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Defense - Zone


So what is a zone defense? Zone defenses are characterised by one or more players on the defensive team not marking a player on the opposing team, but an area. In most cases, there is a "cup" of chasers near the thrower at all times.

Zone defenses are mostly used when weather conditions are less favourable for passing, or against an offence with few strong throwers. A zone usually forces many more passes to gain the same amount of ground and relies on the offence making a weak or reckless throw in that period.

Instead of trying to block passes altogether, a zone tries to block all of the easy and ground-gaining passing lanes. The zone allows passes backwards and sometimes sideways because they do little harm to the defense. The zone also allows throws over the top, because these throws are generally high risk and have a good chance of being dropped or intercepted.

One advantage a zone brings is that in the event of a turnover the opponents will usually find it difficult to mark up quickly, and set up for their own defense. This can lead to easy scores, as there will be a number of people open for throws. [1]


Positions

The Cup (LC (Left Cup) and RC (Right Cup) ), together with TC (Top Cup), form a defensive cup around the thrower. We refer to the Point who is marking the disc as the strong-side Point, and the other Point as the weak-side Point. In the diagram, the RC is marking the disc and so he is the strong-side Point at this time. If the disc moves to the other side of the field, the LC will probably mark the thrower and hence will become the strong-side Point.

So one Point (strong-side) will mark the thrower, and the other Point (weak-side) and TC will stand on the force side trying to prevent any throw forward on that side. In theory, this set up will prevent throws through the cup. MM (Middle-Middle) marks the area just behind the cup. LM (Left Middle) & RM (Right Middle) mark the areas on either side of the field. D (Deep) marks anywhere behind that.

The Points

The job of Point requires a fair amount of fitness and good marking skills, as they are the only defensive players that should ever be marking the thrower. The cup tends to have to do quite a lot of running. The three players in the cup (LC, TC & RC) have to decide which way the cup is going to force the thrower. This will often be towards the middle of the field, although there are instances when always forcing to a particular direction (eg into a cross-wind), or forcing line is good.

The Axis

TC has the task of coordinating the cup, defending against throws through the cup, and marking any receiver that runs into the cup (known as a popper). Coordination involves telling the points who will mark a particular thrower, how wide the cup should be spaced and which way to move. TC should also listen to calls from MM as to where poppers are. The TC can turn around a lot of the time and cover any man who is near the cup. MM should usually alert TC to warn them when a man is near the cup by saying "coming in".

The Middle-Middle

MM covers the area directly behind the cup. This usually involves marking man-to-man on anyone that comes into this area, until they leave it or they run through the cup. Once a receiver enters the cup, they are the job of the Points or TC, and should be ignored. The other job of MM is to talk to the cup. If a receiver is coming into the cup, TC needs to be told to close the cup up on that side. The cup may also need to be told if it is too open or too close together.

The Wings

Conceptually, the Wings RM & LM have the simplest job on the field. They each have one side of the field to mark, and the aim is to stop passes up either of the sidelines. Usually, if a throw gets around the edge of the cup, the thrower will be looking upfield for the next pass. The Wing's job is to find and stop any cutters to that thrower. This may involve going man-to-man for a short while. If the player gets the disc, the wing should drop back (contain!) and let the points mark the thrower. It is not the Wing's job to mark the player with the disc.

The Deep

D has the task of intercepting any long throws put up by the offence. The job is usually not hard since if there is any wind it is difficult to huck accurately, and thus it is not often that the Deep comes into play. As a result, the main job of the Deep is to talk to the other players, primarily the Middle and Wings, and tell them where to go and who to cover.


Types of Zone

Standard 3 Person Cup

The cup will always chase the disc. Only one of the sides of the cup will mark the disc and call out the stall count. (Nobody else may do this.) The other people in the cup play exactly ten feet off the disc unless there is an offensive player within ten feet in which case the defender may follow him/her in. When the disc is swung, the cup tries to contain passes from getting up the field before tightening up again. The middles look to cover offensive players in their zone paying special attention to the passing lanes through the cup. The deep watches people behind the middles.

The zone described here is called a 3-3-1 zone because there's 3 people in the cup, then 3 people in the middle, and finally 1 person deep. Another standard zone is a 3-2-2. I'll let you figure out that one.

Note: Communication is very important. The top of the cup talks and directs the other people in the cup. The middle-middle directs the top of the cup. The deep directs the middles. The players sitting off help the hammers and warn the deep when someone is behind him/her.

Salmon

Non-Trap Set

The fish is responsible for forcing the disc towards one side of the field. The fish is the only player that marks the disc. Depending on the situation, the fish might also want to try to take away a backwards pass.

The short middle is the most important position. This person has to be aware of all cuts through the center and at the same time break up any give and go opportunities.

The short on the strong-side of the field can back up a little bit to sucker the disc towards the sideline which we want to trap. The short on the other side of the field needs to watch out for any I/0 throws and be ready to prevent any swings if a dump occurs.

The middles prevent any hammers and pretty much play man defense for people in their zone.

The deep does the usual barking and minding of deep threats.

Note: strong-side = same side of the field that the disc is on. weak-side = opposite-side of the field that the disc is on.

Trap Set

Once the disc gets on the sideline the fish will move to deny the dump. The short middle will move to cut off a swing. The short on that side will move up a bit to prevent an easy pass down the line. These three players are basically like a cup in a standard zone.

The weak-side middle (the right middle in the case shown in the figure) must hurry over to protect against any throws through the cup.

The strong-side middle (the left middle in the case shown in the figure) backs up down the sideline weary of any big bending throws down the sideline.

The weak-side short (the short right shown in the figure) has the most ground to cover. However, since these are long throws, probably into the wind, this person has a bit of time to get to an ambitious swing or cross field hammer. Depending on the offensive players' set up, the deep might be able to help on that long cross field hammer, too.


Variations on the Salmon

The main difference is that the person playing the weak-side position has a lot of flexibility and can either play up or back depending on the situation and how the other team has been beating you. It also puts a permanent player in the middle of the field, the middle-middle. This person now becomes responsible for positioning and communicating with the short middle which is also very important.

The final twist is that the short-middle will mark the disc and take away the dump in the trap set. The fish then cuts off the swing pass. This has the added advantage of giving the fish a bit of a break and making it easier for the fish to mark the disc once the other team gets out of the trap situation.

Endzone Set

When the disc gets to close to the endzone, the regular salmon set-up is not necessarily the best, because it does not collapse very nicely in the short space. However, without to much trouble, the zone can be reconfigured.

It's not really important where everyone lines up in the line of four. The important thing is to have the right (or weak-side player) take one back corner and the deep take the other. This is done because next to the deep, the weak-side player should be able to cover the most ground and read plays the best. The line of four listens to the people behind them for directions. The player on the disc will mark the disc back towards the middle of the field. When the disc gets moved, the marker and the four defenders in a line will rotate. When leaving the wall to mark the disc, it is important to approach the disc cautiously, trying not to allow the thrower to throw to the space you just vacated, because the wall will need a few seconds to adjust.

Rabbit

Communication is very important just as in any zone.

The middle-middle helps to direct the rabbit.

The deep helps to direct the mids.

The same-side mids help to direct the same-side shorts.

Only the short left or short right will mark the disc. If the disc is on the left-side then the short left will mark the disc back towards the right. If the disc is on the right-side of the field then the short right will mark the disc back towards the left-side of the field.

The short that isn't marking the disc will drop off to the side. This person should be back a bit but not quite lined up with the mids. They are far enough back so that a dump and swing is allowed, but not a straight swing. This position is somewhat flexible and can be adjusted as we see what other teams try doing to move the disc. It is important for this person to get a quick mark (almost straight up) on the disc when it is swung to break up any continuation plays.

The weak-side middle can drop a bit because the short on that side should have dropped some. This allows the deep to cheat a bit towards the strong-side of the field, as well.


4-Person Cup

The standard zone uses a 3 person cup. A competent group of handlers can usually move the 3 person cup around a lot. In order to give a different look and make the handler passes more difficult a 4 person cup can be used.

4-Person Cup Preventing the Swing

The cup plays fairly loose. The top of the cup almost plays even with the disc, sometimes even cheats towards the sideline. This makes for a very small opening through the cup towards the sideline and for the middle on that side to ignore it and instead cover the zone between the top of the cup and the other top. When the thrower passes the disc back for a dump, the other side of the cup immediately goes to prevent the swing pass and the other people in the cup converge on the dump. The middles play the zones in the obvious holes. The deep does a lot of praying. This is best used for only a few passes. After the offense has lost a bit of yardage one of the top cup players should drop back and play middle middle as the team changes to the standard or rabbit zone defense.


4-Person Cup Preventing the Dump

This cup plays fairly tight and forces the disc to the sidelines. The back cup plays person-on-person with the dump denying the disc towards the center of the field.

When the disc is on the sideline the cup changes formation into a hard trap as shown on the right. The middles cover the zones through the obvious holes in the cup. The deep does a lot of praying once again.

Final Notes

Perhaps the most important thing with a zone defense is good communication. Each line of the zone defense will talk to the previous line letting them know who is behind them. The players who are not playing can also help a great deal with communication.

(Note: the left middle and right middle are also called the left hammer or left hammer stopper and the right hammer or right hammer stopper.)


References

[1] Tom Brennan http://www.afda.com/newsletters/981206thinkaboutyourzone.htm
[2] Athan Spiros http://www.iam.ubc.ca/~spiros/playbook/