Zone: Drills
An anonymous commenter calls me out on a lack of drillable/practice-able recommendations. Thanks for catching me, anon–I value actionable info a lot and have been remiss.
To preface: zone, being inherently team-based, is hard to drill and train. It’s not like man D or throwing skills where all you need is a few more people, and I’d even go so far as to say that practicing zone O and D is only useful inasmuch as you’re practicing with the same group you’ll play with–familiarity is a foundation to dependable D and O.
That said, skills like reading a disc and boxing out, marking, and being heads-up as a defender are things you can practice with limited personnel/outside of the context of pure “zone” training, and these are useful for zone situations too.
In terms of drills…there’s something of a “standard” zone drill of running 3 guys in the cup around a circle, forcing the throwers in the circle to repeatedly break through or around the cup in a big convoluted game of monkey in the middle. While this is perhaps useful for the bare basics of how to not get hosed, I think it serves best as a stepping stone to higher-level/more realistic drills–in other words, game situations.
Things like set start and finish points for a scrimmage are perhaps one of the best options for game situation practice. E.g.: start with an offensive line vs. a defensive line in a trap, stop as soon as the trap is broken (or allow a few extra passes for more realism); start with the disc just past the cup, as if on a break through/over it; stop when the defense recovers or is scored on. Reset if the D generates a turnover.
You can impose unique restrictions on this to emphasize certain facets for O or D: for example, you can add/subtract a receiver or defender to work on finding receivers in open space/covering multiple receivers in the backfield or flooding areas to overwhelm a single defender, respectively. I’ve also seen variations where the deeps are removed from the equation, on both O and D, to emphasize side-to-side and short motion to beat the zone.
One thing I haven’t seen, but would love to, is changing the field size–narrowing the field to favor the defense more, or widening it to favor the offense. Creativity is encouraged through restriction, and I’d like to see what kinds of adjustments are made in such situations.
With all of these other adjustments though, the essential thing is to keep getting reps. If you want to, you can scrimmage with limitations, but you’ll keep focus and get more bang for your buck if you emphasize one situation at a time. It’s great that Dorner can bomb a forehand to Sam streaking deep off the turn, but probably a waste of time when you want to quickly reset for the O to try again.
If you want your team to execute on a given strategy repeatedly, give them lots of reps to help recognize situations in which to apply it and experience so they can adjust to what works and what doesn’t. This takes a bit more critical thought on the part of a practice planner, which is why I don’t have too much in the way of specific recommendations.
You might look to ultitalk for some discussion, and I’d also point you to the huddle for some more espousal on the matter of teaching team D (you might also peruse what they have on zone D to inspire your thinking as far as what to focus on).
Any commenters out there have more to add with regards to teaching and drilling zone?
Zone: Flow, Starting and Stopping It
Flow in zone situations, at its finest, is so beautiful and potent as to completely crush the will of the defensive team, making them completely shift away from zone as a defensive strategy. It is an offense’s best friend and a defense’s worst nightmare.
How does it happen? And how can it be stopped(or perhaps you can only hope to contain it)?
Flow starts when the disc moves past the cup. It may end there if no continuation options are available, but simply breaching the cup puts the defense, well, on the defensive.
Continuing flow takes coordinated movement. If all the downfield receivers rush towards the disc, it’s likely that only one more pass (with perhaps a second quick dish for minimal yards) will go off before crowding prevents further motion. This is still better than no flow, but the best teams will work in turn such that 3-4+ passes are made, quickly moving the disc downfield.
On offense, flow in a zone situation is essentially a series of opportunity cuts.
If you’re deep, the defense is usually flipping out about preventing a quick deep strike–meaning at least one and perhaps two or three defenders are good bets to be behind their men deep. This usually means the cutters who were in the deep/wing positions on offense are perfectly positioned to get a big gainer on a cut back to the disc; 15-20 yards is not too unreasonable an expectation.
Poppers or those close to the disc should look to do one of two things off of the initial move past the cup:
- Get a quick dish to keep the disc moving (if the popper in question is immediately open and the thrower is being marked or otherwise has few options)
- Haul ass upfield and look for an opportunity to get the disc further down the pass chain–you never know when that deep might get pulled too far to one side, etc.
Above all else, flow demands that you keep the disc moving. It’s almost always a better call to dish it to somebody nearby and keep pushing upfield than to hold the disc waiting for the perfect look. The longer you hold the disc, the more time the defense has to catch up and get comfortable; a constantly moving disc forces the D to constantly adjust, and it can be very demoralizing for a cup to constantly be left behind the action.
If you’re on defense, goal #1 when the disc gets past the cup is to slow disc motion.
A backfield defender‘s main priorities are,
- To stop the quick huck for a goal, and
- Stall (disc motion) for time while the cup catches up.
Sometimes this means taking your one guy and sticking to him, but more often than not this means letting a small fish go to keep the big fish at bay–you can let them get off those little 3-5 yard squirts for a time if it means the disc remains generally in the same area for your cup to catch.
Again, being able to read space and motion is key–recognizing what spaces are viable for the offense in flow and where the biggest threats are, and then responding to limit them, is the crux of zone D.
If you’re in the cup and the disc gets past you…bust ass to catch up and get in the way again. In much the same way that you don’t want to just blindly sprint from station to station when the disc is swung, though, you have to be cautious to make sure you’re not rushing to your ‘position’ only to let the disc slip right by you and start the chasing cycle all over again. A cup needs to expand and become dynamic as the disc moves to limit threats in flow, much the same way the backfield does.
Zone: Defensive Skills
Again, a feel for space and motion is a huge help.
I feel like zone defense is much more prone to specialization than offense, so I’ll try and break it down by role.
Cup/wall/chase
- Legs. A tired cup is a beaten one.
- Bids. While the backfield is more a question of height, the front is much more about width–you don’t need to bid all over the place, but being able to *threaten* it is often enough (this usually means showing that you can do it so the other team will respect it enough not to test). Alternatively, you can practice baiting the layout D.
- Reading the thrower. This is something of an art–knowing when a thrower might try and test you with a pass through the cup (or over), when he’s committed to his dump and you can be a little more aggressive trying to shut it down, etc. If you can recognize the “locked in” look, you can cause a lot of trouble.
- Anticipation/reaction time. This is closely tied to the above. Anticipating a throw means you’ll respond that much quicker, and having a short trigger from on your toes to laying out/reaching for the D is always a plus.
Backfield (short)
- Legs. Not as much running as the cup, usually, but you need to be there too.
- Range. You’re responsible for covering space, and need to be able to make a play on passes into it. It’s also necessary for a zone set that baits a cross-field pass to D–if you can’t cover ground quickly you’re likely not going to get the D.
- Knowing one’s range. Perhaps more important than having range is knowing what your range is. It’s one thing to take a rask on a throw that’s right on the edge of your range (really, this is what baiting means), it’s another to think you have somebody covered only to see them get the disc with ease and shred the zone. Knowing your range means recognizing the conditions and the thrower, and falls under that catch-all umbrella of “field sense.”
- Communication. A cup can get pretty far without too much talking (short of trap and change to man calls), but dealing with dynamic threats in the backfield means the more you can coordinate with your teammates, the better.
Backfield (deep)
- Range. Wings/deeps cover even more space. This is compensated for somewhat by the extra time on throws deep, but don’t forget about blades/quick-breaking hammers.
- Knowing one’s range. The consequences for getting burned deep are severe.
- Ups/height. Much moreso than other positions, the deep NEEDS to be able to establish air dominance. Whether that’s being tall enough to make handlers think twice, having jaw-dropping ups, or simply showing, time and again, consistent superiority of positioning on deep throws, all zones hinge on the fact that deep throws are hard, and a good deep has to make this so.
- Communication. A deep-deep in any zone is a de facto field general, directing the D’s response to threats and managing deep coverage (again, a dominant deep presence helps with this). Wing types have less of a burden to shoulder here, and generally only need to coordinate coverage handoffs with the rest of the backfield.
So, how do you work on these things?
The athletic components are a simple matter of hard work and conditioning.
For sensing space & time / field sense, I refer you to my recommendations in the last post. Naturally, observe the defense more than the offense, but understanding what one side of the disc wants to do will give you a good sense of what the other should want to stop.
Communication and knowing your limits comes with experience. The wider the breadth of situations you get involved with, the better prepared you’ll be, and the more you push your limits and fail, the better you’ll get to know them.
Reading the thrower and anticipation come with experience too, but to some extent you can cultivate both by watching. The “I’m about to huck” gaze down the field is a particularly strong tell in most players.
I can’t think of a whole lot else to say here. Feel free to chime in with your own views/experiences.
Zone Sets: Box-and-one, others?
I’ll wrap up my overview of zone defenses with another unorthodox zone set you’ll encounter every so often.
I’ve heard it referred to as box and one, but regardless of name, this is a zone set that runs normally save for one–it places a mark on one player on the field, typically a team’s stud handler, with the goal of forcing a team to rely on its (presumably weaker) others.
This one doesn’t really need a full fleshing out–generally speaking, you’re taking one of your wings in a standard or 3-2-2 arrangement (or one of the 4-p cup/wall in a 1-3-3) to fill this role.
Generally your remaining wings/deeps will need to pick up the slack–again, you’re banking on the fact that the secondary handler(s) don’t have the throws to punish that hole.
It can really throw for a loop any team that really needs a single player to succeed to thrive–every team has its pillars, so this can be a nice extra piece in your toolbox to throw out there when you’re looking for breaks.
Any of you run into zones I haven’t mentioned here? At one point at Dartmouth we toyed around with a 2-3-2 D…and not with the “3″ containing a middle in the cup. 2 points, 3 upfields, 2 deeps; it succeeded (and failed) largely on chaos and the strength of communication in front to control space, but was never exceptional enough to be a feature defense–like many of your unorthodox looks, they succeed because they’re novel and make a good change-of-pace.
This more or less wraps up all I wanted to cover on zone D (turns out March was just zone D month, rather than zone month)–planning to do a bit on zone O, and then I’ll try to tackle the matter from an (individual) development standpoint.
Zone Sets: Junk Defense (Clam, etc)
Legend goes that the original junk D was run by DoG or perhaps one of its predecessors with one Mr. Parinella and a skeleton crew numbering in the single digits–in order to conserve energy, they shirked away from man D (too much running) and zone D (too much running for the cup), opting for something a little more efficient–akin to a man D with well-coordinated switches. A little research shows that you can credit them for popularizing the D, but perhaps not the creation.
Above all else, it’s important to remember that any junk defense is NOT a true zone, and that players should almost never be just covering an area. Find a (wo)man and stick to ‘em until you find a new (bigger) threat to switch on to.
This is true to some extent of all zones (you want to avoid defensive tunnel vision), but it’s particularly important here (especially if you plan to run the junk set persistently rather than for only a few throws).
I’ll disclaim all of this by saying that this set is meant to be run against a straight stack; I’ll try to touch upon ways to do this with a ho-stack (Dartmouth developed one for natties last year and ran it with good success against Arizona for a couple points), but I don’t have a ton of insight to offer there–it’s harder to coordinate switches against spread defenses.
Personnel
Generally speaking (there are many variations–remember, this set’s strength is its flexibility):
- Three handler defenders (“0,1,2″–that’s “zero,” “one,” and “two.”). These guys basically wind up playing man defense on the three players closest to the disc (this likely will include whomever is first in the stack in a 2-handler set), but they don’t chase them terribly far downfield.
- Two open-side defenders (“3,4″). A clam set typically forces in one direction. Depending on the set, They’ll either be open-side ins, with one taking a wide cut to the sideline and one taking more of the “gut” cut straight to the disc, or one taking ins and one taking deeps.
- One “hammer stop” or break side guard (“5″). Again, pretty self explanatory. Generally this position looks to stop over the tops, but if you have a breakside deep this position can play in more and look to stop flat breaks to the front of the stack too.
- One deep/breakside deep (“6″). Pretty self-explanatory; either works with the open-side deep or is the deep with highest priority to stop deep shots (ie, plays deeper than the open-side deep).
Setup
The two most common clam variations I’ve seen run either a box or a diamond shape.
It’s worth noting that the shape is simply a guideline of where people are looking to cover–a clam set, at its finest, looks exactly like a man up until a player moves*. The 0-6 distinction refers to the fact that the clam set is a man D first, adds a bit of deception if any opposing sidelines are listening (sometimes we’ve loudly counted for a clam, hoping the receiving team would take the bait), and designates where players should ‘default’ to in a man-like setup, especially off of a stopped disc (OB pull or turnover or the like), with the 0-2 taking the first three and the 6 playing last back. It’s also good to have this guideline in case the O is running a set you don’t want to clam against–for instance, if they run a horizontal stack and you only run a clam against a straight stack.
That said, here are a couple diagrams for a ‘box’ style clam (also note the Ultimate Handbook has a [more] useful clam explanation with diagrams, too):
The first image shows a general clam setup off of a dead disc–the first three are more or less playing honest man D to start, while the back four have the directions they’re looking to pick up a switch in marked with arrows.
Note that the break-side defender is already cheating to the break side. Also note that she, more than any other position (except perhaps the deep), is playing more of a “zone” role, always on the lookout for passes into her area and feeling a little more freedom to pinch off to ensure the break side is well-covered.
Once players start to move you might see the clam respond like this. Players cutting in on the open side from deep will get picked up by the 3 or 4–having been poached off of, her cutter will likely head deep–where the 6 is waiting for her (or perhaps the 5, given the cut is on the break side). This is the clam in a…clamshell.
Should you choose to persist with the clam after the first throw/cuts, you might see the 2 switching onto the cutter in the lane if she moves for the dump, the 3 move to pressure a quick break up the middle…myriad adjustments can and must be made to accommodate cutter movement. A quick, dynamic offense can be hard to contain, but teams that are very systematic are easy pickings.
Other things to note:
Alternative setups I’ve seen involve using the third handler guard as a sort of cup-like upfield on the disc, or otherwise leveraging the flexibility of the three–perhaps man D in mid-field but cup-trapping on the sideline, etc. There is a TON of room for creativity with these sorts of sets (Harvard seemingly had a new junk or zone-ish look for us every time we met), so don’t be afraid to experiment and take some time thinking through how you might structure a junk set.
It’s not uncommon (at least, amongst my classmates during classwars–perhaps you won’t see it at nationals) to throw a junk set with no specifications–”do what feels right” in my circle, but I’ve heard the terms “zen zone” (where you are is where you should be) and “junkyard” used too. Relying on player savvy can be a powerful thing in the right situations–chaos, in appropriate quantity, will topple rigid order.
Goals
- Confusion. Especially if this set goes off of a stopped disc (I’ve known teams to pull OB on purpose to ensure this), a sudden break from what looks like a normal man D to something that clearly is NOT a man D can create a window of confusion for enterprising defenders to capitalize on, especially against a team accustomed to you throwing man already (clam/junk sets are a GREAT halftime adjustment).
- Dictating the offense’s pace. Again, with the confusion that a junk D creates, you’re almost guaranteed to stifle, if not stop entirely, the opponent’s set play. Zones dictate an offense’s pace as well, but they are more readable and quickly adjusted to–at its best, junk D is much harder to read the holes in and really makes THEM play to YOU.
- Quick turns. As the clam’s primary strength is the element of surprise, this set is most likely to get the disc quickly. It’s very common to see a junk or clam set run for the first few throws to stop a set play and hopefully get a D, then returning to an honest man D before the offense can figure out how to beat it.
- Sideline punishment. The clam is at its best on the (force) sideline, where the open-side defenders have an easier time denying their side of the field. Throwing this set starting on the sideline (off a turn mid-point for example) can be devastating, as the lack of space combines with confusion (#1) to force a tough decision (and hopefully #3).
Risks
All of the main risks associated with the typical clam revolve around the disc moving quickly from one side of the field to another:
- Disc on the non-force sideline. Conversely to #4 in the goals, a disc all the way on the far side is very tough to defend–the open side becomes so expansive as to make effective coordination of switching a challenge at best. Typically if the disc gets this far over the offense is soon to find an upfield cutter, setting the wheels in motion for this set’s demise.
- Quick breaks to midfield. Similar to the disc on the far side, this opens up a lot of space and renders several defenders out of position–a formula for quick shredding.
- Long breaks to the far side. This enables #1.
- Big break throws (cross-field hammers/blades for yards). These throws can kill your generic clam, for the same reasons as above.
Control by: There are a couple ways to control for this. The first and easiest is to simply transition to man D. You might also consider switching the force at this juncture–it might backfire, however, if downfield (especially deep) defenders are far out of position. You could switch the force and maintain the clam if your players are versatile enough, but that takes a lot of practice and communication and might not be worth it in the big picture of this set’s purpose.
Control by: Being diligent with your 3, 5, and third handler defender to take away the quick IO up the middle for #2, and with your 5 and potentially 6 for #3 and #4. You can also leverage the mark–shading to take away the quick inside break/long around, putting up a hand(s) against the hammer, etc.
As for the Horizontal Stack Clam…
…It’s a bit more difficult to run a good clam against a ho-stack simply because the cutters use more space and are more likely to be moving simultaneously–generally speaking I think we only ran this set for the first handful of passes, rather than persistently, as continued switching became too taxing (note, we had only practiced the set for about a week before using it).
The same general ideas apply vs. a ho as against a vert–switching to cover the open side threats, one to cover the open-side deep, one guy breakside hammer stop.
I think the real difference in running against a ho-stack, though, is how you leverage your handler defense.
Generally speaking, ho-stacks suck on the sideline, and generally speaking, clams become much more effective in the same position.
The idea, then, is to leverage your handler D–have them poach into the lane and encourage disc movement to the sideline–before applying an aggressive clam look. From the sideline the extra spacing of the cutters becomes less relevant, as the viable throwing lanes narrow, making it far easier to leverage the switching that a clam requires.
If a team refuses to make passes to the sideline, then you can maintain an extra upfield defender who can make open-side passes difficult, and (depending on how you choose to use the break-side handler defender) an upfield defender to discourage easy (around) break passes. Have your mark shade to take away inside-out passes and you can frustrate a horizontal stack.
You can leverage your handler guards in similar manner against a horizontal stack regardless of defensive set, by the way–if you’re not already doing so in man D, you’re putting yourself at the mercy of the other team’s O.
A clam is little more than coordinated poaching. This sort of action doesn’t have to happen purely within the confines of a junk “set,” but can (and should) occur naturally mid-point as the situation dictates. Strategically, think of the clam as a tool to free your players’ mindsets and encourage more awareness–develop their field sense, and encourage creative use in other situations.
*this is the sort of thing I’d love to rig up in a flash animation–hoping to get around to that over the next two weeks during my spring break.
UPDATE: You might also check out this thread on ultitalk for some regional differences in what a “clam” is. I’m talking about the American version.
Zone Sets: Transition Zones (and musings on others)
Transition zones are one of those things that coaches love to pull out of their strategic hats*. They can be powerful things when leveraged in the right situations.
What is a transition zone? Simply put, you run a zone set that you don’t intend to run persistently, but rather plan on shifting to a man (or clam, or other zone set, if you’re devious) after some set condition has been met.
What condition? For example:
What sort of condition you use and what sort of zone you throw depends on your goals. I covered some of the goals of a given set when I discussed each (and will cover goals of other sets later), but generally a transition zone’s primary uses are:
A couple important considerations for making the transition:
At a high level, your transition shouldn’t LOOK like a transition. If your transition is on 4 throws, and you have sidelines counting throws (alerting the O line to a potential transition), you don’t necessarily have to sprint over to your woman at the 4th throw. Drift, be prepared to spring into action if they start cutting, but let the O keep wondering as long as possible (keep the sidelines counting throws too).
Other kinds of transitions? As for transitions other than zone-to-man…keep in mind that generally speaking, there are efficiency concerns with practicing a man-to-zone transition or the like a ton if you’re only going to use it a point or two a game. Of course, that point or two could be universe point, but weigh carefully how your team’s resources (time, especially full-team time, and mental/physical effort) are being deployed–get your fundamentals in order first. Now, if I were looking at setting up a man-to-zone transition, the absolute primary consideration would be when to make the transition–I think you want the disc to be moving somewhere that your team would be least exposed in transition–ie, a bad dump (one that doesn’t lead to a swing) or other such motion in the backfield that doesn’t enable a quick strike for yardage (or at least, not deep yardage). Secondly, I think such a transition would mean more or less giving up on the notion of pre-set positions. Even if your deep started last in the stack, who’s to say she’d still be there after 3, 5 throws? Versatility in your players is key, and I think this is probably the number one hindrance to effective implementation–what if your short stubby handler winds up deep? You can shift once the zone is set, but it might be too late by then. Thirdly, it’d probably be easier and make more sense to shirk a “zone set” in favor of something more junk-y. This gives your players more flexibility to work in transition rather than falling prety to defensive tunnel vision, running to play their ‘position’ and missing the actual/imminent threat. Savvy field vets are more or less requisite if you’re thinking of trying it as anything other than a novelty. Generally speaking, a clam/junk D set will be your best bet for these sorts of unorthodox transitions, simply because they have an inherent flexibility to them that other sets don’t. You might also try zone-to-zone transitions, going from a 1-3 to a 3-2 and shifting your defensive priorities by doing so; this happens to some extent with trap looks, so with some clear guidelines it would seem doable. What are your thoughts? *I can say this with somewhat decent authority having looked at the Huddle’s college survey data (I helped trying to identify some topics based on the data for feature authors to write about–won’t say anything else until they publish, though).
Zone: Cup Fundamentals
Gwen’s point about a 4-person cup being able to push the disc back on dump/swings more than other zones brings up an important facet of any good cup–the ability to, at minimum, keep the disc from moving forward on dump-swing looks.
If a team can’t work the disc up using the easy dump-swing you’ll force them to resort to other methods–generally speaking, “other methods” means methods you’re more prepared to D and/or riskier throws, so this is a good thing.
As Gwen alludes, it’s the responsibility of the far point in the mark to lock down on the swing, or at least cut off the upfield passing lane:
As the disc is thrown to another handler, (assuming it is not on the sideline yet) the pusher/point on that side takes an angle to cut off the next swing pass, then closes in–sometimes to mark, sometimes to just take away the passing lane (depending on the positioning of the other pusher/point and the threats on the field).
This, I’ve found, is an often-neglected but crucial skill to teach your cup players–to not focus on where the disc is going, but where the disc might go next.
Other things I would list as “cup fundamentals:”
- Responding to actual threats, rather than the marker’s fakes–that is, knowing where the targets are behind you and ignoring the fakes to where they aren’t
- Along the lines, ‘flaring out’ as a cup to take away continues if the disc is swung all the way across the field, rather than sprinting straight to your ‘position’ and leaving somebody open in the backfield.
What’s on your list? How do you go about teaching this to your young cuppers? I’m traveling in Taiwan this week so I don’t (or rather, won’t–I’m typing this on Sunday) have time to do longer posts right now, but I’ll be back with clam/junk sets and transition zones next week.
Zone Sets: How to Run a 4-person Cup, Courtesy of Gwen Ambler
Gwen shares her thoughts on running the 4-person (or 4-man or 4-woman if you prefer) cup below. A lot of what she offers applies not just to the 4pc but can be applied to other zones as well.
Thanks a lot Gwen!
You can find Gwen’s handiwork all over, from the Huddle to Inside College Ultimate to the newly-created UPA Board Blog.
In my mind, the big difference between a 4-person cup zone (why doesn’t anyone call it a 4-2-1?) and a 1-3-3 is the emphasis on pushing the disc backwards in the 4-person cup. The trap looks exactly the same, but in the middle of the field and on the non-trap sideline, the cup curls around, making the passing lanes out of the cup angle back much more than against a 1-3-3 or even a 3 person cup. As the disc is thrown to another handler, (assuming it is not on the sideline yet) the pusher/point on that side takes an angle to cut off the next swing pass, then closes in–sometimes to mark, sometimes to just take away the passing lane (depending on the positioning of the other pusher/point and the threats on the field). A 4-person cup was initially designed to contest the swings of a 3-person handler set, and works quite well to make it hard for the handlers to gain yards through swinging. It’s the ability of the cup to curl that really challenges the swings and can push the offense backwards.
Another great thing about the 4-person cup is that it allows for a lot of flexibility within a point to change up the zone you’re playing. You can switch from FM to trapping quite easily. You can also switch between different types of traps with just an audible. You can also pull one of the mid-mids out of the cup to act as a short deep if your opponents have dropped a couple of throws into the space behind the cup (a general weak-spot of the 4-person cup zone). Alternatively, you can have one of the mid-mids or points play person-D against the dump–taking away crashes and easy resets, challenging the thrower to make a longer and riskier pass to another player not guarded person-on. With an experienced 4-person cup zone team, you can transition back and forth from the standard 4-person cup set-up to a number of these different permutations.
The hardest position to play in the 4-person cup zone is wing. There’s a lot of ground to cover if a team likes to try to go over the top of the cup. The wings and deep deep usually have more than one person to cover each, so the ability to triangulate the threats is key. Speed is also a must to be able to cover big swaths of the field. When the disc gets into the redzone, many teams will transition out of zone, but it can still be effective as long as the wings and deep deep re-orient themselves to each take away a third of the shortened field behind the cup. In general, the requirements of wings and deep deep when playing a 4-person cup are pretty much the same as in a 1-3-3 and the spacing is roughly identical.



