Team Defence
Rob Rutherford
30 Dec 1992 Philosophy
Ultimate is biased towards the offence. In high level Ultimate, most of the time the
offense WILL complete passes and score goals. In a one-on-one situation, we all know that
an offensive player of a certain level can almost always get clear from a defensive player
of the same level. (By level I mean a combination of physical ability and experience).
Strange as it may seem, the consequence of this is that as the level of play increases,
the importance of defence also increases. In a game between New York and Sweden, say, the
winning team will be the one that gets the greatest number of defensive blocks (since
neither team will 'accidentally' turn it over).
Therefore, as the level of play increases, it is no longer adequate to play 'good,
solid defence'. You must get BLOCKS. As I see it, there are two main ways in which a team
can get blocks:
- Having physically superior players who are capable of manufacturing blocks out of
'normal' defence. We've all had the experience of Sam Howard appearing from nowhere for a
layout block, or Luke running past you like you're standing still. This can't really be
taught, you've either got it or you don't. (I see these sorts of blocks as a bonus. They
get your team 'extra' blocks, no matter how good (or bad) the rest of your defence is.
There are certainly a few players on our team who are capable of this sort of block.)
- Playing smart Team Defence. The basic idea is that everyone on the field is working
together as a team, just as much as in offence. Too many teams/players see defence as a
purely 'personal' thing: if your player doesn't touch the disc, then you have done your
job in defence. Of course this is a fundamental aspect of defence, but the fact is that
your player WILL get the disc. Team Defence is about how you could help stop your
TEAMMATEs player from getting the disc! Team Defence CAN be learnt. Team Defence
creates blocks because Team Defence changes it from one-on-one (where the offense player
has the clear advantage) to seven-on-seven (where good defensive teamwork will beat
average offensive teamwork).
Of course, an absolutely essential pre-requisite is to have a really tough, basic
defence that doesn't give away any 'soft' passes. In this way the pressure mounts on the
offence and a block can be realised.
By the way, getting blocks does involve taking a risk. This is really the point I'm
trying to make. In a game where 80% of the time the opposition is going to score 'no
matter what you do, it really IS good odds to go for a block that has only a 40% chance of
coming off. The hardest thing to learn in this kind of defence is when to go for the block
and when not to. Going for a block with only a 10% chance of success is NOT good odds...
Basic Principles of Team Defence
When you are defending a player who does not have the disc, you should know the answers
to the following questions ALL THE TIME. If you EVER don't know the answer to questions 2,
3 or 4 then it is ALWAYS worth looking away from your player to find out.
1. Where is my player?
Reason: Fairly obvious, but note that even if you are helping someone
else, this remains your Number 1 priority.
When to check: All the time!
2. Where is the disc?
Reason: So you can predict where your player is likely to cut. Also so
you can anticipate whether the next force direction is likely to be the same or opposite.
When to check: After an 'up' call.
3. Which way is the force?
Reason: So you can predict where your player is likely to cut.
When to check: You should 'hear' this!
4. Is my player currently the 'deepest' player on offence?
Reason: So you can protect yourself from the huck.
When to check: Whenever you're not sure!
5. What else is going on? That is, where are all the other offenders and defenders?
Reason: So you can call a 'switch' if someone else on your team needs
help. So you can analyse the structure of the opposition's offence to help predict where
the next pass might go. So you can see a set play 'coming' before it is ignited. So you
can drift a little away from your player (since you know your teammate will help cover
him), to help cover a sideline trap.
When to check: Whenever you can do so 'safely'.
You should always position yourself according to your answers to the above questions.
When you hear the 'up' call, you should ALWAYS do the following things, in this order:
- Find the disc in the air and check where it's going. This would generally be a
split-second glance to determine the general direction in which the disk is going.
- Ask yourself, "Can I get to this disc before any offensive player?" If you
think the answer is more than 50% "Yes", go for the disc at 110%. Make a quick
decision and stick to it! If you go for it and don't make the block, just try to get back
on your player as quickly as possible.
- Ask yourself, "Is my player going to get this disc?". If so, and if you aren't
going to get the block, then try to be on your player, counting and forcing, as soon as
s/he has caught the disc. In other words, don't 'overshoot' trying to make a block you're
never going to get. For a short pass, usually you should keep the force in the same
direction. Always yell the direction of the force as early and as loud as you can.
- If neither 2 nor 3 apply, then ask yourself, "If the disc ends up in position X,
and if the new force is to Y, then where (Z?) is the most dangerous place my player could
cut?". Stick closely to your player, but make sure Z is covered!
Some Notes:
- 'Team Defence' does NOT equate to 'Everybody Poach'. Poaching is an individual activity
that is rarely successful. Sometimes 'Team Defence' will look like a Poach, but the
difference is that in Team Defence all the defenders will realise that one of them is
sagging off their player to enforce a line trap (for example), and because of this there
will be several players ready to help/intercept/switch if the offence tries to 'burn the
poach'.
- Defence is not something that you can 'turn on' for a game. This is especially true of
Team Defence, which relies on teamwork and experience just as much as (Team) Offence.
Learning when to go for the block, how far you can leave your player, how your team-mates
position themselves: this is all vital, and you should practise it every time you play.
- It should be obvious from the above that 'up' and 'force' calls are absolutely
essential!
- Don't use 'Team Defence' as an excuse to be lazy! (The author pleads guilty to this!).
In other words, don't call a switch just so you don't have to chase your player. Don't
poach just so you don't have to chase your player.
- One of the most important ingredients of Team Defence is faith/trust in your teammates.
If you are a Marker, then trust that the other defenders will protect the side you are
forcing towards! If you are a defender, trust that the Marker will not be broken! If you
hear a switch called, trust that the person who called it is in a better position and has
made a wise call!
Switches
- Two defenders swap the players they are marking, normally because one defender has got
way out of position.
- Should never be called with the disc in the air.
- Always called and called loudly.
- Should always be called by the player 'with best perspective'. In other words, if you
call 'switch', you should be able to see all three players involved (one other defender,
two offenders), and you should be sure that the team won't be worse off after the
'switch'!
Helps
- One defender temporarily leaves his/her player in order to obstruct the cut of an
offender. Typically used when a long is making a 'magnum' cut: the defender of a
clearing handler may briefly step into the path of the cut, so that the thrower loses eye
contact with the cutter. - NOT the same as a Switch.
- May or may not be called.
- Be very careful not to get confused with a Switch. In other words, don't stop chasing
your player just because someone else has helped defend them!
Traps
- Normally one defender sags from his player in order to block the sideline during a force
sideline. Often used if the defender feels they are covering a weaker player, and/or the
sideline force is on a weaker thrower.
- All other defenders alert to help cover this defender's player if he/she 'escapes'.
- Other defenders could call a 'switch' if they end up taking over this player completely.
- It is essential that the force is not broken
Forces
- Many overseas players comment that the weakest aspect of Australian Ultimate is the
marker defense. Overseas a broken force is almost always an overhead; here it seems almost
any throw will do!
- Most often the problem is the marker trying to do to much! If you are forcing sideline,
then DO NOT try to block a throw down the sideline
- It will just put you off balance and make for an easy break in to the middle. The marker
must trust the other defenders to protect the forced side, just as the defenders must
trust the marker to keep the force.
- Get lower! A damaging, strong throw that breaks the force is almost always thrown UNDER
the hands of the defender. A wishy-washy high backhand is easily intercepted.