This zone D will be played when the opposition is going downwind/ no wind on O. COMMUNICATION IS VITAL FOR THE ZONE TO WORK. DEEPS SHOULD BE COMMUNICATING BETWEEN THEMSELVES AND TO THE MIDS. THE MIDS SHOULD BE COMMUNICATING TO THE FRONTS. THE SIDELINE SHOULD BE COMMUNICATING TO EVERY PLAYER ON THE FIELD (1 Player per person)
As the pull comes up the 3 Fronts will run down as a unit as quickly as they can. The 2 in the Front who are NOT marking the disc should be putting their hands up to prevent the hucks and stand further back from the disc while the mark should remain fairly close and apply pressure on the thrower. The right axis (3-red) should position themselves somewhere between the middle or the dump but never behind the disc. *Note that the far side deep (6-red) is pushed in slightly but never to the point where they are in front of (4-red) or (5-red). The deep (7-red) is shifted slightly towards the middle to cover more area.
If they swing it to the middle handler, the axis can try to make a bid if she feels confident enough that she will get a block.
Reset.
If the axis want to play safe, she can then hustle across when she recognises that the dump is engaged. The run across should be angled slightly downfield and not completely lateral across the field. The Front 3 should move as a unit. The mids (4 - red; 5 - red) are now the short deeps and they are responsible to cover whoever comes through the middle in an almost 1 to 1 matchup. The deeps are pushed out slightly further to the sides but they are still behind the deepest player. (IMPORTANT TO NOTE THAT THE DEEPS SHOULD NEVER EVER BE CAUGHT OUT OF POSITION WHERE THE OFFENSIVE PLAYER IS BEHIND THEM) *When the frisbee is in the middle of the field, we should play more conservatively and be safe.*
If they swing it across, the right axis (3-red) then shuffle across in a slightly angled towards downfield again while maintaining the structure of the Front 3. This is to prevent or cut down their options for a downfield pass. Notice that (7-red) recognised that the disc is at the other side of the field and decides to push in closer to the middle while still having the opposition's deepest player sandwiched between them and the other deep (6-red)
The right axis (3-red) then slowly move closer to the thrower and apply a tighter mark. The left axis (1-red) will then now position herself between the middle and the dump similar to step 2. The Mids should be constantly looking around to see who is in their vicinity and play a 1 to 1 matchup on them. They also need to be aware of short overhead throws over the Front 3.
If they manage to throw a huck down the sideline, the deep (6-red) should then chase it down and get a block. The other deep (7-red) should be aware of the deep space because if there is no one on their side, they can either push to the middle or tell the other deep (6-red) to push in closer to the sideline while he stay deep.
Reset.
If they do swing it back to the middle handler, we then reset the Front 3 again as per step 5.
Reset
They manage to break the zone.
Every downfield defenders should try and cover all available options so the Front 3 can set again.
The Fronts can then set again.
This zone should be viewed as almost like a person to person D because you should always be guarding a player. If there is no one in your area, find a player to guard but never at the expense of losing your positioning. FRONTS - We allow lateral swings or backwards throw but not downfield throws. MIDS - You are almost man marking the players that are in the mid space. Share the workload by splitting the field into half. DEEP - Deny deep throws by ensuring that no offensive cutters are allowed to be deeper than the deep defenders. If unsure, play safe.