The
Stack
Ultimate is a game of
flow. A good offense is characterised by quick
passes, one after the other, that quickly move up
the field. One of the most tell-tale signs of a
beginner team is the problem of 'clogging'. With
fourteen players on the field at any given time,
twelve of which are running in order to try and get
open for the pass, things very quickly get chaotic,
and disorganized. People begin to find that it is
difficult to get open because someone is always in
their way. Because picks are a violation in
ultimate, you also find that occasionally you must
stop so that you don't inadvertently pick an
opponent. The most common strategy for reducing
clogging is called 'stacking'.
The idea behind the stack is simply to make room on
the field. Essentially, the players line up down the
field from the disc. The first player lines up about
15-20 yards away, and the other players line up
behind, with a separation of about 5-10 yards.
Because ultimate is most commonly played using a
'player-on-player' defense, this draws the opposing
team into a similar configuration. The field
directly ahead of the disc is now opened up for pass
reception. Generally, players at the head of the
stack (closest to the disc) are called 'handlers',
players in the middle are called 'mids', and players
towards the end of the stack are 'longs'.
Players can now make
running plays to try and get open for the pass. This
is usually done in a cascade of 'cuts'. The player
at the beginning of the stack runs towards the
thrower, and then cuts sharply to the right or the
left (those with knee injuries will want to moderate
the severity of the cut to reduce joint stress).
This sharp cut usually gets the player a step or two
in front of the defense. It is important to get eye
contact with the thrower just before the cut. This
running pattern gives the offense good chances for
leading passes (thrown in front of, not at, the
running player).
If the thrower elects not to attempt a pass, the
runner will circle back and re-enter the stack
(preferably near where they began). By the time the
runner begins to circle back, the second runner in
the stack should already be making her cut. It takes
some 'field sense' in order to determine the optimum
time for making a cut, but you want the thrower to
have a new pass option immediately after an old one
evaporates--this ensures best usage of the 10 second
stall count.
If the pass is received, someone further along in
the stack should immediately begin to run. This way,
when the receiver (now thrower) turns around, a pass
option opens up right away.
Player '1' has just made a successful pass to Player
'2', and has begun to run up-field in order to
re-enter the stack. Further up the stack, a mid has
just started running (#1). By the time '2' looks
up-field, Cut #1 is already happening--there should
be an opportunity for a quick successive pass. If #1
does not look good, another player in the stack
should already be making Cut #2. By the time #1 or
#2 receives the pass, Player '1' may be ready to
receive another pass, or else they can look
downfield towards the stack which has now moved back
a few yards.
Finally, as mid-field
is reached, players continue to make cuts, but
'longs' can now begin to think about making a short
cut inwards, and then attempting to make runs at the
end-zone. This is done while the handlers and mids
continue to attempt this steady cascading 'weave' up
the field.
A player has just received the disc. They look down
the field, and see that Cut #1 is already happening.
It is a long, who immediately turns down field and
breaks for the end-zone. If she is out-distancing
her defender, it may be possible to throw a long
bomb for a scoring attempt. If it doesn't look good,
Cut #2 is already happening, and provides the
opportunity for a short pass. Otherwise, the
previous thrower may be getting into position across
the field for a third option.
This cyclical type of play, with the cascade of
cutting runners makes a very fast flowing offense
possible because the running patterns do not cross
each other chaotically. Instead, the offense
attempts to set a tempo of short quick passes, with
the opportunity of surprise long passes to get the
disc up the field. When this is executed well, it is
beautiful to watch.
There is no question
that it takes a great deal of practice to make these
kinds of plays smooth. And when you look at the
diagrams that I have drawn, things look very
complicated. When should you run, and how? In this
section, I'll discuss briefly the tactics at an
individual level that will make it possible for the
stack to work for the team.
The key to the stack is
order. By order, I mean a nice sequence of running.
It requires a sense of timing which may take some
time to develop. The idea is to always have someone
cutting towards an open space so that the thrower
has opportunities to move the disc forward. If you
are the first cutter, begin running as soon as the
disc is received. Make eye contact with the thrower,
then quickly go one way or the other. If the thrower
does not pass to you, get out of the way. By getting
out of the way quickly, you draw your defender with
you. This give the next cutter an open area to work
with. If you are the second cutter, if you see that
the disc is not going to be thrown to the first,
then begin running immediately, make eye contact,
and then a cut. Every run should be aimed at
providing a new pass opportunity immediately after
the last.
As the disc moves down the field, the stack should
be slowly backstepping to follow the movement.
Once you've received
your pass, turn around quickly and look upfield. If
your stack is good, someone should already be
cutting. This is your best chance to make a
pass--before someone catches up to you and begins
counting.
If your team is running well, there should be an
abundance of passing opportunities. The most
important thing in passing is to 'lead' the receiver
by throwing the disc ahead of them, not at them. A
throw directly at the receiver will cause them to
try and immediately stop. If they cannot stop, the
defender will be right there to intercept the late
pass. If the defender is too close, you might
consider waiting for the next cut. Try to meet the
eyes of your receiver just before they make the cut.
This will give you an indication of what's going to
happen.
Finally, once you've released the disc, RUN. A
common error is to stand and watch your own pass.
Everyone does it. But people who run right after
they've thrown the disc are very hard to cover--they
usually end up ahead of their defender by a couple
of steps. Unless you're sure that the toss you just
made is a real stinker, just start running down the
field. It might mean that you get the pass right
back.
If your team has
developed enough to actually have a stack and after
you or anyone else on your team has cut you may hear
people yelling, "Clear Out" or "Don't Clog".
What is happening
and why are people yelling?
The person (let's say
you) who has cut to the easiest open area of the
field is now sort of hanging around making it next
to impossible for anyone else to cut to that area.
Why doesn't someone
cut somewhere else?
If someone cuts to a
spot behind you farther down field then the thrower
not only has to make a longer pass, but they have to
throw it around you, around your defender and to a
much harder area of the field.
If someone cuts to the other side of the field then
the thrower has to try to break the force and the
defense will do everything that they can to not let
this happen.
What should I do
now?
You should run like
crazy to the back of the stack (farthest from the
disc), always looking to see if someone is going to
throw you the disc or you should come behind the
disc for a dump (more on this later). The main
objective here is to get out of the way, BUT to also
run to an area where you may still be effective in
the overall offence. If you run to the back of the
stack you may eventually have to come back in to get
the disc again or you may get a pass thrown to you
while you are clearing out that scores your team a
point. You may also wind up behind the disc where
you are now a second option for the thrower. If no
one is getting open down field the thrower may turn
to you and give you the disc (you still have to work
to get open).
As a side note for every player, Man, Woman,
Experienced or New, there is nothing wrong with
throwing a dump pass. I repeat, there is nothing
wrong with throwing a dump pass. The best teams in
the world have dump passes built in to their
offense. It changes the position of the disc on the
field, thus making the defense change position (this
may allow for a split second of reaction time in
favour of the offence) and it gives your team
another 10 seconds to throw the disc.
For those of you who take this to heart, good, now
look for the give and go pass -- you may catch your
defender napping.
If your team has the
disc, the other team can't score |