Archive for the 'Strategy' Category
Drafting the Constitution of Bombardment
Laws are what separate us from the animals. Well, laws and clothing, if you discount those small dogs that are dressed up in sweaters and turtlenecks. But certainly laws. The best dodgeball game is one that adheres to a strict set of rules that govern the gameplay. Rules can be varied to complement skill set or team size, but generally, if its a moderate to small sized game (read: the best kind) of devoted players, i believe the following oft debated rules should be applied (in additon to the basic rules):
1. headshots count. period.
2. if a ball hits clothing but not skin, the player is out. wear baggy shorts at ones own risk.
3. a player can be saved by a teammate catching a hit that was deflected, but the thrower is still in as well.
4. if you deflect a ball with another ball, you are safe. if you try to deflect a ball with another ball but it strikes your hand, you are out, as the first thing the ball comes into contact with is your hand.
that last rule is often, surprisingly enough, disputed, as some people try to hide the fact they were struck on the hand or even say that since they are holding a ball, the hit doesnt count. this is both ridiculous and stupid, and people who purport such wanton heresy should be expelled from the game, or at least kicked in the groin.
No commentsThe Buddy System
After last night’s game, I’ve been strategizing a little. I’ve realized the most effective tool in a game where there is an even number of players is -silly as it sounds – the buddy system.
If every player on one team buddies up and stays with their buddy the entirety of the match, victory is almost assured. The reasons are plentiful:
1. your visual field is doubled, as is your ammuntion supply ( i was going to say ball supply but i couldnt stop giggling)
2. your offensive capability is dramatically increased.
3. your chances of being saved by a teammate after a deflection is also greatly increased.
Think about it – lets say Teammates A and B are buddied up. Opponent X is not. A and B have, at least, twice the firepower if they each have one dodgeball per hand (there are variations here, A could have a better throwing arm, and then have B carry the dodgeballs, which, when unencumbered by the burden of offense, would allow B to carry more than two weapons). Opponent X will then be forced to either A). dodge an onslaught if A and B throw simultaneously, or B). endure a grueling drawn out battle in which he’ll have to continuously dodge a steady stream of dodgeballs. Either situation is an unwelcome one. Essentially, the buddy system elevates the game to a nuclear arms race status; insuring ones own safety whilst threating the opposing team with a bigger stick.
Also, getting hit in the balls sucks.
No commentsPreparing for the upcoming season.
It is difficult to pinpoint the #1 thing to prepare for when joining a dodgeball league. A significant complaint heard often among the players is that winter’s hibernation mode has affected their throwing abilities. The good news is that you can utilize a few week period to bring your arm and physical abilities back up to speed.
As we start to go through the step by step process, we have begun the process of defining what are the issues:
- Blowing out your arm. Players get overly excited/adrenaline and go right into the season throwing their most powerful throws during the first couple nights of dodgeball. This is a perfect tactic a couple weeks into the season once your arm is strong and can support the toughest throws. A bad arm-pull is no fun.
- Don’t Break an Arm ( ouch! ). Players have not practiced throwing against wall/net to have proper throwing form. Practice the follow through.
- Overthrowing. Since the dodgeball is large in size (kickball/four square ball), it is typical for some to assume it has increased weight. There is so many issues stemming from this problem, not to mention the ball always going to high or low.
- Teams on both sides focus more on staying in than a lively game play. This is a double whammy because not only is the game boring but every time someone takes a chance, the opposition is sitting waiting for the throw. This is not a catch game, the whole objective is to trick the opponent with a change up throw, catch the player offguard, or simply throw the dodgeball so hard they simply cannot catch it.
- Good players doing nothing. Sometimes the best players will wait near the game lines to play to attack from the side. This is all fair and fun if utilized occasionally but this is rarely the case. Typically the player that waits near or behind the game lines is not fun to play with since they get extremely upset and unpleasant.
- Lack of Team strategy ( ! ) - This is proving to be the major factor between a team of great players and a really good team unity. It is evident that teams win and lose based on fervor and momentum. This momentum is built on good power plays and multiple team mates working together to whittle down the opposition.
The Definitive List of Dodgeball Throws
The definitive list of effective throwing methods in dodgeball / bombardment:
- Throw-up: An amazing yet simple process of throwing one ball into the air towards an opponent then striking him out with another ball. A variation of the throw-up is the have another teammate throw the ball up from a different direction then striking the opponent out yourself.
- Curve-out: This throw takes a lot of practice for accuracy but it proves to be one of the most effective throws in dodgeball. Start off by placing the dodgeball in between your hand and forearm. In one sweeping motion, throw the ball side arm and let it slide off your finger tips. The ball will literally curve in and then out! The best curve-out players will tell you that the primary method to aim is to throw the ball 3 feet to the right or left (depending on righty or lefty thrower) of the target.
- Floater: An underestimated method of finishing off an opponent. Proceed to throw the ball overhand (see Fastball) and at the point of releasing the ball from your hand, let it slightly curve off the tips of your fingers. This will make the ball appear moving fast but in reality it will be delayed around 1.5 seconds. The beauty of this dodgeball throw is that the opponent often reaches out to catch it and after their arms fold around thin air, the ball hits their fore arms.
- Fastball: A very typical throw in dodgeball games, the key is to concentrate on a particular target. Clutch the ball and throw it like a typically baseball pitcher would. Follow through with your through to ensure speed. Make sure not to underestimate how light a dodgeball can be, thus “throwing out” your arm for the next week.
- Spinless: This throw is the closest you can get to a knuckle-ball in bombardment. You definitely need large hands to pull it off. Grasp the ball in your palm and extend your arm straight out to your side. Like a catapult, swing your arm straight and simply release the ball at the right moment. This will have the ball go very fast with No spin whatsoever. With no spin, the ball typically does some crazy motions while in flight.
- High-low: While having a face-off with opponent, proceed to throw the ball with your arm releasing the ball at the furthest position possible. On release of the ball, send it in a severely angled direction towards their feet. While they expect to catch the ball around the head or midlevel, you will effective catch them off guard. Use this method sparingly since the opponents will catch on and will start catching low.
- Low-high: Throw the ball in an upwards swinging motion, such as a sidearm or softball-style throw. As the swoop low to catch the ball, the trajectory should land squarely in the face.
- Suicide Shot: This throw is among the highly difficult moves to successfully pull off. Basically when there is only 1 opponent left on a team, the player will run full force with ball in hand. Once reaching the boundary line he will jump over the line and throw ball towards opponent mid air. Once the player lands on the other teams side they are automatically out.
- Cross Fire: Player stays near the fence, often holding ball behind his back even though everyone knows he has one. When players on the opposite side of the court enter the neutral zone throwing toward teammates, the sideline player takes him out from the side. This tactic can be neutralized by good team communication and spreading out cover fire to disallow the sideline player to make a move without being thrown at. It is effective when the thrower is not seen and an opposing player is hit by surprise.
- The Gazelle: When an opposing player advances through the neutral zone and finishing throwing all ammunition, the Gazelle sprints toward the player attempting to trap him in the neutral zone without any cover fire to help him.
- Firing Squad: Used in two different capacities, this technique is used to aim all fire at one specific player. It is often used when there are very few players left on one team, or in the beginning of a game when one team controls the majority of balls and wishes to take out skilled players.
- The Stand Off: When ammunition is split evenly and the squads have even amounts of players remaining, oftentimes one team will advance through the neutral zone while the other retreats. This can last hours on end while players that have been ousted stand on the side line freezing and agitated by the lack of action. This is very common in the BSB as the skill level of players is extremely high which causes extreme amounts of caution in all players.
- The Sacrificial Lamb: In an advantage situation (4 v 2, 5 v 3, etc.) one player rushes at a player in the neutral zone firing early and attracting the fire of the opposing player, while another comes from behind to take out the opposition.
- The J Shot: Yet to appear in the BSB games, an infamous move during the epic Teen Camp battles. Player would Junk or “J” Shot and opponent with a fully inflated dodgeball causing severe and irrepressible agony.
While game slows for a minute in respect of the fallen player, everyone is quietly laughing inside. - The T.K.O.: When a player is tagged out by a ball, he proceeds to throw the ball back at opponent out of rage despite needing to exit the court. Once player is on the sideline, he begins to pound the fence yelling “what the heck” and frowning for a few minutes. This occurs several times per game. The purpose is to intimidate opponents from making the mistake of hitting him ever again.
- The McGuirk: Get everyone really mad at you and therefore making it a lot of fun and more competitive… awesomeness.
- The Shot Put: This is when you spin in a 360* motion and release it. its not that effective but power is its essence [Thanks Dan Langhans!!]
- Fake-out: The Player has their hand behind their back, as if to hide a ball; Buddied up with a teammate who actually does have a ball. The fake ball holder, goes through the motions of throwing “the ball”. When the opponent dodges, jumps, flinches, dives or tries to block; the real ball holder nails him unsuspecting.