zone defense effectively, it will take practice!
Standard 3-2-2 zone (aka 2-3-2 zone) Don't ask me why this is EVER called a 2-3-2 zone. This 3-2-2 zone employs a 3-man cup, 2 wings, and 2 deep defenders. CUP: The cup is three men. one marker, and two men who stay outside the 10foot double team zone unless someone crashes all the way through the cup. The middle of the three in the cup is usually referred to as the "Middle Middle" or MM in charts. It is his responsibility to call who he wants to mark the disc. If he calls his left side cup, then the force will be to the right. If he calls his right side cup, then the force will be to the left. The middle middle will be primarily responsible for stopping breaks through the cup, but listening to and observing popper cuts and moving to intercept the passing lane. Additionally, wings will tell the MM when he needs to adjust left or right to close off gaps. The offside cup/middle will be responsible for cutting off the swing pass to the opposite side of the field. every time he can do that, the offense will likely give up field position. WINGS: wings must guard the poppers, or sometimes deeps when deeps crash the sideline. DEEPS: Deeps will alternate going with deep O players as they crash the sideline, and playing safety behind the last O player toward the end-zone. Advantages: (1) This is probably one of the simpler zones to teach. (2) everyone has clear roles and responsibilities. (3) there are other defenses that are easy to transition to out of this one. (4) has all the general zone defense advantages. Disadvantages: (1) Fatigue of the cup - they will run their hearts out and will need substitution after almost every point. (2) This is the standard zone- everyone knows how to play against it (well, almost everyone)... Other information sources: This story in UltyLife uses different terminology, but otherwise a good article. Top Cup in the article corresponds to Middle Middle. Middle Middle in the article corresponds to Short Deep in the zone described below...
3-3-1 zone (aka 3-2-1-1). The same as the standard zone except for one thing: Instead of two deeps, you have only 1! The second deep takes a position called "Short Deep". The Short Deep: The short deep is like the Middle Linebacker in the NFL. He is in a position to see everything develop except for an extremely deep throw. He will take poppers or the zone gap toward the middle of the field, leaving poppers on the sidelines to the wings. He will be responsible for telling the MM to move left or right to close gaps in the zone, and he will fill whatever gaps are created by his instructions. Thereby, the MM can focus on the cup, rather than looking over his shoulder. WINGS: Wings take the sideline poppers, as before. if a deep crashes the opposite sideline, the wing on that sideline will take him. If not, then the wing on that sideline can pinch in, to discourage a swing across the field. If he makes a bid for the disc, and fails, he must be careful to get back into position quickly! Wings should expect communication from sideline and the Deep Deep to help them position. Deep Deep. The Deep Deep (DD) must cover everything long. For that reason, he has to be disciplined about letting NO ONE past him deep, and he must be tall, quick, with good disc reads and hops. Otherwise, bad throws will be completed on the basis of misreads, the wind, or a good aggressive offensive player. The good news is that we should be able to position our best possible deep defender out there for those one-on-one confrontations. On a turnover, he must be careful not to rush into offense, as the O may turn it again, and he would be well out of position in that case! Better to be available for a dump for the handler :) Advantages: (1) I think this defense is even easier to teach than the standard zone-o. (2) The roles and responsibilities and lines of communication are more clear. (3) it is hard for the offense to get 2-on-1 advantages unless they breach the first TWO lines of defense. Almost anywhere the disc breaks the cup, they are likely to be one-on-one matched up downfield, as each zone tightens their defense. The offense will have to change from the basic scheme in order to create mismatches. (4) the Short Deep is in an ideal position to call changes in defense, and generally act as field general. (5) wings and short deep end up doing less running... and, so does the deep deep... only 3 people on your team do a LOT of running... Disadvantages: (1) although not the standard, lots of people have seen and played against this defense. (2) if it isn't windy, you are especially vulnerable to the deep throw, and 2-on-1 situations down in the end-zone if the offensive team has people who can huck upwind.
The Trap Zone. This is a variation on either the standard zone or the 3-3-1 zone, or even the 4-2-1 zone. . The MM calls "TRAP" as the disc goes to the wing handler. The normal marker forces the throw sideline instead of middle (preventing a cross-field swing). The off-middle (cup) takes a dump-prevent position. The middle middle (MM) takes a gap position, just north of the marker, and fading toward the middle of the field. The wing on that side pinches in, clogging the downfield passing lane. The deep safety plays behind his man, but within range of the endzone for anything deep. Finally, the wing can pinch in a bit, so that he can make a bid on any cross-field throws or hammers into the flat (the short deep or off-side deep can also participate in this). Advantages: (1) This is an extremely hard defense to throw out of once it clamps down. It causes lots of time outs and turnovers. (2) Almost any throw that can be made will give the D a chance to make a play on the disc. (3) If you have been playing a standard zone, this will really surprise the offense, and it will take them a couple seconds to digest the change in strategy (and likely, their dump handler will simply be standing in the wrong place! Disadvantages: (1) once this trap is broken, it is that much harder to get back into position for the next possession. a break of the trap can be disastrous if completed to a good thrower. (2) The wings must play excellent defense or they will give away the open field - either straight down the line or into the flat. (3) A good hammer team will break this easily with a hammer to the dump, who will then swing. Or a hammer into the flat or up the line between the wing and the deep defender. Those are risky throws though, and we can live with that! This trap zone, and another trap zone variant are described near the bottom of this page
The 4-2-1 zone. In this zone, 4 people are in the cup. There are two configurations. One is a dump-prevent cup (one person basically plays man on the dump, while the other 3 play standard cup). The rest of the defense is configured as wings and a deep. In the other version, it is a swing-prevent cup. The dump pass is encouraged, as the thrower is surrounded upfield by three in the cup. the fourth cup is cheating a bit further away, preventing a direct swing pass to the opposite sideline. The dump will be *by far* the easiest throw he has, and the cup/marker should not try to prevent it, especially on the first couple throws. However, when the dump pass is thrown, the off-side cup should prevent the swing to the far-side handler. the cup should converge on the new thrower with some caution, preventing him from reversing the disc back to the preveious handler. The offense has lost yardage without improving their angle of attack! If the disc gets to the far side handler, the mark should be on him instantly, and two of the remaining three cup members will converge quickly, while the fourth prevents the swing pass. Advantages: (1) less overall running for the cup. (2) Interferes with what a typical zone offense tries to do (swing back and forth endlessly). (3) puts more pressure on the disc. Disadvantages: (1) once the cup is broken, the offense has a 2-1 advantage downfield. (2) on a less-windy day, the dump handler can hammer or huck to break the D. (3) takes more team work for the cup to work effectively. For more info, again refer to the bottom of .
The Clam, aka Match-up Zone. There are some net resources on this one somewhere, i'll have to find them. The basic idea is much like several other zone defenses: look like a man defense, then play like a zone defense... sometimes the offense won't even figure out that you were in a zone before they turn it! An explanation in Ultimate Life Magazine... The clam and the matchup zone as described below are very similar... just two different ways of explaining essentially the same defensive philosophy. With all the wily veterans we have, we should be able to play a great Clam or Match-up zone defense and really strike terror into the hearts of the enemy. Match-up Zone. My favorite one of these we called the "Ameoba" Defense when I was in school. One person is the designated marker, and they will maintain a force one-way for the duration of the point (or until a new defense is called). Then you have two options for the rest of your 6 players - play 2 layers of 3 zones, or play 3 layers of 2 zones. The latter option (1-2-2-2) works well the first time you run this defense - it looks like man defense, but it isn't. The two closest players, rather than face the thrower, front the first two players in the stack. After preventing those cuts, they move to their zones, and front anyone cutting into their passing lane. The rest of the players can play a trailing D in their respective zones. The former option (1-3-3) works well when the offense tries to adapt by flooding the first layer of zones with more than two cutters! usually if the offense brings in a 3rd cutter on the 1-2-2-2, the defense gives up a pass. but against the 1-3-3 matchup, each player can be defended. A fourth offensive option puts 5 offensive players near the disc, and 2 deep- at this point, either one of the deep players can leave their zone, creating a 2 person zone deep, or else that fourth option will be clogged by existing offensive and defensive players in the first layer of zone. This defense works best if you can get the offense to start from a stopped disc, on the basis of a very good pull or an out of bounds pull. Advantages: (1) much less running is involved in this defense than any other i can think of (except possibly the marker!). (2) because you are facing the cutters, you don't have to guess at the gaps, you just interpose yourself between the cutter and the disc. (3) there is an element of surprise because you line up as though you are playing a man defense, but you are not! (4) It is easy to break from this defense into a man defense in mid-point. Or to go to a standard zone defense mid-point. Lots of advanced tactics are possible out of a defense like this (or the clam). Disadvantages: (1) the offense can get into a give-and-go situation around the disc marker, or simply overload one of the short zones to force a completed pass. A couple of completed passes can devastate this defense, as everyone will be defending the wrong territory after a few passes.
Box-and-1. Well, its not really a box and 1 like in basketball.. but the idea is similar. Put your best defender on the other teams best offensive player and take them out of the game while the rest of your defense plays zone against the rest of his offense. I've seen this work well to take a key handler out of the offensive set. This doesn't always work, but it is a good change-up for a point or so. Works best when the team is overly dependent on a particular person on the field. ( more common in collegiate ranks ) Advantages: (1) Focus on taking out the best player on the field. (2) Make the rest of the team beat you (like making the bulls beat you instead of michael). Disadvantages: (1) six man zones are more problematic - easier to break down on a big field. This will work better on smaller and/or narrower fields. (2) their best player may beat our best defensive player! (3) our best defensive player can only make bids on the throws to his man. no poaching, etc.