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Saturday, August 20, 2011

Strategy Plan of Hockey


  • Field of Play
  • A field hockey field, often called the “pitch,” has some important markings:
  • Sideline: Boundary along the length of the field. Balls that cross the sideline result in a side-in.
  • End line: Boundary along the width of the field. Balls that cross the end line result in a long hit,penalty corner, or 16-yard hit. The goal-line is the part of the end line between the goal posts.
  • Center line: Divides the field in half.
  • 25-yard line: Intentional fouls between this line and the end line result in a penalty corner.
  • Striking circle: For a goal to count, shots must be taken from within the striking circle or deflect off an offensive player within the circle. Also called the “D.” Fouls within the circle result in penalty corner. The 5-yard mark is five yards outside of the circle and penalty corners end when the ball crosses this line.
  • Penalty stroke line: Penalty strokes are taken from this mark.
  • Substitution area: Substitutions may take place during the game through this area only. The player must exit the field before her replacement enters the field.
  • POSITION
  • There are 11 players on the field per team, including the goalie and 10 field players. Formations often consist of four forwards, three halfbacks, three fullbacks, and one goalkeeper, known as a 4-3-3 formation. Variations, such as the 5-3-2, are also used, depending on the coach’s strategy.
  • Forwards: Primary scorers who spend most of their time between the midfield and the opponent’s goal.
  • Midfielders: Must be able to play both defense and offense and have the stamina to run the field in the transition between offense and defense. Also called “links.”
  • Fullbacks: Primarily defend the opposing forwards and attempt to clear the ball when it gets close to the goal. Some coaches assign a single defender, called a “sweeper,” who plays closest to her own goal behind the fullbacks.
  • Goalie: Stands in front of goal to block shots with her body and stick. Must have quick reflexes and ability to communicate defensive strategies to teammates
  • 16-yard hit: Free hit for the defense 16 yards from the goal after an offensive player hits the ball over the end line.
  • Add-10: For delaying the game, such as a defender standing closer than five yards away during a free hit, the free hit is advanced 10 yards up the field.
  • Advancing: Penalty for field player hitting the ball with any part of the body.
  • Bully: Used to restart play when possession is unclear when play was stopped (e.g. injury timeout). Two opposing players start with their sticks on the ground, the ball is placed between them, and they must tap sticks above the ball before they can play the ball.
  • Center pass: Pass from midfield used to start each half and following all goals. “Free hit” rules apply. Also called “pass-back.”
  • Clearing: Hitting the ball away from the goal on defense, usually as a pass up the field.
  • Cross: Passing the ball in front of the opponent’s goal to create a scoring opportunity. Also called “centering.”
  • Dangerous play: Play that could likely result in injury, such as pushing, tripping, or raising the ball at an opponent who is less than five yards away.
  • Dribble: Moving while alternating the ball from the right side of the body to the left side of the body to elude defenders.
  • Drive: A hard hit made with the swinging motion of the stick.
  • Flagrant foul: Intentionally rough or dangerous play. Player is issued a red card and ejected from the game.
  • Flick: Pass or shot using the wrists to put force behind the ball to raise it off the ground.
  • Free hit: Awarded after most penalties. Defenders must stand five yards from the ball until it is played.
  • Hit: Any contact with the ball using a swinging motion of the stick. A hard hit is called a drive.
  • Long hit: Free hit for offense from the corner, following an unintentional hit over the end line by the defense. Also called “long corner” or “corner hit.”
  • Marking: Guarding an opponent.
  • Misconduct: Penalty for unsportsmanlike conduct, including dangerous play, using obscene language, or taunting. Results in a green card (warning), yellow card (5-minute suspension), or red card (player disqualification). When players are suspended or disqualified, their team must play with fewer members.
  • Obstruction: Penalty for using the body or stick to prevent opponents from pursuing the ball. “Third party obstruction” is called for blocking an opponent so a teammate can play the ball.
  • Penalty corner: Offensive free hit from the endline, 10 yards from the goal, usually following a foul inside the striking circle. Offensive players must be outside the striking circle until the ball is hit, and the offense must control the ball before it can shoot. The defense is allowed five players behind the end line; all other defenders must be behind the center line. A penalty corner ends when the defense takes possession of the ball, the ball crosses over the 5-yard mark outside the striking circle, or the ball exits the striking circle twice. Also called “short corner.”
  • Penalty stroke: Free one-on-one shot from the penalty stroke line awarded when a foul prevents a likely goal. The goalie must remain behind the goal line until the ball is hit.
  • Push: Method of moving or passing the ball in which the stick is in contact with the ball and the ground as the player pushes the ball up the field.
  • Raised ball: Flicking, scooping, and chipping the ball into the air are legal. Undercutting or hitting that leads to dangerous play are penalties.
  • Scoop: Method of passing or shooting the ball by leveraging the stick underneath the ball to pick it up and fling it through the air.
  • Side-in: Free hit awarded to a team after the opponent hits the ball out of bounds over the sideline. Also called “hit-in” or “push-in.”
  • Striker: The player who shoots the ball.
  • Tackle: Defensive effort to take the ball away from an opponent.
  • Undercutting: Penalty for a hard swing of the stick under the ball to raise it into the air.

Formations



Formations provide structure to a hockey team on the pitch. They help players understand and share the defensive and attacking responsibilities. Although higher level teams may select from a wide range of formations, teams containing inexperienced players or teams which see frequent changes to their players are likely to select from a more limited range of formations such as 4–3–3, 5–3–2 and 4–4–2. (The numbers refer to the number of players arrayed across the pitch, starting in front of the goalkeeper with the defenders, then midfield and then attack.) The 2–3–5 formation, used predominantly in Australia from relatively lowly interschool to professional interstate competitions, provides common language for many players and helps explain why "centre half" is often a name used for a player in the centre of a defence with four or five players.
Because hockey teams have one goalkeeper plus ten outfield players as does association football (soccer), there are many common formations between the two sports. See formation (football).
One important difference in modern hockey is the absence of an offside rule. This allows attackers (often a lone attacker) to play well up the pitch, stretching the opponents' defence and using the large spaces to be found there. To counter this, defences usually keep a matching number of defenders near those attackers. This can frequently lead to formations such as 1–4–4–1 which is an adaptation of 4–4–2.
When play begins, it is common for the midfield and defensive positions to take a diagonal approach. When the ball is played on the right side of the field, the defensive players on the right side move up field. Consequently, players on the left side would stay back until the ball shifts to their side of the field. This formation allows for quicker recovery in the event of a missed play.

Tactics



The basic tactic in hockey, as in association football and many other team games, is to outnumber the opponent in a particular area of the field at a moment in time. When in possession of the ball this temporary numerical superiority can be used to pass the ball around opponents so that they cannot effect a tackle because they cannot get within playing reach of the ball and to further use this numerical advantage to gain time and create clear space for making scoring shots on the opponent's goal. When not in possession of the ball numerical superiority is used to isolate and channel an opponent in possession and 'mark out' any passing options so that an interception or a tackle may be made to gain possession. Highly skillful players can sometimes get the better of more than one opponent and retain the ball and successfully pass or shoot but this tends to use more energy than quick early passing.
Every player has a role depending on their relationship to the ball if the team communicates throughout the play of the game. There will be players on the ball (offensively-ball carriers; definsively-pressure, support players, and movement players.
The main methods by which the ball is moved around the field by players are a) passing b) pushing the ball and running with it controlled to the front or right of the body and 3)"dribbling"; where the player controls the ball with the stick and moves in various directions with it to elude opponents. To make a pass the ball may be propelled with a pushing stroke, where the player uses their wrists to push the stick head through the ball while the stick head is in contact with it; the "flick" or "scoop", similar to the push but with a additional arm and leg and rotational actions to lift the ball off the ground; and the "hit", where a swing at ball is taken and contact with it is often made very forcefully, causing the ball to be propelled at velocities in excess of 70 mph. In order to produce a powerful hit, usually for travel over long distances or shooting at the goal, the stick is raised higher and swung with maximum power at the ball, a stroke sometimes known as a "drive".
Tackles are made by placing the stick into the path of the ball or playing the stick head or shaft directly at the ball. To increase the effectiveness of the tackle, players will often place the entire stick close to the ground horizontally, thus representing a wider barrier. To avoid the tackle, the ball carrier will either pass the ball to a teammate using any of the push, flick, or hit strokes, or attempt to maneuver or "drag" the ball around the tackle, trying to deceive the tackler.
In recent years, the penalty corner has gained importance as a goal scoring opportunity. Particularly with the technical development of the drag flick. Tactics at penalty corners to set up time for a shot with a drag flick or a hit shot at the goal involve various complex plays, including multiple passes before a deflections towards the goal is made but the most common method of shooting is the direct flick or hit at the goal.
At the highest level, hockey is a fast-moving, highly skilled sport, with players using fast moves with the stick, quick accurate passing, and hard hits, in attempts to keep possession and move the ball towards the goal. Tackling with physical contact and otherwise physically obstructing players is not permitted, Some of the tactics used resemble football (soccer), but with greater ball speed.
With the 2009 changes to the rules regarding free hits in the attacking 23m area, the common tactic of hitting the ball hard into the circle was forbidden. Although at higher levels this was considered tactically risky and low-percentage at creating scoring opportunities, it was used with some effect to 'win' penalty corners by forcing the ball onto a defender's foot or to deflect high (and dangerously) off a defender's stick. The FIH felt it was a dangerous practice that could easily lead to raised deflections and injuries in the circle, which is often crowded at a free-hit situation, and outlawed it.

The Card Rules (Warning and Suspensions)


Hockey uses a three-tier penalty card system of warnings and suspensions:
  • green card is an official warning.
  • yellow card is a temporary suspension, just like in rugby football, which must be for a minimum of five minutes duration without substitution; the maximum time is at the discretion of the umpire, depending on the seriousness of the offence, for example the second yellow to the same player or the first for danger might be given ten minutes. It is possible to yellow-card a player for the entirety of a game. (In some modes, including indoor, shorter periods of suspension are applied, dependent on local rules).
  • red card, just like in association football, is a permanent exclusion from the rest of the game, without substitution, and it usually results in the player being banned for a certain period of time or number of matches (this is governed by local playing conditions, rather than the rules of hockey). The player must also leave the pitch and surrounding area.
In addition to their colours, field hockey penalty cards are often shaped differently to enable them to be recognized easily. Green cards are normally triangular, yellow cards rectangular and red cards circular.
Unlike football, a player may receive more than one green or yellow card. However they cannot receive the same card for the same offence (for example two yellows for dangerous play), and the second must always be a more serious card. In the case of a second yellow card for a different breach of the rules (for example a yellow for deliberate foot, and a second later in the game for dangerous play) the temporary suspension would be expected to be of considerably longer duration than the first. However, local playing conditions may mandate that cards are awarded only progressively, and not allow any second awards.
Umpires may also advance a free-hit by up to 10 m for dissent or other misconduct after a penalty has been awarded; or, if the free-hit would have been in the attacking 23 m area, upgrade the penalty to a penalty corner.

Dangerous Play and Raised the Balls


According to the current Rules of Hockey 2007 issued by the FIH there are only two criteria for a dangerously played ball. The first is legitimate evasive action by an opponent (what constitutes legitimate evasive action is an umpiring judgment). The second is specific to the rule concerning a shot at goal at a penalty corner but is generally, if somewhat inconsistently, applied throughout the game and in all parts of the pitch: it is that a ball lifted above knee height and at an opponent who is within 5m of the ball is certainly dangerous.
The velocity of the ball is not mentioned in the rules concerning a dangerously played ball. A ball that hits a player above the knee may on some occasions not be penalized, this is in the umpire's discretion. A jab tackle for example, might accidentally lift the ball above knee height into an opponent from close range but at such low velocity as not to be, in the opinion of the umpire, dangerous play. In the same way a high velocity hit at very close range into an opponent, but below knee height, could be considered to be dangerous or reckless play in the view of the umpire, especially when safer alternatives are open to the striker of the ball.
A ball that has been lifted high so that it will fall among close opponents may be deemed to be potentially dangerous and play may be stopped for that reason. A lifted ball that is falling to a player in clear space may be made potentially dangerous by the actions of an opponent closing to within 5m of the receiver before the ball has been controlled to ground – a rule which is often only loosely applied; the distance allowed is often only what might be described as playing distance, 2–3 m, and opponents tend to be permitted to close on the ball as soon as the receiver plays it: these unofficial variations are often based on the umpire's perception of the skill of the players i.e. on the level of the game, in order to maintain game flow, which umpires are in general in both Rules and Briefing instructed to do, by not penalising when it is unnecessary to do so, this is also a matter in the umpire's discretion.
The term "falling ball" is important in what may be termed encroaching offences. It is generally only considered an offence to encroach on an opponent receiving a lifted ball that has been lifted to above head height (although the height is not specified in rule) and is falling. So, for example, a lifted shot at the goal which is still rising as it crosses the goal line (or would have been rising as it crossed the goal line) can be legitimately followed up by any of the attacking team looking for a rebound.
In general even potentially dangerous play is not penalised if an opponent is not disadvantage by it or, obviously, not injured by it so that he cannot continue. A personal penalty, that is a caution or a suspension, rather than a team penalty, such as a free ball or a penalty corner, may be (many would say should be or even must be, but again this is in the umpire's discretion) issued to the guilty party after an advantage allowed by the umpire has been played out in any situation where an offence has occurred, including dangerous play (but once advantage has been allowed the umpire cannot then call play back and award a team penalty).
It is not an offence to lift the ball over an opponent's stick (or body on the ground), provided that it is done with consideration for the safety of the opponent and not dangerously. For example, a skillful attacker may lift the ball over a defenders stick or prone body and run past them, however if the attacker lifts the ball into or at the defender's body, this would almost certainly be regarded as dangerous.
It is not against the rules to bounce the ball on the stick and even to run with it while doing so, as long as that does not lead to a potentially dangerous conflict with an opponent who is attempting to make a tackle. For example,two players trying to play at the ball in the air at the same time, would probably be considered a dangerous situation and it is likely that the player who first put the ball up or who was so 'carrying' it would be penalised.
Dangerous play rules also apply to the usage of the stick when approaching the ball, making a stroke at it (replacing what was at one time referred to as the "sticks" rule, which once forbade the raising of any part of the stick above the shoulder during any play. This last restriction has been removed but the stick should still not be used in a way that endangers an opponent) or attempting to tackle, (fouls relating to tripping, impeding and obstruction). The use of the stick to strike an opponent will usually be much more severely dealt with by the umpires than offences such as barging, impeding and obstruction with the body, although these are also dealt with firmly, especially when these fouls are intentional: hockey is a non-contact sport.
Players may not play or attempt to play at the ball above their shoulders unless trying to save a shot that could go into the goal, in which case they are permitted to stop the ball or deflect it safely away. A swing, as in a hit, at a high shot at the goal (or even wide of the goal) will probably be considered dangerous play if at opponents within 5 m and such a stroke would be contrary to rule in these circumstances anyway.

Penalty Stroke

penalty stroke (often referred to as a PS, a flick, or just as a stroke) is awarded when defenders commit a deliberate foul in the circle (also known as the 'D') which deprives an attacker of possession or the opportunity to play the ball, when any breach prevents a probable goal, or if defenders repeatedly "break" or start to run from the back line before a penalty corner has started. The penalty stroke is taken by a single attacker in the circle (all other being beyond the 23m line), against the goalkeeper, and is taken from a spot 6.4 m out, central and directly in front of the goal. The goalkeeper must stand with feet on the goal line, and cannot move them until the ball is played, whilst the striker must start behind the ball and within playing distance of it (in other words he must be able to touch the ball with his stick). On the umpire's whistle, the striker may push or flick the ball at the goal and goalkeeper attempts to make a 'save'. The attacker is not permitted to play the ball more than once, to fake or dummy the shot, or to move towards or interfere with the goalkeeper once the shot is taken. Hitting or dragging the ball is also forbidden. If the shot is saved, play is restarted with a 15 m hit to the defenders. When a goal is scored, play is restarted in the normal way. If the goalkeeper commits a foul which prevents a goal being scored, for example, preventing a goal with the back or rounded part of his stick, a penalty goal may be awarded; for other fouls by defenders, the result is normally that the stroke is retaken. If the taker commits a foul, it is treated as if the stroke has been saved, and play recommences with a 15 m hit. If another attacker commits a foul, then if a goal is scored it is voided, and the stroke retaken.

Corner Hits


A corner is awarded if the ball goes over the back line after last being touched by a defender, provided they do not play it over the back line deliberately, in which case a penalty corner is awarded. Corners are played by the attacking team and involve a free hit on the sideline 5 m from the corner of the field closest to where the ball went out of play. These restarts are also known as long corners (as opposed to short corner which is an alternative name for the penalty corner).

Penalty corner
The short or penalty corner is awarded:
1.    for an offence by a defender in the circle which does not prevent the probable scoring of a goal
2.    for an intentional offence in the circle by a defender against an opponent who does not have possession of the ball or an opportunity to play the ball
3.    for an intentional offence by a defender outside the circle but within the 23-metre area they are defending
4.    for intentionally playing the ball over the back-line by a defender
5.    when the ball becomes lodged in a player's clothing or equipment while in the circle they are defending.
Short corners begin with five defenders (including the keeper) positioned behind the back line and at least 5 m from the 'insert' position of the ball. All other players in the defending team must be beyond the centre line, that is not in their 'own' half of the pitch, until the ball is in play. Attacking players begin the play standing outside the scoring circle, except for one attacker who starts the corner by playing the ball from a mark 10 m either side of the goal (the circle has a 14.63 m radius). This player puts the ball into play by pushing or hitting the ball to the other attackers outside the circle; the ball must pass outside the circle and then put back into the circle before the attackers may make a shot at the goal from which a goal can be scored. FIH rules do not forbid a shot at goal before the ball leaves the circle after being 'inserted', nor is a shot at the goal from outside the circle prohibited, but a goal cannot be scored at all if the ball has not gone out of the circle and cannot be scored from a shot from outside the circle if it is not again played by an attacking player before it enters the goal.
For safety reasons, the first shot of a penalty corner must not exceed 460 mm high (the height of the "backboard" of the goal) at the point it crosses the goal line if it is hit. However, if the ball is deemed to be below backboard height, the ball can be subsequently deflected above this height by another player (defender or attacker), providing that this deflection does not lead to danger. Note that the "Slap" stroke (a sweeping motion towards the ball, where the stick is kept on or close to the ground when striking the ball) is classed as a hit, and so the first shot at goal must be below backboard height for this type of shot also.
If the first shot at goal in a short corner situation is a push, flick or scoop, in particular the drag flick (which has become popular at international and national league standards), the shot is permitted to rise above the height of the backboard, as long as the shot is not deemed dangerous to any opponent. This form of shooting was developed because it is not height restricted in the same way as the first hit shot at the goal and players with good technique are able to drag-flick with as much power as many others can hit a ball.