Zone Sets: How to Run a 1-3-3

Posted March 5th, 2009 by Mackey and filed in Defense, Strategy, zone, zone d
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Outside of your “standard” 3-3-1 set, a 1-3 is probably the most popular zone out there. It has some variations, but the basics include the following:

Personnel

  • One “rabbit” or “puke” or, simply, “perma-mark.” Pretty self-explanatory. Doesn’t need to be a point-blocker (though bonus points if he is), just good at forcing bad throws in marker drill-type situations. Speed and stamina are helpful too.

  • Three in the front wall, who, much as their name implies, prevent throws from going through them and instead force passes over or around–like the puke, they chase the disc and are generally in the way of any upfield passes. Your other quick guys go here–tall can be a plus for making over-the-tops hard, but short can be good for closing gaps.
  • Three in the back wall, usually subdivided into two wings and one deep. The bigger, more menacing, and athletic they are, the better.

In terms of experience, this zone demands a competent deep (most zones do, but front-loading here makes it particularly important). Having a good “field general” type in the middle of the front wall is a plus too.

Setup

Here’s a look at a general X’s and O’s setup of a mid-field and sideline trap setup running a 1-3. Generally I’m against doing this for zones as diagrams always overgeneralize, but it’s hard to give a clear picture otherwise:

If you run this on a Friday the 13th, I hear its effectiveness doubles.On the left, you can see a midfield setup (defense in blue, offense attacking upwards). The disc is being pushed to the backhand side of the field (the mark is attempting to stop dumps to the flick-side handler).

The front wall is very tight, and the arrows (indicating general movement priorities for each position at that particular point) specify only looking to stop throws through. It’s important not to get too greedy here and instead be content to force the disc to a sideline, where the zone really gets into its groove.

Note the amount of ground the backfield has to cover. The idea is that anything to the middle of the field will be a floaty over-the-top throw, giving a wing time to make the D, good blades notwithstanding. This set is best used in windy conditions to make over-the-tops riskier, but you can pull a wing in closer to the wall to apply more pressure on shorts and force the long over the top. Deep throws by nature take time, so any long throw will give time for the wing and/or deep to get on the receiver and hopefully prevent the catch. These positions generally demand good athletes to be successful against teams that will try the over the tops and long throws. You want to be able to get the D on these throws or, barring that, intimidate enough to discourage those throws in the first place.

'It's a trap!'  -Admiral AkbarOn the right is a sideline trap. There are a couple important changes to note here. First, the far (weak-side) wing shifts roles from a deep-ish defender to a behind-the-wall defender full-time; he also is looking very strongly to get a D on the far handler should a good pass go up in that direction (generally a floaty hammer).

Your deep and near (strong-side) wing can do a couple things depending on what the O is doing; the near wing can pinch in to help out with the front wall, leaving the deep to roaming coverage (best in high wind, where the cross-field hammer isn’t viable); or he can drop back a bit more and focus on preventing an up-the-line shot beyond 10ish yards (typically manning up on whoever’s there), giving the deep a bit more help in the backfield.

The magic of this setup happens in the trap on the sideline, when the front wall and puke can work together to prevent an easy reset backwards or towards mid-field. The front wall still focuses on staying tight, preventing throws through the middle. The trap set–the front wall and puke–work together, shifting around to cut off as much of the backfield and cross-field as the offense is looking to use. Here there’s a dump almost directly behind, so the cup has shifted over enough that there’s a sliver on the up-field side–in this situation, a throw further towards the sideline is generally a positive outcome, as it usually allows for a still more effective trap. Were the dump only horizontal, the wall + puke could shift upfield a bit more, allowing for more pressure on up-the-line passes.

The one exception to this nothing-through, nothing-to-the-dump approach is the right guy (non-upfield) in the front wall here. Should he so choose, he can set up such that there’s a sliver of a gap in the wall–not so much as to be an open invitation to throw to that cross-field handler, but enough that, as the stall count gets higher and the mark prevents the easy backfield dump, the handler might risk a throw. This position in the front wall (or cup in similar traps) is commonly referred to as the “glory position,” as baiting this throw presents a great chance to get a layout D (and the accompanying glory, fame, and increased desirability to that hot, single player watching on the sidelines). Also note that the far wing is another potential D source on this pass–it’s one of the juiciest baits you’ll see on an ultimate field.

One additional point applies to both setups–the middle of the front wall, in addition to keeping the wall tight, is the primary “crash-stopper”– that is, when someone behind the wall comes close to the disc for the easy bailout dump (or a handler in the backfield comes up to do the same), the middle will come directly in to the thrower to stop a throw. In theory, this is a slightly shady, vaguely double-team-y practice as you’re essentially playing the thrower instead of the other man, but in practice the best defensive option almost always winds up being getting between the thrower and receiver to cut off that space, and pretty irregardless of where the receiver comes from a defender’s best option is to come straight in.

General Goals

  1. To bait long, risky throws. These tend to come in three general flavors:
    • Long/floaty over-the-tops–think hammers and blades
    • Long hucks
    • Cross-field throws to the far handler (from a sideline trap)
  2. To overwhelm a handler or cutter in a sideline trap. A tight wall and active mark can make a large field suddenly feel very small, especially if the player with the disc isn’t comfortable with over-the-top throws or breaks. Even if he is, any combination of weather, overconfidence, or underestimation of the backfield defenders can lead to #1. This defense lives and dies on the sideline.
  3. To make resets difficult. This goal can vary depending on how much you leverage your mark, but with good communication (more on that in a bit) and a quick mark it often becomes a game of pick-your-poison; either an easy pass to what will become a sideline trap (#2) or a greater effort in order to simply dump it going the other way or backwards (or a risky over-the-top, which is goal #1).

Risks

Every zone takes away something(s) while giving something else, and this set is no exception. Throws that kill this D, followed by how to control for them:

  1. Any throw through the wall to mid-field. With so many players around the disc, anything that gets beyond becomes quick fodder for give-and-gos up the field, while the wall does its best just to get set up again. I’ll address what the backfield can do to contain in a later post, as it’s pretty broadly applicable.

    Control by: Keeping the wall tight, even as the disc is being swung from handler to handler.

  2. (Good) blades. Wings should be able to get to most of the floaty hammers, but a good fast blade (or other quick over-the-top) can gain big yards in a hurry.

    Control by: Throwing this set only in windy conditions, or against teams you know have poor over-the-tops. This can be augmented with a tall wall, forcing higher passes with more hangtime.

  3. Good deep game. While to some extent, a goal of the 1-3 is to bait these long throws, you have to have the personnel deep to control those deep shots.

    Control by: You need appropriate amounts of field savvy and athleticism to manage this, as the backfield defenders are usually outnumbered. What works for you against one team might not against another; gauge their throwers and receivers when deciding whether to throw this set.

  4. Quick cross-field dump + swings. Nothing is more demoralizing to this set to have a sideline trap begun and then lose it on a quick swing to the other side before you can even get set. What’s more, the ensuing out-of-position wall leaves massive holes for throws to the mid-field (#1), not to mention uncontested deep looks (#3).

    Control by:

    • This one starts with the mark. Though the mark often has to hurry after the disc, an easy trap to fall into is over-running on the mark, allowing for a quick break; when the disc gets to a sideline, hustle up ’til 5 or so yards out, and then slowly ease in, sealing off the easy dump options as you do. There’s a lot of value to a dump playing a few yards off in a trap situation, preventing quick breaks and forcing the floatier around/over-the-top throws.
    • Outside of the mark, the front wall (and to some extent, the wings) play a role in containing flow past the wall (#1) as the disc is swung–this can mean “flaring out” as a front wall and manning up on players in the backfield for a short time, and this certainly also means good hustle to get over and get in the way (but remember not to create holes by out-running the other parts of the wall). It is significantly easier to manage this cross-field motion if the disc is first forced backwards or to an intermediary dump before it is passed all the way across the field, as this gives the defense extra time to anticipate and adjust.

      The field sense to stop flow during and after the swing takes time and experience to develop, and an experienced front wall can do wonders here. The front wall (or the cup in other sets) should always be looking around as the disc is moving and be proactively taking away those options–I’ve found this one of the hardest skills to teach zone rookies.

Additional concerns include marker fatigue over a point or (especially) tournament (generally speaking, designate one member of the wall to switch in if necessary to help with this) and the biggie:

Communication

I can’t stress this enough, for any kind of defensive set. This begs for its own post (and will get one eventually), but the general lines of communication include the following in a 1-3-3:

  • Sidelines to the back wall. The deep, in talking to his wings, can occasionally lose track of a sneaky cutter working behind him–it’s on the sidelines to catch the villain in the act and alert the local authorities. Sidelines can similarly provide “shoulder” cues to the wings or otherwise alert them to impending threats in their coverage zone.

  • Deep to wings (and vice-versa). Especially in mid-field situations, where the numbers advantage of the O is more obvious, a good back wall will communicate with who’s taking who as players move. A great deep will be alerting the wings in front of him to players coming into and out of their zones and what threats to pounce on. Failure to communicate here leads to quick, easy, embarrassing goals.
  • Wings to the middle of the front wall. Specifically, “crash!” when a player tries to come through the wall. Generally, “left shoulder/right shoulder” if a popper is lurking just behind the wall, so they have a sense of where to expect attempts to pass through (but remember, stay tight).
  • The middle of the front wall to the two sides. Generally, “tighter!” Is always applicable. However, some situations will dictate a looser wall is appropriate–for instance, the wall is too close and poppers too far, allowing for easy short over-the-tops with wings unable to stop it; care should be taken to retract when a team again shifts to crashing and attempting to go through, however.
  • Sideline to the mark. He needs to know where the handler he’s supposedly preventing throws to is moving. Develop an easy system to communicate this. Brevity is the soul of wit, and the backbone of good on-field communication.

Zone D is hard (hell, ALL D is hard). As Josh Mullen mentions, a set can work wonders against one team and look silly against the next. Always keep your general goals in mind; if you’re forcing your opponent into the situations you want and they’re still beating you, tip your cap and try again (maybe they got lucky) or make adjustments. If you’re taking them out of their flow and buying your subs more time to rest but they still score, realize that the true payoffs might not be apparent until later in the game.

Don’t fret about losing one battle, so long as it’s working in the big picture of the war.

Anybody have anything else to add? I’m sure there are angles I’m missing here, and I’m more than happy to update the post with relevant info.

UPDATE: Some great stuff in the comments.

Related posts:

  1. Zone Sets: How to Run a 4-person Cup, Courtesy of Gwen Ambler
  2. Zone Sets: How to Run a 3-2-2
  3. Zone Sets: Box-and-one, others?
  4. Zone Sets: Transition Zones (and musings on others)
  5. Zone Sets: How to Run a "Standard" 3-3-1 (3-1-3, 3-1-2-3)

6 Responses to “Zone Sets: How to Run a 1-3-3”

  1. Stephen Hubbard says:

    Some teams run this trapping both sidelines, some only trap 1 (add the mark to the wall essentially giving a free pass to the trapped side). Some teams switch the mark to a person formally in the wall after a break to maintain the trap – that player can get to the thrower first. What are you used to running?

    One of the things I am most interested in is when a pass gets past or through the cup, how to react to that throw n’ go fast break. I witness (from the sideline) many times a quick throw will go off to an isolated player on the sideline and he really only has 1 viable receiver before the cup gets to him. Most times the wings and cup will sprint to reorient themselves in the “correct” formation running AWAY from that single viable receiver who will then get it and then…

    Is there a way for on-field players to see what I see and play manD on that other popper for a sec to stop flow? Or is it just necessary that we give up a few quick passes and hope they stall out because the cup has reset?

  2. Mackey says:

    Stephen,

    Depending on conditions/personnel on the field/the season, I’ve been parts of sets that run one-way or both-way traps (generally speaking we’ll have a preferred sideline to trap on but be open to trapping on the other if it goes there).

    We’ve never in my experience had the wall move to mark other than situations where the mark gets too tired to keep running and marking–in my experience, if the wall is in position to stop continuations they don’t necessarily need to mark straight away. Or are you talking more of a big upfield break type of situation? Even on cross-field breaks I still feel like the wall can do their thing and if the mark is a second or two behind he’s probably still in position to deny the immediate dump and do his job.

    The fast break is one of the toughest situations to handle as a zone D player. I was planning to address this more in its own post, as it’s a skill that’s not particular to any single zone, but having the sense to, rather than beelining to your “position,” take a half-second to LOOK and see where the threats actually are and move to take those away first before settling back in, is a tough instinct to develop.

    It’s the same syndrome, in my mind at least, as chasing your man around the field on man D as opposed to actively assessing where you can shut him down next and working to get there.

    The thing with just moving to your “position” is that it’s “safe”–it’s not your fault if the zone gets torn a new one and you were in position, right? Whereas if you’re the guy who moves to cover that one open popper and then a new one moves into the hole you left and THEN they score, you feel like a tool.

    To some extent you have to weigh the immediate risk of the continuation with the goals of your D–if that one popper getting the continue is sitting on the sideline, you usually want that to go off–the downside to covering him and the wall getting broken to mid-field is much more dire.

    The other part of the equation is the backfield–once the disc gets past the wall they really need to man up if the disc is coming their way (again prioritizing the players towards the middle of the field if there’s a split).

    I’ve had some success being that guy who flares out to shut down the continue, but I’ve also been the guy who does some good at one spot but allows the zone to get toasted elsewhere as a result. Results will vary a lot with context.

  3. Gambler says:

    I have one follow-up comment about your point that the weakside wing in the trap has great opportunities for baiting Ds on hammers and over the top looks.

    A great way to bait these throws is to consciously position yourself behind the popper out of the thrower’s line of sight. Your diagram illustrates this, but I just wanted to verbalize it. One of the smartest wings I’ve ever seen in the women’s game (Sprout of Fury) would always talk about “hiding” behind the popper here. With four big bodies crowding the thrower in the cup, it can be easy to miss that wing and be especially tempted to throw a hammer that the wing is salivating to make a play on.

  4. Josh Mullen says:

    Mackey,

    whenever I am the chase in the 1-3-3, when it is in the middle of the field, I force straight up (but slightly forcing backhand) to try to detain any over the top throw because this is where a throw to someone in the middle is most vulnerable. This also aides in having the central handler swing the disc to the sideline where the zone is most powerful. I might get broken, but all that does is get it to a sideline.

    this might not make much sense if the team you are playing doesn’t like to throw blades or hammers, but it makes a bigger difference if those hammers are coming from the sidelines as opposed to the middle of the field for the wings to be able to have more of a reaction time to those throws.

    i also like to start a regular zone with a backhand force for that reason as well (overheads become harder).

    -josh

  5. Mackey says:

    Gwen,

    That’s a great and underrated point. Yet another reason why you might want a big front wall/cup.

    Josh,

    I’ve never really thought about using the point like that, but it does make a lot of sense.

    For us, I guess, we always place a lot of emphasis on making that reset tough, even in the middle of the field–obviously this can’t be done if they’re splitting, but like you said pushing to the sideline comes as a result anyways.

    You have a point about the personnel issue–generally I think teams tend to put their best handlers on the trap sideline, and it’s the rare college team that has enough playmaking handlers such that one winds up in the middle.

    With that kind of force how do you deal with the short stuff, though? I’ve often found teams will work really hard to try and get the short easy passes away from the sideline against our mark (even outside of the trap), and this mark would seem to do little to keep them from avoiding the trap entirely (you’re not “forcing” them to go to the sideline by denial of other options).

    Perhaps it’s just a matter of what a team’s offensive priorities are.

  6. Josh Mullen says:

    Um,

    Yeah, I guess I meant, I do this especially from a stoppage when it is in the middle of the field. With the 1-3-3, blades over the top to the middle from the middle are just too devastating.

    Anything from the sideline is less dangerous because the field is far more compressed, vision is impaired more, and you now have to throw 20 more lateral yards to get an overhead to someone.

    that gives the wings plenty of time to react, and the wings will get a lot of D’s on the floaty scoober to the middle, the long hammer to the far wing, and the long hammer or floaty across field throw skipping the dump.

    In general, if they somehow get the disc off the sideline and are throwing it to the middle, chances are, if they are any good at all, that I won’t be able to sprint fast enough to contain that pass, so I will start running to where I think the pass after that is going to go (normally to the other sideline). If that middle handler holds it, I will force to whichever way my walls momentum is going / where they are. My number one job as the mark is to make sure that the wall is not being too stretched out and being utilized.

    okay, i really have to do real work now.

    -josh

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