Back to the mind grind, kids. Here in part 2 we're going to build on the foundation laid in yesterday's post, part 1. The pale orange arrows indicate gunfighting lanes that will come into play on the occasions when each team is dedicated to that wire. More often one T or the other (and sometimes both) will instead be focused on playing the cross. And playing the insert MD is more complicated than a straight up gunfight as well given the variety of angles the opposition will use to contest the move into the snake. The better choice is to avoid the gunfight whenever possible and focus on the primary goal of pushing your lead into the snake. (Review the utility of the corner in delivering suppressing fire.) But when the corner can't be reached there are alternatives. The MD has most of the shots you need to make your move bu the MD is also the center of attention and many of the MD's shots are high risk--even for a strong player. Better to work in concert with a teammate and one good way to do that is from the orange highlighted CK that is mostly hidden (and forgotten) among the wire inserts. (It also may be used as an intermediary bump to the corner.) The CK has shots on its mirror, the MD, the corner Can, the insert T and from the low wrap, back center. (Note the blue and green arrows signifying the variety of primary and secondary moves available in the effort to access the wire. There are lots of combinations possible but all of them must go through the gap between snake 1 and the insert MD.)
The orange highlighted TCK has all the same shots and more, with better lines-of-sight but is a much higher risk position to take up early in a point. It is otherwise an ideal position once you have begun to press home your attack. In field-walking the competition layout and in your pre-event practice checking your lanes/shots and working out how the team (and various combination of players) will cooperate to press home the wire attack will be critical to your team's success.
Even with mismatched numbers due to eliminations OTB this layout has the potential to turn into a grinder of long slow points. A couple of ways to gain a dominating early advantage is predicated on how your team and T players approach making their primary moves OTB. (See the blue arrow and spot positions at the top of diagram B.) The blocking Pins that make it more difficult to edge the Home also provide some dead zone cover to players delaying making their primary move. For example the blue dot behind the Pin illustrates a wide open crossfield lane that used sparingly can, in conjunction will other laners, blow up one side of the field or the other. Additionally the same blocking Pin can provide cover from a Home shooter a nd allow a player to delay making his primary move in order to shoot an extra lane on that side of the field and follow it up by edging Home or edging Home in conjunction with a wide runner in order to take the Home shooter off his lane. And finally if your opponent fails to contest the primary move into the T's you should play one or the other or both on your feet, gun rolling to take almost immediate control of that side of the field and be prepared to press home that advantage. Of course these sorts of options only exist for confident well-prepared players and teams and if they aren't part of your teams arsenal you know where to begin your next practice..