Orlando Roller Derby Team Strategy

Review of Game Day Team Strategy

Purpose

To review Team Strategy for ORD Skaters and Coaches.

What wins a game?

Control of the game

  • Getting Jammers Out
    1. Getting Lead (Lead %)
    2. Getting out to stem the bleeding when NOT Lead (net points when not lead)
  • Control Penalties (Especially Jammer penalties)

Behind the Scenes

"Be careful what you measure, because that is what you'll get."

–a misquote of someone

BTS: What does Beating the Spread mean?

  • When the Higher Seed - Key: Defense
    • Need: To beat the spread, which is easier to do if opposition has a low score
    • Main Goal: Hold other team to as low a score as possible
  • When the Lower Seed - Key: Offense
    • Need to beat the spread, which is easier to do the higher the score
      • Main Goal: To score as much as possible
    • Might mean running losing Jams in order to run up our own score

BTS: What am I looking for as Coach?

Team Stats:

  1. Lead % as a Team
    • Frequency of Lost Leads
    • When Lead is Lost: How many points given away? What was the net points?
    • When other team gets Lead: What was the net avg ppj?
  2. Penalties
    • Jammer penalties: Goal is 0-1 penalties/game/Jammer (<11%)
    • Blocker penalties: Goal is (<20%, often <4/game)

Individual Stats:

  • Jammers
    • Lead %
    • Lost Lead / % / Points given up
    • Penalties
  • Pivots (Tourniquets_)
    • Net Points from star pass
    • Penalties when Jammer (Goal 0)
    • Penalties overall
  • Blockers
    • Freq/Times Jammer gets Lead by Pack
    • Blocker penalties (Goal <20%)

Game Day Warmup   edit

First Impressions

  • Start with 2-3 laps in a pace line
  • 1v1 -> 2v1 -> 3v1 at 50%

Get Lead Jammer

Jammers Do Not Earn Lead - The Team Does

Jam Start Line Up:

  • If equal blocker numbers –> Prefer the line
  • If unequal blocker numbers –> Prefer the front
    • Should Jammer be a solid blocker, can block the opposing Jammer to use time to get others out of the penalty box

At the Jam start and Full strength   addImage

  • Blockers: Take the line
  • Jammers: Positionally encourage opposing Jammer into tripod defense (3s)
  • Once opposing Jammer is locked in the tripod, 4th run 360-Offense, then return to defense to get Jammer through

Option:

  • Quick Offense - Cap off the line (if communicated with Jammer)

At the Jam start and Down 1+ blockers   addImage

  • Take the front to avoid being pinched on the line
  • Consider: Skating to Pivot line at 5 seconds
    • If they follow, great!
    • If they don't follow, coast at the whistle for a no-pack letting Jammer get through

At the Jam start and Up 1+ blockers   addImage

  • Take the front - Try to contain/pinch with 4 as Defense

Get out when Opposition gets Lead

Priority is to get our Jammer out!

  • Jammer cover comes off immediately on the double whistle blast
  • When Jammer is caught in the back tripod, immediately on other Jammer exit –> O-zone
  • Pivot be ready for a pass - Pass ASAP
  • Once out of pack, race around to encourage opposition Jammer to call off the Jam

O-Zone to get Jammer out (Or Star Pass)   addImage

Jam Start Options

From Back: Goose

From Back: Cap the line

Power Jams

Our Power Jam

  • Stay in back of pack
    • Pinball/Scatter (Skittles) as general power play to keep jammer moving
  • Waterfall if Jammer gets stuck or if blockers starting out in front

Opposition Power Jam

  • Try to place Pack on Pivot or Anti-Pivot lines (narrow parts of track) - can try skating forward to move pack up or back into Opposition depending on their response or positioning

Notes: Blockers choose most effective option

Formations (When Blockers start in back)

  • 1: One in front goes up to cap a side
  • 2 (devil horns): Two (usually in front) go up to cap both sides and pinch in
    • Potential variation (2 go to clean on one side only, j* has to bait other side first)
  • 4: blockers line up on one side
    • Jammer engages with wall first and tries to stay in lanes 2 or 3 (on a side but not easily pushed out)
    • Offense comes up in J-formation to clean all blockers to that side

Power Jam Starts

Our Power Jam

  • Take the front - Try to contain/pinch with 4 as Offense
  • 4 Corners

Opposing Power Jam

  • When equal or up blockers –> Take the line to catch and hold opposing Jammer
  • When fewer blockers –> Take the front, watch to not get pinched, consider rolling pack to spend time to get friends out of penalty box

When Both Jammers are on a Scoring Pass Together

Look to see who is in front:

  • When Our Jammer is in front –> Wait to race through pack to get to the front
  • When Their Jammer is in front –> Immediately race to front of pack to move the pack

Our Jammer Leading   addImage

  • Catch/Goat an opponent to prevent pack movement
    • Don't chase the pack … allow a no-pack and quickly reform pack / stop skating
  • As the Jammer approaches, let go of the Goat (if you have one) and race to the front of the pack
    • Skittles - All blockers race through and break up the opposing blockers

Opponent Jammer Leading   addImage

  • Take the front of the Pack:
    • Ability to move/pull the pack faster to use up time/avoid being scored on
    • This gives time for our Jammer to score and to catch the other Jammer

Notes: Default Game Strategies

O-Zone   addImage here

Waterfall   addImage

Priority (always) is to engage the butts! With Jammer in the tripod

From the Back (in order):

  1. Engage the butts
  2. Engage the brace
  3. Engage the float
  4. Hit whoever else needs hitting

From the Front (in order):

  1. Engage the butts
  2. Engage the brace
  3. Engage the float
  4. Hit whoever else needs hitting

Stuff to Fill this out with

Notes: Derby Practice

Focus practice plan

  • 3-4 main drills per night
  • Trainer get to practice too
  • Not all new drills

Notes: Derby Drills Reference

[2023-09-11 Mon 12:24]

My General Derby Strategy (Simple Derby)

  1. Reform:
    • Success will come from being together, NOT solo defense. When by yourself, FIND your teammates and reform.
      • Pair up, then find a third
    • Get back into the mix - hit someone!
  2. Use the line:
    • It is an extra blocker
    • It is both friend and foe
  3. Know your job:
    • Brace job: Mirror the Jammer; Support the Butts (Technically it is not to stop the Jammer)
    • Butt job: Hold the Jammer
    • 4th job: Cut off lines for Opposing Jammer; Open lines for Team Jammer; Relentlessly pester the opposing tripod
    • Jammer: Get Lead; Fight for points; Run out the time
  4. Hustle - Have URGENCY
    • Race to the box, race back in, take the shortest route
    • Be ready to get into the game (No delay of game)
    • Race around the track during passes (Jammer)
    • Reform!

Jam Start Ideas Review

When rotating the tripod, think about getting your whole body to the line. For example, instead of just reaching the butt over, do the full c-cut to be ready for impact and close off that line. If you're on able to make the full cut, still be ready for impact but extend your body up to put more force onto the jammer and have a better chance of knocking them out since that's not the best position for control. ALSO think not about rotating TO the jammer but THROUGH the jammer. Their force forward will meet your force backward to hold them in a more neutral position and better for us to keep blocking.

  • USE THE OTHER TEAMS OFFENSE After practicing rotations we worked on moving around/using opposing offense to get in the jammers way. Bodies are bodies they still take up space no matter if it's us or the opposing team.
    • 4 D starts: but our 3 and 1 was not as aggressive as it could be this past weekend. We worked in 3 and 1 from the back with the 4 taking up space in the line with the tripod to minimize space for the opposing line to sneak back there then moving up to heck with the opposing tripod either by clearing 1-2 blockers or just getting them moving then stopping.
    • 3 and 1 from the back jammer feeds opposing jammer into tripod then takes off with the 4 who either opens the hole for the jammer or pushes them up to make speed and space for our jammer.
  • Dynamic starts where we started in the mid or up then moved back after 5s was called. Depending on how far away the opposing wall was, the 4 would bridge. Then threw in the "mommy daddy start" from a few years ago. Idk why we called it that but you set it up Like 3 and 1 from the start then at 5 second send one of the butts back to the opposite side of the 4 to pinch the opposing tripod at the whist. The brace and butt stay in position to block the jammer and the blocker who is on the side the opposing jammer goes to feeds them into the two who are waiting to build that tripod. See the video for this one for sure!
  • 4 corners start: We focused on timing and slightly delaying the time that the back blockers move forward. Also their positioning to limit the backwards motion of the opposing tripod in addition to providing compression/sweep.

League Related

  • Current Stated Goal: To be best in region
    • Is this good? It means sometimes being ruthless and ugly - possibly not aligned with other league values
    • Proposal:
      • Be a Regional Competitive team - to be the best we can be while maintaining other uplifting league values
      • Alternatives: Be a top 20 or top 10% in Region

Understanding Zone Defense

Zone Defense is playing together when apart: https://fb.watch/tW1wpklKy-/

Some warm up drill ideas: https://youtu.be/L1zweCO3kp8?si=Veyvu-vlPleaR4k5

A nice read up on Zone: https://thederbyapex.com/rip-walls-long-live-zone-7a0bd6626d73

From that article: The goal wasn’t to one-on-one block the jammer back out of bounds, like many players at the time were experimenting with, but to keep them trapped and predictable. If Texas could convince the opposing jammer that certain lanes of the track were the “best” lanes they could take, the team could then set up an appropriate catch to trap them and control them once more.

One drill we do is a scrimmage scenario where you decide in your line what lane you want to lead the jammer to. If you succeed in trapping them in that lane for 3+ seconds, you win.

You can also do drills where one blockers starts back behind the rest of their teammates and guides the jammer into their line. It sounds basic, but it does help with the muscle memory and the visual of zoning.

Another one that really helped me was to have multiple blocker lines and multiple jammers running at once, position your lines on the corners of the “diamond” (outside line on straightaways and the inside line for apexes). The goal is to guide and trap the jammers into these spots and destroy their momentum.

Notes: How I want to review footage of our games

  • Create multiview angles
  • Go Jam by Jam
  • Take notes of what worked and what fell apart
  • Find common things to improve on
  • Fill out Phel-sheet

Moves

  • Waterfall
  • Move to front
  • Warmups look great
  • Communication

What brings in a following?

How to: Entertain the audience

Slide references

Professional Conduct

  • Display good judgment in regards to behavior, honesty, fairness, and integrity
  • Treat league and community members with respect, dignity, and fairness
  • Maintain exemplary (even over-the-top) standards of neutrality and impartiality
    • No clapping, displaying team logos, posing for pictures with skaters, etc.
    • No hugs, high-fives, celebratory behavior, etc.
  • Demonstrate a consistently high commitment to safety
  • Discuss rules and procedural disagreements privately, not in front of others.
  • Refrain from gratuitous displays of attention-seeking behavior while on duty.
  • Always be respectful of NSOs – they are equals, not inferiors.
  • Avoid conflicts of interest. Disclose all that exist to the head referee and/or crew.
    • Avoid: gambling, public predictions, public opinions of skaters (coaches, etc.)
    • Allowed but disclose: Familial, financial, and associational
  • Zero tolerance of alcohol or drugs at derby-related events while officiating and/or on skates
  • Be wary what you post on social media about the sport

Verbal Cues and Hand Signals

All penalties are issued using the following format:

  1. (whistle) +
  2. Team color +
  3. Skater number (spelled out) +
  4. Penalty (cue and hand signal) +
  5. Report to the box hand signal

Verbal cues (3 Star Levels)

Roughly correspond to basic, intermediate, and advanced cues.

1 Star 2 Star 3 Star
Lack specificity but are appropriate for the beginning official Standardized cues that provide additional information Non-standardized; Should be used as used as necessary to provide additional context
Gold one zero, illegal procedure Gold one zero, star pass violation Gold one zero, star pass violation, report as the jammer

Penalties

WFTDA OFFICIATING CUES, CODES AND SIGNALS

4.1.1 - Impact to an illegal target zone

  • Back block
  • High block
  • Low block

4.1.2 - Impact with an illegal blocking zone

  • Head block
  • Forearm
  • Leg block

4.1.3 - Other Illegal Contact

  • Illegal Contact, or
    • Illegal assist
    • Early hit
    • Late hit
    • Out of play block
  • Direction, or
    • Stop block

4.1.4 - Multiplayer Blocks

  • Multiplayer

4.2.1 - Illegal Positioning

  • Illegal position, or
    • Failure to reform
    • Failure to return
    • Failure to yield
    • Destruction
    • Skating out of bounds

4.2.2 - Gaining position

  • Cut, or
    • Illegal re-entry

4.2.3 - Interfering with the flow of the game

  • Interference, or
    • Delay of game

4.2.4 - Other illegal procedures

  • Illegal Procedure, or
    • Star pass violation
    • Pass interference

4.3 - Unsporting conduct

  • Misconduct, or
    • Insubordination

Additional communications

Skater identification required

  • Show the star
  • False start
  • Report to the box
  • Stay on the track
  • Return to the track
  • Go to your bench
  • Lead Jammer
  • Not lead jammer

No skater identification required

  • Star pass complete
  • Team timeout
  • Official timeout
  • Official review
  • Jam is on
  • Multiple penalties
  • No pack, or
    • No pack, split
  • Pack is here, or
    • Pack is front/back/all
  • Out of play, or
    • Out of play in front/back

Hand signals

Referees must know all hand signals

  • Expressively – the ability to perform them correctly for others
  • Receptively – the ability to recognize hand signals by others

Hand Signals List (Quiz):

  • Report to the box
  • Two penalties
  • Back block
  • High block
  • Low block
  • Head block
  • Forearms
  • Leg block
  • Illegal contact
  • Direction
  • Multiplayer
  • Illegal Position
  • Cut
  • Interference
  • Illegal procedure
  • Misconduct
  • Expulsion
  • No pack
  • Pack is here
  • Out of play (warning)
  • Go to your bench
  • Return to the track / Remain on the track
  • Lead jammer
  • Not lead jammer
  • No earned pass
  • Star pass complete
  • Team timeout
  • Official timeout
  • Official review
  • Jam ending