We only run T-stack (Vertical stack with 3 handlers) when we are within 15 meters of the front of our scoring end zone.  Back of the vert (preferably best matchup) should be at the back of the end zone, and first cut should come from there, unless a play (Flash, Moses) is called, so listen to the handler with the disc.  If no completion, clear back to the front of the stack.  We get more conservative as we get closer, so run hard, but relax and expect a lot of swings.  Time outs are also encouraged in this situation.

In every other situation we are always going to run a Horizontal stack offense that integrates diamond cutting with the Strong and Weak Space concepts discussed here.  Of course, Strong Space is also limited by distance depending on the thrower, as indicated by the Sweet Spot oval, below.  After possibly faking, cut in a straight line and do NOT react to fakes by the thrower.  Just remember that you don't have to go toward the disc, and that fakes tend to be ineffective if your mark is several meters or more away from you to start.

The best angle to make cuts, whether in or out is about 30° from Vertical in Strong Space.  With an overly conservative mark that looks like this the diagram on the left, but with an aggressive or straight-up mark, it's more like the right diagram.  Good Cuts are in green and Bad Cuts are in red:

good & bad cuts with a hard markgood and bad cuts with a straight mark

After a brick or stoppage of play, we want our first look to be at the Sweet Spot, which is just the Strong Space on the force side.  It can be attacked from the X starting points by the two cutters closest to the force side of the disc (whether on the sideline or in the center) by:

  1. ho stack cutsIf you have a better match up than the other cutter make the primary cut, the other will see that and do the secondary in opposite direction.  Handlers can often see this better than cutters, so listen!  Angles can vary with the mark, but no inverse angle (2 to X) first cuts!
  2. If you do not get the disc, Clear (as hard as you cut) to Weak Space, look at who is coming in behind you, then continue to the closed (break) side or out deep in the Weak Space in order to find the hole and recycle yourself into a new attack on what should by then be a different Strong Space.
  3. If you do get the disc, your first look should be back toward center, or to the closed/break side if you are near the center of the field.  This should only be thrown for an easy (90%+) completion.  Otherwise, immediately back to a handler.  Holding the disc for more than 3 seconds (regardless of the count) disrupts the entire offensive flow.

The initial goal is good angles and timing between the two cuts, with both reaching the 3 positions around the same time.  Again, cutting angles can and should vary with the mark.  Some other simple tips:

  1. Do not come closer than 12m to the disc into Handler Space.  This reduces the chances of completion and prevents handlers from moving as they should to get resets in this particular style of offense.  Clear into Weak Space instead!  The only exception is if a current handler tells you to "Fill!"
  2. Pay attention to how your defender is guarding you.  Fakes are only useful if they are quite close to you.  If they start more than 2m away, just run the other way at a good angle, even if it's away from the handler and make them chase you.  Even in somewhat challenging weather, good angles are more important than distance for any competent handler.
  3. When cutting in, remember that the Clear and continuation cut to the break side (backhand in this diagram) can be even more valuable than the easy throw to Strong Space.  Just try to make sure you are not disrupting a better in cut from deep before you continue there.
  4. When you Clear deep, make sure you go far enough, often most of the way to the end zone, if unsure.  This will keep you ahead of the play if others are getting the disc, and make it easier for you to see the next open space that you should attack.
  5. Expect the disc to move at least every 3 seconds.  Once we've had at least one pass, the motion above should always result in one cutter going out to deep space, and another coming in from it.  Try to anticipate where the disc will swing when coming in from deep and start your cut before it gets there.
  6. If you have a very bad match up, the best thing you can do is to draw your defender into Weak Space by going there yourself.  This will either make a good defender useless or allow you to get free as they Poach off you.  If the latter happens shout "Poach!" to help the handlers recognize the situation.  Of course, the Weak/Strong Space will keep changing; so you will have to keep moving, but recognize that the changing angle of attack is another thing that can get you open.