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Offense
- Endzone
Almost all non-long goals are scored in the ten-yard
quarter circle centered at each cone, unless the defense poaches well there,
so end-zone offenses usually concentrate their energies on getting into the
corner. A good endzone offense should:
1. Have
several options from a particular stack.
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2. Be
able to score either from a stoppage of play or from flow.
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3. Know
which player is going to score.
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4. Be
able to counter a defensive move.
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The
offense should have some basic strategies as well as some specific plays.
When you're designing for your team, you should determine your basic strategies.
Do you have a lot of fast guys who can beat their man to the cone? Do you
have lots of handlers who work the give and go well? Are you an experienced
team that works the timing play well? Pick a strategy that fits your team.
The real key is
being organized. If your endzone offense is simply saying that John will have
the first option on every cut in the endzone, you're ahead of the game. You
can also specify by position. You could label your deeps "primary" and "secondary",
and allow the primary deep to have first cut and secondary second, or you
could say primary gets first cut on forehand side and secondary on backhand
side. Another way to specify the goal scorer is to call him out during play.
Depending on how well the other team knows you, you can call his name, his
girlfriend's name(s), his dog, his company, his hometown, his nickname, his
phone number, etc. Anyway, the responsibility can rotate around from point
to point or even within a point, but if the cutter knows it's his cut, that's
good. End zone failure usually results from no cuts or too many cuts, not
from great defense.
Most end zone plays can be categorized as either
"isolation" or as "two-pass" plays.
The simplest isolation play is just to call a
player and give that player 7 seconds or so to get open in the end zone, then
have a designated dump if it's not open. If the receiver is close enough to
the thrower and he's being face-guarded (the defender's back is to the thrower)
and no poachers are very near by, the thrower can simply make eye contact
with the receiver and then throw it in any direction, and the defender will
be able to do nothing. This also works well with high stall count dumps. Do
this as a drill in practice, either as an end zone play or as a play to avoid
high stall count throwaways. It works, even if the receiver is not being face-guarded.
The goal throw doesn't have to be this particular throw, by the way, it's
just an option.
The next easiest isolation play is to have a specific cutter come out of the
stack to one side or the other. This should be in your playbook. As I said
before, though, it can be the nth guy in the stack, the primary deep, or whoever
the thrower calls, but have some way of specifying. As defenses pick up on
this play, have alternatives ready.
One way is to have the whole stack cut at the same time, then have one guy
come out and cut the other way. Another way is to have a decoy cutter go first,
then the real cutter cut in his wake. A third option is for the first 2-4
guys cut hard to either sideline from the stack, then the next player comes
straight up the middle. A warning on this one: if the thrower has a habit
of bulleting his forehands, this pass will be dropped an awful lot, and it
won't be the receiver's fault. A lot of players will disagree with me on this,
but it is the THROWER'S RESPONSIBILITY to make an easily catchable throw.
The disc is on the sideline. First player in
the stack fakes up the line, then cuts to the middle for the dump. As he catches
it, the last guy in the stack breaks for the far front cone for the continuation.
Almost all two-pass plays are some variation on this (second guy in the stack
comes out, second pass goes back to the original sideline, a decoy cut to
the cone clears open the area ten yards inside the cone, etc.). This is really
just your basic offense. Middles and deeps time their cuts so that the handlers
can catch a pass, turn, and throw. Again, specify the cutter, and be able
to have options on which guys cut and to which sides. For example, you could
give the first cutter the option of continuing up the line into the end zone
and the second man in the stack would come back for the dump/swing to the
continuation. The other two-pass play is the give-and-go (A throws to B, who
throws back to A). Make sure everyone else knows it, though, and clears out
for A, because B's pass will often be a leading pass that floats.
Most of what I've mentioned has been for stoppages
of play, but the same principles apply for during the flow. Realize that you're
near the end zone (call "ENDZONE", if that's what it takes), take a dump pass
perhaps to reset, and then go. That's what happens a lot of times, anyway.
The games I play in seem to have a lot of picks, fouls, etc., near the goal
line, so we have more opportunities to run set plays, but our basic strategies
apply even if nothing is called.
Have
a plan. Make sure it includes basic ideas as well as specific plays. DON'T
GET TOO COMPLICATED.
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Have
some way to call those plays (e.g., saying any word that starts with 'A'
means you're running end zone play A (whatever that is).
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Keep
it simple, with only a few basic plays and some variations on them as defenses
catch up. Be ready to adjust. Find out what works for you, and make that
your basic strategy.
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References
Jim Parinella http://www.upa.org/upa/totw/endzone.html
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