Line up in the attack section
In preparing a line up for a team the coach should decide which four players should cooperate in one section.
Every individual player has a preference for a role. Each player has his own qualities and plays with different strengths and weaknesses.
In a section where players should cooperate it happens very often that they confused each other literally. They do not give each other the space and time for develop a successful interaction.
For successful teamwork is necessary that a common goal is defined. This common goal is more than "you have to score". This goal has to define how players will cooperate successfully.
This common goal will correct the ways in which that goal can be achieved together.
That should be made clear. This process is based on agreements that clearly need to be trained.
The coach gives direction to that process in training and also during the match.
Roles
To achieve results in a match relies heavily on cooperation in various roles.
A Tiger can play himself in a free position in a 1-1 duel. After that he can collect himself and make the shot that has a great opportunity for a goal.
The Panther has the sense of timing to the attack of the Tiger to take that game. He is always ready and prepared to assist the role of the Tiger and has also options with a good chance of success.
A Beer can read the shots of his fellow attackers and is able to take position around the post and win about 70% of the rebounds.
A Wolf has the ability to understand the timing and scope of the Tiger and Panther so that both strikers will be assisted very precisely.
Rotation of Roles
A major role in surprise of the defence is the rotation of roles in the attack.
When players have the ability in the ensemble to rotate roles quickly then the defence is not easy to organise.
Then, at least three defenders has to stay continuously in the Guard role. This means that the defenders are bound in the 1 vs. 1 duel.
Actually, that is the basic idea of the introduction of roles like Tiger ; Panther; Wolf and Bears instead of using words as head attacker, rebounder and assister.
A Bear can become a Tiger in a split second. We call that "playing in a false role".
The best example of a false role is mostly done by the Wolf.
A Wolf is always ready to kill as the defender underestimated the Guard role. Especially form behind or sidewards of the post.
Space and time
To the rotation of rolls belong that the roles are not really tied to specific areas.
Tiger develops its power from any position.
Strong Tigers find their free positions around the korf and not just in front of the korf.
The timing of each free position has everything to do with knowing and reading of the actions of each other . Every player has his preferences, which are more or less recognizable. (Sometimes very pronounced sometimes a bit secret).
When the timing is always at the right time the cooperation will be more successful. The cooperation will enable more satisfaction.
For example: The Wolf will have time to get into the right position for assisting the Tiger, so that the Tiger can properly finish.
In the free position the Tiger is able to make profit of the time to arrange all conditions associated with a good shot.
Patterns
Patterns are needed to play together, to cooperate, to interact succefully.
Patterns give structure to players, so the roles can be done. (3-1, 2-2)
Patterns are also a way of cooperating that makes the structure clear to the defence.
Therefore patterns should not be appropriately applied to template. Moreover, rapid transitions of patterns and roles in the offensive game are needed to surprise the defence.
Showing posts with label attack. Show all posts
Showing posts with label attack. Show all posts
5/4/10
4/16/09
Patterns for Killing

Finishing, the - Attack - Patterns
Since Patterns were adopted by Korfball players you can see developments.
Patterns are organisations of roles in the attack. In modern korfball these organisations are based on skilful interaction, variation and circulation of roles . The options which belong to each role are now the fundamental ideas / concepts. (A Bear is not only a rebounder. See for the options of roles (functions): the Tiger, The Panther ; The Wolf and The Bear in this web log).
The two Patterns which can be named as the finishing or the killing patterns are 3-1 and 2-2. These organisations are transitional. In one attack the patterns appear after each other.
3-1 Pattern
Basic idea:
In modern korfball the 3-1 Pattern or Y1- Pattern is mostly an equilateral triangle. The post is centred and the Bear is near by the post in rebound position
Tiger and Panther play next to each other or play centred to the post (then the triangle is isosceles); the Wolf always tries to be centred in relation of the ball position. Tiger, Panther and Wolf pass the ball to each other and in the moment that one player accepts the ball, he /she steps out of the defence of the guard. In that moment he / she moves on the main axis, collecting the balance of the body and makes the shot or is ready for a shot but feints a shot.
Tiger, Panther and Wolf play wide from the post, the Wolf plays from about 5 to 6 metres “back” of the post.
The 3-1 Pattern is often used as a transition option to 2-2 Pattern.
2-2 Pattern
Basic idea:
The roles are very clear.
Tiger and Panther are supported, assisted by the Wolf who is just in front of the post on the main axis of the Tiger or Panther. The Bear is under the post and keeps his rebound position.
In this Y2- Pattern Tiger and Panther are positioned on the arms of the Y , the Wolf and Bear are positioned on the one leg ( I ) of the Y.
The Wolf tries to get on the best position for the assist.
The weak side of this pattern is that defenders can recognize very easy the roles of the attackers.
Transition phase.
During the transition phase there is the possibility of circulation of roles.
But just in this phase there are many options for beautiful chances around the post if there is a very good cooperation and insight in the moments when defenders have to make choices for front defence or back defence. (See for these options the articles about Wolf, Bear, Panther and Tiger.)
Since Patterns were adopted by Korfball players you can see developments.
Patterns are organisations of roles in the attack. In modern korfball these organisations are based on skilful interaction, variation and circulation of roles . The options which belong to each role are now the fundamental ideas / concepts. (A Bear is not only a rebounder. See for the options of roles (functions): the Tiger, The Panther ; The Wolf and The Bear in this web log).
The two Patterns which can be named as the finishing or the killing patterns are 3-1 and 2-2. These organisations are transitional. In one attack the patterns appear after each other.
3-1 Pattern
Basic idea:
In modern korfball the 3-1 Pattern or Y1- Pattern is mostly an equilateral triangle. The post is centred and the Bear is near by the post in rebound position
Tiger and Panther play next to each other or play centred to the post (then the triangle is isosceles); the Wolf always tries to be centred in relation of the ball position. Tiger, Panther and Wolf pass the ball to each other and in the moment that one player accepts the ball, he /she steps out of the defence of the guard. In that moment he / she moves on the main axis, collecting the balance of the body and makes the shot or is ready for a shot but feints a shot.
Tiger, Panther and Wolf play wide from the post, the Wolf plays from about 5 to 6 metres “back” of the post.
The 3-1 Pattern is often used as a transition option to 2-2 Pattern.
2-2 Pattern
Basic idea:
The roles are very clear.
Tiger and Panther are supported, assisted by the Wolf who is just in front of the post on the main axis of the Tiger or Panther. The Bear is under the post and keeps his rebound position.
In this Y2- Pattern Tiger and Panther are positioned on the arms of the Y , the Wolf and Bear are positioned on the one leg ( I ) of the Y.
The Wolf tries to get on the best position for the assist.
The weak side of this pattern is that defenders can recognize very easy the roles of the attackers.
Transition phase.
During the transition phase there is the possibility of circulation of roles.
But just in this phase there are many options for beautiful chances around the post if there is a very good cooperation and insight in the moments when defenders have to make choices for front defence or back defence. (See for these options the articles about Wolf, Bear, Panther and Tiger.)
Building up Patterns


PATTERNS
A pattern in korfball is an organisation for setting up an attack (mostly 4-0 or 3-1) and an organisation to finish the attack ( mostly 2-2 and 3-1)
Read also: Korfball Concepts[1]
Novices and Attacking
As soon as the ball comes into the attack zone every attacker can make a shot (for to score!).
When players are novices the coach should motivate them to make a shot, even if there is no organisation. Korfball is complex because the game needs cooperation and communication. Novices have not the experience to cooperate and communicate by a game plan and it takes a long time before they have enough insight that they can build up with a game plan. Novices spend a long time with passing the ball and running around for a free position and often they are not really aware why they should do these actions. These actions are media for to get a chance to score. The most simple pattern for novices is a “give and go and assist and shot”. Novices should not bother about all kinds of roles. Scoring is difficult and the number of goals in matches of novices are low ( some teams make only 2 - 6 goals in a match out of many attempts) In matches of novices defenders should go for interception.
When the level of the players is higher, an opportunistic shot is not rational.
The experienced players build up the attack with care and go for the different roles (Tiger, Bear, Panther and Wolf)
People who know the history about development of korfball, can tell that patterns in korfball have been used by me, since 1980. When I started with patterns I gave the patterns names with numbers or with one character: 4-0 = X pattern; 2-2 = Y pattern.
Patterns for building up the attack
When the ball enters the attackers zone, the players start to build up the attack.
Mostly teams start to play a variation of 4-0. Some other teams starts with a variation of 3-1.
4-0 Pattern
The basic idea of 4-0 is while attackers pass the ball and try to get free positions they hide the final roles. The objective in the cooperation is to pass the ball while the defender has his back to the ball and the post. The basic positions are modelled as an X, each player in on the end of the leg of the letter X. The post is in the centre and vacant. The players should always centre the post when they move and interact.
The weak side of 4-0 is that players in this pattern basically cannot go for a shot. In the 4-0 pattern the defenders are closer to the korf than the attackers. Attackers may shoot but will loose the ball after the shot.
Variations of 4-0 in modern korfball are used in the first 9 seconds of a new attack for setting up the attack and for positioning the roles.
Now a days, in international matches the shot clock (25 seconds) is used, the time for setting up an attack is limited. Most attacks have to use about 9 seconds to come in positions that the Tiger or Panther can finish the attack with a shot. If one player in the attack makes a shot and the shot misses the korf there are less than 16 seconds left for another shot. Mostly the preparation for a second shot needs again about 6 seconds. It takes too long time for the attackers to come back in 4-0 for a second attack during 25 seconds.
4-0 is a pattern that was popular in the period before the shot clock in korfball was used. In that time korfball used a lot of time to get depth in the game of attack and gain time with the 4-0 pattern when the team of the attack had the lead in the game. Now a days the 4-0 pattern is very useful in trainings for to practice the long width pass which flies over the diagonal axis (X axis) of the zone.
3-1 Pattern
The basic idea of 3-3 during setting up an attack is that the Bear already consolidate the post zone before the ball enters the attackers zone.
It costs normally time before the Bear can come in his position, near by the post. When an attack starts to set up an attack while the Bear is already positioned The Tiger, Panther and Wolf can use more time for preparing the final situation before a shot.
The weak side of this 3-1 pattern is that the attackers can be pressed by the defenders in bad positions. The defenders can chase the attackers to the player who is static while he is in ball position. This variation of 3-1 pattern is very often modelled as a screen of the umbrella. These positions of the three attackers are always visible by the defenders. So defenders can cooperate very well.
The three attackers need a lot of time to find the best position for executing the roles in the new variation of 3-1 pattern which is modelled as a triangle around the post, (Y pattern, the Post and so the Bear are positioned in de V of Y, the Tiger and Panther are positioned on the two arms of the V and the Wolf plays on the leg of the Y.)
[1] Korfball Concepts 2003 Bunnik, ISBN 90-807931-1-6
READ: page 39: Context
A pattern in korfball is an organisation for setting up an attack (mostly 4-0 or 3-1) and an organisation to finish the attack ( mostly 2-2 and 3-1)
Read also: Korfball Concepts[1]
Novices and Attacking
As soon as the ball comes into the attack zone every attacker can make a shot (for to score!).
When players are novices the coach should motivate them to make a shot, even if there is no organisation. Korfball is complex because the game needs cooperation and communication. Novices have not the experience to cooperate and communicate by a game plan and it takes a long time before they have enough insight that they can build up with a game plan. Novices spend a long time with passing the ball and running around for a free position and often they are not really aware why they should do these actions. These actions are media for to get a chance to score. The most simple pattern for novices is a “give and go and assist and shot”. Novices should not bother about all kinds of roles. Scoring is difficult and the number of goals in matches of novices are low ( some teams make only 2 - 6 goals in a match out of many attempts) In matches of novices defenders should go for interception.
When the level of the players is higher, an opportunistic shot is not rational.
The experienced players build up the attack with care and go for the different roles (Tiger, Bear, Panther and Wolf)
People who know the history about development of korfball, can tell that patterns in korfball have been used by me, since 1980. When I started with patterns I gave the patterns names with numbers or with one character: 4-0 = X pattern; 2-2 = Y pattern.
Patterns for building up the attack
When the ball enters the attackers zone, the players start to build up the attack.
Mostly teams start to play a variation of 4-0. Some other teams starts with a variation of 3-1.
4-0 Pattern
The basic idea of 4-0 is while attackers pass the ball and try to get free positions they hide the final roles. The objective in the cooperation is to pass the ball while the defender has his back to the ball and the post. The basic positions are modelled as an X, each player in on the end of the leg of the letter X. The post is in the centre and vacant. The players should always centre the post when they move and interact.
The weak side of 4-0 is that players in this pattern basically cannot go for a shot. In the 4-0 pattern the defenders are closer to the korf than the attackers. Attackers may shoot but will loose the ball after the shot.
Variations of 4-0 in modern korfball are used in the first 9 seconds of a new attack for setting up the attack and for positioning the roles.
Now a days, in international matches the shot clock (25 seconds) is used, the time for setting up an attack is limited. Most attacks have to use about 9 seconds to come in positions that the Tiger or Panther can finish the attack with a shot. If one player in the attack makes a shot and the shot misses the korf there are less than 16 seconds left for another shot. Mostly the preparation for a second shot needs again about 6 seconds. It takes too long time for the attackers to come back in 4-0 for a second attack during 25 seconds.
4-0 is a pattern that was popular in the period before the shot clock in korfball was used. In that time korfball used a lot of time to get depth in the game of attack and gain time with the 4-0 pattern when the team of the attack had the lead in the game. Now a days the 4-0 pattern is very useful in trainings for to practice the long width pass which flies over the diagonal axis (X axis) of the zone.
3-1 Pattern
The basic idea of 3-3 during setting up an attack is that the Bear already consolidate the post zone before the ball enters the attackers zone.
It costs normally time before the Bear can come in his position, near by the post. When an attack starts to set up an attack while the Bear is already positioned The Tiger, Panther and Wolf can use more time for preparing the final situation before a shot.
The weak side of this 3-1 pattern is that the attackers can be pressed by the defenders in bad positions. The defenders can chase the attackers to the player who is static while he is in ball position. This variation of 3-1 pattern is very often modelled as a screen of the umbrella. These positions of the three attackers are always visible by the defenders. So defenders can cooperate very well.
The three attackers need a lot of time to find the best position for executing the roles in the new variation of 3-1 pattern which is modelled as a triangle around the post, (Y pattern, the Post and so the Bear are positioned in de V of Y, the Tiger and Panther are positioned on the two arms of the V and the Wolf plays on the leg of the Y.)
[1] Korfball Concepts 2003 Bunnik, ISBN 90-807931-1-6
READ: page 39: Context
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