The list of OTB optional lanes given is not exhaustive but it should be sufficient to give y'all an idea of the possibilities or perhaps pick up on something overlooked. Oh, and the fact I'm posting this prior to the event doesn't mean I've changed my mind about covering layouts we'll be playing in advance. Consider this an aberration. The lane options are numbered and as always you can click on the image to see a full scale version suitable for printing if you're so inclined.
Also as usual the OTB options listed do not include R&G lanes even though 6, 7 and 8 can be accomplished that way. I categorize them as hesitations in which a runner more or less stops to shoot a lane and then continues on to a designated primary.
1. Is a crossfield lane that may be used to deny the corner, the brick or the snake. Initially it uses the upfield rocket and d-side arm of the U for cover but is susceptible to a wrap of the d-side stubby. Variations of 1 include moving up to the stubby or into the space to the right of the stubby (on the grid) and behind the brick. The angles change incrementally so it's important to keep in mind the priority lane you wish to shoot.
2. Is the d-side version of 1 where the lane focus is on the d-side of the field. It's principle utility is in trying to deny the corner and/or the dorito. It has the same variants as 1 along with the option of completing a rotation out to the d-corner.
3. Is either a containment lane that either attempts to catch a long early run or contain movement into the carwash on the d-wire in the early phases of the game.
4. Is an inside the snake side stubby lane that must be taken immediately (and accurately) upon coming off the board for any real chance of success (although if there are enough players breaking one direction they can either get bunched up sometimes or strung out which increases the chances for an elimination here.)
5. Is both an extension of position 4 and a likely snake control primary position. The lane is outside the snake side stubby so it follows nicely from 4 as it sweeps a lane across the stubby and lets a shooter in position 5 swing the lane to the outside of the corner can and/or the outside edge of the brick as well as the snake.
6. On the diagram is a crossfield option but could just as easily be an inside the snake stubby lane as well though that lane is lost the closer one gets to the upfield 30 rocket. I'm uncertain as to how effective a lane a player running upfield on this line will have but shoot it if you got. (It should be safe unless everybody is doing it in which case teams will make a specific effort to "find" that runner.) Otherwise the way that runner shoots is probably dictated by which way the player plays upon reaching a primary.
7. Is a good delay position and offers more potential snake side lanes than the one diagrammed which is a lane in the gap where the SD and beam overlap. It should make any attempt to take the snake OTB very difficult.
8. More than anything this lane is a counter to 1 & 2 or any situation where shooters are floating and otherwise hard to find with an effective lane.
9. Should really be positioned closer to 8 and is either a R&G lane (zone) or a delay. As a delay its effectiveness is a question of getting into position quickly enough. Ideally the shooter is positioned more or less along the grid line that passes through the stubby. If the player's primary is the stubby it's a natural for moving up into position while shooting a wide lane or it can be used as diagrammed, a delay into the corner.