Monday, February 18, 2008

Time Out

Time outs are not an area where I have a lot of experience in this game, but that's not because I don't know what time outs can achieve - anyone who's watched any sports movie ever knows the power of a midgame stoppage and pep talk - but more because the teams I've played for have so far neglected to use it.

Which is fair enough. Time outs are limited, so team antipathy towards a player for calling one at the wrong time or in the wrong situation is understandable. Also, like pick/foul calls, people who aren't that experienced/confident they can beat up their marker in the alleyway after the game would hesitate and be shy. Oh, and they shut down flow, as well.

But I've been thinking about time outs and how they could benefit a team, so I'm going to list four situations in Ultimate and then rank them in order of how necessary a time out would be. For this exercise, assume competent captains capable of really getting the team fired up, like Piers does with us juniors.

  • A) Team A are up 6-4 against Team B. The teams are both relatively even in strength, and there is still a lot of time left in the game. We are on Team B, with the disc halfway up the field on a high stall with no flow.
  • B) Team A are up 13-12 against Team B, who are considered a weaker team but are nonetheless giving Team A a run for their money. We are on Team A. There is not a lot of time left in this game. The pull has just gone up.
  • C) Team A are up 11-5. The game is about halfway through. Team A are considered a much stronger team. Team B are on O this point, with the disc about 3/4 up the field on a low stall count.
  • D) Team B are ahead 11-9, and are considered a stronger team. Team A has just gotten a block near their endzone. There is about 15 minutes left of this game.
And so here are how I would rank the importance - not necessarily of a time out, but at least of the consideration of a time out - in these situations.

  1. A. The priority here is stopping the early breakaway by the opposition, equalising and then pulling ahead. There is a lot of time left to turn this game around and a time out could be very helpful, especially in regards to kickstarting flow with an organised dump cut or set play.
  2. D. There is just enough time left here to turn the game around for either team, and a block when Team B are only 2 points ahead is demoralising enough. A time out called here to make sure that the defensive line cherish the disc and stay focussed could really help, as well as letting them catch their breath a little from busting their guts to get the D.
  3. C. I would probably be a little more hesitant about calling a time out here. 11-5 is a solid lead, and by a stronger team it will most likely be held. However, a time out could be a useful morale boost for the team - sure, Team A are a stronger team, but that's definitely no reason to give away points to them by playing sloppy Ultimate. Challenge yourselves, Team B. If you know you aren't going to win this game, make Team A work hard for every point they get.
  4. B. There is simply not enough time left in this game to call a time out, and the score is at too crucial a stage. Team A should be thinking about capitalising from the pull, getting the disc up the field quickly and scoring, not stilting flow and giving the defence the chance for an easy goal.
I realise I have probably left out many many factors and many (if 'many' people ever read this) might flat out disagree with me, but come on, it's not bad for 12:15am.

T.

2 comments:

wetnose said...

Hey T, thought I might put in 2 more situations where timeouts are sometimes cruicial.
1) Team A is up 5-2 against Team B, but Team A is playing savage while Team B has numerous subs. Team A calls a timeout due to fatigue, regardless of the strength comparison of the teams.
2) A player has just taken a grab very close to their attacking endzone and has their marker on them almost immediately without any team mates in the immediate vicinity. The player calls the time out in order to halt the stall count so that when it does restart, they have some options to throw to. Even though the defence would be able to setup, this is usually a better option for the offense.

Farmer John said...

Wetnose, assuming you are playing on a good team, I completely disagree on number 2. You should be confident enough in your goal-line offense and your throwing abilities to keep the momentum from the huck grab. If nothing else, throw a dump and go cut again. Give and goes are often wide open.

Calling timeout outside the endzone I think is a sign of weakness. If your team is not running down to support your grab, you have other things to be angry about that calling a timeout won't fix anyway.

-Farmer, former UQ Lover