I recently played in a game of ultimate where we had 5 players and the other team had 10 or 11. Unsurprisingly we lost, but still managed to score 4 points and stretch the game out to time cap. While we played well, we struggled to score points and had to make our defense up as it went along. Having had a bit of time to think about it all I present now the Pirate’s and Ninja’s guide to defense and offense for 5 on 7:
Defense – Marking
There are two marking approaches that should you should switched between intermittently so that their offense doesn’t get settled.
Firstly, the aggressive mark where you actively seek a point block. Switch the force up part way through the count, force forward when they look to dump, leave the break side a little bit open so that they are tempted to go for something you might get a touch on. Basically go nuts on the mark. The other 4 defenders should just mark all the ins rather than trusting the force. Forget about trying to prevent the deep throw, unless you can get a hand block on it!
Secondly, there is a more conservative mark, possible forcing towards the sideline although force middle could be considered. This will allow defenders downfield to ignore the breakside (somewhat) and try to get a poach D.
These approaches should work equally well on man and zone, but will have a significant impact on how the other defenders set up.
Defense – Man-on-man
Clearly playing conventional man-on-man defense is not possible, but that isn’t to say that it should be abandoned completely. There are two possible variations, which would be a good change up once the opposition have adjusted to playing against the various zones that your team tries.
Firstly, there is the option of playing 5-on-5 defense against the 5 players closest to the disc, and tempting the big throw to the remaining two deepest players. The strategy is to hope for a throw away or sprinting down once the disc is in the air and getting a D. A straight up force is not appropriate as you are actually trying to force them to huck. A straight up force will make it difficult to play effective D on the 5 players that are being marked close to the disc.
The second man defense option is to play against the 5 strongest players and hope that the remaining two weakest players get the disc and throw it away. This should be taken to the extreme of not even marking the two weakest players when they have the disc. You should be totally shut down the 5 better players and force the two weaker players to pass it between themselves all the way down the field. That said, feel free to poach off one of the 5 better players for an amazing layout block if they get close enough!!
Playing D to exploit the potential for the rookie drop or throw away doesn’t sound too sporting, but hey you’ve only got 5 players. At the end this comes down to what you are trying to achieve by turning up. My thoughts are that if you aren’t going to make it as difficult as possible for the opposition to score points, you should have forfeited rather than playing 5 on 7.
Defense – Clams, Zones, Fences and Poaches.
There are all manner of different junk defenses that can be tried in a 5 on 7 situation. The only advice is not to have a deep-deep player. Just put a big tall guy on one of the wings and make him responsible for the deep throw as well. Always allow the deep throw as one (wing arriving late) vs two in the endzone is more likely to get a turn than 5 on 7 in the middle of the field trying to shut down the 10 metre passes.
Assassinating the dump, or the dump and the swing is another approach worth trying to shut down their handlers and force them to use their weaker players. Taken to the extreme this could be used as a weird 2-1-2-0 zone (two players denying the dumps/swings, one marker straight up , one left wing and one right wing.
The Wam (weakest player clam) is another option. Don’t play much D until a weaker thrower (or short woman) has the disc. Then transition immediately to an agressive all 5 players in clam.
Be creative, pressure the throwers, but once the disc has moved more than 10 or 15 metres down field of the cup, clam or fence it is likely that the point is over and you should conserve energy for the next point. Remember you have no subs!
Playing a 4 or 5 player fence across the front of the endzone is another worthwhile strategy. This can either be set up off a turn close to the endzone, or as a deliberate Braveheart style play, off a pull or huck and D attempt. Set the fence up 3 to 5 metres back from the front of the endzone so as to have a chance of being in the contest for anything that goes over the top to the back of the endzone. Look for the layout block at the front of the endzone. You probably won’t get it, but it’s a better approach than giving them the whole depth of the endzone to put a soft hammer or outside into. In the endzone having a 1-3-1 fence is a waste of time as there is too much area for the deep player to cover.
Anyhow, our experience was that defense is the least of your concerns. If you are willing to run like madmen and pressure the throwers there will be turns, regardless of the 5 on 7 mismatch. The problem is converting the turns into points.
If you’re playing high level ultimate with fewer turns – why didn’t you forfeit already?
Offense
The key issue with offense is that the standard cutting approaches just don’t work. They will either play zone, or man with a deep and open side poacher. Either way, you can’t simply run harder on offense to get scores.
There are plenty of strategies to try, here’s some that `might’ work:
1. The deep game
Always have a player standing in the endzone waiting to receive a huck. It is an excellent opportunity to have a rest, and the opposition has to waste at least one defender to guard you. There is no reason to `keep the endzone clear’ like you would in regular 7-on-7 ultimate, as in 5-on-7 there will always be a someone poaching deep anyway.
If it is one on one in the endzone don’t be afraid to put it up, no matter where the disc is. One on one is better odds than 4 on 6! A one on one game of 500 in the endzone is not a bad result, particularly if the huck is high and floaty.
Worst case scenario there is a turn over in your end and you get to set up a defense. Even better is if they play two players standing in the end zone on your deepest player. If this happens you’ve successfully changed the game from 5 on 7 to 4 on 5.
2. Break the force – all the time! It is a complete waste of time and effort cutting in on the open side, so just don’t bother. Cut almost exclusively to the break side and trust the thrower to go for it. However, dump-swing style offensive should be avoided, as you will use up 3 of your 5 players and gain little ground. If you did swing it to the other side of the field there’s probably no one over there to throw the next pass to anyway.
3. Play lots of very short throws – particularly against a zone. This reduces the amount of running that needs to be done and avoids the problem of everyone being too far away when the stall count gets a bit high. Two or three player isolation/give-go plays are a good way to keep possession for a while (even if you don’t score) and give the other players on your team a breather.
4. Avoid turnovers except in the endzone If there is a choice between a 75 percent throw to a cutter 10 metres outside the endzone and a 25 percent hospital pass into the endzone, take the endzone option. It’s not like your expecting to score many points anyway, so you might as well take as many shots as possible. Don’t be afraid to play huck and d when receiving the pull.
Final thoughts.
Although your team will probably get beaten playing 5-on-7 can still be a lot of fun. It’s important not to care too much about the scoreline, it’s not like you were expecting to win anyway! Consider it a good opportunity for your 5 players to go for throws they wouldn’t normally attempt, play hard and aggressive defense and get fit.
Try to be creative, test the opposing team and force them to use their weaker players on offense and defense. While getting pantsed (15-0) is fairly likely, at least try to make the opposition work for their points rather than letting them walk all over you!