Thursday, June 11, 2009

Chicago '09 layout: Command & Control

In my last post on the Chicago layout I commented briefly on the s-side (snake side) MD. This post will expand on those thoughts and demonstrate the ways this critical bunker can (and will) be played. (I call it a critical bunker because my expectation is most teams at all levels will play this position most points.) I am limiting the post to the competing ways of making the bunker as a primary and the ways to try denying movement to the bunker.

FYI, I'm doing this for two reasons after more or less saying I wouldn't; 1) the Eurokids seemed to appreciate a similar effort and fair's fair and 2) I am not concerned that this post will assist any team we may play. (Click on the diagram for a larger version.)

Making the Bunker
There are 4 numbered routes on the diagram.
1 protects the runner from a home shooter as the runner uses the X as a blocker and dives in tight on the MD. It also allows the runner to play gun up and see anyone edging out into a wider zone. The limitation to this route is it also blocks (restricts) (inhibits) (delays) a teammate's lane as the home shooter.
2 is the speed rush variant where the runner comes off the board low and runs and dives into the bunker relying a burst of speed and limited profile to make the bunker as quickly as possible.
3 is a run & gun variation that uses the bunker to block any inside out lane while allowing the player to shoot the zone behind the opponent's MD and pillars. The player also has the option to delay or alter his/her run on this route for whatever reason.
4 is an intentional delay and misdirection route. The object is to bring another lane of fire to bear and read the opponent's breakout in order to pick and choose from some optional primaries. Otherwise it is the same as 3.

Denying the Bunker
Position A represents a d-side runner going corner or MT. Position A is running & gunning with the expectation there will be an opponent attempting to make the s-side MD. Position A initially shoots at a home shooter and as the player gets wider swings the lane into the MD.
Position B turns off the board and immediately lanes the V-shaped gap created by the visual overlap of the X and the target MD. A fast well-placed low lane has the potential to clip a runner on route 1 or 2.
Position C is intending to use his/her MD to block the opponent's home shooter while covering routes 3, 4 and possibly even 2 depending on the relative quickness of the players.
Position D is a point of opportunity where the laner initially looks for a wider runner but has the option to swing his/her gun inside to bear on a delay or an opponent's MD route runner.
Position E is a corner runner shooting outside in into the zone behind the MD as the runner swings the arc of his lane back inside.
Note that options B, C & D can also be elements in a player running route 3 or 4 as well as independent shooters hesitating at those spots trying to catch the opposition runner.

Regardless of your strategy make sure to pay attention to what your opponent is doing with respect to playing the s-side MD. Winning this little contest more often than not could very well be your key to winning the match.


sdawg said...

Just a great post.

Mike said...

<3 this stuff.

Baca Loco said...

I take it that's a good thing, Mike? (The truth finally comes out. I'm completely uncool.)

papa chad said...

I ran route #2 running and shooting every point in 2 matches I played a couple weekends ago. I was never shot otb, but I wasn't playing pro-level, either. I shot D-side before the maya and they never got up that side of the field, ever, because I just drained paint the entire point. It's a great bunker to shoot snake side as well, so it was actually a pretty tough decision on where to shoot. what was really fun was jumping into snake temple and doubling it with a friend.
and the tournament was 13 bps.

papa chad said...

also, I'm a midget at 5'7" so that may have helped.