Step by step 16 steps
  1. Step 1

    The basic formation (defence in red). 1 is the chase, 2 & 3 are the tips, 4 & 5 are the mids and 6 & 7 are the deeps. The chase and tips form an arrow as shown, with the chase forcing flat. This should prevent easy upfield throws.

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  2. Step 2

    The mids pick up dangerous cuts from the team on O and man mark until they are no longer dangerous.

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  3. Step 3

    Back to setup.

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  4. Step 4

    The deeps cover long throws. Their role is to defend against long throws and to communicate to the mids.

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  5. Step 5

    Reset

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  6. Step 6

    The only viable easy throw for the attacking team is to work the disc sideways. In which case the arrowhead moves across as a unit and angles slightly towards the edge of the field. The disc-side mid runs across to cover the down the line throw at the same time.

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  7. Step 7

    This repeats as the disc is swung.

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  8. Step 8

    And again...

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  9. Step 9

    And again..

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  10. Step 10

    If the handler receiving the disc is within ~5m of the sideline, we initiate a "tip force". The tip calls this by shouting "tip force". The disc-side tip takes up the force and forces infield. The rest of the arrow inverts with the chase standing slightly back, and the other tip poaching the handler throw.

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  11. Step 11

    Since the mids have now come slightly closer to the disc, hopefully the attacking team now have to lose ground in order to keep the disc. At this point the normal arrowhead resumes.

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  12. Step 12

    If the handler catches the disc on the sideline, when we initiate a sideline trap (shout "Trap!"). The chases now forces slightly upfield, the sideline tip stands on the sideline, the far-side tip stops the throw to the middle of the pitch. The near-side mid covers the sideline further down the pitch to be ready for an interception, and the second mid guards the middle of the pitch.

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  13. Step 13

    Reset

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  14. Step 14

    If an upfield throw is successful, all players first work to get behind the disc. One mid will cover for a few seconds, but will NOT start the stall count.

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  15. Step 15

    Then the zone gets back into position

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  16. Step 16

    If this happens in quick succession or a large gain is made, "MAN" will be called and all players will revert to man D by picking up the nearest opponent. If you hear the "MAN" shout, also shout "MAN"

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