Showing posts with label Blocking: ALL. Show all posts
Showing posts with label Blocking: ALL. Show all posts

Wednesday, April 19, 2017

Making walls that will make jammers cry

Alternative names: Making Jammers Cry/Chop Stop
Objective: Starting with the basics of a chop stop and building into insanely solid walls.
Typical length of drill: 15-20
Skill level required: intermediate
Description: CLICK LINK FOR VIDEO
Additional notes: 

XOXO
Krissy Krash
www.krissykrash.com

Friday, December 6, 2013

The Director and Her Extras

Alternative names: --
Objective: To practice being a leader and a follower on the track, to practice physical and verbal communication, to improve team-blocking skills
Typical length of drill: 15-20 mins
Materials needed: A full taped-down track
Skill level required: Skaters must be cleared for contact

Description: Create three lines of skaters at turn four. The first line will be for the Director, the second line for the Extra, and the third line for the Enemy. Skaters should make sure to rotate through the lines during this drill so that they get to work on being BOTH the Director and the Extra.  On the whistle the first skater in each line will skate out (you can also choose to have the Enemy come in one second later than the Director and the Extra).  The Enemy's job is to play stupid and permit the Director and the Extra to do their job over the course of one lap.  In this drill the Director will use the Extra to positionally and physically block the Enemy. S/he will be pulling, pushing, grabbing, and directing the Extra.  The Extra's job is to be a rag doll, to let herself/himself be moved around.  For her/him this is an exercise in being flexible on the track.  I mean, how many times have you tried pushing a teammate into the opposing jammer and found that your teammate is so committed to her current position that she is an immovable piece?  This will teach the Extra how to be steady on her skates while still being jelly-like enough for her teammates to use her/him and move her/him around.  The Director should use the time wisely, be active the entire time, and not just save up for one good hit.  S/he should be constantly hitting or positionally blocking the Enemy.  The drill ends once the group of three skaters have completed one lap.  As you progress through this drill and get better and better at it, allow the jammers to use more and more force and brains to get out of the situation.  This drill should challenge the Director and the Extra, but not be so impossible that they aren't getting any practice out of it.

Additional notes: This is a drill that we ran quite a few times with Team Finland back in 2011 to improve our communication and team work.  We worked on this drill in conjunction with the Two-Point Touch drill, a similar drill that can also improve communication and team-blocking skills.

A lot of people wonder about multi-player block penalty possibilities when they hear about this drill and the Two-Point Touch.  I would like to address that by saying that Practice Makes Perfect.  You can avoid MPB penalties by practicing this over and over and over again.  Your body will learn how to use your hands without incurring MPB penalties.  It's the same with most other drills -- there will always be a chance for penalties, and some drills / moves / strategies are more prone to one kind of penalty over another, but the more your practice, the more you can work on executing your plans within the boundaries of the rules.

Tuesday, September 17, 2013

Wolf Pack

This drill is a reader submission from Elsie Thudd, formerly of Steel City Roller Derby, and currently coaching their brand new junior derby league, the Pittsburgh Derby Brats.

Alternative names: One Man Wolf Pack
Objective: To be able to trap and slow a player down, to be able to work with partners/wall to slow down a pack or player, to able able to effectively communicate with your teammates, to learn how to break through walls.
Typical length of drill: Customizeable
Materials needed: A delineated track and 5+ skaters
Skill level required: All, this can be tweaked to be non-contact if need be, but will work with contact as well.
Description: This is a variation on tag.

One person is designated "IT." We like to make it a surprise. We have all of the girls close their eyes and we tap someone to be "IT." 

Everyone begins by skating on the track in derby direction. When she is ready, the "IT" sets out to trap and slow someone down. When she accomplishes this, that person becomes part of her "pack." Then they must work together to trap and slow the next person, who will then join their pack. This continues until they have a pack of 5. Communication is key once the pack forms to identify their target and execute a coordinated attack. For the skaters trying not to get caught, it is an excellent drill for breaking through walls and getting unstuck. When we've done this, magic happened on the track with the free skaters banding together and creating strategies to disorient the wolf pack so they could all get through. It is a great way to practice stop derby and how to counter stop derby and how to counter counter-stop-derby strategies.

Rules:
  • The trapped skater is considered in the pack when the "IT"/wolf pack has legally blocked and slowed her down for 3 seconds. 
  • If a penalty is called on a free skater, she must exit the track, do a lap on the outside, and re-enter behind the wolf pack. 
  • If a penalty is called on a member of the wolf pack they lose a member.
  • If a penalty is called on the "IT" before she acquires a pack, she forfeits her "IT" status.
  • If a member of the wolf pack goes rogue, or the pack gets separated/split-up/forgets they are a pack, they forfeit a member. 

Make it harder:
  • If the "IT"/wolf pack traps and sends a skater out-of-bounds, she may only become part of the pack if they effectively pull her back at least 5 feet....10 feet? 
  • Put a time limit on how long the "IT" has to pick up her pack. 
  • Only allow positional blocking!

Additional notes: Elsie says, "While conducting performance reviews with my brats I got a lot of feedback that led to [this] drill. I think it would work well for both juniors and freshmeat/rookies. Or all levels just for fun. It seems a little complicated now that I've written it down, but the girls absolutely LOVED it."

Friday, June 14, 2013

Persevere

The following drill is a guest post by coach Nadia Kean (aka "Smarty Pants") of the Texas Rollergirls.

Alternative names: --
Objective: Jammer endurance, playing clean, Blocking: holding a block in a very tight pack, avoiding the need to reset to get more space
Typical length of drill: --
Materials needed: A track, a jammer cover, a stop watch, a ref (if possible)
Skill level required: Skaters should be contact cleared unless you use positional blocking only
Description: This drill was created for a few reasons. The first, my team needed more endurance in the pack. My team also needed to stay clean, even when up against massive walls. My blockers needed to stop running forward when opponents played offense against them. They needed to hold a block for as long as possible, even when their opponent was crowding their space, making it very hard for them.

Set up: pack with as few as 5 will work, but really about 7 or 8 would be best. Have 2 skaters start on the outside of the track, with the remaining skaters starting on the inside of the track. One person on the track will be designated the Jammer. Everyone else on the track is her opponent. The two people starting off of the track will be skating laps around the outside of the track around 85-100% of their ability. Of the two people starting off of the track, one will be the next jammer. The other person is pretending that she just jammed. The whole group will go for intervals. I recommend 60-90 seconds. During the set time frame, the jammer will try to get through the pack, the pack will try to shut her down and the two skaters on the outside will skate laps. As soon as the set amount of time is up, the person who just jammed will start to skate laps, along with the person who wants to jam next. The two skaters who had just been skating laps will jump back on the track. One of them will now be a jammer, the other will now be a blocker (pretending like she just completed he post-jamming laps). While in the pack, blockers should really try to block the jammer while also being completely crowded for space by the other pack skaters.

Additional notes: To see more of Smarty Pants' guest posts, click here.

Wednesday, March 14, 2012

Quick Feet Drill

Tigre Force's guest blogging series: 5 drills from the Skater Progression Diagram.

DRILL ONE
Basic Skills and Endurance: SumMo Payne’s Quick Feet Drill

Alternative names: I bet this drill has got a real name too, I learned it from SumMo Payne when I joined the Kornstalkers practice so I named it after her.
Objective: To learn how to skate forward, to the sides, backwards by moving your feet quickly without turning around
Typical length of drill: 15 mins
Materials needed: 4-8 cones (or more if you have a lot of skaters)
Skill level required: Basic skills (skaters need to be cleared for contact to participate in step 2)
Description: Four cones are set up in a square formation, as shown in the illustration that follows.  Depending on how many skaters you have, you may want to put two or more sets of cones around the track/ floor so that as many skaters as possible can practice at the same time.  The distance between the cones does not have to be too big, the idea is to keep on moving your feet all the time, not to Sunday skate.

There are two steps in this drill:

Step 1
For one minute each skater moves around the set of four cones at a rapid pace.  The purpose is to keep your eyes in one direction, to not look at your feet, and to always go through the middle in order to maximize the agility practice (as shown through the blue line in the illustration).  Skaters are to use their hips to move around but should always keep their torsos and eyes facing forward.  Skaters should use their feet while moving around the cones in a random order (back to front to left to front to right to left to back to front etc.).  They should make sure that they pass the cones from all sides and not always from the same side, and to switch direction and choose randomly which cone they are about to pass next.

Illustration of SumMo Payne's Quick Feet Drill

Step 2
Another skater stands in the middle of the four cones, in a proper derby stance.  As the first skater is moving around the cones s/he gives a hit to the person standing in the middle every time s/he passes her/him.  Skaters should make sure not to hit this person while skating backwards (that's a direction of gameplay penalty).  Also, skaters should do their best with the hits in a tight space.  Try to make the person in the middle fall.  If there are many new skaters doing the drill, the hits don’t have to be that hard.  Switch the person standing and the person skating around the cones every 1 minute.

Additional notes: The drill probably has got an official name. I didn’t catch it while skating with the Kornstalkers in August, 2011.

SumMo Payne is a derby skater and a derby coach. She skates for Sioux City Roller Dames and coaches the Merby -team Kornstalkers.

Wednesday, September 21, 2011

Pack Blood & Thunder

Alternative names: Blood & Thunder, Queen of the Rink
Objective: Fun, hitting, pack awareness
Typical length of drill: 5 to 15 minutes
Materials needed: a marked derby track or similar
Skill level required: contact eligible
Description: Like Blood & Thunder or Queen of the Rink, this is a "last skater standing" game.

All skaters get on the track between the jammer and pivot lines. At the whistle all legal contact is allowed between skaters. In addition to being removed from the game if you fall down or step out of bounds, you are also removed from the game if you are out of play. Generally OOP is considered to be 20' from the bulk of skaters, but as the game winds down to the last few, it is reduced to 10'.

Coaching Notes 


Help skaters recognize when "opportunity blocks" are happening on the track.

  • Did a skater not quite fall or go down from that last hit? Can I take the next hit and complete someone else's attempt?
  • Is there a skater not paying attention because they just hit someone else down or out that I can put down?
  • Is there a skater who is going for a big hit that I might be able to use their momentum to take that skater and their target out by following behind?
 
Help skaters recognize block avoidance tactics
      • Maintaining a front of pack but in play position is often the least likely spot to be engaged. Encourage newer skaters to stay there.
      • Would disengaging from this skater allow for the hitting skater to continue down or out of bounds while the receiving skater would stay up and in bounds?
      • Point out when people have been taken out because they weren't paying attention behind them or were too proud of their last hit (B&T can be a humbling game)

      All legal hits include

      • Hitting with legal blocking zones
      • Hitting to legal target zones
      • Hitting while stepping or skating in derby direction
      • Hitting while within 20' of "the pack"
      • Pushing and leaning

      As the game winds down to fewer skaters, implement a "shot clock" of 3 to 5 seconds. Have everyone not playing count "ONE one thousand, TWO one thousand..."

      Keep the games moving along. Encourage alliances on the track, especially to make sure the last round's winner does not win again.

      Additional notes: This pack modification was introduced to the game I play by my derby wife, Will Jettison, when he was coaching the Hellions of Troy back in 2008. We quickly found it made the game more derby-like and used more derby skills while not reinforcing bad derby habits like skating away from the pack. In traditional Blood & Thunder, it can quickly become a game of speed and avoidance.

      At Pioneer Valley Roller Derby, where we typically have 30 to 45 skaters at practice, we divide up into three groups, run each group until we're down to 3 skaters, then have a final match of the top 3 from each round. I would recommend packs of no more than 15 skaters.

      Wednesday, August 24, 2011

      Fight for the Front

      Alternative names: --
      Objective: To practice controlling the front of the pack and taking control of the front of the pack; to practice speed control; to learn basic strategy
      Typical length of drill: 10-20 mins
      Materials needed: A WFTDA regulation-size track (or a taped down track that's as close to the measurements as possible); pinnies/vests or two different colored shirts on your skaters for teaming purposes
      Skill level required: None if you choose to make it a non-contact drill

      Description: Split your skaters into two teams using pinnies, vests, or different colored shirts.  Have four blockers from each team skate around the track in a pack.  Each time you blow the whistle one of the teams of blockers fights their way to the front of the pack where they can then control the speed of the pack and/or block the opposing blockers from getting up there.  Repeat this multiple times so that both teams get many chances to try to get to the front.  If you wish to make this a bit more challenging, add a pace-setter who skates a few meters in front of the pack so that the blockers have a smaller space in which to try and take control of the front, and so that they have to use speed control and awareness.

      This drill can be played in bigger groups as well, you don't neccessarily have to have just two teams of four blockers on the track playing against each other.  It can be quite fun as a 10-on-10 game as well.

      Additional notes: I honestly can't remember where I learned this but I'm under the impression that it's quite a common drill among derby leagues all over and I've seen this (and many fun variations of it) practiced and mentioned in multiple different places.  This is a really fun, and a really useful drill.  It's one of those drills that you can also use as filler because the time can be conformed to whatever you have left at practice.  In addition, this is a good way to introduce new skaters to basic roller derby strategies.

      Thursday, August 4, 2011

      The Game's Behind You!

      The Game's Behind You!

      Alternative names: "We've Got One!"/ "Time Ticking Away"

      Objective: Help your Jammer score by bringing the pack to her (aka-slow down the pack speed to the pace of a trickle so that your Jammer has less distance to skate when lapping the pack). If it is more challenging for your Lead Jammer to catch up to the pack than it is for her to get through the pack, your team is probably not scoring as many points as it could when you gain Lead Jammer status or when your team has a Power Jam in your favor.

      In derby, when we say, "get a goat!" we mean trap at least one Opposing Blocker and pull her away from her team by slowing her down. One reason a team would want to get a goat (if skating under the WFTDA rule set) is so that they can then qualify as the pack- (the largest group of Blockers, skating in proximity (within 10 feet of the nearest skater), containing member from both teams). When you control the pack you essentially have control of the jam.

      I remember the first time this concept showed up in games I was playing. My team was playing under a new rule set- WORD (what banked track skaters play under for tournaments) and we had never incorporated grabbing a goat because our home rules simply had a different way of defining the pack. We had our ass handed to us during that game because we simply did not know what to do when getting goated. The other team controlled the entire game. Understanding why we try to get goats and actually getting a goat are two different things. By mid-game my team understood the concept (thanks to the school of hard knocks) but we were unable to turn around and do it to our opponents simply because we had never practiced the tactic. That's why we need to practice most concepts and strategies over and over so that we can implement them on game day.

      After reading the following description close your eyes and try to imagine it. It's the last jam of your Championship game and your team is down 2 points. Neither team has anymore timeouts, so this will most likely be the last jam of the game. 45 seconds into the Jam your team finally got your Jammer out of the pack. Your team is skating fast in the attempt to keep the Opposing Jammer in the pack, everyone's recycling and skating fast. Your Jammer skates and skates, but it's the end of the game and she has about 5% of her energy left.

      Time is ticking away! The Jam Clock is approaching 30 seconds left until the jam ends. Your Jammer can't catch the pack. If she can't catch the pack she can't score.

      How can you slow down the speed of the pack? Is there a weaker skater in the back of the pack? Can you pull her away from her team and slow her down to a trickle? What can you do to contain her? Your Jammer only needs to score 3 points for your team to win the game. Once you get a goat from the other team, if you can put more than 20 feet between the foremost pack skater and the Opposing Blockers the goat you have is worth not only 1 point, but is also worth all of her teammates points who are skating out of the Engagement Zone. What
      ?

      Read rule 8.5. It discusses ghost points. You probably know that as soon as a Jammer passes an Opposing Blocker, she gets a point for each Opponent that is sitting in the box (rule 8.5.1). Did you know that if a Blocker chooses to skate further than 20 feet in front of the foremost pack skater that she too relinquishes her point (rule 8.5.3, 8.5.3.1)? If a Jammer is on a scoring pass and her most fierce opponents are in the jam, wouldn't it be great if she could get their points without having to pass them? If you grab a goat, and contain your goat so well that her teammates keep skating and skating and eventually leave the legal Engagement Zone putting themselves out of play- your Jammer can score their points as soon as she passes their teammate who is in the pack and calls it off while they are still outside of the the Engagement Zone/ Out of Play. That's pretty awesome if you ask me.

      Below you will find a combination of two drills:"The Game's Behind You" and "Time Ticking Away," a timed drill that encourages intensity and urgency. TTA can be used in so many ways and in combination with many different drills. Basically take a concept and time the amount of time that it takes to put it into effect or to carry it out. For example, if you're practicing gaining Lead Jammer Status, only give the Jammer 30 seconds to achieve Lead Jammer. Once your Jammers are able to gain LJS in 30 seconds, shave off 5 seconds and only give them 25 seconds. Keep shaving off time so that finally they can get Lead in 5 seconds.

      The scenario above that I asked you to imagine happens often, so why not prepare for it? The better prepared team is usually the team that comes out on the good side of rule 2.2.2. Wouldn't you like to be that team?

      Typical length of drill: However long you want to practice the concept.
      Materials needed: 2 timers, jammer helmet covers, an engaged group of skaters
      Skill level required: anyone who is cleared to scrimmage
      Description: Get 5 v. 5 on the track at one time and follow the variations listed below.
      This drill is set up as if you were doing regular jams in a scrimmage.

      Version I- "The Game's Behind You" - set it up like a Power Jam or determine before you start which Jammer is going to get Lead (for the first go, just have one Jammer get out of the pack on the initial pass so that you simplify the focus). The team that has the Power Jam or Lead Jammer must grab one of their Opposing Blockers ASAP and start to contain her, slow her down, goat her, etc. The first Blocker to start grabbing a goat needs to yell either, "I've got one!" or "The game's behind you!" to her teammates to let them know that they are going to start getting a goat. Once they get a goat and their Jammer laps the pack reset and repeat with the next set of skaters. Have each team take turns getting Lead and grabbing goats. Feel free to use an expression that better suits your team. If "get a goat!" means nothing but "she's trapped!" makes it happen with in seconds, use that wording instead.

      Version II- "The Game's Behind You" + "Time Ticking Away" -the same as Version I, but this time give the Blockers a limited amount of time to grab a goat. At first give them 30 seconds once their Jammer has left the pack, then 25 seconds, 20 seconds, 15, 10, 5. If you are on 30 seconds and they are unable to grab a goat in that time, end the drill and go to the next group. Make sure teams keep communicating with one another by shouting, "We've got one!" "The game's behind you!" or what ever other expression is just right for your team.

      Version III- " The Games's Behind You" - similar to Version I, but now the Jammers have to get through the pack normally so it's not predetermined. Which ever Jammer gets out first, her team then needs to get a goat ASAP. If both Jammers get out at once restart the drill with the same group. (If your team is more advanced you can have Jammers go into Jammer on Jammer defense or better yet, which ever Jammer gets Lead have her try to suck her Opposing Jammer back into the pack- I have a drill of this, if you need one).

      Version IV- "The Game's Behind You" + "Kill Their Jammer!"- similar to Version III, but with a combination of "Time Ticking Away"- The team whose Jammer gets out first has to A) get a goat and B) keep the Opposing Jammer from leaving the pack. At first the team only has to hold onto their Opposing Jammer for 5 seconds, then 10, then 15, 20, 25 and 30. If you are on the 15 second interval and the Blockers let their Opposing Jammer out at 10 seconds, the jam is called off immediately and you start a new jam.

      Version V- "The Game's Behind You" + "Kill Their Jammer!" - you need two stopwatches for this Version. This is a combination of Version III and IV. Split Blockers on the track into two groups: A and B. 2 from each team are in each group so you will have a total of 4 As and 4 Bs on the track at one time. Jammers are still vying to get out of the pack first. As soon as a Jammer gets Lead her 2 Blocker As need to get a goat and her 2 Blocker Bs need to keep their Opposing Jammer in the pack. Blockers A and B are both being timed and competing to see who can carry out their objectives longer. After the Jam is over point out how much longer either A or B was able to carry out their objective. Discuss how their success impacted the Jam. This could help you decide future line-ups based on their success.

      Additional notes: If you can, do all the variations of this drill at the same practice. If modifying the drills will better suit the needs of your team, modify away! The above scenarios are simply one reason for when grabbing a goat could be a good strategy for your team. There are so many more what-ifs, buts, ands, alsos, etc. involved in this concept. What is your favorite?

      I'll be running these drills at the Blood and Thunder Camp in Florida in August 2011. Go to bloodandthundermag.com/CampFlorida.htm for more information.

      If your league is looking for a guest trainer, I'm for hire. Email me and I'll send you my rates and availabilities. coachsmartypants@gmail.com

      Thursday, July 28, 2011

      Gruesome Twosome

      Alternative names: --
      Objective: Teamwork; self-confidence booster; to practice blocking.
      Typical length of drill: 10-20 mins (time adaptable to how much time is available)
      Materials needed: A full taped down track
      Skill level required: Skaters must be cleared for contact
      Description: This drill is like a mix between a game of Tag and a game of Blood & Thunder / Queen of the Rink.  The coach selects a pair of skaters who have two completely different sets of skills or ‘signature moves’ (i.e. a tall, fast jammer and a big bootied heavy hitter).  These skaters together function as IT.  They have to work together to tag other skaters.  They can never be more than two strides away from each other.  To tag a skater IT must push the skater out of bounds or knock her/him down.  The pair has two minutes in which to tag as many of the other skaters as possible.  If you have a large group of skaters (or just as an added challenge), you can chose TWO sets of ITs and the two pairs can compete for the most tags in a 2-minute period.

      Note: It is not totally necessary to pair up people of different skill sets, this can also be played with any sets of partners just for fun.  The reason you would want to pair up people with different sets of strengths and weaknesses is so that skaters can learn how to use their teammates and thoste teammates' special skills on the track (for skaters to find how they complement each other on the track) and to boost confidence (to show that all skaters have something to contribute to the game even though/especially because everyone has different skills).  Roller derby is a TEAM sport so no one can be a superstar on their own.

      Additional notes: I came up with this drill when I saw that we needed to work on teamwork and the skaters needed to learn a little bit more about how to use each other's strengths to fill in their own weaknesses.  I wanted to do something that both required two people to work closely together at all times (to practice partnering and not going off on your own lone-wolf mission completely forgetting about your buddy) and something that was fun so that we could do it at the end of practice and everyone could leave with happy feelings.  I also ran this drill during MayDay in Hell, the biggest roller derby event in Finland thus far.