End Zone Plays
Overview
We will use end zone plays if we are using vert or horo, or if we are using hex but we don't score in flow. We will also use them whenever there is a turnover or a timeout near the end zone. For outdoors this year, we will use the same 3 plays that we usually do: strike, iso, and standard(ish) vert. We will call these using words beginning with A, B, and C, respectively. It is recommended that these 3 options are called according to the diagram on the left. This page will also briefly cover indoors end zone plays at the end.
Strike (A)
Play A will be our most commonly used play. Both B and C eventually transition into A, so it's good to know this one. The most important aspect of it is that there are no cuts from the back. It is all strikes and cuts from the front.
Step 1
When Play A is called, the dump should immediately strike up the line (no fake needed). Meanwhile, the front of stack comes back to fill the space.
Step 2
If the pass was not on, the disc should be swung back to the middle.
Step 3
We should then immediately look to continue this swing with another cut from the front.
Step 4
Every time the disc is swung from a central area to a wide area, the thrower should immediately cut up the line.
Step 5
If it's not on again, we swing it back across. The player that was wide on the other side should come across to the central area for the swing.
Step 6
A cut from the front of stack continues the swing and the pattern continues.
Here's an animation of the whole process. If at any point the throw is not on, keep looking at the same person and use fakes. They should be able to get free or clear up the line to create space for someone else to come in.
Iso (B)
For the iso play, one player should set up alone at the front of the stack with the rest of the stack staying out of the way at the back of the end zone. At the start of the move, only the iso should cut.
Step 1
The iso should try to get free with 2 cuts.
Step 2
If neither of them work, the iso should come out of the end zone. At this moment, a player in the stack may be poached due to 2 people marking the iso. If that is the case, they should cut and make themselves known.
Step 3
If this option is not on, the handler should swing to their dump and cut up the line. Once again we are transitioning into Play A.
Here's an animation of the whole process, including the transition to Play A.
Standard Vert (C)
This option is similar to a normal vert stack, but it will be a bit more of a set play. As deep options will not be possible, the stack should go all the way to the back of the end zone so that there is as much space as possible to cut into. The set up should look like the diagram on the left. Note: the dump should set up on the open side. Below you can see the steps of how this play works.
Step 1
Two players at the back of the stack should cut simultaneously. One to the open side, one to the break side.
Step 2
The player on the open side should then do a 7 cut across to the break side. The break side cutter should quickly get back into the stack.
Step 3
If none of these options come off, the handler should swing the disc to the dump and immediately cut up the line. At this point we transition into End Zone Play A.
Here's an animation of the whole process, including the transition to Play A.
Indoors
Indoors we will hopefully manage to score from further away most of the time, or in flow so that the defence doesn't have time to set. But if we are slowing down near the end zone, we will usually call "two in". Here's how that should work.
Two players set up in the centre of the end zone. The defence will probably set up a clamp, as shown.
The two players should attempt to get free in opposite directions. This will usually be initiated by the cutter at the front, so that the second cutter can see which way they go and go the other way.
If they fail to get free, one of the cutters should leave the end zone and the other should cut back across to try and get free.