Hockey Plays and Strategies (
Hockey Plays and Strategies (
Hockey Plays and Strategies (
and Strategies
Second Edition
Mike Johnston
Ryan Walter
Library of Congress Cataloging-in-Publication Data
Names: Johnston, Mike, 1957- author. | Walter, Ryan, 1958- author.
Title: Hockey plays and strategies / Mike Johnston, Ryan Walter.
Description: Second Edition. | Champaign, Illinois : Human Kinetics, [2019] |
Ryan Walter is the principal author printed on published title page of
previous 2010 edition. | Includes index.
Identifiers: LCCN 2018009002 (print) | LCCN 2018009527 (ebook) | ISBN
9781492562542 (ebook) | ISBN 9781492562535 (print)
Subjects: LCSH: Hockey--Offense. | Hockey--Coaching.
Classification: LCC GV848.7 (ebook) | LCC GV848.7 .W35 2018 (print) | DDC
796.962--dc23
LC record available at https://lccn.loc.gov/2018009002
ISBN: 978-1-4925-6253-5 (print)
Copyright © 2019 by Mike Johnston and Ryan Walter
Copyright © 2010 by Ryan Walter and Mike Johnston
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I would like to dedicate this book to the many youth coaches who spend
countless hours helping our youngsters enjoy the best game in the world.
As parents, we really appreciate when our kids can be part of a team that
plays together on one page and learns life lessons while competing.
Mike Johnston
I dedicate this book to Viona and Bill Walter, my Mom and Dad, the per-
fect hockey parents. They were always involved (with Dad coaching me
throughout Minor Hockey), but never pushed. They always praised the
team’s effort, but never put down other players. Mom and Dad, you fanned
the flame of my Hungry Hockey Spirit as a player, president, and coach.
I thank you and I love you.
Ryan Walter
Contents
Foreword vii
Preface ix
Acknowledgments xi
Introduction: Preamble on Coaching xiii
Key to Diagrams xix
iv
Part II Defensive Play for Forwards
and Defensemen
6 Forechecking 95
7 Neutral Zone Forechecking 111
8 Backchecking 120
9 Defensive Zone Entries 130
10 Defensive Zone Coverage 142
11 Penalty Kills 156
Index 219
About the Authors 225
v
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Foreword
T
he spray paint was black, which likely added to the point. It was
also in stark contrast to the ice at Rutherford Arena, where it was
used by our coach to draw a massive happy face. In the slot. During
the second intermission of a CIAU league game. In front of a crowd of
supportive, but likely befuddled, University of Saskatchewan fans. It was
shocking, hilarious, and, without question, completely effective. After all,
Dave King does nothing without a plan.
Let me backtrack a bit. Dave had been coaching the University of
Saskatchewan hockey program for a couple of years. We had a history
with the University of Alberta, and not much of it was all that great. But
for the past week, he’d had our team working on a new system that had
one of us stay in the slot. To demonstrate, he’d drawn a happy face on our
practice ice the day before the game and demanded one of us stay inside
it while we were in the offensive zone. Fast forward to the actual game,
where we found ourselves losing 3-2. Clearly, Dave decided we needed a
little visual reminder. Thus the ice art. It worked, and we quickly scored
three goals. We also won the game, which, at the end of the day, justifies
a good old-fashioned happy face. Probably.
A strategy is kind of like a good recipe: It’s only deemed worthy if some-
body else is willing to repeat it. I’m not sure how many coaches are packing
paint in their hockey bags these days, but that story proves that if you
have a solid idea and players willing to carry it out, good things happen.
I firmly believe that the key to having a successful team and a suc-
cessful season is getting everyone on the same page. Hockey Plays and
Strategies really does a masterful job of breaking down a complex game
into a simple and easy-to-execute system. So what makes strategies so
important? First and foremost, they allow a group of individuals to play
as a complete team. A team with good structure and great habits can
often overachieve and defeat superior talent. But you can’t develop proper
habits without structure. That is often the difference between an average
coach and a winning one. Good structure can cover up weaknesses on
the individual level. For example, it can allow slow skaters to get to their
positions a step quicker, simply because they know where to go. And if a
skater can get to his position, his chances of succeeding rise dramatically.
Structure can give an average player a great career. At the very least, it
provides confidence, and confidence is critical for success.
However, there has to be a buy-in on both ends, meaning that coaches
and players have to be on the same page. I once ran a video session in
which I pointed out the errors one particular player was making.
Me: So, that’s not where you’re supposed to be.
Number 14: That’s not me.
vii
viii Foreword
last multiple lifetimes. They’re both pretty good at spotting it too. In fact,
the very first time I met Mike at the University of Calgary, he invited me
to join him in an adult rec league volleyball game. For fun. I was pretty
sure he emphasized “fun.” I quickly agreed. He then asked how long I’d
played. I said, “Well, not since about grade 5.” He said he’d call with the
details about when and where. I’m still waiting.
Enjoy the book!
—Will Desjardins
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Preface
W
e are thrilled with how well the first edition of Hockey Plays and
Strategies was received throughout the hockey coaching commu-
nity worldwide. One USA Hockey level 4 instructor recently said
about the book, “This is the best book that you can purchase to help you
coach hockey at any level.” Our goal in writing this technical look at our
great game was to give coaches more options as they decided what strat-
egies best suited their team’s skill set. Instead of telling coaches which
breakouts we preferred, we laid out several options so that coaches could
better understand the concepts and then decide which structure would
give their team the advantage.
Since the NHL Stanley Cup Final went to the best-of-seven format in
1939, the team that has won game 1 has gone on to capture the Stanley
Cup 78 percent of the time (60 of 77 series), including each of the past five
years. Coaching is about preparing your team to compete at its highest
level, every game. Teams prepared to win game 1 at the NHL level increase
their chances of achieving success.
As we participate in coaching conferences across the world, we love
asking coaches at every level, “What is your pillow pain? What keeps you
up at night as a coach?” Obviously, coaches have different pieces of our
game that they want to do a better job at, but the overwhelming answer
from coaches is that they wonder whether they did a good enough job
preparing their teams for the games ahead. Great teams focus on pro-
cess, not outcome. Great coaches prepare their teams to implement the
processes that give them their best chance to win—and that is what this
book is about.
We have some good news for you coaches: This second edition of
Hockey Plays and Strategies gives you more! The game of hockey is ever
evolving, and we are excited to add to our previous body of knowledge.
A large chunk of the foundational structure in this book will obviously
remain the same, but many of the following chapters have been added
to and upgraded. We have also added two new sections—one on how to
pre-scout your opponent and a second on how to get these processes, this
structure, into your practices. Many of you coaches asked us for drills that
would practice certain breakouts or forechecks, and now you have them.
Hockey Plays and Strategies is still broken down into three primary
sections dealing with offensive play, defensive play, and special situations.
Does great defensive play win championships, as the saying goes? Not
necessarily. If you look at the results of the major professional leagues in
baseball, football, basketball, and hockey, an equal number of dynasties
were built by teams remembered for their offensive prowess. We believe
that a good balance is best, although as a coach your natural tendency
will be to lean slightly toward the offensive or defensive side depending on
your style and comfort level.
xi
xii Preface
The sequence for the offensive and defensive chapters works from the
net out and from the opposition’s net back. Offensive chapters cover the
breakout, neutral zone attack and regroups, offensive zone entry (including
odd-man rushes), the attack zone, and power plays. Defensive chapters
cover the forecheck, neutral zone forecheck, backcheck, defensive zone
entry (including odd-man defensive play), defensive zone coverage, and
penalty kill.
We have attempted to explain in detail the key teaching points involved
in executing the systems discussed. As mentioned in the book, it is not
the system you choose that will make you successful; rather, it is how
effectively your players execute your team structure that gives you the
advantage. When breakdowns occur, you need to know where to look to
make corrections. Understanding the key teaching points will help in this
area as well as allow the players to grasp the concepts easier. Our goal in
writing this book is to give both coaches and players the information they
need to play their best game. Enjoy!
Acknowledgments
I would like to thank my family, especially my wife Myrna, for sacrificing
some of our free time and allowing me to complete this exciting 2nd edition.
—Mike Johnston
I also would like to thank my best friend and wife Jenni, who encourages
me to write and is my favorite TEAM-Mate!
—Ryan Walter
xiii
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Introduction:
Preamble on Coaching
C
oaching is a complex job. We have found through experience and
in our previous book, Simply the Best—Insights and Strategies From
Great Coaches (ryanwalter.com), that coaching is both an art and
a science. The “art” refers to instincts and feel, and the “science” refers to
technical and physiological elements. This book deals primarily with the
technical side of the game, but we would be remiss if we didn’t highlight
a few more key details on the art of coaching that are directly linked to
the systems and strategies in the book. Developing your team identity,
understanding teaching and learning, and conducting good practices all
fit into being a well-rounded coach.
The game of hockey is constantly changing. Rules change. Tactics
change. Players are becoming faster and stronger. Coaches talk about
taking away their opponent’s time and space. This area of our game has
experienced huge change. Because overall player speed has increased
in today’s game, the puck carrier is under increased pressure to make a
next-move decision. Over these past five seasons, coaches have also done
a great job of teaching the stick-on-puck concept. Players in today’s game
take away passing options better than we did when we were playing. Both
of these changes have generated more puck turnovers, and turning the
puck over creates much more offense.
Over the past five years, the core parts of the game have remained
constant, but the edges of the game (the way we teach the game) have
changed. That is one of the reasons we wanted to update and add to the
book that you are reading.
All great organizations and great teams have a clear identity. Teams
are recognized as being hard working, dynamic offensively, gritty and
tough, fast and young, or sound defensively. You know what the identity
of a team is simply by observing how they operate. The saying that a team
is a reflection of their coach is true. The coach and management impart
an identity on the team through which players they select, what system
they play, how they practice, and generally, how they behave on and off
the ice. Unfortunately, many coaches miss this step in preparing for the
season, so the team does not really have any identity. They look different
from game to game. They have no foundation that defines who they are
to fall back on in tough times, and the coach will constantly be reacting
to situations with quick-fix solutions but never really getting anywhere.
Remember, if your team doesn’t know your identity, you are in trouble. A
team is much like a corporation or business—those with a clear identity
and purpose that everyone buys into tend to flourish, and those without
xv
xvi Introduction
Practices
Although many players would much rather play the games, remember that
you develop through practice. Statistically, the average player in a game
takes one or two shots on goal, makes 15 to 20 passes, and is on the ice
for 20 out of the 60 minutes. According to one of the more revealing sta-
tistics from the 2002 Olympic Games in Salt Lake City, elite players had
the puck on their sticks for less than 90 seconds for the whole game. Most
players were under a minute. During a well-run practice, a player should be
able to take 30 or more shots, make 50 passes, receive the puck 50 times,
and have the puck on his stick at least 25 percent of the time. Therefore,
approximately 15 games would be needed to simulate the amount of skill
repetition that takes place in an effectively run 60-minute practice.
Listed here are eight keys to maximizing your practice time. Ice ses-
sions are expensive and difficult to obtain, so you need to get the most
out of each one.
1. Prepare yourself and your coaching staff.
|| Use a set practice form that has room to explain the execution of
the drill, teaching points, and length of time. Keep your practice
forms in a book or file them away.
|| All coaches on the ice should know the drill sequence and teaching
points. The head coach should outline who is responsible for teach-
ing the drill to the team and where the coaches will be positioned
when the drill begins.
|| Come to the rink with energy and energize your staff. Players look
forward to these sessions all week and will feed off your enthusiasm.
2. Provide practice rules.
|| To manage the practice properly, especially because of the poor
acoustics in most rinks, you need to communicate practice rules
xviii Introduction
before the team is on the ice. Inform the team that for everyone to
benefit, players need to adhere to the rules. One rule that can often
speed up practice is this: “Every time the whistle blows, all players
come in quickly to the coach. Then after the next drill is described,
you go to your specific area and get ready to go.” Depending on how
much help the head coach has, try to get the players to collect the
pucks and set them up in the appropriate area.
3. Create a positive learning environment.
|| Use positive talk and positive gestures.
|| Talk to every player every practice. Even if you talk about the movie
that the player saw last night, your staff should never leave the
arena without having touched base with every player.
|| Provide feedback throughout practice. Try to do it constructively
and do not stop the drill. Get to the players while they are waiting
in line. Bring the group together only for key points or messages.
4. Balance individual skill with small-group and team-play work.
|| Vary the drill formations and alignments to work on team play and
individual skills.
|| Use stations for small-group skill work. This approach is effective
for concentrated effort and high repetition.
5. Repeat, repeat, and repeat again.
|| Players develop through the “agony of repetition”—that is the fact.
|| Keep the players moving throughout practice; activity is key. This
approach will develop endurance and ensure that they’re making
the best use of practice time by always working on skills.
|| Have a set bank of practice drills to teach your system’s plays.
|| Repeat drills often but change the focus or teaching points.
|| Constantly push the team for better execution.
6. Incorporate challenges and fun games.
|| Open and close practice with a bang.
|| Challenge yourself to come up with drills that are fun but that also
work on key skills.
|| Incorporate competitive challenges. Keep score during drills.
7. Have teaching aids available.
|| Use ropes, tires, balls, spray paint, chairs, and pylons to add to the
practice environment.
|| Make sure that a rink board is also available so that players can
visualize what you’re explaining. Practice drawing the drills clearly.
8. Conduct your warm-up and conditioning off the ice.
|| Ice time is valuable, so as much as possible, stretch and warm up
off the ice as a group.
|| Try to get a conditioning effect by the way you keep the practice
moving and by the demands you make on effort throughout prac-
Introduction xix
C Center
F Forward
D Defensive player
O Offensive player
RW Right wing
LW Left wing
G Goalie
EX Extra forward
Pass
Shot
Skating backward
E7251/Johnston/F00.00/597069/mh-R3
xx
Part I
Offensive
Play for
Forwards and
Defensemen
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Chapter 1
Breakouts
A
breakout is initiated when the puck is in a team’s defensive zone. All
five skaters and even the goaltender need to be involved to exit the
zone successfully. Players react to the position of the puck to initiate
or support the breakout. Breakouts can take place in four situations: (1)
after a dump-in by the opposition, (2) on a rebound from a shot, (3) after
intercepting a pass, or (4) when a player takes the puck away from the
opposition. The most difficult part in executing a successful breakout is
handling pressure from the opposition and completing a good first pass.
The first step is to realize where the pressure is coming from so that you
can execute the appropriate option to escape your defensive zone.
3
4 Hockey Plays and Strategies
The following four examples for defensemen all deal with varying fore-
checking pressure that occurs after a dump-in by the other team, after a
rebound, after an intercepted pass, or when a player takes the puck away
from the opposition.
1. No forechecking pressure. In this situation the defenseman is con-
cerned about getting back quickly, collecting the puck, and turning
up ice. Check your shoulder as you go back for the puck to read your
options. Goaltenders should communicate options to the defenseman
retrieving the puck. Simply using a verbal cue such as “time” is enough
to let the player know he has an opportunity to look up and turn the
puck up ice without having to protect it from pressure. Specific com-
munication calls are critical to successful breakouts because the player
retrieving the puck is focused on getting the puck and has limited
opportunity to read the other team. His teammates, while moving to
support the breakout, have a chance to read the opponent’s forecheck-
ing pressure. When turning the puck up ice, get your feet moving right
away while at the same time keeping the puck at your side (hip pocket)
in a position to pass. If you have no options, then put the puck out in
front of you and jump up ice.
2. Close forechecking pressure. When the forechecker is 6 feet (1.8 m) or
more away, the defenseman should go back for the puck under control
while checking both shoulders to read the forecheck and the passing
options available. Performing this routine is important regardless of
the checking pressure. As you get close to the puck, square your feet,
glide, and then fake one way and go the other. This action will shake
the forechecker and give you time to escape or make a quick play. The
fake doesn’t have to be complicated; just a slight movement one way
with your stick or shoulder while tight turning to the other side will
do. Take three quick strides to separate from the forechecker and then
make a pass or continue skating.
3. Quick, hard forechecking pressure. In this situation, the forechecker
is right on the defenseman and it looks as if the defenseman will get
hit. When going back for the puck, check both shoulders and then slow
down as you approach the puck. Your first priority is to protect the
puck while at the same time leaning back against the forechecker to
gain control over that player. Absorb the forechecker’s momentum and
either spin away with the puck or rebound off the boards in a position
to make a play. Never expose the puck; stay on the defensive side and
protect it until you can make a play.
4. Reversing off the hit. In some situations the defensemen can’t avoid
the hit. If this occurs, your team should have a rule that the defense-
men being hit will always reverse the puck to the space where he came
from, against the flow. If this happens, then the low center or other
defenseman must be ready to get the reverse. The defenseman being
hit should reverse the puck, absorb the hit, and then quickly get back
into the play.
Breakouts 5
D2
D1
LW
D1
C
D2
RW
get caught with a soft or loose gap in the neutral zone. They will definitely
be worried about giving up a breakaway and as a result may not hold the
blue line as tight. The space between the attacking players and defensive
players is generally referred to as the gap. On offense, a loose gap gives you
a chance to make plays in front of the defensive team and have more time.
The defensive team wants to have a tight gap to eliminate time and space.
Center
The center usually plays low in the defensive zone, but as noted in the
section on defensive zone coverage, any forward could be the low player.
The player who plays low defensively is usually good in coverage and
breakout situations. Often the low forward is involved in getting the puck
back from the opposition, so other than a dumped-in puck, his position
on the breakout seldom varies. The low forward provides the defense with
a mid-ice option on all breakouts. If the puck is passed up the boards,
the center should be in a support position for the winger, who may bring
the puck inside, make a direct pass, or chip it off the boards. The center
or low forward must be available for a pass but also in a position to react
defensively if a turnover occurs.
When passes are made up the boards, centers need to come from
underneath the pass and skate into a support position. The player needs
to be cautious in this position because anything could happen, and if a
turnover occurs during the breakout, the center or low forward must be
ready to defend. In addition, the center shouldn’t crowd the winger as the
puck moves up the boards; staying in line with the dots is a good guide
so that the winger can make an inside pass.
Breakouts 7
Strong-Side Winger
The strong-side winger on the breakout must be available on the boards
for a direct or rimmed puck. We like the winger to be in a higher position
above the circles so that the pass from the defenseman or center advances
the puck as far up ice as possible. If the other team pinches or closes down
on the winger as the pass is being made, then the winger must fight the
battle up higher on the boards. He can try to box out the pinching defense
man by backing into him as the puck is being passed. If the winger starts
the breakout lower on the boards and not up higher as suggested, then
more time and potentially more passes will be needed to get over the blue
line, often resulting in turnovers. The winger must be strong in all board
battles because a turnover here may be costly, leading to extended time
in the defensive zone and often an opportunity for the opposition to create
scoring chances. The strong-side winger also must be able to make passes
inside to the center or to the backside D. These passes require skill and
smart reads.
Back-Side Winger
The back-side winger on the breakout may skate one of three routes:
1. As the puck advances up the far side, the back-side winger may slash
across for support. The slashing winger may move all the way across
or, as many teams do, slash across and out in line with the center-ice
logo. The back-side winger needs to be ready to receive a pass or move
to a puck that is chipped off the boards into the neutral zone. The
winger coming across creates more options than the winger staying
wide and the success of this strategy relies on short passes or chip
plays. Short passes or chip plays are definitely easier to execute than
long cross-ice passes, which are often intercepted.
2. As the puck advances up the far side, the back-side winger may stay
wide to avoid checking pressure from the other team. This wide pass is
more difficult to make, but once made it usually provides more skating
room for the winger because he will be on the outside shoulder of the
opponent’s defense and can drive in the wide lane. Breakout passes to
a wide winger may be made indirect, off the boards, so that the player
can skate into the pass.
3. Some coaches like to give the green light for the wide winger to leave
the zone early and be available by moving in the neutral zone. This
approach is effective because the opposition will have to back one of their
defensemen out of the zone, and, as a result, the back-side winger can
more easily move into open ice as the pass is made. The only problem
with doing this is that playing four on four in your defensive zone is
more difficult than playing five on five.
8 Hockey Plays and Strategies
Goaltender
In most leagues goaltenders are restricted in the area in which they are
allowed to handle the puck. At the NHL level, goaltenders may handle the
puck anywhere above the goal line and in the trapezoid area below the
goal line. Regardless of the level and restrictions, goaltenders must learn to
pass the puck up on line changes (figure 1.3), set up the puck for defense-
men, and move the puck by forechecking pressure to a waiting teammate
or to an area where teammates can get the puck first. When going out to
play the puck, goaltenders must check their options first and then listen
to the communication of teammates to make the best decision. Strong,
confident puckhandling goaltenders are valuable to a team because they
provide an extra breakout player and often save the defense from being hit
by the forecheckers. In addition, goaltenders are always facing up ice, so
they see options sooner. The only problem with goaltenders handling the
puck is that their passing ability is usually not as good as a defenseman’s
because of their restrictive equipment.
D1
Defense
Coaches may have a different philosophy on this, but we believe that the
defense should be prepared to move into the breakout after a successful
pass is made. Some coaches believe that the defensemen should “stay at
home,” or always keep the play in front of them. This philosophy is sound,
but it significantly eliminates attack options. The key read is a successful
pass. The defenseman who jumps into the breakout should be the back-side
D, while the puck-moving D holds a more defensive position after making
the pass (figure 1.4a). The back-side D is in a better position to read the
play because he is not involved in retrieving the puck and is generally wait-
ing at the net for the play to develop. Sometimes in defensive zone cover-
Breakouts 9
RW
D2
D1
LW
E7251/Johnston/F01.04a/596871/mh-R1
LW
D1
C
D2
O RW
b O
Figure 1.4 (a) The defense joining the breakout and (b) the center caught low.
E7251/Johnston/F01.04b/596872/mh-R1
age and in other breakout situations, the center is caught low, so the net
defenseman must be ready and available for a breakout pass (figure 1.4b).
Another common game situation is to get the puck while in defensive
zone coverage and then have to initiate a breakout. Players must read
and react to the quickest escape option. Often when the defensive team
recovers the puck down low, the best option is to break out by moving
the puck away from pressure to the back-side D and up the other side.
By breaking out on the back side, you take the puck to an area with less
traffic and generally less checking pressure (figure 1.5).
Defensemen, especially young defensemen, must learn to make a strong
first pass. Coaches and parents often yell to defensemen on the breakout,
“Get the puck out!” What they mean is to keep the puck going up the boards
or shoot it off the glass. Players do whatever they can to get the puck into
10 Hockey Plays and Strategies
LW
D1
RW
D2
the neutral zone without turning it over. At certain times in a game, this
action may be appropriate, but generally you want the defense to learn
to read the play and make a tape-to-tape pass. Defensemen need to learn
to make plays by picking the best option on the breakout. Sometimes
the best play is an inside pass to the center or a back-side play to your
partner because 80 percent of teams on the forecheck take away the
boards; therefore, if you use the board option you are essentially passing
into traffic and probably creating a turnover. The old saying “Never pass
in front of your own net” should be thrown out the window because that
is sometimes the only option available and you don’t want to be predict-
able. Make sure you practice these plays often so that the execution level
is high and the players gain confidence in making successful breakout
plays. As a coach, be careful not to criticize players who make the right
play but turn the puck over because of poor execution. Focus on achieving
better execution and keep their confidence high. This approach will pay
dividends later in the year.
Breakout Plays
When a player goes back to break out a puck, his teammates are his
number one resource. His teammates must communicate pressure and
make specific calls with regard to the appropriate breakout option to use.
Players can make five calls: up, over, wheel, reverse (corner or net), and rim.
UP
When D2 calls, “Up,” D1 knows right away that when he touches the puck that his primary
option is to turn up the strong side and make a play to the board winger (LW) or center (figure
1.6). D2 has read that the other team is taking away the net or back side, so the best option is
Breakouts 11
to get the puck moving right away up the strong side. C supports low, and RW moves across
the ice or stays wide.
LW
D1
D2
RW
Figure 1.6 Center supports low and RW slashes across on the up play.
E7251/Johnston/F01.06/596874/mh-R1
OVER
When D1 picks up the puck, D2 sees that the other team has flooded one side of the ice, so
he moves to the opposite corner and calls for an “over” play (figure 1.7). D1 makes a direct
pass or banks the puck off the boards to D2. D1 should move the puck quickly and not make
the mistake of carrying the pressure toward D2 and then passing. If that were to happen, the
forechecker could easily continue through and get on D2 as he receives the pass. C supports
low, RW supports the boards, and LW moves across in support or stays wide.
D1
LW
D2
RW
WHEEL
Here, D1 has a step on the forechecker, so D2 calls, “Wheel.” D1 quickly rounds the net,
leaving the forechecker trailing. D1 uses the net as a screen for the forechecker by cutting
tight to the net on the wheel. D2 should hold the front of the net until D1 makes a play or
skates up ice (figure 1.8). C supports low, LW moves across the ice or stays wide, while RW
provides a boards-pass option.
LW
D1
C
D2
RW
Figure 1.8 D1 wheels the net and passes or skates the puck.
E7251/Johnston/F01.08/596876/mh-R1
Corner Reverse
In this situation, D1 picks up the puck and attempts to lose the forechecker by going around
the net. D2 sees that the forechecker is right on his partner, so he calls a reverse (figure 1.9).
D1 banks the puck off the boards in behind the forechecker to D2. C supports by first moving
with D1 and then back low through the slot after the reverse pass is made. LW moves inside
and then out to the boards, ready for an outlet pass. RW initially is ready for the up pass from
D1, but when the reverse pass is made, RW moves across the ice to support the breakout or
stays wide for a direct or bank pass. D2 passes to C or LW.
Breakouts 13
LW
D1
C
D2
RW
Net Reverse
The difference with the net reverse is that the defense or low forward who picks up the puck
is moving toward the corner but sees no option up the boards or to the middle and is going
to get hit. In this situation, he can reverse the puck toward the net for D2 or the center to
pick up. They can then wheel the net (figure 1.10).
X
D1
D2
Figure 1.10 D1 uses a net reverse to move the puck away from pressure.
E7251/Johnston/F01.10/597760/mh-R1
14 Hockey Plays and Strategies
Reverse Interchange
Sometimes coaches like the center and the winger to switch on reverse plays, which allows
them to maintain speed, but they must make the exchange quickly to avoid giving up defen-
sive position at a time when a turnover may occur. As noted in figure 1.11, when D1 swings
behind the net, C moves to support. If D1 reverses the puck, C can continue moving toward
the boards, and RW can move to mid-ice to support the reverse pass to D2.
LW
D1
D2
RW
The final option for reverse plays is for D1 to reverse the puck to C in the strong-side corner.
This action allows the breakout team to spread out and makes it difficult for the forecheckers
to take away all options. D2 supports the wide side, looking for an over pass, and D1 reverses
the puck to C, who should call this option.
RIM
This option (figure 1.12) is often used when the opposition is forechecking hard with two
players. The best choice under these conditions is to bypass the forecheck by passing the
puck hard around the boards. D1 goes back for the puck and quickly rims the puck to RW.
C supports from underneath, and LW moves across in support. Against teams who pinch
down with their defense on rimmed pucks, the wingers who receive the rim must be able
to protect the puck, control it, and then move it to support. In this situation, RW must be
able to control the puck and make a play, skate with the puck, or chip it behind the pinching
defenseman. As mentioned earlier, the ability to get pucks off the boards under pressure is a
skill that also involves a component of toughness—especially if the other team’s defensemen
pinch down quickly to finish the hit.
Breakouts 15
D1 LW
D2 RW
FLIP
In the last few years, more teams have used a flip pass to escape their zone. This play is often
used when under checking pressure, but sometimes it can be used as a strategy to create
more offense by getting forwards in behind the opposition’s defense. To execute the play,
the low center or defense usually gets the puck and flips it high into the neutral zone for
the wingers to chase down. The only risk in using the flip pass is the execution of the player
making the pass. If this player doesn’t get the puck high enough, it remains in the zone while
the wingers are in the neutral zone.
Control Breakouts
When your team gets the puck, the opposing players may have already
pulled back into a trap forecheck. They are sitting back waiting for the
breakout to take place and looking to turn the puck over. Instead of free-
lancing your way through the trap and potentially being unsuccessful, a
better plan is to move out together in a coordinated fashion. This approach
is called a control breakout.
Unless you come out of your zone in a controlled manner with set pat-
terns for the five players, the opponent will have a good chance of creating
a turnover. A controlled breakout includes two key factors: (1) the four
players without the puck move with speed, and (2) the puck carrier knows
the options and picks the best one.
16 Hockey Plays and Strategies
BLUE-TO-BLUE STRETCH
D1 waits behind the net for C to move back with speed. C swings with speed behind the net.
D2 swings into the opposite corner. LW waits at the corner of the close blue line. RW waits at
the corner of the far blue line. D1 has four options. C can pick up the puck with speed and
try to weave his way through the trap or move the puck to LW, RW, or back to D1 and up the
other side (figure 1.13a). D1 can allow C to go through and then step out the other side of the
net and pass to LW or D2 (figure 1.13b). If D1 passes to D2, the next primary option should
be a stretch pass to RW moving across the ice or to LW, who bends his pattern through the
center of the ice.
LW
D2 C
D1
RW
a
Figure 1.13a Blue-to-blue stretch control breakout with the center picking up the puck.
E7251/Johnston/F01.13a/596880/mh-R1
Breakouts 17
LW
D2
C
D1
RW
b
Figure 1.13b Blue-to-blue stretch control breakout with D1 initiating the play.
E7251/Johnston/F01.13b/596881/mh-R1
STRONG-SIDE SLANT
D1 waits behind the net for C to swing. C can swing behind the net or into the far corner.
RW swings on the same side with the C. As they move up ice, one slants inside and one stays
wide. LW stations himself in the middle of the far blue line ready to move back into the play.
D2 waits deep in the corner. D1 now passes to D2, who then has three options as he moves
up ice: (1) pass to C slanting through mid-ice, (2) pass to RW wide, or (3) pass to LW off the
boards or direct. LW can pass or chip the puck to RW or C. The key players are RW and C as
they move with speed to break through the trap (figure 1.14).
D2 LW
D1
RW
THREE HIGH
D1 waits behind the net for a few seconds. All three forwards stay out high in the neutral
zone. D2 supports D1 by moving wide into one of the corners. D1 steps out and passes to C
curling in mid-ice or to LW or RW, who are moving or posting up (stationary along the boards
by one of the lines). If C is under pressure when he receives the puck, he may chip it by and
create a footrace for LW or RW (figure 1.15).
D2 LW
D1
RW
19
20 Hockey Plays and Strategies
Counters
The difference between counters and regroups is that counters are quick
plays with the intent of catching the opposition disorganized and not set
in their neutral zone forecheck. In contrast, regroups are more organized
and attempt to navigate through an opponents’ neutral zone forecheck.
Quick counters often result in odd-man rushes. When the turnover
happens, the opposition is moving aggressively on the attack and often
cannot react quickly enough to get back. Therefore, you should practice
counters with speed. When a team counters, the intent is to catch the
opponent moving toward the offensive zone. You then quickly pass the
puck up to the forwards in the hope of getting an odd-man rush. If this
happens 50 percent of the time, your team would be considered a good
transition team. The other 50 percent of the time the pass is confronted
by pressure, and the puck carrier must look for a play or dump or chip
the puck into the offensive zone.
Practice repetition will help teach defensemen to read the forecheck
and then pick the appropriate option. At times, players counter quickly
but the puck carrier is confronted or runs out of space to carry the puck,
leaving the player with only two options: either dump the puck in or chip
behind pressure.
Dump-Ins
Dumping the puck is a useful counter option when players are confronted
at the blue line and have no opportunity to enter with possession. Some
Neutral Zone Counters and Regroups 21
teams like to designate where to dump the puck so that skaters off the
puck know which area to move toward. Players who are dumping the puck
have four options.
1. Cross-corner dump-in: This option is effective because it forces the
defensive team to switch coverage from one side of the ice to the other
and in doing so, they may lose defensive position. Effective cross-corner
dumps also give the offensive team a chance to get to the puck first.
Make sure when dumping the puck that it does not move into the area
where the goaltender can play it. Try to dead corner it by placing the
puck in the corner so that it stops close to the boards (figure 2.2).
F2
F1
F2
F1
hard enough that the goaltender cannot stop it behind the net. This
puck will be difficult for the winger to get off the boards, so he should
stop it first, protect it, and look for a play. As in the previous strategy,
quickly changing sides with the puck can cause the defensive team to
lose their position in the zone when they adjust to the puck.
3. Same-side dump-in: As with the cross-corner dump, the intent of
this strategy is to have the puck stop in the near corner (figure 2.4).
When pressured in the neutral zone, the puck carrier lays the puck
behind pressure by shooting it into the near corner for a supporting
teammate. Most opposing defensemen will try to stay up on the puck
carrier, which will allow the supporting offensive forward to get to the
puck first. Often with a same-side dump, the puck carrier has enough
speed that he can jump around the defenseman and get to the puck
first.
F2
F1
4. Putting the puck on net: When watching sports highlights, you will
often see a player skating through the neutral zone, faking a dump-
in to the corner, and then surprising the goaltender by shooting the
puck on net (figure 2.5). At times it will go in, but this result is rare.
Employing this strategy catches the goaltender by surprise and forces
him to make a play. Many goalies have trouble stickhandling and
passing the puck, so this tactic often forces the opposing defensemen
to hurry back and receive a below-average pass from the goaltender to
start the breakout. If the goaltender you are playing against is a weak
passer, this option may be a good strategy. In addition, some shots are
hard for goaltenders to handle, so they simply direct the puck into the
corner, which creates a difficult play for the defensemen. They have to
retrieve the puck and then turn around and make a play while under
heavy forechecking pressure. Most of the time when a rebound is cre-
ated by a long shot on goal, the offensive team has as good a chance
of recovering the puck as the defensive team.
Neutral Zone Counters and Regroups 23
F2
F1
Possession Counters
As mentioned earlier, analytics at the NHL level have confirmed that scoring
chances increase significantly when teams carry the puck into the opposi-
tion’s end. Possession entries cause coverage problems for the opposition
and provide the attacking team with a chance to work set plays.
Dumping the puck into the zone is an effective strategy, but the more
exciting transition play—and the one that usually results in a scoring
chance—involves the defensive team getting the puck in the neutral zone
and making a penetrating pass to one of the forwards that results in an
odd-man rush or breakaway (figure 2.6). This counter play has two key
aspects: (1) the defenseman recognizes the option quickly, and (2) the for-
ward skates into a stretch area with timing and speed. The stretch area
is an open space as far from the puck carrier as a skater can go without
going offside.
F1
D1
The forward off the puck can occasionally get in behind the defense and
look for a breakaway pass (figure 2.7). This option will be available more
often against teams that pinch up in the neutral zone with their defense.
Forwards can look for that high middle area between the opposing defense-
men to open up. When his teammate is ready to pass, the receiver should
move to that area quickly with good timing. Even if the pass isn’t made,
having the forward available will pull back the opposing defensemen and
open up other areas.
F2
D1
Tag Up Counters
Almost 50 percent of all counters occur off situations when the defensive
team dumps or moves the puck out of the zone and the attacking forwards
quickly tag up (get onside by getting over the blue line) while their defense
quickly retrieves the puck and turns it up ice. The three forwards should
all take a lane to provide the defense with the most options (figure 2.8).
Make sure that each forward gives himself enough room to accelerate into
the pass before crossing the blue line.
D2
F2
F3
D1
F1
|| It prepares the attack to have a late or mid-ice threat from the defense.
If the defensemen wait too long to join the attack, they won’t be a factor
in the offensive zone.
|| Having a defenseman in the play often backs off the opposing defense,
therefore giving the puck carrier more time to skate or make a decision.
Note that defensemen cannot jump indiscriminately into an attack.
The decision to activate must always be based on the quality of puck
possession. If the puck carrier has good possession, then the defense-
man can move to become an option; if not, he should stay back.
Regroups
If the opponent is already set up in their neutral zone forecheck, then
regroups are a more effective way to break through this area and enter the
offensive zone. Most teams will have an organized forecheck in the neutral
zone to try to prevent teams from successfully regrouping. Knowing before
the game which forecheck your opponent is using will help identify what
regroup options are available. The coach must decide for all regroups what
patterns the forwards should run so that they are consistent. The defense
can then identify where potential passing options may exist because the
forwards are available in specific areas. The two regroup patterns we will
discuss are lane regroups and motion regroups. Both regroups are effec-
tive against all types of forechecking pressure. The difference between the
two is whether the center stays in the middle or has the freedom to swing
wide and exchange with the wingers (figure 2.9).
26 Hockey Plays and Strategies
LW
D1
C
D2
E7251/Johnston/F02.09a/596902/mh-R1
D1
OR
C
D2
b
Figure 2.9 (a) Center exchanging with the winger; (b) center supporting both sides (low or
high). E7251/Johnston/F02.09b/596901/mh-R1
Lane Regroups
For the following regroups, the strong-side forward supports the boards
while the back-side forward stretches. The center supports both sides,
either low or high (figure 2.9b). The sequence of options for defensemen in
the neutral zone depends on how the opponents forecheck. Do they fore-
check with two forwards in a 2-1-2 system or with one forward in a 1-2-2
or 1-3-1 setup? If they forecheck with one forward, does he take away the
D-to-D pass, or does he take away the flat pass to the wide forward? Teams
that take away the D-to-D pass eliminate the hinge play, whereas teams
that take away the cross-ice pass give up the hinge play. These important
reads help the defensemen choose which of the following options to use.
Neutral Zone Counters and Regroups 27
QUICK UP
In this situation, D1 gets the puck just inside the blue line and turns it up quickly by pass-
ing to LW or C (figure 2.10). This option should be the first for all teams because speed in
transition usually results in odd-man rushes. In addition, the quick-up play does not give the
opposition time to set up a trap. RW stretches on the wide side and then supports across the
ice when the pass is made.
LW
D1
D2
RW
D-TO-D STRETCH
When D1 gets the puck and the strong-side options are taken away, he should immediately
pass the puck to his partner (figure 2.11). After making the pass, D1 should sink back to mid-
ice to protect his partner in case of a turnover and to provide an option for D2. D2 passes
up to RW, who is in a stretch position by the far blue line, or to C in mid-ice. After the pass
is made, LW moves to support.
LW
D1
D2
RW
LW
D1
D2
RW
HINGE PLAY
D1 passes to D2 and then slides back to mid-ice to support his partner (figure 2.13a). D2
moves up ice and looks to make a pass. With no option available, he passes back to D1, who
is behind and in mid-ice. D1 then moves the puck quickly to LW as the primary option or
LW
D1
D2
RW
a
Figure 2.13a D1 passes to D2 and then slides back to mid-ice to support his partner.
E7251/Johnston/F02.13a/596906/mh-R1
Neutral Zone Counters and Regroups 29
to C. Initially when D1 moves the puck to D2, he has the option to drop back deeper and
perform a “skating hinge”—in which the supporting defenseman moves back in behind the
play and prepares to jump into the hinge pass with speed, catching the opponent off guard.
Using the skating hinge also gives this defenseman room to accelerate, time to read the play,
and the ability to draw in a checker and move the puck to the best option (figure 2.13b).
LW
D1
D2
RW
b
Figure 2.13b Using the skating hinge. The D-hinge process is critical to support the puck
carrier. E7251/Johnston/F02.13b/596907/mh-R1
CENTER STRETCH
When a D1-to-D2 pass is made in the neutral zone, C should have the option of supporting
low or moving up into the high seam stretch area (figure 2.14) for a potential breakaway pass.
If teams check center on center in the neutral zone, this option is an effective way to lose the
check and split the opponent’s defense.
LW
D1
D2
RW
Figure 2.14 The high center stretch regroup sometimes will create a breakaway.
E7251/Johnston/F02.14/596908/mh-R1
30 Hockey Plays and Strategies
LW
D1
D2
RW
LW
D1
D2
RW
Motion Regroups
The difference with motion regroups is that the center now has the ability
to exchange positions with the wingers. Again, the sequence of options
for defensemen in the neutral zone depends on how the opponents fore-
check. The advantage of using motion regroups is that the players have
more speed when getting the pass and often catch the opposition flat
footed. The disadvantage is that the positioning of the forwards is not as
predictable so the defensemen can’t always anticipate where they will be.
At times the forwards are so focused on moving and building up speed
that they lose eye contact with the passer. The forwards must remember
to keep their eyes on the puck. With motion regroups, the center always
changes lanes with one of the wingers, and that winger then moves into
center ice. If the player in the middle moves to support a pass and it is not
made, an exchange occurs with the winger on that side (figure 2.17a). The
player in the center may also swing away to build up speed on the wide
side (figure 2.17b).
D2
D1
RW
a
E7251/Johnston/F02.17a/596911/mh-R1
LW
D2
D1
RW
b
Figure 2.17 (a) Strong-side motion regroup and (b) the wide-side motion regroup.
E7251/Johnston/F02.17b/596912/mh-R1
32 Hockey Plays and Strategies
QUICK UP
In this situation, D1 gets the puck just inside the blue line and turns it up quickly by passing
to LW or RW, who has moved off the wide boards as C swings to that side (figure 2.18). The
exchange between the center and RW must be made quickly to provide immediate support
for D1.
LW
D1
D2
RW
Figure 2.18 Center and wing exchange lanes to create regroup speed.
E7251/Johnston/F02.18/596913/mh-R1
D-TO-D STRETCH
When D1 gets the puck and the strong-side options are taken away, he then passes to his
partner (figure 2.19). C again swings away to the wide side. After the pass is made, D1 should
sink back to mid-ice to protect his partner in case of a turnover and to provide an option
for D2. D2 passes up to RW or to LW, who has moved off the boards and is available in the
middle of the ice.
Neutral Zone Counters and Regroups 33
LW
D1
D2
RW
LW
D1
D2
RW
HINGE PLAY
D1 passes to D2 and then slides back to mid-ice to support his partner. D2 moves up ice and
looks to make a pass. With no option available, he passes back to D1, who is behind and in
mid-ice. D1 then moves the puck quickly to C, who again has a lot of speed built up in the
outside lane (figure 2.21). LW may also be available in the middle of the ice. D1 may perform
a skating hinge and accelerate up the middle of the ice while looking for options.
LW
D1
D2
RW
STRETCH PASS
When a D1-to-D2 pass is made in the neutral zone, C exchanges with the wing, and RW now
has the option of moving out higher in behind the opposing defense (figure 2.22). Because
the center swings lower, the defense has an alternative safer option if the stretch play is not
there. RW must time it to hit the open space behind the opposition defense when D2 is
ready to pass.
LW
D1
D2
RW
HEAD TO HEAD
Teams sometimes face opponents who defend with a stationary or deep trap. In that case
you should consider a motion regroup strategy like the head-to-head regroup, which pro-
vides you with the best chance of getting through with possession. After D1 gets the puck,
he delays for a few seconds and then moves to mid-ice with the puck (figure 2.23). C and
RW swing low to one side. D2 moves to the opposite outside lane. LW stretches in mid-ice
at the far blue line. All four low players move together against the trap. D1 has the option
of passing to any of the forwards or D2. The advantage of this strategy is that F1 in the trap
gets frozen by D1 and the speed of the players coming from behind allows them to be able
to navigate through the trap.
RW
C
LW
D1
D2
36
Offensive Zone Entries 37
RW
D1
C
D2
LW
F2
D2
D1
F
D
a
F1
D3
X
D1
get to the face-off dot before the opposition defense so that the icing will be
waived off. If the pass doesn’t connect but the forward wins the foot race,
possession will be obtained low in the offensive zone.
As mentioned in the chapter on breakouts, many teams now use indi-
rect breakout passes to try to spring one of the wingers into open ice or
get an odd-man rush. These passes are often made off the boards and into
an area that the winger is skating toward. The player receiving the pass
can often adjust his skating and get to the puck before the defensive team
has a chance to adjust. Again, missing the pass is usually not a problem
because of the hybrid icing rule and the advantage for the offensive team
to win the race to the puck (figure 3.2b).
When playing five on five, the player with the puck must read the oppo-
nent’s pressure when entering the offensive zone. If the gap between the
player in possession of the puck and the defender is large or adequate,
obviously the attacking player keeps possession of the puck and enters
the attacking zone. If the player with the puck senses pressure, his first
option is to pass, but if that isn’t available, the cross-ice dump or chip are
two tactics that can reduce this pressure and create a chance for puck
possession deeper in the zone. Coaches should set up practice drills that
incorporate this read. Drills that allow the puck carrier to react to varying
gaps by the defender and varying pressure help to make these decisions
with the puck more automatic and successful in game action.
Offensive Zone Entries 39
Dump-In Entries
The cross-ice dump (figure 3.3) works best under two conditions:
1. Defensive pressure is read, and the offensive team is changing.
2. Defensive pressure is read, and the puck carrier has no support option.
The perfect cross-ice dump hits the boards halfway between the net and
the side boards and angles away from the goalie toward the half boards.
F1
D1
D2
F2
Rims
A second tactic when the offensive player reads pressure is to rim the puck
to the wide side. The player entering the zone senses that his teammate
skating wide can retrieve the puck. Therefore, the player with the puck rims
it hard around the boards (figure 3.4). To increase the probability of the
puck making it by the goaltender, he takes a quick wrist shot. If he uses
a slapshot, it has to be hard enough to clear the back of the net because
most goaltenders will read a rim when the player winds up for a slapshot.
At the top levels of hockey, this tactic has limited success. Goalies in
today’s game are so mobile and so good at trapping the rimmed puck that
few pucks get around to the desired teammate. Most are stopped behind
the net and turned over to the opposing defense. Before using this tactic,
know the opposition goaltender. If he isn’t mobile or is poor at trapping
the puck off a rim, then use it more often. Conversely, if he gets out of his
net quickly and is able to handle the puck, rimming it will only result in
a turnover.
40 Hockey Plays and Strategies
F1
D1 F2
D2
F3
Chips
The chip tactic (figure 3.5) is used in many areas of the ice, but it may be
most effective during an offensive zone entry. Chipping the puck can be
considered a pass if done correctly. Chipping refers to banking the puck off
the boards to a space behind the defender. The chip works well because it
puts the puck in better offensive position (behind the pressuring defender)
and gives the player chipping the puck a good chance of retrieving it.
Younger players make a monumental mistake by not pulling the defender
off the boards slightly toward the middle of the ice before chipping the
puck. If players are close to or right next to the boards, angling the chip
to a place where it can be retrieved is nearly impossible. The goal of the
chip is puck placement.
D1 F1
D2
F3
Chipping the puck past the defender forces him to turn and try to catch
the offensive player. Because the offensive player is moving forward with
speed and his supporting teammates are moving to that area, the defender
is often caught in a difficult position. Several years ago the defender would
have been able to hook or hold up the offensive player for a few seconds but
not anymore; the obstruction rules have eliminated that tactic. Therefore,
the defender’s inability to pressure the player with the puck creates the
opportunity for puck possession deeper in the offensive zone.
The chip has two options for retrieval. The first is to chip the puck and
have the same player retrieve it. The second and most effective is to chip
the puck into the space behind the defenseman and have a teammate
with speed pick it up (figure 3.6). The chip to a teammate should always
be used when the puck carrier has no room to carry the puck but has a
teammate moving to support the space behind the defense. This strategy
is also commonly referred to as attacking the space behind the opposing
defense. Get your players to visualize this tactic and constantly talk about
the space behind.
D1 F1
D2
F2
Mid-Ice Entries
Most coaches prefer outside-drive entries because a dangerous turnover is
less likely to occur. Players who enter the offensive zone with the puck in
the middle often face several risks. The major concern is that any sideways
movement in the middle of the ice brings with it the opportunity for the
defenseman to stand up and make an open-ice hit. Most major open-ice
hits occur as players are carrying the puck into the middle of the ice on
offensive zone entries (figure 3.7).
42 Hockey Plays and Strategies
F1
D2
F2
D1
F3
F1
D2
F2
D1
F3
offensive zone just inside the blue line and then pass back toward the
space where they have just come from to a player with vertical speed. The
effectiveness of this entry comes from shifting the defenders sideways,
with the puck carrier thereby opening up space for the player on the back
side to enter the zone.
F2
D1
F1
D2
D1
F3
Wide-Lane Drives
The wide-lane drive is the most used offensive zone entry because this space
is most often available to the puck carrier. When the puck carrier enters
the zone wide, he may have the option to drive deep and try to go around
the defenseman or behind the net. Defensemen are usually intimidated by
speed and want to protect the space inside, so they will initially give the
puck carrier room on the outside and then try to cut off the puck carrier
deeper in the zone. The puck carrier may also delay by driving deep and
then cutting back up ice to the space where he came from. The puck carrier
44 Hockey Plays and Strategies
may also drive and cut inside. He must be able to read options quickly as
he enters the zone wide with speed. The puck carrier going wide needs to
read where the open space is; if it is deep, he drives around the defense-
man; if it is in front, he cuts laterally across in front of the defenseman;
if the defenseman closes quickly on the puck carrier, then the best option
may be to spin off and delay (figure 3.10).
Delay
F1
D1
Drive
Cut
Figure 3.10 The wide-lane drive with options to cut, drive deep, or delay.
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Funneling Pucks
Sometimes coaches need to have in their back pockets a tactic or philosophy
that simplifies the attack options. Funneling pucks to the net is a basic yet
effective tactic (figure 3.11). The funnel philosophy says that after a player
F1
D2
F2
D1
F3
carrying the puck crosses the top of the offensive face-off circles, that
player has only one option: placing the puck toward the front of the net.
Under these instructions, the other two offensive forwards should not be
trying to get open for a pass but should be driving hard to the net looking
for a second-chance rebound. In other words, everything—the puck and
the players—is funneled toward the front of the net. If 70 to 80 percent of
all goals scored come off a second chance created by a rebound, then the
funnel simplifies how to make this happen. In every league the leading
scorers are the ones who take the most shots. They understand the funnel
philosophy—get the puck to the net. Volume of shots is key.
The funnel opportunity is maximized if the player carrying the puck
into the offensive zone and placing the puck toward the front of the net
is an offensive defenseman (figure 3.12). Obviously, this option frees up
all three offensive forwards to skate into prime position and jump on any
loose pucks to create second shots. When shooting from the outside, play-
ers should recognize that they aren’t trying to score. At most levels the
goaltending is too good, and few are beat from those wide angles. The main
objective is to hit the net. Shots should be low for the goaltender’s pad
to create a rebound for the players going to the net. Goaltenders usually
cannot deflect this type of shot to the outside.
If the defenseman on the rush has speed to attack the net off the rush
and the team’s strategy is to funnel pucks, then many coaches give the
attacking defenseman permission to go directly to the net, with one rule—
after the play turns from a rush to a forecheck, the attacking defenseman
must return quickly and directly to the blue line.
F1
F2
G
F3
OD
Two-on-One Attacks
When the offensive team realizes they have a potential two-on-one oppor-
tunity in the neutral zone, they should attack quickly with speed (figure
3.13). Initially they may cross, but they must attack with speed so that
the backcheckers don’t catch them and nullify the odd-man rush. If it is
a wide two on one, players should try to get closer to mid-ice right away.
Regardless of which side the puck carrier is on when he crosses the blue
line, he should get the puck into a triple-threat position—in shooting posi-
tion at his side so that he can either pass, shoot, or make a move. The puck
carrier now needs to read how the defense and goaltender might play the
situation and pick the best option. The second offensive player must have
his stick in a position to shoot or deflect the puck into the net.
A team can use several strategies when attacking two on one. First, they
can try to move the puck once side to side when they cross the blue line to
shift the goaltender and the defenseman. Second, they need to recognize
whether the D is going to slide. Coaches should include in the scouting
report whether the other team has a tendency to slide when facing a two on
one. When a D slides, the puck carrier can cut inside quickly or wait out
the D and pass around the sprawling defenseman. The puck carrier needs
to have patience and poise to prevent the sliding D from being successful.
F2
F1
Two-on-Two Attacks
Three basic strategies can be used for a two-on-two rush. There are no set
rules about when to use each, but they give the offensive players options.
Although the choice may be dictated by the coaches’ philosophy of play,
practicing each option is important. The key principle for all two-on-two
rushes is for the offensive players to isolate and attack one defender.
TWO-ON-TWO CRISSCROSS
The first strategy is for the puck carrier (F1) to crisscross with F2 and isolate one of the defense
men (figure 3.14). If properly executed, the crisscross creates a lateral move that develops a
sense of uncertainty in the defender’s mind. The key to the crisscross is for the player with
the puck to initiate the lateral movement and be closest to the defenders; the player with
out the puck crosses in the opposite direction behind the puck carrier. Young players often
mess up this sequence and put themselves offside because the player without the puck is
too anxious and goes ahead of the puck carrier. The puck carrier should make the decision
about which way he will go.
F1
D1
D2
F2
F1
D1
D2
F2
F1
D1
D2
F2
Three-on-Two Attacks
When the offensive team catches the opposition in a three on two, they
should be able to generate a scoring chance. Although not as good as a
two on one, it is still a great offensive opportunity. Because three players
are involved in the attack, several options are available to create a great
chance. Teams should practice and use all four attack options: the high
triangle, the midlane drive, the triple drive, and the drive and delay.
F1
F2
F3
Figure 3.17 The high triangle creates a back pass and wide pass option for F1.
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to F3 for a wide shot or high slot shot. This attack allows the potential shot to come from the
perfect scoring area and forces the goaltender to look through the screen provided by F2.
F3
D2
F2
D1
F1
F1
D1
F2
D1
F3
F1
D D
F2
D1
F3
PRESS-AND-PULL PLAY
A wrinkle in this outside-drive play is being executed often at the NHL level. As the middle-
drive offensive player (F2) drives toward the net, he doesn’t stay in front of the net but pulls
away and finds a shooting soft spot (not in the middle of the slot) toward the side of the net
where the player with the puck (F1) is turning (figure 3.21). As F1 turns back up ice, he makes
a quick inside pass to F2.
This play is effective off the rush because it drives the defender to the net and then cre
ates separation from this defender, who is reluctant to leave the front of the net. Rush plays
like the press and pull are effective because of their drive north and then pull south effect.
52 Hockey Plays and Strategies
F3
D2
F2
F2
D1
F1
Figure 3.21 F2 uses the press and pull play to get open.
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F3
F2
D1
F1
Offside
Entry into the offensive zone can create one of a coach’s many pet peeves—
the offside. High-level coaches speak often about controlling the control-
lables. John Wooden, the great basketball coach, said, “I don’t worry too
much about winning and losing. I worry a lot about practicing the details
that deliver the win.” One of the details that deliver the win is never, never,
never to put yourself or your team offside. Offside comes from selfish pos-
session of the puck or lazy actions when the puck carrier waits too long
to make a play and his teammates go offside while trying to anticipate
a pass. Yes, opponents can have a positional influence on the offside,
but more often than not the offside is created by the team with the puck
instead of the team without the puck. Puck possession is hard to get and
hard to keep, so why would a team easily give up a puck that they fought
so hard to retrieve?
54
Attack Zone 55
move to areas where they can receive a pass and be ready to one time
the puck or shoot quickly. Sometimes players off the puck can move into
an area and then push off their check or push back into an open space.
Separating from your check sounds like a simple task, but we find that
many offensive players off the puck skate into their check and essentially
check themselves. Smart players, however, always seem to be able to get
open, and as a result they always have the puck.
The puck carrier also needs to be deceptive so that the defending team
doesn’t know whether he is going to shoot or pass. Deception tactics
include faking a shot or pass or simply looking the defender off. Looking
the defender off the puck means looking at an option, making a motion to
pass in that direction, and then skating or moving in another direction.
Usually the defender will turn his feet toward the first look, giving the
offensive player room to move by. Coaches often talk about the triple-threat
position, and we mention it several times in this book. When an offensive
player has the puck, he should always keep it by the hip on his forehand
side, which gives him the option of passing, shooting, or making a move
on the defender. This triple-threat position creates deception simply by the
location of the puck and the options available. All these tactics play them-
selves out through many practiced and set plays that we will now explore.
Cycling
Many offensive strategies include cycling the puck. Younger, inexperienced
players often get the cycling process wrong, so let’s start with this basic
tactic. The cycle works best when the player with the puck deep in the
offensive zone begins to bring the puck up the boards toward the blue
line (figure 4.1). Generally, a defender will press this puck carrier toward
F3 F2
F1
D
the boards and work to remove the puck. The key to the cycle setup is the
second offensive forward. This forward mirrors the positioning of the puck
carrier but stays 10 or 15 feet (3.0 to 4.6 m) away from the puck carrier
on the boards, toward the goal line. This player calls for the puck. Here is
where inexperienced players mess up. The tendency is for players to pass
into open ice, but the cycle doesn’t work best this way. It works best when
the puck is angled off the boards, away from the defender’s stick, so that it
bounces off the boards and onto the stick of the second offensive forward.
Cycling is an effective tactic when executed correctly.
The purpose of the cycle is to keep possession of the puck and take it
to the net to create a scoring chance. If the initial player with the puck
can gain a lane to the net, he shouldn’t cycle—he should take the puck
to the net. Many coaches become upset when players cycle for the sake of
cycling and don’t read when to exploit the defenders. If the puck carrier
feels pressure and knows the lane is shut down, he should lay the puck
back to the corner where he came from. His support player (F2) needs to
read this and move to support the cycle pass. After this play is made, F2
may continue the cycle with a pass back to F3.
The three forwards should move in sequence from the boards to the
slot to the net and back to the corner to support the cycle, a sequence
that accounts for the name. The goal of the cycle is to pull a defender out
of position and then attack the net or the seams with a quick pass to the
open player. Opponents often get their coverage confused because of the
quick rotation of players who cycle with the puck, lay it to the corner,
and work to get open. The cycle is not easy to defend continuously, and a
missed defensive assignment means an offensive chance. The cycle works
best along the side boards but can also be used near the back of the net.
The net cycle (figure 4.2) is another cycling option. If well executed,
the net cycle pulls defenders from the front of the net toward the corner
F2
F1
D
F3
or behind the net, and this movement often opens up passing lanes for
excellent scoring chances. It is similar to the side board cycle in that one
player skates behind the net with the puck and when pressured passes
the puck back behind the net. In addition, it forces the goaltender to follow
the play behind the net while trying to keep track of options in front, which
is difficult.
Off any cycle play, getting the puck to the net quickly is important.
Whether the cycle is on the side boards or behind the net, as soon as the
first cycle pass is made that player should look to take the puck to the net
or shoot the puck at the net right away. Quick plays like this catch the
defensive team off guard and catch the goaltender trying to adjust. In most
situations a quick shot will result in a rebound because the goaltender is
not set. The other players going to the net should have their sticks on the
ice ready to play the rebound or make a potential shot pass play.
F1
D2
D1
F3
F2
D F3
F1
Figure 4.4 Options for a player being flushed from behind the net.
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SCISSOR CYCLE
Deception and speed are key offensive weapons to increase offense in our game. When
teams can combine these two weapons in our structure, our offensive numbers increase.
One play that combines these two tactics is what coaches call the scissor cycle (figure 4.5).
The scissor cycle can happen anywhere in the offensive zone, but it may be most effective
when F1 generates behind the net speed skating hard toward the blue line. F2 (defenseman
or forward) starts near the boards and backs up looking for a one-timer pass, while F3 uses
across the blue line speed to slide down the boards to receive a short shuttle or drop pass.
Obviously, if F1 can fake a pass to F2 just before dropping the puck to F3, the execution is
enhanced by this deception.
D
X
D2
F2
F3 F1
STRONG-SIDE SLIDE
D1 reads that F1 is cycling out of the corner, so he slides down the boards and receives an
exchange pass from F1. The exchange is like a handoff in football; the puck carrier protects
the puck and gives it to D1. D1 now has the option of driving the net with the puck or cutting
behind the net with possession and looking for a passing option (figure 4.7). F1 should cycle
out high and remain in a defensive position until D1 recovers.
F1 D1
F2
MIDSEAM PENETRATION
When D1 sees the defensive team overplaying the boards, he should slide into mid-ice and
down through the slot toward the net. F1 should use deception by looking as if he will pass
to the point and then making a quick pass to D1, who is moving through the middle of the
slot. D1 may have an opportunity to shoot quickly or move in deeper (figure 4.8). Again, F1
should move out to a higher defensive position after the pass in case of a turnover.
F1 D1
D2
BACK-SIDE SLIDE
When the offensive player (F1) has the puck and D2 reads that the defensive team is over-
playing one side of the ice, D2 should quickly move down the back side and be ready for the
pass. F1 tries to find an open seam to thread the pass through to the wide side. If D2 doesn’t
get the pass when moving in, he should get out immediately. Again, this play should be made
quickly and with deception so that attention is not drawn to the defenseman moving in. This
play is riskier because of the length of the pass and the number of players in the area, but if
D2 gets the pass clean he will have a great scoring chance (figure 4.9).
F1 D1
D2
64
Power Plays 65
3. Slot players into the positions. Decide based on the skills required
where each player should play in the system. On the power play some
interchange will occur, but generally each player will become proficient
in one of the five positions. One of the harder positions to play is the
front of the net. You would like someone with size who also has good
hands to corral a rebound or quickly release a shot off the pass. This
player cannot be afraid of being hit with the puck and needs to have
a touch for deflecting and redirecting pucks.
4. Develop or select drills to practice skills. Develop a bank of drills to
work on the skills of the chosen power-play alignment and the breakout
options. Sometimes the power-play breakout drills can be included with
regular breakout practice. When developing in-zone skills, start with
no resistance and progress to working against penalty killers. Players
of all ages need to focus for the first month or so on constant repeti-
tions with no resistance to get their puck movement and timing down
before progressing to resistance. If penalty killers are introduced too
early in practice situations, frustration is likely the result.
5. Allow players freedom to choose the right options. Much like a
quarterback in football, one or two players on the power play should take
the lead and pick the best available play or shot. As you will see in the
specific alignments, there are five or six set plays to choose from. Having
set options is better than allowing the power play to freelance. After the
players become familiar with the alignments and have practiced them
enough, the options will become instinctive. Let the power-play group
watch video on a regular basis so that they become familiar with the
options that arise with various penalty-kill alignments and pressure.
6. Repeat for specific situations. All the previous steps must be repeated
for five-on-three and four-on-three situations.
When developing and monitoring the power play, coaches should remem-
ber that small details create a successful power play.
|| Outwork the penalty-killing unit. The tendency of players on the
power play is to rest in their manpower advantage. Strong discipline
and intense practice is needed to train your power play to outwork
their penalty-kill opponents.
|| Encourage your team to gain momentum by getting scoring chances
and shots. At all levels the best power-play units score on only 2 out
of every 10 power plays, but your team should create momentum on
every power play.
|| Players should look confident and never show dejection or defeat.
Body language is important in sport. Your team should not give any
signs that they don’t think they can score. They should leave the ice
with the attitude that they didn’t score this time but will definitely
score next time.
|| Have two units with two looks. Confuse the other team’s penalty-
killing units by having a different setup for each of your units.
66 Hockey Plays and Strategies
|| Win the draw! Face-offs are key on special teams. If the other team
clears the puck, the power-play unit will need 15 to 20 seconds to get
set up again in the zone.
|| Try to give other players on your team an opportunity to go on
the power play—doing this will do wonders for their confidence. Make
sure in practice that all players work on power-play skills.
Power-Play Breakouts
Discussed here are five breakout options and two neutral zone regroup
options. All breakouts are diagrammed with D1 starting behind the net, but
at times D1 will pick up the puck and look to skate or advance it quickly,
depending on the penalty-kill pressure and forecheck alignment. Lack of
up-ice pressure or a change of penalty killers is a cue for D1 to turn up
ice quickly. In other situations the power-play unit starts from behind the
net and comes up as a coordinated unit. To execute the plays perfectly
and efficiently, teams should have only one breakout for each unit or use
the same breakout for both.
SINGLE SWING
D1 gets the puck behind the net (figure 5.1). D2 swings in one corner, and F1 swings in the
other. F2 waits at the near blue line, and F3 is at the far blue line. As D1 begins to advance up
the ice, F2 and F3 start to move across the ice. Both players look to get open early. Options
for D1 are to pass to F1 with support from F2, pass to D2 with support from F3, pass to F2 or
F3 early (may use a long bank pass to F3), or skate the puck and rim it to either side.
F2
D2
D1
F1
F3
DOUBLE LATE
Teams at the highest level of hockey tend to use late-speed breakouts, and the double late is
one of the best. D1 carries the puck from behind the net directly up the ice. D2 or a forward
and a second forward swing deep and late. D1 wants to skate hard at the penalty kill forwards
and then immediately drop the puck back to his backhand-side late player. The double late
creates the lateral option for the late player now carrying the puck to continue with the puck
or to pass to the second late forward. Second-speed or late-speed breakouts are very effec-
tive if your team desires to enter the offensive zone with possession of the puck (figure 5.2).
F/D
F
F
DALLAS CUT
D1 stops behind the net with the puck (figure 5.3). D2 swings in one corner. F1 and F2 swing
in the other, with F1 slightly ahead. F3 stretches. The primary option and one that sometimes
can result in a breakaway is for D1 to pass to F2 on the inside angle, trying to split the seam
between the defenders. This pass is effective because when D1 fakes a pass to F1 wide, the
opposition defense freezes and a quick pass to F2 on the inside allows F2 to split the seam
with speed. D1 also has the option of passing to F1, who carries the puck in with support
from F2. D1 can also pass to D2, who gets support from F3; pass to F3 early if uncovered; or
rim the puck to F1 or F2 (figure 5.3).
68 Hockey Plays and Strategies
D2
D1
F2
F1
F3
SLINGSHOT
Speed is a key weapon to allow power plays to enter the offensive zone with possession of
the puck. Many top power plays in today’s game create ways to increase their team speed
while at the same time slowing down their penalty-kill opposition. The slingshot breakout
is one of these plays.
As is common with many power-play breakouts, D1 carries the puck up the middle of the
ice. D2 and F1 time their speed to stay almost lateral with D1. D1 times his pass to F1 who
relays (almost a lateral drop) the puck to F2, who is now picking up speed in the opposite
direction. As with many power-play breakouts, the timing of each player is critical and must
be practiced often. As you can see by viewing the diagram, the slingshot breakout creates
amazing second speed or under speed and often allows a clean entry through a penalty kill,
who at this point are close to standing still (see figure 5.4).
F3
D2
F1
F2
D2
D1
F2
F1 F3
FIVE BACK
All players come back to the puck. When the last player is back, all five players start to
advance up ice together (figure 5.6). F2 and F3 take the inside lanes, while F1 and D2 move
up ice along the boards. D1 has the option to pass to the inside players (F2 and F3) or to the
outside lanes (F1 and D2). D1 tries to draw the penalty killers into the middle and then dish
the puck to speed wide. If D1 skates the puck to center, he can continue into the zone or
rim the puck to either side.
D2
F3
D1
F2
F1
FOUR CORNERS
This power-play breakout alignment is a good way to show a different look to your opponent’s
penalty-kill forecheck. The three forwards and the defenseman not carrying the puck stand
at all four corners where the blue lines connect with the boards (you will practice where your
specific players line up.) As D1 (the puck carrier) skates with speed, all four players react and
create north–south and east–west motion for the penalty-kill forecheck to respond to. The
goal for the four-corner entry is to be able to skate through the middle to make a short pass
to either forward entering with lateral speed (see figure 5.7).
The four-corner breakout is a powerful option that can be used to counter teams who
send forecheckers hard and deep after the defenseman carrying the puck. One direct pass
bypasses this aggressive forecheck and creates many options for the players now activating
off their corners.
D F
D F
DROP PASS
The key here is for the late forward to delay long enough to be an option after the defense
carries the puck up over the blue line. D1 starts by skating up the middle as F2 and D2 move
up the outside (figure 5.8). F3 stretches, and F1 comes late from deep in the zone behind the
play. When D1 crosses the blue line, he should try to drag the first penalty killer to one side
and then lay the puck over to the area where F1 is skating into. The penalty killers who have
been backing up with the initial rush now have to slow down and adjust to F1. F1 has a lot of
speed and should be able to weave his way into the zone. F2, F3, and D2 have to be careful
not to go offside.
Power Plays 71
D2
F1
D1
F3
F2
At times on the power play the offensive team doesn’t have to go all the
way back and break out from their own end. If the puck is in the neutral
zone or just inside the blue line, going all the way back behind the net
is often a waste of time. Have a plan to break out using half of the ice in
a neutral zone counter. The following two plays are great options in this
situation.
WINGER CROSS
In this option, D1 picks up the puck. F1 and F2 swing to opposite sides and build up speed
(figure 5.9). F3 stretches, and D2 supports D1. D1 has the option to pass to F2 or F1 with speed
on the outside; pass to F3, who may enter the zone or redirect the puck to F1 or F2; or skate
the puck and rim it to F1 or F2.
D2
F2
D1 F3
F1
Figure 5.9 Neutral zone power play breakout with wingers crossing.
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72 Hockey Plays and Strategies
UP THE GUT
In this option, D2 takes the puck up the ice in a wide lane hoping to draw a defender out-
side (figure 5.10). As D2 advances, he looks to pass inside to F1, who comes from behind the
play and moves with speed through the middle of the ice. F2 and F3 stretch. When the first
penalty killer is drawn outside, the middle opens up for F1 to skate into. The second option
is to use F2 or F3 on the stretch.
F2
D2
F1
D1
F3
D2
F3
F2
D1
F1
D2
F3
F2
D1
F1
D2
F3
F2
D1
F1
Zone Setup
After the players gain possession, they can set up in the zone and use one
of the following formations. This section discusses the options for three
different power-play formations: the overload, 1-3-1, and split power play.
Within each are the descriptions of the various plays and responsibili-
ties of each player. As mentioned earlier, coaches can pick which option
best suits their players and team. During the season you may change to
another setup, but it does take a while to learn all the options and execute
properly. Give the players time to get it right.
to move the puck. Penalty killers will force the half-boards player with
either their D from down low or their forward from the top, so this player
must be able to move with the pressure, protect the puck, and make a play.
Strong-Side Point Man
The strong-side defenseman is the other key player in this overload setup.
He along with the half-boards player will have the puck the most and will
be the ones to settle the play down and set up. He should keep his feet on
the blue line to create space between himself and the penalty killers. This
extra room will give him time to make decisions or step into a shot, while
drawing out the penalty killers and creating seams in behind. This player
needs to have a shooting mentality and always be a threat to shoot. The
number one way to score and create chances on the power play is still to
take a point shot with net traffic. Sometimes the shot can be a wrist shot,
and other times the D should shoot hard. The penalty killers shouldn’t
know whether the D is going to shoot or pass; he should have good decep-
tion. When pressured, he should move the puck to the half-boards player
or the back-side D, or make a quick, low play.
Low Walk Player
The low walk player should have his feet on the goal line and stay close to
the net so that he can attack quickly and move in to screen the goaltender
or get a rebound. If this player drifts too far to the outside, he cannot do
either. The low walk player must be versatile and quick. At times he will
switch with the half-boards player, usually when no option is available as
the half-boards player drives the net. This tactic forces the penalty killers
to adjust quickly and often creates passing options. Before the game, find
out how the other team forces—will they pressure quickly with the low
defenseman, or will they hold the front of the net? This information will
help determine what option might be available and where the pressure
will come from.
Net Man
The net player’s main job is to screen the goaltender on all shots and then
be ready to play rebounds. Although it sounds simple, standing in front
of shots requires courage and deflecting those shots takes a lot of skill.
When the puck is moved low, the net player should slide out to the low
slot or back door (on the back post away from coverage) to wait for a pass.
Either option is good, but it should be predetermined before the game so
that the low player knows where to pass the puck. Sometimes the net
player is so anxious to become available for a low play that he loses the
screen position when players above him are ready to shoot. The screen is
crucial because you want the opposing goaltender to have to work to see
the puck. The idea is to make the goaltender’s job tough.
Sliding Back-Side D
The back-side defenseman initially provides a release to get the puck away
from pressure and supports the strong-side D when he is under pressure.
He will be a threat to score because he is outside the vision of the penalty
killers. He sometimes gets lost as the penalty killers focus on the overload
76 Hockey Plays and Strategies
side. The back-side defenseman should move up and down the far side of
the ice, staying in line with the position of the puck. He can go down as
far as the goal line and up as high as the blue line. If he recovers a loose
puck on the far side, he should set up on the half boards and then briefly
work the setup from there.
F1
D1
F2
F3
D2
STRONG-SIDE D SHOT
Move the puck from F2 to F1 to D1. D1 slides across the blue line, looking to take a slapshot
or wrist the puck through to the net (figure 5.15). F3 must be in a tight screen position. F2,
F1, and D2 must be ready to converge on rebounds. D1 must fake the shot against teams
that block and look to get the puck by the screen. Establishing a shot from this area on a
consistent basis always results in the most power-play chances, but D1 must have deception
along with a good shot.
Power Plays 77
F1
D1
F2
F3
D2
HALF-BOARDS SHOT
F2 moves the puck up to F1, who passes to D1. D1 walks across the line, drawing a penalty
killer with him (figure 5.16). D1 fakes a shot and passes back to F1. F1 should have followed D1
up the half boards, initially staying wide. After F1 receives the pass, he moves off the boards
and shoots. F3 screens, while F2 and D2 converge for rebounds.
F1
D1
F2
F3
D2
the other team plays this situation. Teams should vary where F3 goes so that the opponent
never knows where he is going to be. D2 should move opposite to F3 and move to the slot
or back side. F2 also has the option on this low play to take the puck behind the net and pass
out to F3 or back to F1 or D2.
F1
D1
F2
F3
D2
HALF-BOARDS INTERCHANGE
After the players learn the previous options, adding some interchange will help make the
penalty killers’ job more difficult. Whenever F1 passes the puck to F2 and no immediate play
results, they should get in the habit of switching positions. F1 passes to F2 and drives the net,
looking to get the puck back (which he may). If there is no play, F2 cycles up the boards and
starts to look for new options. F1 replaces F2 low (figure 5.18).
F1
F2
D1
F3
D2
SLIDING D INTERCHANGE
This more complicated maneuver adds a lot of confusion to the penalty killers’ alignment.
After D1 slides along the blue line and passes back to F1 (figure 5.19), he may move to the
net (this should be predetermined). As D1 goes to the net, F3 slides out to the side and D2
moves up top on the blue line. F1 now makes a quick play as this is happening. F1 may use
any of the previous options because the alignment is the same. D1 holds a strong position
at the net and remains there until a goal is scored or the puck is cleared.
F1
D1
F2
F3
D2
POINT SHOT
F1 passes to D1. D1 passes to F2, who passes back to D1 for a shot (figure 5.20). This shot may
be a one-timer depending on what shot the defenseman is. All players should fake a shot
before passing. F3 keeps a tight screen. D2, F1, and F2 converge on the rebound.
Power Plays 81
F1
D2 D1
F3
F2
F1
F3 D2 D1
F2
INSIDE PLAY
F1 passes to D1, who passes to F2 (figure 5.22). F2 fakes the shot and passes inside to D2 for a
one-timer or redirect play. This inside play can be made from either side. D2 must be ready for
a pass at all times. F3 keeps a tight screen. F1 and F2 converge on the rebound. Depending on
which shot D2 is, this may be on opportunity for a quick release shot or shot pass deflection.
F1
F3 D2 D1
F2
LOW-RELEASE PLAY
F1 passes to D1 (figure 5.23). D1 passes to F2. F3 releases from the net (in this case he would
be a left shot). F2 passes to F3. F3 makes an inside play to D2 or a back-side play to F1. F3 could
also take the puck to the net. This option is tough to defend against.
F1
D1 D2
F3
F2
F1
D1
F3
D2
F2
F1
D1
F3
D2
F2
F1
D1
F3
D2
F2
Figure 5.26 Cross seam pass option on the split power play.
E7251/Johnston/F05.26/596970/mh-R1
DOUBLE-SEAM PASS
F1 passes to D1, who passes to D2 (figure 5.27). D2 slides down a step for a fake shot. D2
passes to F1, who fakes the shot and passes cross-ice to F2 for a one-timer or quick-release
shot. F3 keeps a tight screen. F1 converges on the rebound.
F1
D1
F3
D2
F2
LOW-RELEASE PLAY
F1 passes to D1, who passes to D2. D2 slides down a step and passes back to D1 in mid-ice
(figure 5.28). D1 fakes a shot and passes to F1. F1 fakes a shot and passes low to F3 at the side
of the net. F3 takes the puck to the net or passes to F2 on the back door.
F1
D1
F3
D2
F2
GOAL-LINE 2-3
This 2-3 power-play setup has a number of options. F1 should be a right shot, and F2 a left
shot. Some coaches like D1 and D2 to play their regular sides, and others like D1 and D2 to
be the same shot. Here are the options with D1 and D2 being left shots: D1 to D2 to F2 and
a quick low pass across to F1 (figure 5.29a, number 1); D1 to D2 to F2 and a pass to F3 in the
slot (figure 5.29a, number 2); F1 to D1 to D2 for a one-timer shot (figure 5.29b, number 3); or
a direct pass from F1 to D2 for a one-timer (figure 5.29b, number 4).
Power Plays 87
1.) 2.)
D2 D1 F1
F2
F3 F3
D1 F2
F1 D2
F2 D2 D1 F1
F3 F3
D1 F2
F1 D2
MOTION 2-3
This setup is the same as the previous one, but it adds motion to create confusion. Penalty
killers become so good at staying in lanes that some movement might be needed. D1 and
D2 are both left shots in these two options:
1. F1 to D1 to D2. After faking a shot, D2 slides flat across the ice (figure 5.30, number 1). D1
moves behind D2. D2 can shoot, pass down to F1 or F2 for a quick shot, or pass back to D1
for a one-timer.
2. F1 to D1 and back to F1 (figure 5.30, number 2). D1 skates to the front of the net. D2 slides
across, and F2 moves up high. F1 can pass to D2 or F2 for a one-timer, to F3 on the back
side, or to D1 sliding in.
88 Hockey Plays and Strategies
1.) 2.)
F2
D2 D1 F1
F3
F3
D1 F2
D2
F1
UMBRELLA
For this example, D1 is a right shot, D2 is a left shot, and F1 is a right shot. Both low players
(F2 and F3) slide in and out as a screen and low pass option. Options on the umbrella setup
include the following: F1 to D1 to D2 for a one-timer (figure 5.31a, number 1); F1 to D1 to D2
and back to F1 for a one-timer (figure 5.31a, number 2); F1 to D1 to D2 and back to D1 for a
one-timer (figure 5.31b, number 3); or F1 to D1 to D2 and then low to F2, who can pass to F3
or back to D1 (figure 5.31b, number 4).
1.) 2.)
D2
F1
F3 F2
D1 D1
F2 F3
F1
D2
3.) 4.)
D2
F1 F2
F2
D1 D1
F3
F3
F1
D2
D 2(R)
F3
D1
F2
F1(L)
HIGH ROLL
Five-on-three setups often have players standing still and being predictable. Every team
defending a five on three wants to allow only outside shots. This high roll option is developed
to create movement and generate shots from the middle of the ice. The high roll can start
with a box plus one setup with both Ds and the lower Fs positioned for a strong-side shot.
The front net forward must be flat and checking his shoulder to stay flat in front of the goalie,
reducing his sightlines. Both defensemen pass the puck laterally. After the right-handed D
passes to the left-handed D, the right-handed D drives toward the net and then circles back
up into a lateral shooting position. As the D drives toward the net, the low forward to the
right of the net circles high into the middle of the ice, creating an opportunity for a middle-
ice one-timer or as the setup passer to create shots for the two defensemen (see figure 5.33).
D(R)
F(R)
D(L) F(L)
BOX
When using this setup, you need to make sure that one of the low players is in a screen posi-
tion when D1 or D2 shoots. Both forwards and both Ds should be opposite shots. D1 passes
to D2, who passes to F1. F1 passes across to F2 for a quick shot (figure 5.34, number 1). D1
and D2 can also pass the puck back and forth, looking for a one-timer (figure 5.34, number
2). Often the penalty killers will overplay the one-timer shots up top and leave a quick two
on one low for the forwards.
Power Plays 91
1.) 2.)
D2
F1 D2
F1
F2
F2
D1 D1
UMBRELLA
For this example, D1 is a left shot, D2 is a left shot, and F1 is a right shot. F2 screens in front.
Options for the umbrella setup are similar to the five-on-three setup; D1, D2, and F1 are
looking to get a quick one-timer shot. They may move around slightly but generally stay in
the high triangle setup. Here are the options: F1 to D1 to D2 for a one-timer (figure 5.35a,
number 1); F1 to D1 to D2 and back to F1 for a one-timer (figure 5.35a, number 2); F1 to D1 to
D2 and back to D1 for a one-timer (figure 5.35b, number 3); or F1 to D1 to D2 and then low
to F2, who can pass to D1 or across to F1 (figure 5.35b, number 4).
1.) 2.)
D2 F1
F2 D1 D1 F2
F1
D2
3.) 4.)
D2
F1
F2
F2 D1 D1
F1
D2
b
Figure 5.35b Umbrella three on three options and plays.
E7251/Johnston/F05.35b/596980/mh-R1
PHILLY SLIDE
Movement is key to scoring on power plays, especially on a four on three. D2 activates the
movement by passing down to F1. After D2 makes this pass, he skates hard down the middle
of the ice, circles up, and posts into a strong shooting position. F1 skates outside and toward
the blue line with two strong passing options to D2 or D1, who has now rolled into the middle
ice for a one-time shot. F2 times his low movement to the front of the net (see figure 5.36).
D2(L)
F1(R)
F2(L)
D1(L)
Defensive
Play for
Forwards and
Defensemen
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Chapter 6
Forechecking
A
team applies forechecking pressure in three situations. The most
common situation occurs when a team dumps or chips the puck in
from the neutral zone and then tries to retrieve it while the oppo-
nent tries to break out. The second scenario develops when the offensive
team takes a shot that creates a rebound. They then forecheck to get the
puck back. The final forechecking situation occurs off a turnover. When
the offensive team turns the puck over, they need to apply forechecking
pressure to get the puck back. Essentially, there are six keys to successful
forechecking pressure:
1. F1 (the first forechecker in) must get in quickly and establish an angle
when pursuing the puck carrier. This action will limit the options for
the breakout team. Taking away time and space from the breakout
team forces hurried plays and mistakes. The quicker that F1 responds
to the puck, the less time the offensive team will have to make a play.
Coaches often stress the hit, but we believe that the first priority for
F1 should be to put a stick on the puck, preferably while separating
the puck carrier from the puck by using his body.
2. After the puck is moved, F1 must recover to a high position above the
puck while F2 or F3 responds to pressure the pass. If F1 follows through
on the hit, he must get off the check right away and move above the
circles while observing where the puck is and what is happening.
3. He continues to pressure and recover, pressure and recover until the
puck is turned over. The response of the second and third player is key
to keeping heat on the opposition and forcing a turnover.
95
96 Hockey Plays and Strategies
4. If the defensemen are going to pinch (pressure down the boards), they
have to get to the puck before it is under control. Pinching defense must
read the play and anticipate when the pass is being made to the winger
on the boards. One forward must always be in a position to back up
the D. Having the high forward in a position to back up the pinching
defense will prevent odd-man rushes the other way.
5. Good forecheckers use their sticks to take away passing lanes. They keep
their sticks on the ice and in the right lane. The right lane is the one
that leads to the best breakout option for the other team. Forecheckers
try to take away this option or make it difficult to make the pass by
having an active stick. A common mistake with players on the forecheck
is that they are in a rush to get in and finish the hit so they lose stick
position. Most of the time their stick is in the air when they check.
6. Players need to finish hits when appropriate. Physical play on the fore-
check often forces the defense to move the puck quicker next time. A hit
is not always the best choice. When the forechecker is within striking
distance of the pass, he should continue to pressure the puck instead
of hitting the first opponent.
Forechecking Systems
This section describes five forechecking systems that a team can use to
get the puck back. Which one you use may depend on the level you are
coaching. For example, pressure forechecks work well against younger
teams who have difficulty making quick decisions or sequential passes.
Your choice will also depend on the risk you want to take as a coach.
Conservative coaches like to employ a system in which one player is in on
the forecheck but all other players are above the puck. Aggressive coaches
will have their defense pinching on a regular basis. Again, the key is proper
execution. Therefore, any of the five systems could be used from novice
to pro. All these forechecking systems can be incorporated off a dump-in,
chip-in, or rebound situation.
1-2-2 Forecheck
This forecheck involves hard pressure from the first forward (F1) and then
as the puck is moved, quick pressure from F2 or F3 while F1 recovers.
When F1 initiates pressure, he should angle the puck carrier to provide F2
and F3 a read on where the puck may go. Some coaches like F1 to stop the
puck carrier from getting the back of the net and turn him up the strong-
side boards, whereas other coaches encourage F1 to angle—to steer and
get a hit to separate the puck from the puck carrier. If F1 pressures the
puck carrier and the puck is moved in the direction he is skating, then
F1 should avoid finishing the hit and continue on to pressure the pass.
Forechecking 97
D1 F3
F1
D2 F2
The strength of this system is that the other team is enticed to bring the
puck up the boards and then the boards are taken away. In addition, if
the opponent breaks out, usually only one forechecker is committed deep
in the zone. The weakness in the 1-2-2 system is that the opponent has
slightly more time to make plays on the breakout and teams with good
passing defensemen can hit the middle of the ice.
As mentioned in the breakout section, the opponent can break out in
four ways, so a discussion of forechecking systems should outline how to
shut down each breakout. Listed here are the various breakout options
and the specifics of how to react when forechecking in a 1-2-2 formation.
Up
F1 pressures O1. F2 and F3 position themselves in line with the dots,
even with the opposing wingers, and ready to take away passes up the
boards. Initially, the wingers can also line up wider to prevent any quick
rim plays, but we prefer that they stay inside to minimize mid-ice space
and then move to an outside position. If O1 passes to O4, then F2 closes
quickly and F3 moves across, locking the middle (preventing passes to the
center) (figure 6.2).
98 Hockey Plays and Strategies
F3
D1
F1 O1
F2
D2
O4
Figure 6.2 The 1-2-2 forecheck versus up.
E7251/Johnston/F06.02/596982/mh-R1
Over
F1 pressures O1, and on the pass, F3 moves down to take away the pass to
O2. F2 moves across to take away the pass up to O5. F1 recovers quickly
and locks the middle (figure 6.3). If the puck is moved in the same direc-
tion while F1 is chasing O1, then F1 should continue to pressure O2 while
F2 and F3 hold their positions.
O5
O2
D1 F3
O3
F1
O1
D2
F2
O4
Wheel
F1 forces O1 as he wheels the net, while F2 locks across the middle. F3
backs up while staying inside the dots and is ready to take away the boards.
F1 should force only if he is within one stick length of O1. If not, he should
cut across the front of the net and pick up O1 on the other side (figure 6.4).
D2 F3
O1
F2
D1 F1
Reverse
F1 forces O1 as he wheels the net. Then as O1 reverses the puck, F2 closes
on the pass. F3 moves across to lock the middle. F1 must recover high on
the back side (figure 6.5).
D2 F3
O2
F1 O1
D1 F2
Rim
F1 pressures O1. If the puck is rimmed to the wide side, then D2 moves
down to pinch on the winger. F3 covers up for D2 by moving up to the
corner of the blue line. If the puck is rimmed up the strong side, then F2
closes down on the winger (figure 6.6).
D2 F3
O1
F1
D1 F2
2-1-2 Forecheck
This type of forechecking system was made famous by the Edmonton Oilers
of the 1980s, who used their high-powered attack to pressure teams hard
and recover the puck. This system forces the opponent’s defense to handle
pressure while also taking away all options up the boards. This system is
a physical forecheck because F1 and F2 are in deep and looking to finish
hits while the defensemen are set to come down the boards when the puck
is moved to the opposition wingers. The 2-1-2 forecheck forces teams to
use the middle of the ice to escape the zone. The strength of the system is
in applying high pressure and giving the opponent only certain areas to
break out of the zone. The weakness of the 2-1-2 system is that at times
a defenseman is pinching and a forward is back on defense accepting the
rush when the opponent breaks out. Most forwards are weaker than any
of the six defensemen at defending the rush. Figure 6.7 shows the details
of the system.
F1 pressures O1 to put the puck up the boards or across to his partner.
F1 generally has an opportunity to finish his hit on O1. After the puck is
moved and F1 has finished the hit, he recovers on the same side of the ice.
F2 moves down on the weak side, anticipating a pass to O2. If the puck is
moved up to O4, then F2 starts to recover on the same side.
F3 maintains a high position between the two defensemen. When D1
or D2 pinch down on a pass, then F3 moves out to the blue line on that
side and backs up the D. If the opposition starts to break out, then F3
will have to back up like a defenseman. F3 is available in a solid defensive
position, but after the puck is turned over, he is ready to receive a pass
in the prime scoring area.
Forechecking 101
O4
D2
O2
F2
F3
O1
D1 F1
O3
Both defensemen must read the play and anticipate when the puck may
move up the boards. When they see that a pass is being made, they should
pinch down on the winger (move toward the winger quickly, not letting
him get by). They finish hits on the winger but remain in control. When
the puck moves away, they get back to the blue line. Sometimes coaches
talk about a pre-pinch position in which the defensemen are one-third
of the way down the boards when the puck is on that side. This position
reduces the distance to pinch on the winger.
Listed here are the various breakout options and the specifics of how
to react when forechecking in a 2-1-2 formation.
Up
F1 pressures O1 to move the puck up the boards (figure 6.8). F2 moves
down halfway on the wide side ready to close on O2. F3 stays in the middle
of the ice. D1 moves down quickly on the pass to O3. F3 fills in for D1.
O3
D1
O1
F1
F3
D2
O2 F2
Over
F1 pressures O1, and on the pass, F2 closes quickly on O2 (figure 6.9). If
O2 passes the puck up the boards to the winger, then D2 moves in and
finishes the hit on O4 while F3 fills in on the blue line. If O2 tries to pass
to the middle of the ice, then F3 takes away O5.
O1
D1
F1
F3
O5
F2
D2
O2
O4
Wheel
F1 forces O1 as he wheels the net, while F2 moves down to prevent O1
from rounding the net and makes him pass to the boards (figure 6.10). D2
closes down on the board pass, while F3 fills in on the blue line.
D1
F1
O1
F3
F2
D2
O4
Reverse
F1 forces O1 as he wheels the net (figure 6.11). F2 is ready to stop O1 from
wheeling, and then when he sees the reverse to O2, he moves in quickly
to that side. F3 takes away the mid-ice pass and is ready to fill in for D1
if he pinches on a pass to the boards.
F1 D1
O1
F3
O2
F2 D2
Rim
F1 pressures O1. If the puck is rimmed to the wide side, then D2 moves
down to pinch on the winger (figure 6.12). F3 covers up for D2 by moving
up to the corner of the blue line. If the puck is rimmed up the strong side,
then D1 pinches with F3 again filling in.
D1
F1
O1
F3
F2
D2
F3
(LW)
F2
LD1
F1
RD2
O3
F1
D1
O1
D2
F2
O2
F3
Over
F1 pressures O1, and on the pass, F2 closes quickly on O2 (figure 6.15).
If O2 passes the puck up the boards to the winger, then F3 moves in and
finishes the hit on O4 while D2 fills in on the blue line. D1 moves to mid-ice.
D1
F1
O1
D2
F2
O2 F3
O4
Wheel
F1 forces O1 as he wheels the net, while F2 moves down to prevent O1
from rounding the net and makes him pass to the boards (figure 6.16). F3
closes down on the board pass, while D2 fills in on the blue line and D1
moves to mid-ice.
106 Hockey Plays and Strategies
D1
F1
O1
D2
F2
F3
O4
Reverse
F1 forces O1 as he wheels the net (figure 6.17). F2 is ready to stop O1 from
wheeling and then once he sees the reverse to O2 moves in quickly to that
side. D1 takes away any pass to the strong-side boards. D2 fills in if D1
pinches on a pass, and F3 stays in mid-ice on the blue line.
D1
O1 F1
O2 D2
F2
F3
Rim
F1 pressures O1. If the puck is rimmed to the wide side, then F3 moves
down to pinch on the winger (figure 6.18). D2 covers up for F3 by moving
up to the corner of the blue line. If the puck is rimmed up the strong side,
then D1 pinches and D2 again fills in.
Forechecking 107
O3
F1 D1
O1
D2
F2
F3
O4
Torpedo System
This interesting system was developed in Sweden and is not commonly
used in North America. It is similar to the left-wing lock system but dif-
ferent in strategy.
The system is called torpedo because the first two forwards in on the
forecheck buzz from corner to corner, pressuring the puck. The third for-
ward (F3), who is usually the center, stays high on one side. The defensive
defenseman stays in the center of the blue line and is more of a safety. On
the opposite side of F3 is the offensive defenseman. The offensive defense-
man and the center have the freedom to pinch down hard on all passes up
their boards and move in offensively when F1 and F2 have puck posses-
sion. Some coaches allow F3 and D2 to pinch all the way down the boards
to the goal line on that side (figure 6.19).
D2
F1
D1
F2
F3
Control Forecheck
A control forecheck is used when the opposing players are set up behind
their net with full control of the puck. This may happen off a line change
or when the opponent gains the net and stops before you can apply pres-
sure. When the opponent stops behind the net, you can forecheck off the
control setup in a couple of ways.
Deep Trap
Much as in the neutral zone forecheck, all five players back up and meet
the attack at the blue line. F1 takes a shallow angle and steers the puck
carrier to one side. The forward on that side (F2) stands up and prevents
the team from gaining the red line. F3 can lock across or stay wide. This
more conservative strategy forces opponents to move through the neutral
zone against a lot of traffic with five defenders in this area. The opposition
will have time and space to build up speed, but when they hit the blue line,
it will be taken away and turnovers often result (figure 6.20).
Swing With Speed
Most offensive teams on a control breakout will swing one and sometimes
two players behind the net or in the corner to build up speed while also
having a stretch forward. One way to neutralize this speed is to move in
and swing with the players building up speed. In this case F1 stays in
to deter the defense from passing, while F2 and F3 swing with and lock
onto the player or players swinging deep. If the opposing D holds onto the
puck and moves out from behind the net, F1 would move in on an angle
to force the puck carrier to one side. The defense must be aware of any
stretch players and eliminate the threat of the long stretch pass. This
control forecheck is effective in eliminating the opposition’s speed, but it
does open up some areas of the ice for them to make plays (figure 6.21).
Forechecking 109
O2
F3
D2
F1
O1
D1
F2 O3
F3
D2
F1
O1
D1 O2
F2
O3
Quick Flush
When the other team sets up behind the net, they usually need 5 to 10
seconds to coordinate their control breakout. During this time they are
often out of sync. We believe that the forechecking team gains an advan-
tage by striking quickly whenever possible. When F1 sees O1 stop behind
the net, F1 should quickly force him to come out one side, ideally on his
backhand side. After F1 initiates the force, then F2 also comes in on an
angle and confronts O1, doubling up the pressure. This quick flush will
create some confusion and panic. F3, D1, and D2 move back to take away
any longer passes that O1 might make (figure 6.22).
110 Hockey Plays and Strategies
F2
D1
F1
D2
F3
1-2-2 Wide
This system is the simplest to teach and is effective in clogging up the
neutral zone. The most important factor in making it work effectively is
the play of F1. He should never forecheck too deep or too wide and give up
mid-ice space. F1 should take a shallow angle and steer the puck carrier
to one side. If a D-to-D pass is made by the opposition, then F1 reattacks
on a shallow angle again. F1 must stay within 6 feet (1.8 m) of the blue line
when initiating the push and take away the mid-ice pass with a well-placed
stick. He can let the opposition have the return D-to-D pass. Essentially,
F1 remains between the dots through this sequence to take away mid-ice
space (figure 7.1). After the puck starts to move up the outside lanes, F1
should skate through the middle.
D2
F1
D1
F3
D2
F1
D1
D F2
E7251/Johnston/F07.02a/596994/mh-R1
F3
F1
D2
O
D1
D F2
Figure 7.2 (a) D1 and D2 keep a tight gap in the middle of the ice ready to adjust to the
E7251/Johnston/F07.02b/596995/mh-R1
puck; (b) if the puck is moved mid-ice or up the boards, all five players react.
Tampa 1-3-1
European teams commonly used this system when they began playing
without the red line, which was several years before it was removed in
North America. After the red line was removed, teams had more space to
cover and this system was developed in response. In the 1-3-1, the three
players across the middle of the ice definitely eliminate any room up the
middle, but they give up space behind on the far blue line. The theory is
that making the long pass is more difficult, especially through traffic. The
1-3-1 can be played in two ways, by either designating which defenseman
is up in the middle of the ice or having the defensemen react depending
on which side the puck is on. We recommend that one D be designated as
the up player and the other as the back player (figure 7.3).
114 Hockey Plays and Strategies
F3
D2
F1
D1
F2
Figure 7.3 The 1-3-1 with one D as the up player and one D as the back player.
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F1 has the freedom to go a little deeper (and press or angle the opponent
with the puck) in this system because three lanes are covered in behind.
F2 and F3 play their sides of the ice. If the puck carrier comes up F2’s
side, then he stands up and prevents him from gaining the red line. F3
makes sure that the wide lane is locked up and prevents any passes from
going to players in behind D2.
D2 tightens up in the middle of the ice, playing as far up as the top of
the center circle. D2 may skate forward or accept the rush skating back-
ward. Regardless, D2 must keep a tight gap in the middle. D2 may close
on any pass to the middle of the ice. D1 sits back and plays like a rover in
football; he stays in the middle initially and then reacts to wherever the
puck goes (figure 7.4).
F3
F1
D1
D2
O1 F2
Figure 7.4 D2 keeps a tight gap in the middle and D1 sits back.
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Neutral Zone Forechecking 115
Pressure 2-1-2
This system is a common neutral zone forecheck off a lost draw, but it is also
used effectively by many teams who want to apply more pressure in this
area (when trailing in the game or in need of a more offensive approach).
The 2-1-2 system is one of the more aggressive neutral zone forechecks. It is
basically a man-on-man system in the neutral zone. F2 and F3 attack the
opponent’s defense in a staggered fashion. Therefore, if O1 has the puck,
F2 will force and F3 will be halfway to O2. If a pass is made to O2, then
F3 will jump immediately. F1 locks onto the other team’s center, making
sure that no passes can be made to the middle of the ice, because both
defensemen have outside responsibility. F1 also backs up the defense if
they pinch up on the outside. D1 moves up on any passes to O4, and D2
does the same for passes to O5. One D must remain in the middle of the
ice at all times when the other D is forcing the outside (figure 7.5).
O4
O2
F3
D1
F1
O3
D2
O1 F2
O5
D
D1
F3
(1/2 way)
D2
F1 D
F2
Traditional 1-2-2
This system is common at many levels because it denies teams the ability
to bring the puck up the middle and forces them to move the puck wide
and try to enter up the boards. F1 starts by steering the puck to one side,
and unlike in other systems mentioned, he may take away either the D-to-D
return pass or the wide-lane pass, depending on which is a priority (figure
7.7). This decision will influence the angle that F1 takes and the position
of his stick. F2 challenges O1 before the red line, forcing him to ice the
puck or chip in behind. F3 locks across hard on the opposing player in
mid-ice. F3 does not allow passes to any player in mid-ice and forces the
opposition to make the long, wide pass to gain entry to the offensive zone.
D
Return pass
Wide-lane pass
F1
D
O4
F3
D2
O2 F1
O5
D1
O1
F2
O3
Figure 7.8 Defending all passing options with the mid-ice lock.
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Retreating 1-2-2
This system is a defensive setup and is similar to the 1-2-2 mid-ice lock.
The primary difference is that all five players tighten up. F1 moves down
to the top of the offensive zone circles, and the two defensemen sit back no
farther than the center red line. As the offensive team advances up ice, all
five players skate backward and retreat in a tight pack (figure 7.9a). This
setup creates the visual of limited space for the offensive team. F2 and F3
initially remain wide but align themselves with the dots, giving up space
along the boards and taking away space inside. D1 and D2 must be aware
of the long stretch pass. A pass to the outside is not dangerous, but they
have to protect against being too wide and allowing the long mid-ice pass.
F1 starts to angle the puck carrier as soon as the puck advances above
the offensive circles (figure 7.9b). Again, F1 takes a shallow angle at the
puck carrier and tries to steer the puck up one side of the ice. F1 stays
between the dots, allowing the puck carrier to move into the trap. F2 now
stands up from the inside out, taking away the red line so that the puck
carrier cannot dump the puck in. F3 starts to lock across the middle and
is ready to take away any passes to that area. D1 stays in behind F2 in
case the puck is chipped to the far blue line. D2 stays back in mid-ice but
is ready to confront any wide-lane passes. All five players should move as
if tied together by a rope.
118 Hockey Plays and Strategies
O2
F2
D1
O F1
D2
F3
O E7251/Johnston/F07.09a/597066/mh-R1
F2
D1
F1
D2
F3
Figure 7.9 In the retreating 1-2-2 (a) all five players skate backward in a tight group; (b) F1
angles the puck carrier as soonE7251/Johnston/F07.09b/597070/mh-R1
as the puck advances above the offensive circles.
Maritime Sweep
This system is unique but effective. Your team will need several practices
to get everyone’s roles and responsibilities set so that the players can react
and not think about it in a game.
F1 takes away the boards, forcing the opposition defenseman O1 to
move the puck D to D. As the puck is moved D to D, F1 makes sure that
no return pass can be made to the original defenseman O1. F2 sits in the
center circle and on the D-to-D pass starts to move down to pressure O2.
With no return pass option to O1, O2 will have to move the puck to one
of the forwards.
Neutral Zone Forechecking 119
D1, D2, and F3 create a wall at the far blue line similar to the wall in
the 2-3 deep lock system and deny any passes to the forwards. The small
space in the middle of the ice, if used, will have to be closed off by the
middle D. F3 must always lock one of the wide lanes. The easiest thing
for F3 to do would be to fill the lane closest to where he is when the fore-
check is initiated. F3 must communicate this to the defense so that they
can adjust (figure 7.10).
O2
D1
F2
D2
F3 O1
F1
120
O3
O2
F2
Recover
F1
O1
E7251/Johnston/F08.01a/597001/mh-R1 O3
D1
F3
O1
O3
E7251/Johnston/F08.01b/597002/mh-R1
D1
O2
F2
F3
O1
D2
F1
c
Figure 8.1 The backcheck set up by (a) recovering or (b) backing up a pinching defense; the
backcheck being set up by (c) being in a high offensive position.
E7251/Johnston/F08.01c/597003/mh-R1
121
122 Hockey Plays and Strategies
O3
Yes No O2
F3
|| Move into a high recovery position. First and probably most impor-
tant is that all forwards on the forecheck move immediately into a high
recovery position when the puck is moved away from them in the offen-
sive zone or after they make a hit (figure 8.3). The high recovery area
is the top of the circles in the offensive zone; coaches always want the
forwards to move there. This positioning sets the stage for an effective
backcheck. If the forwards don’t get in the habit of recovering, then
your backchecking strategy won’t matter because they will not be in
a position to help.
|| Pressure the attack from behind. All forwards come back hard
through mid-ice. They backcheck hard and prepare to move in tran-
sition with speed after the puck is turned over. Coaches must rein-
Backchecking 123
O1
F1
O2
D1
F2
D2 F3
F1
a
Figure 8.4a Pressuring the attack from behind.
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124 Hockey Plays and Strategies
O1
D1 F2
F3
O2
D2
F1
O3
line. If you have five players in the picture and the opponent has three,
then the players are doing a great job of squeezing the attack. Often the
puck will be turned over in this area, or the opposition will be forced
to dump the puck in.
|| Have set rules for F1 and D1. Make sure you have rules for which
player plays the puck carrier after the play advances to your blue line
and which player holds inside position. You can do this in two ways.
1. F1 pressures the puck carrier hard, trying to catch him and turn
the puck over before they reach the center line. But after reaching
the center line, F1 releases the puck carrier to the defense (D1). Now
F1 holds inside position and supports the defense while looking for
late players. D1 calls that he has the puck carrier and stands him
up at the line, knowing he has inside protection from F1 (figure 8.5).
D1
F1
Figure 8.5 D1 stands the puck carrier up at the line while F1 protects mid-ice.
E7251/Johnston/F08.05/597007/mh-R1
Backchecking 125
D1
F1
Figure 8.6 D1 holds the inside position, while F1 pressures the puck carrier.
E7251/Johnston/F08.06/597008/mh-R1
3. F1 pressures the rush from behind but stays away from the puck
carrier and locks the mid-ice to wide lane. If you employ this strat-
egy, then the strong-side defense (D1) always knows that the puck
carrier is his responsibility (figure 8.7).
D1
F1
|| Watch for stretch players. With no red line, the defense must be
aware of the stretch player. Generally, this is the responsibility of the
defense, but at times and in certain systems such as the 1-3-1 or 1-2-2
wide neutral zone forecheck, the wide forward has this responsibility.
When forechecking or in possession of the puck in the offensive zone
and the other team sends a player out early into the neutral zone, the
closest D must drop back in coverage and hold mid-ice. When cover-
ing a stretch player, you do not have to skate close to the player—just
maintain mid-ice position and equal depth. If a quick pass is made
up, make sure you have support before going out to play the stretch
player. Do not allow the stretch player to bump the puck into mid-ice
to create an odd-man rush (figure 8.8).
O3
D2
O2
D1
O3
Figure 8.8 The stretch player bumping the puck into mid-ice as D1 overplays.
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Backchecking Systems
Teams can employ four backchecking systems: defense early strike,
wide-lane lock, midlane backcheck, and hound the puck. Each system is
described and discussed in this section. Each has a different emphasis
on where and how the offensive players are confronted.
D2
F
D
D F D1
a
E7251/Johnston/F08.09a/597789/mh-R1
O
D1
D2
b
Figure 8.9 (a) Defensemen tighten up early; (b) D2 Strikes across.
E7251/Johnston/F08.09b/602485/mh-R1
the wide D2 strikes, the strong-side D1 can shift inside. This strategy
often surprises the opposition and reduces the time and space they need
to make a play (figure 8.9b).
Wide-Lane Lock
In this system, the first forward on the backcheck immediately moves to
an outside lane. After the forward gets into the wide lane, he may skate
backward or forward but must always be able to see the puck and any
opposing skater in that lane. This forward is responsible for any opposition
player skating between the dots and the boards on that side. D1 now moves
to mid-ice, assuming responsibility for this lane, and D2 takes the strong
side where the puck carrier is. Essentially, the ice is divided into three
parts, and each of these players protects a zone (figure 8.10). The offensive
team will have a difficult time getting across the blue line in possession of
128 Hockey Plays and Strategies
the puck with three players protecting the line. All three defensive players
(D1, D2, F1) attempt to stand up the attack at the blue line, while F2 and
F3 continue to pressure the attacking players from behind.
The responsibility of F1 is to prevent any passes to that side and to stay
close to his check. He should always try to be deeper than the opponent,
which is usually called good defensive side position.
F2 D2
F1
D1
F3
Midlane Backcheck
After the puck is turned over in this system, the first instinct of the high
forward should be to get to mid-ice and come back hard through the center
seam. All forwards come back through the middle, allowing the defensemen
to play the outside areas. The first forward back protects the defensemen
from being beaten inside by always staying between the puck and the net
(figure 8.11). Therefore, if a defenseman makes a mistake, the forward is
O1
D1
F2
F1
F3 D2
O1
F2
D1
F1
D2
F3
O2
The advantage of this system is that the opposition is always under pres-
sure through the neutral zone. The puck carrier will have trouble making
plays if the backchecking forwards are quick and work hard. In addition,
the inside positioning of the defense prevents mid-ice passes. The disad-
vantage is that at times the backchecking forwards and the defense become
confused about what to do if the forwards cannot catch the opposition by
the blue line or confront the pass quickly enough. A team must develop
rules for these two scenarios to eliminate confusion when they occur. One
rule involves having the forward hound the puck until the red line; if the
forward is not then even with the puck carrier, the defense takes over and
the forward picks up a lane or wide player.
Chapter 9
Defensive
Zone Entries
T
he most critical aspect of defensive zone entries is that the defen-
sive players accepting the attack must correctly read the play. For
the purposes of this book, defensive zone entries are defined as the
moment the attacking team hits the offensive blue line with the puck.
When this happens, the defensive players, who are usually the defense-
men and possibly one forward, must scan the rush quickly and identify
the number of attackers and defenders. Because of the dynamic nature of
hockey, players must make this read in seconds, and rarely is any situ-
ation exactly like another. After the defenders see the rush clearly, they
should call out whether it is a two on one, two on two, or three on two and
communicate to any forwards coming back which player to pick up. The
forwards coming back must read the rush quickly from the back side and
pick up the right players.
If reads are so important, how do coaches improve the players’ ability to
identify the rush? Well, they can try a couple of methods. First, they can do
read-the-rush drills in practice, in which players face various situations;
after they play it out, they get feedback from a coach who is off to the side.
A simple read-the-rush drill may include a neutral zone regroup in which
the defenseman must step up, read the rush, close the gap, and make it
difficult for the offensive team to gain entry with possession. Another drill
starts as a two on two with a backchecker and turns into a three on three,
set up by the coach sending the backchecking and offensive forwards at
different intervals.
130
Defensive Zone Entries 131
The second way to help players identify the rush is to review video and
ask what they see and how they would play each situation. Many times
while watching video, players comment that during the game they read
that they had less time and space than what the video shows. Hearing
their perspective is helpful. In addition, during games one coach on the
bench can provide feedback and discuss reads with players while the game
is going on. The best approach is to ask the players, “What did you see
on that rush?” and then tell them what you saw. Finally, to clear up any
confusion about reads, set a rule for what players should do if they are
unsure. The rule should be this: Hold mid-ice position, take a few more
seconds to sort it out, and then when you are sure, move to outside areas
to challenge the puck carrier.
O1
D1
O2
F1
D2
O3
Figure 9.1 Handling the rush with two defensemen and a backchecking forward.
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132 Hockey Plays and Strategies
Delays
If the opposing forward delays when entering the offensive zone, the defense
first reads whether the rush is even. If the offensive team outnumbers
the defensive team, then the defense should hold inside position and wait
for help. There are two ways to play an even rush where the puck carrier
delays. In the first method, D1 steps up and plays the puck carrier, while
F1 locks mid-ice and protects the space behind D1 (figure 9.2a). F1 looks
for late players coming into the zone, and D2 plays the middle to wide side
area. D2 automatically takes any midlane net drives. The second way to
play an even-rush delay is to have the backchecking forward go after the
puck carrier while both defensemen drop back inside with their sticks on
the ice, ready to take away any plays inside and cover players going to the
net (figure 9.2b). Either way is effective, but teams should pick one of the
two strategies and stick to it so that both the defense and forwards always
know who is going to take the delay player and who is going to stay inside.
D2
F1
D1
O
a
E7251/Johnston/F09.02a/597010/mh-R1
D2
F1
D1
O1
b
Figure 9.2 (a) D1 playing the delay; (b) F1 playing the delay.
E7251/Johnston/F09.02b/597074/mh-R1
Defensive Zone Entries 133
O2
O1
D2
O3
D1
Figure 9.3 On gap and strike, D1 pressures from the inside ice.
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Two on One
Coaches have several theories about how to play a two on one, but no
factual evidence can tell us which is best. First, the defenseman should
stay in mid-ice regardless of whether the two on one is down the middle or
wide. Early, he should try to push the puck carrier wide. After the attack
moves into the circles, the defenseman has two options:
1. He can be responsible for the player without the puck and leave the
player with the puck to the goaltender. To execute this tactic, the defen-
seman either blocks the passing lane by going down on one knee or
turns to take the wide player at the last moment to minimize the risk
that the opposition puck carrier will cut to a better shooting position.
Ideally, the defenseman should back up in line with the strong-side
post or goaltender’s pads and not give away too much ice to the puck
carrier. When the defenseman turns to take his check, he should still
keep an eye on the puck carrier so that he knows what is happening.
The primary responsibility of the defenseman in this tactic is to make
sure that no pass can be made to the backdoor for an empty-net tap-in
(figure 9.4a).
134 Hockey Plays and Strategies
2. The second way to play a two on one is for the defenseman to slide flat
on the ice with feet facing the net to take away the passing option and
force the puck carrier to shoot (figure 9.4b). This slide must be executed
with proper timing. The problem with the slide is that until they perfect
it, many defensemen slide too far or leave their feet too early, allowing
the puck carrier to cut in. In addition, after the defenseman slides he
is in no position to defend a rebound. The sliding technique is effective
in surprising the puck carrier and often making him panic, thereby
forcing a bad pass into the sliding D or a hurried shot. In addition, the
sliding technique usually eliminates the pass to the wide side.
O1
D1
O2
E7251/Johnston/F09.04a/597014/mh-R2
O1
(Slide on ice)
D1
O2
b
Figure 9.4 During the two on one, the defenseman either (a) makes sure that no pass can
be made backdoor or (b) slides flat on the ice with feet facing the net to take away the pass-
E7251/Johnston/F09.04b/597015/mh-R1
ing option.
Defensive Zone Entries 135
Two on Two
In all two-on-two situations, the defensemen should make sure they have
a tight gap. Without a tight gap, playing the two on two properly is diffi-
cult. To maintain a tight gap, defensemen should constantly be reminded
to “gap up,” which means to move up with the play and tighten up on the
rush. As a reference point, they should keep two stick lengths between
each other; any farther back and they will lose the ability to move back
at the same speed as the rush. Each of the two ways to play a two on two
has its strengths and weaknesses.
The first method is for D1 to stay with the puck carrier regardless of what
he does. If the puck carrier drives, delays, or cuts to the middle, D1 stays
with him and D2 keeps position on the other player. The strength in playing
it this way is that the players are not confused about who has whom. The
weakness is that sometimes the defensive team can lose coverage, especially
when the puck carrier crosses with the second offensive player (figure 9.5a).
O1
D1
D2
O2
E7251/Johnston/F09.05a/597016/mh-R1
1
O
D1
D2
O2
b
Figure 9.5 (a) In a two on two, one option is for D1 to stay with the puck carrier no matter
what. (b) A second option is forE7251/Johnston/F09.05b/597017/mh-R1
D1 to leave the puck carrier for D2 to play when the puck
carrier crosses the ice.
136 Hockey Plays and Strategies
The other way to play a two on two is for D1 to take the puck carrier on
the drive or delay but to leave him for D2 to play when the puck carrier
crosses the ice. D1 then picks up the other player (figure 9.5b). The disad-
vantage here is that D2 might not be in a strong position to pick up F1, and
D2 might miss coverage on F2 in the exchange. The advantage is that both
Ds stay in their lanes with good mid-ice position, thus reducing confusion.
Three on Two
When reading a three on two, both defensemen stay in mid-ice and try to
delay the attack. Don’t confuse what looks like a three on three for what
is really a three on two. What we mean here is that at times the defense
will say, “I thought the backchecker had the third player,” but in reality the
backchecker was a step away and couldn’t catch the player. If the offensive
team sends a back-side drive, the strong-side D1 plays the two on one and
the back-side D2 goes with the drive (figure 9.6). For a midlane drive, the
back-side D2 plays the two on one, trying to shade (commit to one player
while being ready to take the other player) the drive player but ready to
come out on the wide pass. D1 plays the puck carrier.
O1
D1
O2
D2
O3
O1
D1
F1
D2
O2
O3
Three on Three
The backchecker must identify the player he is covering. As outlined in
chapter 8, some teams like their backchecker in the wide lane and some
like him in the mid-ice lane, so the defensemen adjust according to the
team’s system. The backchecker usually takes the highest player unless
he is already in position to take the wide player. He should keep his stick
off the body of the free player so that he doesn’t take a penalty and should
get good body position—close enough to the player to take his stick and at
the same time keep an eye on where the puck is (figure 9.8).
If the backchecker is coming back through mid-ice, he should leave any
drive players to the defense and pick up the higher areas. Therefore, if the
middle offensive player drives the net looking for a pass or deflection, then
this player would be covered by D2. F1 must look around for the third
O1
D1
O3
D2
F1
O3
forward and move to check him. Sometimes F1 will have to overplay the
outside area if this forward is wider. As the play gets below the circles, he
should lock onto his check (figure 9.9).
O3
D2
O2
F1
D1
Figure 9.9 The backchecker leaving the drive and taking the highest player.
E7251/Johnston/F09.09/597019/mh-R1
If the team’s neutral zone system has the first forward back locking the
wide lane (figure 9.10), then on three-on-three rushes the forward should
stay with the player in this lane and the defensemen will adjust to cover
the middle and strong side. This setup becomes more of a man-on-man
coverage when the play enters the defensive zone.
Finally, if the backcheckers are instructed to hound the puck, then the
backchecker attacks the puck carrier all the way into the zone. D1 shifts
to the middle, and D2 takes the wide or back-side lane (figure 9.11).
O1
D2
O2
D2
F1
O3
Figure 9.10 The three on three if the team’s neutral zone has the first forward back locking
the wide lane. E7251/Johnston/F09.10/597075/mh-R2
Defensive Zone Entries 139
O1
D1
O2 F1
D2
O3
Aggressive Stand
Depending on your philosophy as a coach, you might want to take this
approach on defensive zone entries. In this situation whenever your team
is faced with a three on two, two on two, or even two on one, they have
the option of challenging the puck carrier just before he gets to the blue
line. If the rush is a three on two, then D2 must take the middle lane at
the same time as D1 forces the outside, leaving the wide side open. This
pass will be difficult to make.
This tactic is used when the puck carrier might have his head down
or has juggled a pass. In these situations D1 would strike right away.
Although you are leaving mid-ice protection, the puck carrier is often in
a position where he gets surprised and loses control of the puck or his
support player goes offside. We don’t recommend using it often, but this
aggressive play can be effective (figure 9.12).
O1
D1
O2
D2
O3
O1
D1
O2
F1
D1
O3
Figure 9.13 The backchecking forward takes the kick-out play while D1 stays in his lane.
E7251/Johnston/F09.13/597802/mh-R2
This is how to play the kick-out play from a defensive perspective (figure
9.14).
O1
D1
O2
F1
D2
O3
Figure 9.14 D1 takes the puck carrier, while F1 covers middle ice.
E7251/Johnston/F09.14/597803/mh-R1
Defensive Zone Entries 141
O1
D1 F2
O2 F1
O4
D2
O3
F3
142
Defensive Zone Coverage 143
O1
D1
D1
O1
Figure 10.1 Great defensive side positioning requires staying in a direct line between the
puck and the net. E7251/Johnston/F10.01/597068/mh-R1
2-3 System
In this system, the two defensemen work with one forward (usually the
center) to cover down low, while the wingers cover the slot and higher
areas (figure 10.2). Listed here are the key areas of defensive zone coverage,
including teaching points for coaches. This should form a basis for teach-
ing your players how to play in your own zone without the puck. You can
also use it as a framework for developing your defensive zone drills. While
in the defensive zone, all players should have an active stick, meaning
that the stick is on the ice and is moving. This tactic takes away shooting
lanes and leads to turnovers and transition opportunities.
Playing Low Three on Three
D1, F1, and D2 work together in layers and play the three low zones (hit
zone, support zone, and net zone). The first forward back assumes the
O1
LW
D1
C
D2
RW
Figure 10.2 In the 2-3 system, the two defensemen work with one forward to cover down
low, while the wingers cover theE7251/Johnston/F10.02/597061/mh-R1
slot and higher areas.
Defensive Zone Coverage 145
position of F1 (figure 10.3). Most of the time you want your center in this
position (assuming he is the better of the three forwards in defensive play),
so an exchange may be made when appropriate.
With the new interpretation of the rules at the NHL and amateur levels,
body position means everything. Players are less able to create interfer-
ence, hook, or hold up players, so early defensive positioning is critical.
D1
F1
D2
Figure 10.3 Low zone positioning for D1, F1, and D2.
E7251/Johnston/F10.03/597022/mh-R1
Hit Zone
In this area, the first defensive player quickly closes on the puck car-
rier and makes contact with the opponent’s body (figure 10.4). He must
show patience if the puck carrier has clear possession before he can get
there. If the defensive player sees the opposing player’s number, he closes
quickly but must be careful of hitting from behind; if the defensive player
sees the opposing player’s logo, he contains. By containing, the defensive
player holds his position briefly and then cautiously goes at the puck car-
rier. Containing means keeping the puck carrier in a set space by holding
inside position and not letting him get to the net. After the puck is moved
or the puck carrier loses possession, the defensive player stays with his
check (does not hook) until that player is no longer a passing option. The
defensive player then releases that player and moves into one of the other
zones. The desired goal is for all defending players to keep their positioning
between the opposing players and the goal they are defending.
Support Zone
In this zone (figure 10.4), the defensive player is aware of both the puck
carrier and the closest passing option. He makes sure that the puck carrier
cannot walk to the net if the first player gets beaten or falls down, and he
is ready to take away the opponent’s closest passing option. He must give
himself some space to react to the movement of players and the puck. At
all times, he tries to stay above the goal line in support coverage. Because
teams rarely score from behind the goal line, the team’s defensive position-
ing should not have players rushing into this area.
146 Hockey Plays and Strategies
Hit zone
Support
zone
Net zone
Figure 10.4 The hit zone, support zone, and net zone.
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Net Zone
One player, usually a D, must always be in this zone (figure 10.4). He must
be aware of the third offensive player and play halfway to any overload
shooters (the offensive player on the half of the ice where the puck is).
If breakdowns occur, he must be patient and not leave this area unless
replaced by a teammate. He keeps his stick on the ice and stays out of the
blue crease area, allowing the goaltender to have free movement.
Strong-Side Top Zone
F2 holds inside position at the top of the slot (figure 10.5). F2 must be ready
to slide out tighter to his point if the puck carrier has the ability to pass
there or cover him tight if he comes into the slot. When players cycle up
high out of the corner, F2 must hold the top of the circle and deny inside
access. After a pass is made out to the point, F2 must approach the defen-
seman in the shooting lane to take away a direct shot on net.
O1
F2
Strong-side
F3
Back-side
Figure 10.5 F2 covers the strong-side top zone, while F3 covers the back-side slot.
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Defensive Zone Coverage 147
O1
D1 F2
F1
D2
F3
O1 O2
D1
F1 F2
O3
D2
F3
O O4
D1
F1 F2
D2
F3
O5
Half-Ice Overload
This system is a blend of the 2-3 and low zone shrink. In this system,
the defensive group splits the rink in half, trying to squeeze the offensive
team to one-half of the ice (figure 10.9). Plays to the back side are given
up but made difficult because of the number of bodies in the way and the
difficulty of making the long cross-ice pass. D1, F1, and D2 take care of
the strong-side corner and at times will be playing the opponent three on
two in that area. These three defensive players squeeze the offensive space
that the opponents have to work in, and after the puck is recovered, they
either quickly move it up the strong side or escape out the wide side.
O1 O2
D1
F2
F1
D2
F3
Figure 10.9 In the half-ice overload, the defensive team splits the rink in half.
E7251/Johnston/F10.09/597031/mh-R1
If the defensive team has three players down in the corner, then the most
important player off the puck is F3, who covers the slot but also shades
to the strong side. F3 must be aware of the opponent’s third forward and
cover anyone who comes to the front of the net while at the same time be
looking to see whether the opposing back-side defenseman is moving into
the scoring area. The opposition will try to sneak a defenseman down the
back side, so F3 has to be aware and alert. F2 takes away the strong-side
defenseman by playing much closer to the boards, therefore denying a
pass out to the strong-side point. F2 needs to start inside the circle, move
out to cut off players cycling up the boards, and have an active stick to
cut off passes to the point.
The advantage of this system is that it lessens the ability of the offensive
team to find room to move and make plays on the strong side. Many teams
like to cycle and then attack the net, but with this system, space to cycle
is all but eliminated. When offensive players play against teams that use
the half-ice overload, they often complain that they have no time! The one
disadvantage is that quick plays to the net may result in a two on one on
F3 if the opposing defensemen drive to the front of the net, but this pass
is difficult to make.
150 Hockey Plays and Strategies
Man-on-Man Coverage
This system relies on constant puck pressure and denying time and space
to the opponent. D1 starts by pressuring the puck carrier and then, after a
pass is made, sticks with that player as he tries to get open. The only place
D1 won’t follow the player when he doesn’t have the puck is out to the blue
line; D2 has tight coverage on any players in the slot. F1 now pressures
the pass, and if the puck is moved he sticks to his man (figure 10.10). This
continues with D2 in the low zone area, while F2 and F3 have responsibil-
ity for the opposing defensemen. F2 and F3 cover the defensemen whether
they move in through the slot or slide down the boards. The man-on-man
system eliminates confusion with regard to whom a player is covering, but
if the opposition is creative and incorporates lots of motion, staying with
your check becomes harder. The new rules preventing clutching and grab-
bing have made it harder to play a true man-on-man system, but it can be
effective if the defenders are good skaters. The offensive team has minimal
time with the puck before being pressured, and players away from the
puck have trouble finding space to get open for a return pass. This system
is also simple to learn because of the strict stay-with-your-guy coverage.
O1
D1
D O2
F2
F1
F3 D2
O3
Covering Active Ds
When covering active Ds, both F2 and F3 have a responsibility to cover
their points if the opposing Ds move into scoring position. More teams are
encouraging their defense to be active. If the defenseman whom F2 or F3
Defensive Zone Coverage 151
is covering moves into the slot, he must be covered tight. If the defense-
man slides down the boards, two options are available. F2 or F3 can either
cover tight and move down the boards and into the corner with the D or
let the D go and hold the inside position (figure 10.11). After the opposing
D is down low in the corner, he can be covered by the defending Ds or
low forward. F2 or F3 can sink down and play inside but should not get
dragged into covering a D in a nonscoring area.
Cover tight D
F2
Hold—let D go
Cover
tight F3
If they are worried about the offensive ability of the opposition D, some
teams put their wingers higher in defensive zone coverage. They may play
as tight as 10 feet (3 m) away when the puck is down low and right on the
Ds when the puck is moved high.
O1
O2
D2
the back post; and the high wingers sink in tight (figure 10.13). After the
flush has started, LW (the side you are forcing them to) will start to slide
back out toward his point, while RW stays tight in the slot. In all situa-
tions when the opposing team has the puck below the goal line, only one
defender should be below the goal line so that the defenders outnumber
the opponents in the house (or scoring area) (see 10.13).
LD LW
O C
RW
RD
passes out to the slot. F3 moves to the wide side, and F2 moves into the
low slot. D1 and F1 now move across into their layers or shrink coverage
(see figure 10.14).
F D2
F1
O
D1
F2
D
F2
O
D
a
Figure 10.15a F2 stays with D on the scissor cycle.
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154 Hockey Plays and Strategies
F1
D2
O
F2
D
b
O
F2
D1
O
F1
F3 D2
O
F2
D1
O
F1
F3 D2
156
Penalty Kills 157
O D1
O
O F1
D2
2
O OF
Figure 11.1 Always place players tight to the face-off on the penalty kill.
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158 Hockey Plays and Strategies
on the penalty kill may last only seconds, but every second decreases your
opponent’s ability to score with the player advantage.
For obvious reasons, the defensive zone face-off becomes a crucial
component of a successful penalty kill. Proper possession of the puck in
the defensive zone often allows your team to relieve pressure and advance
the puck 180 feet (55 m) away from your goal.
A key component of aligning or positioning your players (especially who
takes the face-off) has much to do with the center’s strong side. During
Ryan Walter’s nine seasons with the Montreal Canadiens, he played a
number of those seasons with Guy Carbonneau. Carbo was a right shot,
Walter was a left shot, and both were good at winning face-offs on the
strong side. What an advantage! On face-offs to the left of the goalie, Walter
could easily draw the puck on the backhand; face-offs to the right of the
goalie put Guy on his backhand strong side.
The defensive zone penalty-killing face-off alignment has many options.
Let’s discuss a few.
Most NHL teams try to have the center draw the puck back toward the
corner, hoping that the boards-side defenseman can jump quickly off the
line to gain possession of the puck or bump the puck to his partner behind
the net (figure 11.2). Ideally, this boards-side defenseman is on his fore-
hand when he approaches the puck. If this is the case, the best option is
to lay the puck to the inside winger, who moves quickly toward either the
opposite half boards or the opposite side of the net.
On seeing the puck won cleanly, the inside winger races to the corner
or the half boards to retrieve a bank pass or slow rim by the boards-side
defenseman.
We have found over the years that minor details are important, such as
making sure that a right-handed defenseman is on the ice to maximize a
won face-off opportunity. (In this case, because the face-off is left of the
net, having a defenseman with a right-hand shot on the boards to handle
the puck is an advantage if the draw is won cleanly.)
F1
D2
F2
Figure 11.2 A common penalty-kill face-off strategy is to have the center draw the puck
back toward the corner. E7251/Johnston/F11.02/597036/mh-R1
Penalty Kills 159
Never give your opponent soft possession of the puck off the draw.
Always make sure that all opposing players are contested for possession
of the puck (figure 11.3). If the puck is drawn to the boards, your team
should not easily give up possession. Make sure that the boards-side D
contests any tied draws hard. You may say that these are small details,
but details are important when dealing with the penalty kill.
There are some other important points to consider about defensive
zone PK face-off alignments. We prefer the winger to be inside the pocket
of your team’s inside defenseman (figure 11.4), and here’s why. Hundreds
of times we have seen this winger jump through toward the center, win a
loose puck, and clear it down the ice.
We also prefer this alignment because the inside winger has a better
chance to jump off the lost face-off and force pressure than the center
O D2
O
O F1
F2
O O D1
Figure 11.3 Always contest all opposing players off the draw.
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D2
2F
O O
1F
O
O
D1 O
Figure 11.4 The winger should be inside the pocket of your team’s inside defenseman.
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160 Hockey Plays and Strategies
does. In Montreal off a lost face-off, that inside winger would press the
puck hard, and the center would then respond to the secondary position-
ing (figure 11.5). This alignment works especially well now because face-off
interference is called much more tightly. The opposition cannot obstruct
this inside winger as much as they could in previous eras of our game.
With the game tightening up, the obstruction rule has changed how
teams set up their players for face-offs. In this alignment in the past, when
the center cleanly won the face-off, the boards-side defenseman would hold
up the opposing player a bit, the inside winger would hold up the opposing
winger a bit, and the inside defenseman would retreat and slap the puck
down the ice (figure 11.6). Obviously, this alignment is still excellent, but
both the winger and the boards-side D must be careful on the holdups.
D O
W D
C O
D
D O
Figure 11.5 Off a lost face-off, the inside winger can press the puck hard and the center
responds to the secondary positioning.
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F2 O
D2 O
C O
O
D1 O
Figure 11.6 The inside D retreats and slaps the puck down the ice.
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Penalty Kills 161
Another effective way to clear the defensive zone when the face-off is
won cleanly is the winger press. In this alignment, the boards-side D rims
the puck hard around the boards, and the winger now staying outside
presses or runs the opposing D to make sure that the puck departs the
zone (figure 11.7).
Whatever face-off alignment is used, coaches can see how important
it is to have every player on the ice in sync and understanding his role.
Remember, the face-off is the only time that hockey players get to play
football. Face-offs are a great opportunity for you or your center to call the
play and then celebrate when the players on the ice perfectly execute it.
D1 O
O
F1 O
D2 O
O
F2
Figure 11.7 The boards-side D rims the puck hard around the boards.
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TANDEM PRESSURE
F1 angles and pressures the opposition, trying to get there as soon as the opposing player
picks up the puck (figure 11.8). F1 recovers after forcing a pass or stays in the battle if he
creates a scramble. F2 angles in on the first pass, making sure he is in position to get back
while trying to force the player to unload the puck. D1 and D2 maintain a tight gap, making
sure they are aware of any stretch players. F1 fills in the mid-ice lane, while F2 stays up in the
middle, skating backward or angling forward and trying to force the entry to one side.
O3
D1
F2
F1
O2
D2
O1
FORWARDS WIDE
F1 angles and pressures the opposition, trying to get there as soon as the opposing player
picks up the puck (figure 11.9). F1 then moves back and takes the wide lane while skating
forward. F2 swings and takes the opposite wide lane, also skating forward. D1 and D2 stay up
in the middle; they need to have a tight gap and confidence to be tight in the neutral zone.
O1
D1
O3
F1
F2
O2
D2
RETREATING BOX
F1 forces the opposition if he can and then skates backward up one side of the ice in line
with the dots (figure 11.10). F2 skates backward up the other side. D1 and D2 tighten up in
mid-ice. All four players skate backward together. When the opposing puck carrier crosses
the blue line, F1 or F2 forces that player to his backhand. Therefore, if the player is a left shot,
F2 forces him toward F1. F1 tries to deny the pass back to where he came from.
O2
F1
D1
O1
F2
D2
SAME-SIDE PRESS
F1 and F2 wait in the neutral zone for the opposition to break out (figure 11.11). F1 angles
the puck carrier to one side with a good stick, preventing passes back. F2 angles across to
the same side and goes after the pass or the puck carrier. D1 and D2 tighten up in mid-ice.
D2 is ready to challenge passes to the far side, and D1 is ready to retrieve pucks dumped in.
D1
F1
D2
F2
PASSIVE 1-3
F1 applies pressure only when he is sure he can get the puck and clear it, or he can force the
other player as he picks up the puck (figure 11.12). F1 now retreats with a tight gap, initially
skating backward, and he then forces the puck carrier to one side. F2 stays in mid-ice behind
F1, also skating backward with a tight gap. D1 and D2 stay up; they need to have a tight gap
and confidence to be tight in the neutral zone. They also must be aware of any stretch players
getting behind them. D1 or D2 must attempt to confront the entry at the blue line by standing
up the puck carrier and forcing a dump-in.
D1
F2 F1
D2
TANDEM PRESSURE
D1 confronts the puck carrier, at the blue line if possible, while F1 goes after any pucks chipped
in (figure 11.13). F2 holds the slot. D2 retreats to the net as an option for F1 to bump the puck
to. If the PP unit carries the puck deeper, then D1 confronts the puck carrier at the half boards,
and F1 seals up top. F2 holds the slot area, and D2 holds the net area. If the puck is dumped
in, then D2 goes hard to the dump-in. F1 and D1 also go to the puck. F2 holds the slot area.
O
D1
F1 F2
D2
FORWARDS WIDE
D1 and D2 stay up in the middle where the PP unit will try to bring the puck (figure 11.14). If
the pass is made to the wide lane, then F1 and F2 challenge the outside lanes. On the dump-
in, F2 and D2 go to the corner along with D1. F1 supports the net.
F1
D1 O
D2
F2
RETREATING BOX
F2 or D1 tries to confront the entry at the blue line (figure 11.15). D2 goes after pucks chipped
in, and F1 holds mid-ice. If the PP unit skates the puck in, then D1 or D2 confronts the entry
at the half boards. F1 and F2 hold the top positions. If the PP unit dumps the puck in, then D1
and D2 both go to the puck. The closest forward tightens up, and the other forward holds
the slot.
D2 F1
D1 F2
SAME-SIDE PRESS
F1 angles the puck carrier to the outside (figure 11.16). F2 tries to force the entry at the blue
line or force the puck carrier to dump the puck. D2 goes after any pucks chipped in. With
pressure from F1, F2, and D2, the PP usually cannot skate the puck in unless a pass is made
to the wide side. On dump-ins, D1 goes to the corner with support from F1 and D2. F2 holds
the slot.
D2
F1
F2
D1
PASSIVE 1-3
This setup is similar to the setup of the tandem press. D1 confronts the puck carrier at the
blue line if possible, while F2 goes after any pucks chipped in (figure 11.17). F1 holds the slot.
D2 retreats to the net or is an option for F2 to bump the puck to. If the PP unit carries the
puck deeper, then D1 confronts the puck carrier at the half boards and F1 seals up top. F2
holds the slot area, and D2 holds the net area. If the puck is dumped in, then D2 goes hard
to the dump-in. F2 and D1 also go to the puck. F1 holds the slot area.
D1
F1
F2
D2
BACKING-UP DIAMOND
Many teams at all levels incorporate the diamond in the way they forecheck and as they back
off into the neutral zone. The goal of the diamond formation is to eliminate a direct middle
pass to a speed forward and to angle the puck carrier toward the boards with the intent to
get the puck out of their hands. Most penalty killers want to press puck carriers into short
ice on or before the red line, but accomplishing this task is often a tall order. The secondary
goal of the diamond is to force the offensive team to dump the puck in. All power-play units
prefer to enter the zone with strong puck possession, so disrupting this puck possession is
the primary goal of your PK forecheck alignment (figure 11.18).
The backing-up moving diamond formation is obviously preferable to a standing-still dia-
mond (we see many PKs get into deep trouble here). The forecheck timing and depth of all
four players is critical to sustaining movement and backward reactive speed.
D O O
Scoring Shorthanded
Because many defending teams are using the flip pass or the off-the-wall
and out play to ice the puck, PK forwards are getting good at sending
the far-side winger to press the puck down ice and potentially get a good
offensive bounce. Scoring goals while on the PK used to be rare, but as
up-ice and neutral-ice pressure is increasing, turnovers ending in scoring
chances are becoming more of the norm (figure 11.19).
The penalty killers should assert more pressure when they know that
the puck carrier will have a difficult time controlling the puck and making
a good play. Here are some examples:
|| The PP has poor control, or a player juggles a pass.
|| The player with the puck has no immediate support.
|| The player with the puck has his back turned to the net.
|| The puck is being rimmed from one player to another along the boards.
|| A puck is loose from a rebound or missed shot.
|| The ice conditions are poor late in the period.
Following are some situations PK units may face and ways to play them.
We describe various power-play options and the way in which the penalty
killers should react.
LOW–HIGH PRESS
When O2 receives a pass from O4 or O1, D1 pressures him up the boards (figure 11.20). D2
is ready to take away any return passes to O1. F1 takes away the passing lane to O4. F2 stays
in the slot, aware of passing options to the back side. Players should keep their sticks in the
most dangerous passing lane, which could be to the slot player or back-side D.
F2
D2
D1
F1
O4
O1
O2
CZECH PRESS
F1 forces O4 at the point (figure 11.21). O4 passes back to O2 on the side boards but too high
for D1 to pressure. F1 now pressures back on the pass and forces O2 down the boards. D1 is
ready to pressure the pass to O1. D2 holds the slot and prevents any cross-ice passes. If the
puck is passed back to O4, two options are available: (1) F1 can return up high to pressure,
or (2) F2 can pressure, and F1 returns to the slot. F2 would pressure only if he can get there
at the same time as the pass.
172 Hockey Plays and Strategies
F2
D2
O4 F1 D1
O1
O2
DIAMOND FORCE
F1 pressures or stays in O4’s shooting lane as he slides with the puck across the blue line
(figure 11.22). D1 moves up slightly, ready to go after O2 if the pass goes there. F2 sinks back
into the diamond and is ready to get in the shooting lane of passes to O5. D2 plays the net.
Players stay in this formation as long as O4 continues to stay in the middle of the blue line.
O5
F2
D2
O3
D1
O4 F1 O1
O2
D2
F2
O1
F1
D1
Figure 11.23 Forcing the power play out from behind the net.
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TIGHT COLLAPSE
If the puck does end up behind your net, then all players should sink in tight (figure 11.24).
They need to be aware of players moving in and have an active stick to take away passing
lanes as the puck carrier moves out. D1 or D2 may hold his position or force the puck carrier
to one side.
D2
F2
O1
F1
D1
X F D
INVERTED TRIANGLE
This setup is suited to kill a five on three where the opponent has two Ds up top (figure 11.26).
F1 and D1 (D1 could be a defenseman, although some teams like to use another forward)
move up and down on their sides as the puck is moved from high to low. F1 and D1 should
not go too wide or too high. D2 plays the net area and moves from post to post. D2 must
deny the side-to-side pass from O1 to O2. F1 and D1 must be ready to block shots. During
five on threes, the key goal is to stay tight and compact and be strong on rebounds.
O2
O5
D1
D2
O3
F1
O4
O1
Figure 11.26 Using the inverted triangle when killing a five on three.
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SPLIT THE DS
This setup is another option to kill a five-on-three penalty when the opponent has two Ds
up top (figure 11.27). F1 stays in the middle of the ice, denying any high passes through the
middle and any passes between the two Ds. D1 and D2 play the base of the triangle. When
the puck is at the bottom with O1, then D1 forces him out wide and D2 covers the net. F1
stays in the low slot. This penalty-kill setup does not give up much down low, and it takes
away any D-to-D up-high passes with the stick of F1.
176 Hockey Plays and Strategies
O2
O5
D2
O3 F1
D1
O4
O1
O3
O2
D2
O5 F1
D1
O1
O4
O2
D2
O4 F1 O1
D1
O3
Building Your
Competitive
Edge
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Chapter 12
Face-Offs
T
he offensive face-off gives coaching staffs and players their only
opportunity to implement static set plays, like those that occur in
football. Teams should prepare their plays off ice first and then work
to integrate these face-off plans into their practices. Once a month, take
time in practice to run through what you want the players to do at each
face-off dot. Doing this takes time and tends to slow the pace of practice,
but roughly 60 face-offs occur in a game, which means 60 times to win or
lose possession of the puck, so the effort is worth the time. In addition to
all players going through the face-offs, the centers must work on the skill
of taking the draw. Not much time is needed for a coach to do 50 reps with
a center before or after practice, focusing on his technique. Centers should
work on winning draws on the forehand, on the backhand, by tying up,
and at times by touching the puck through to catch the opposition by sur-
prise. Make sure that one of your coaches becomes an expert at teaching
these face-offs skills. High-level hockey has changed in this area of the
game. When Ryan Walter began to play in the NHL as a center man, both
centers tried to cheat laterally by adjusting the position of their skates
to their advantage. Today, the requirement that skates face north–south
has changed the way that center men try to generate an advantage. The
center should get his skates as close to the center dot as possible, forcing
him to hold the stick in a lateral position instead of straight out in front
of him. This lateral stick positioning maximizes the center man’s leverage
and positioning to win the face-off.
In the past many coaches taught their players to never turn the bottom
hand on the stick because doing so was telling their opponent which way
they would be drawing the puck. Turning the bottom hand is another way
to increase the power and leverage needed to win face-offs. Most face-offs
181
182 Hockey Plays and Strategies
are won by powering under the opponent’s stick or obstructing the oppo-
nent’s stick with your own and kicking the puck back to your players. Few
face-offs are won by chopping at the puck or picking the puck out of the air.
Face-off strategies in the defensive zone tend to be a little more con-
servative. The goal is still to win possession of the puck, but not losing
the draw directly to the opponent is primary. To accomplish this strategy,
the face-off tactics change as well. During his playing career, Ryan took
many face-offs against Mark Messier. We like the face-off move that Mark
used, so we will call this one the Messier. Instead of going directly after
the puck, Mark’s first move was directly toward his opponent’s stick,
interfering with his ability to win the face-off. Mark would then draw the
puck directly back to secure puck possession for his team. Many players
use this tactic but did not have Mark’s level of success, and here is why.
Mark had a trick. He would elevate his bottom hand, thereby extending
the amount of stick that he could reach toward his opponent’s stick. This
maneuver allowed Mark to generate maximum interference against his
opponent’s ability to win the face-off.
Understanding the strategy of face-offs and teaching the skill of win-
ning face-offs will create more control for your team and help elevate the
confidence of your players. Increased confidence comes from increased
preparation. Continuously practicing the tactics and skill of your team’s
face-offs will pay off in a big way.
If your team is playing at an advanced level, start to rotate each winger
through face-off technique practice as well. Preparing your wingers to be
better than average on winning face-offs allows your center men to be
much more aggressive on their draws. This type of extra preparation pays
off when your center is kicked out of the face-off circle on the penalty kill
and the winger replaces him.
Consider having a face-off play book that includes responsibilities as
well as diagrams illustrating the execution patterns. Some teams have
developed a DVD or USB sticks to give to the centers, who much like a
quarterback in football need to know the formation and how to set up. This
video should have dialogue and a clear illustration of the plays. Because of
the clarity and camera angle, a good method is to collect plays from NHL,
college, and junior games and edit the material down for your players.
Finally, depending on the age of your group, you may want to have the
centers pick the option for their line for that night or come to you with a
play they think will work. This type of player ownership can be effective;
the players will definitely focus if they choose the play because they want
it to work.
Have face-off plays for all face-off dots and for specific game situations.
The way that a team lines up five on five is much different from how they
line up for four-on-four and three-on-three situations. Don’t forget power-
play five on four, four on three, and five on three; penalty-kill four on five,
three on four, and three on five; and late-game pulled-goaltender plays
defensively and offensively. Over the course of my NHL career across three
teams and seven head coaches, we implemented many face-off set plays,
but they tended to be drawn from the following categories.
Face-Offs 183
DEEP POSSESSION
For a number of reasons, an offensive center might call a face-off play in which he actually
helps his opponent win the face-off back toward the corner of the offensive zone (see figure
12.1). The tactic behind this deceived loss is to have both wingers positioned and ready to
press the defender when he wins the draw back to the corner. This quick and unexpected
RW
D2
O C
D1
O LW
pressure often turns over the puck and therefore creates its desired effect, which is puck
possession and a possible scoring chance or play on the net. Off the turnover, the player with
the puck may decide to make a quick play to the net or take the puck behind the net and
come out the other side. This strategy should be used only once or twice a game or if the
center is struggling to win draws against a particular opponent (giving that player a strategy
to gain possession while losing the draw).
D2
RW
G
D1
LW
ROLL OUT
This offensive face-off alignment works well against teams who press hard toward both
defensemen off the face-off. As the two wingers press the D, the roll-out alignment gives
a great pass and shot option. Off a won draw to D1, the two wingers (RW and LW) change
positions (see figure 12.3). The center drives to the front of the net. D2 drives wide; D1 backs
across the blue line, fakes a shot, and passes to LW, who has found the soft ice (high and
lateral from D1). LW now has the option of shooting through traffic or passing to RW or D2.
Face-Offs 185
RW
D1
LW
D2
END AROUND
Much like the inside-out draw, this alignment uses the inside winger moving to the boards
(see figure 12.4). Instead of a high option, it creates an opportunity to take the puck to the
net low. This face-off also starts with the direct intent to win the face-off back to the offen-
sive defenseman, but the puck doesn’t make it back and lies in the space right behind the
center. The inside winger (RW) pulls or draws back toward the boards and in doing so grabs
the puck and goes around the pile. As RW moves toward the back of the net, he may either
take the puck to the net or pass to C or LW, who attempts to get open.
LW
D1 C
RW
D2
OFF-SIDE SHOT
Some face-offs are not always won directly or completely back to the point. When the center
senses that he is going to tie up the opponent’s stick and win puck possession with his feet,
then this simple alignment is effective. In this face-off alignment, the two wingers typically
switch positions, unless the boards-side winger is already shooting off his strong side. The
center looks to win possession of the puck in the space just slightly behind him (see figure
12.5). This allows the boards-side winger to step laterally toward the net and place a quick shot
on net through traffic. Sometimes in this situation the center only has to tie up his opponent
and leave the puck in the space behind him, which allows the winger to step into the shot.
LW D2
D1
RW
D1 RW
LW
D2
FOUR UP
Like a football team that is behind in a game with little time left on the clock, at times the
team may be looking for a simple Hail Mary type play. With a four-up face-off alignment,
both wingers are on the inside and one D is down on the boards-side hash marks (see figure
12.7). This alignment gives the center many options, making it hard for the defending team
to cover. Some defending teams try to shoot the puck out past the one defenseman on the
blue line; guard against that happening by having the inside winger slightly back and in the
lane. The four-up face-off allows the center to tap the draw ahead and then pass to one of
the two wingers in front, draw the puck back to D1 for a screen shot, or steer the puck to
the boards for D2 to shoot or to pass to D1. This alignment is often used when seconds are
left on the clock at the end of periods or the end of games because it results in a quick play
on net with numbers in front.
D2
D1
C
RW
LW
D2 LW
D1 RW
Figure 12.8 Sometimes centers tie up and look for help from their wingers.
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OVER UNDER
This simple face-off alignment works equally well at all levels of the game. On either side of
the offensive zone, the inside or middle winger skates behind the center man (over the puck)
as the boards-side winger skates hard toward the net (under the puck.) This action gives the
center maximum support in retaining possession of the puck (see figure 12.9).
LW
D1
C
D2 RW
Although the over under is a simple process after the inside (over) winger gains possession
of the puck, he can generate many scoring options. By drawing the defenseman lined up on
the board with him toward the net, the boards-side winger creates separation and more space
for the (over) winger to make plays. The first goal of this winger with the puck is to shoot it
on net (see figure 12.9). Another simple option for the winger with the puck is to fake the
shot and pass back to the center man, who slides into an open slot position (see figure 12.10).
LW
D1
C
RW
D2
LW
D1
C
RW
D2
DOUBLE PRESS
When the C loses the draw, he moves to a high position in the slot (see figure 12.12). RW
shoots through on the inside of the circle and pressures the defenseman getting the puck.
RW must make sure that the D doesn’t turn quickly up the strong side. He forces the defen-
seman to go into pressure by pushing him out the wide side. LW also jumps quickly to take
away the wide side of the net and any D-to-D passes. D1 is ready to pinch on any pass to the
opposing winger on the far boards. D2 stays in mid-ice as the safety.
D RW
D2
LW
D1
1-2-2 FORCE
On the lost draw, RW pressures hard into the corner, forcing the defenseman around the net
or to pass to his partner (see figure 12.13). On any D-to-D passes, RW moves across either
behind or in front of the net and forces. C is ready to take away plays up the right boards
and takes away the mid-ice seam as the puck moves to the wide side. LW takes away the far
boards. D1 and D2 stay in mid-ice and react to any passes up the middle.
Face-Offs 191
D RW
D2
C
LW
D2
D2
RW
LW
D1
HIGH DEFLECTION
This face-off play also takes place at the center circle. After C wins the draw, he moves above
the red line (see figure 12.15). Both wingers go out to the top corner of the blue line. D1 passes
to D2, who looks to pass to C for a quick chip into the corner for RW. D1 may also pass to
RW, who chips the puck behind the defense for C to pick up. This play is a good one to start
the game and apply quick forechecking pressure against the opponent.
D2
RW
LW
D1
FORWARD BACK
LW drops back for the draw and LD is up (see figure 12.16). C pushes the puck to the left
side. Anticipating the draw, LW shoots through the hole and looks to skate or chip the puck
by the opposing defenseman. RW also jumps quickly with LW.
Face-Offs 193
RW
RD
LW
LD
WEAK-SIDE SLANT
This face-off takes place at the defensive blue line. C draws the puck back to D1, who passes
to D2 (see figure 12.17). D2 skates to mid-ice. LW picks or screens the player inside so that D2
has more time with the puck. RW goes hard to the corner of the far blue line. D2 banks the
puck to the high blue-line area for RW to skate to. C jumps up through the middle to create
a potential two on one on the opposing defenseman.
LW
D2
D1 RW
CENTER SLASH
C wins the puck back, and D2 passes to D1 (see figure 12.18). RW reads clear possession and
sprints to the far blue line. C blocks the opposing C and then sprints through the middle
lane. LW stays wide and low for a cross-ice support pass. D2 drops to support D1. D1 has
194 Hockey Plays and Strategies
pass options to C or RW sprinting to the far blue line and, if neither is open, has the wide
pass back to LW.
RW
D1
C
D2
LW
CENTER SWING-AWAY
Off a won draw, C swings away from the D-to-D pass (see figure 12.19). LW sprints toward
the boards and RW fills the middle lane. D2 may pass to LW or RW, but the main option is to
get the puck wide to C, who has built up a lot of speed.
D2
LW
C
D1
RW
HARD RIM
This face-off is used in leagues with touch icing when the team desperately needs to get
possession in the offensive zone and create a quick scoring chance. There is a risk of icing
the puck. C draws the puck back to D1, who quickly shoots it hard along the boards into the
Face-Offs 195
far end (see figure 12.20). LW races to the puck, trying to beat the opposing D. After LW gets
the puck, he bumps it behind the net to RW, who then looks to bring it to the net.
LW
D2
RW
D1
Figure 12.20 Hard rim to gain possession off a neutral zone draw.
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DOUBLE PRESS
When the draw is lost, both wingers move quickly to pressure the opposing defense (see figure
12.21). C locks the mid-ice area, preventing any passes to the other team’s center. D1 and D2
are ready to take away passes up the boards and to move up quickly to pinch on the pass.
LW D
D1
C O
D
D2 RW
BOARDS-SIDE PRESS
On the lost draw, the boards-side winger (LW) forces the defense to pass the puck across
the ice, into traffic (see figure 12.22). C locks the middle. RW takes away the far boards. D1
and D2 keep a tight gap in mid-ice.
LW D
D1 C O
RW
D
D2
INSIDE-OUT PRESS
When the draw is lost, C quickly moves up between the two opposing defensemen and
angles the puck carrier to the outside (see figure 12.23). As C forces the play to the right, RW
takes away the boards and any passes to that winger. LW locks the middle. D1 is ready to get
any chip plays in behind RW. D2 plays mid-ice while being aware of passes to the wide side.
LW D1
D2
C
RW
D2
D1
D1
LW
D2
RW
REVERSE TO CENTER
Again, the opposition team pressures hard with the boards-side winger. D1 goes back for the
puck and carries the pressure, trying to gain the back of the net. Knowing that he will not
make it, he reverses the puck to C. Depending on pressure, D2 supports the front of the net
or moves to the wide side, ready for a D-to-D pass. D2 should stay in front whenever D1 is
under heavy pressure. LW moves back to support the boards, and RW moves across the ice
in support (see figure 12.25).
D1
D2
LW
RW
LW
RW
D2
D1
BUMP TO PARTNER
If the opposition forechecks with only one player, D1 quickly bumps the puck to D2, who
releases to the wide side of the net in anticipation of the D-to-D pass. When D2 moves out
to the wide side, he should try to be turned around facing up ice and ready for the pass
when it arrives. RW moves out to the boards, and LW comes across through the high slot. C
supports low (see figure 12.27).
RW
D2
LW
D1
WIDE RIM
This play can be used to catch the opposition off guard or late in a game when you are up
or down by a goal. C wins the draw back to D1, who rims the puck (the Ds may switch sides
before the draw to make the rim play easier). RW goes out to the point and then slants across
to support LW (see figure 12.28). LW must get to the corner of the blue line before the oppos-
ing D. LW has the option to skate with the puck and go through the neutral zone or chip to
RW if the opposing defenseman stays in the zone and pinches.
LW
D2 RW
D1
BREAKAWAY PLAY
C draws the puck back to D1, who quickly skates around the net (figure 12.29). D2 screens to
give D1 time to make a play. RW goes hard to the opposing defenseman as if he were going
to cover the D. LW slides out to the boards, calling for the pass. RW slants to the center-ice
circle. D1 lays or lofts the puck out to RW for a breakaway. RW should have a breakaway
because the opposing defense will not have time to react. In leagues that have touch icing,
the worst-case scenario is that RW gets the puck in the offensive zone. For automatic icing,
the worst-case scenario is that the face-off will come back into your zone.
LW
RW
D2
D1
QUICK-CHANGE PLAY
This surprise play should be practiced and used at key moments of the game or season. After
opposing teams know you use it, they may watch for it and be able to react quicker. This play
might be used once or twice a year as a trick play when a team is down by a goal with the
face-off in their own zone. C draws the puck back to D1 (see figure 12.30). RW goes hard to
the opposing defenseman as if he were going to cover the D. RW then goes by the D and
onto the bench. One forward is waiting at the opposite end of the bench and quickly heads
out to the far blue line. LW goes to the boards for a pass. D1 fakes a pass to LW and passes
to the new forward at the far blue line.
Face-Offs 201
LW
RW
D2
D1 F
FIVE ACROSS
This common setup is generally used for 80 percent of all defensive zone draws. When C
loses the draw, he stays with the other team’s center (see figure 12.31). RW shoots through
on the inside of the circle and pressures the point. LW moves out to the high slot and is ready
to go after the other D if a pass is made. D1 and D2 stay with their forwards. Five across has
become the NHL standard defensive zone face-off alignment. The only variation is that D2
will be a few steps back with some teams so that he can break out quicker when the draw is
won. All five players have clear assignments and can adjust off this positioning.
LW O
D2 RW
C O
D1 O
Figure 12.31 Five across is an effective way to pressure off lost draws in the defensive zone.
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202 Hockey Plays and Strategies
D BACK
Some teams like to have a D directly behind the center on the draw for an easy breakout (see
figure 12.32). If you lose the face-off in this setup, C stays with the other center. RW pressures
the boards point, and D1 takes the forward he was lined up against. LW moves into the high
slot, ready to pressure the other defenseman if a pass is made. D2 steps up quickly and takes
the inside forward.
O
LW
RW
C O
D2
O
D1
Power-Play Face-Offs
Winning or tying up and getting possession on power-play draws are
crucial. If the other team clears the puck, the power-play unit generally
needs 20 seconds to get set up again, which is both frustrating and tiring.
Described here are three ways to get possession and set up. Players and
coaches should also try to recognize what the penalty-killing unit is trying
to do if they win the draw; by doing so, you may be able to regain posses-
sion even though you lost the draw.
TRADITIONAL ALIGNMENT
When C wins or ties up on the draw, both wingers move in to push the puck back to the Ds.
On lost draws, RW shoots through to the corner and puts pressure on the opposing D. LW
takes away the D-to-D penalty-kill clear or assists RW in the corner. C reacts to apply pressure
and support RW and LW (see figure 12.33). Although you would like to win all draws because
gaining possession on the power play is so important, you may want to tell the center to tie
up his opponent and allow the wingers to help. The odds of getting possession are better.
Face-Offs 203
D2
LW
D1
RW
DOUBLE UP OUTSIDE
In this setup, two forwards are on one side to provide an extra player to try to get puck pos-
session. RW and LW line up along the boards. On a draw when the puck is loose, RW screens
and LW pulls the puck back to D1. D2 always lines up in a position that blocks the lane for the
opposing center to shoot the puck down the ice immediately off the draw. In this example, if
the opposing center is a left shot, then D2 would need to play back a step (see figure 12.34).
On lost draws, LW shoots through to the corner and ties up the opposing defenseman. RW
comes in to get the loose puck.
D2
LW
D1
RW
DOUBLE UP INSIDE
In this setup, two forwards are now on the inside, D1 is on the boards, and D2 is back on the
blue line (see figure 12.35). On a draw when the puck is loose, RW and LW move in to get
the puck back to D2. RW initially lines up in a position that blocks the lane for the opposing
center to shoot the puck down the ice immediately off the draw. In this example, if the oppos-
ing center is a left shot, then RW would need to play back a step. On lost draws, RW shoots
through to the corner and ties up the opposing defenseman. LW comes in to get the loose
puck. At times off this draw, LW will be open at the net when the puck is loose in the face-
off circle. If RW gets the puck when it is loose in the circle, he can make a quick play to LW.
LW
RW
C
D2
D1
Penalty-Kill Face-Offs
Because the face-off is such an important part of the penalty kill, it was
covered in depth in chapter 10 on penalty kills. As mentioned in that
chapter, gaining possession on special teams is important. Penalty-killing
units want to frustrate the power play by making them go back down
the ice 200 feet (61 m) to get the puck and start a breakout. More face-off
options are presented in the Face-Offs and Penalty Kills section in chapter
10, but here are two common strategies to use after winning draws in the
defensive zone.
CORNER BUMP
In this situation, when C wins the draw, LW drops down to the wide corner (figure 12.36). D1
bumps the puck over to LW, who clears the puck. D2 should screen the opponent’s inside
winger to provide time for LW to get the puck and shoot it down the ice.
Face-Offs 205
D1
D2
LW
RIM CLEAR
It is best if the Ds switch sides to give the boards-side defenseman the ability to shoot the
puck around the boards hard (see figure 12.37). C tries to win the draw back to the corner or
tie up his opponent and allow the puck to sit in behind. D1 (who is now a left shot) moves
in quickly and rims the puck hard on the boards or the glass.
D1
D2
LW
Four-on-Four Face-Offs
We outline one offensive and two defensive alignments for four-on-four
situations. On lost draws, coverage is much more difficult when teams
are four on four because the center is often tied up taking the face-off and
can’t get out to the opposing defenseman. Having the D take the draw is
a strategy that should be considered.
FOUR ACROSS
The center tries to win the draw back to D1 or D2. If the draw is lost, F2 must resist the temp-
tation to go out to the boards-side defenseman and stay in the slot (see figure 12.38). The
center battles to get out to pressure the strong-side defense. If the puck is passed D to D,
then F2 moves out in the shooting lane. D1 picks up the opposing center. D2 takes the inside
forward. This alignment is the more traditional one used in a team’s defensive zone, but it
does result in problems for the center getting out quickly.
F2 O
D2 O
C O
O
D1
F1
D1
D2
F2
Figure 12.39 Using the defense to take the four on four face-off.
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BOARDS-SIDE ROLL
After winning the face-off in four-on-four situations, teams should make it difficult for the
opposition by having a wide option. C takes the draw and wins it back to D1 on the boards
(see figure 12.40). D1 lines up a few steps back from the hash marks on the boards side. D1
has the option to shoot with F2 at the net or pass to D2 for a one-timer shot. D1 and D2 should
switch sides, making it easier for them to shoot.
D1
F2
D2
Pulled Goaltender
The excitement ratchets upward when a team pulls the goaltender for an
extra attacker. Usually, this occurs in the last minute of the game, and the
strategy should be to create a chance right off the draw. The play doesn’t
have to be complicated, but all players need to know what option is being
executed. Here are a few strategies.
INSIDE-OUT PLAY
C wins the draw or leaves the puck in behind him. LW, C, and EX (extra forward) drive the
net (see figure 12.41). RW swings to the outside and takes the puck or receives it from D1. C
pops out into the slot. RW looks to make a play to C, back to D1, to the front of the net, or
to D2 on the back side.
D2
EX
RW
C
D1
LW
D SLIDE PLAY
RW is back for the draw, and D2 is up on the inside of the circle (see figure 12.42). C draws
the puck back to D1. RW goes to the net. EX (extra forward) goes to the net. D2 slides out
and is ready for a one-timer shot (in this example, D2 is a left shot). D1 may shoot at the net
or pass to D2 for a quick shot.
Face-Offs 209
RW
EX
D2
D1
LW
DOUBLE OPTION
Two forwards line up on the inside (see figure 12.43), and one is on the boards (this player must
be a left shot). C can draw the puck to the boards so that EX (extra forward) can take a quick
shot, or the center can tap the puck ahead and make a quick play to the net for LW and RW.
EX
D1
RW
LW D2
210
Pre-Scouting Your Opponent 211
coaching staff organizes your game strategy, then your opponent’s offen-
sive strategy could start with their breakout patterns. Pre-scouting your
opponent’s offensive strategies can be exhaustive, so it should highlight
the specific strengths and processes that your opponent has used to be
successful recently. The key question that coaches need to ask themselves
in this area is “What specific offensive tendencies has my opponent showed
recently (what is giving their team success), and how should our team be
aware of these tendencies and counter them to increase our game success?”
Offensive tendencies range from won face-offs in all zones, to turnovers,
to defensive zone and neutral zone breakouts, to offensive zone entries, to
how they react with the puck in the offensive zone. A large portion of what
your opponent does with the puck may be on the power play, and at the
higher levels of our game, the coaching staff’s pregame meeting will spend
a specific amount of time on how to counter the opposition’s power-play
breakout, entry, and setup.
F
C
D1
F1 D
D2 F
LW
C O
O
D1
O O
D2
RW
13.2). Slashing that winger off the boards toward the middle ice often opens
space for the center man who was swinging into the corner and now has
great speed with the puck up the boards. Your pre-scout information has
delivered not only a sense of what your opponent will do in this situation
but also delivers a complete solution for your players to execute.
Pre-Scout Sheets
The following pre-scout sheet allows you to record individual tendencies,
strengths, and weaknesses of each opponent player along with your oppo-
nent’s team tendencies.
Mike Johnston has used the following simple but powerful outline with
the Portland Winterhawks in the Western Hockey League; see figure 13.3.
(We have copied a blank template for you to personalize; see figure 13.4.)
#___ Forward L—Feet are always #___ Forward L—Smart. Quick #___ Forward R—Small guy but
moving. Very slippery in traffic. Can release and finds scoring areas qui- strong and boxy on his skates. Strong
make plays all over the ice—Barzal etly. Does force plays under pres- stick. Always looking for each other
like. Don’t let him in behind Ds. 5 sure, looks almost timid. Loses cen- on the rush. Flies the zone quick,
SHG ters on draws. keep in front of you.
GP-54 G-38 A-47 Pims-24 GP-49 G-24 A-41 Pims-34 GP-49 G-21 A-37 Pims-26
#___ Forward L—Fast, skilled. #___ Forward R—Plays hard and #___ Forward L—Picked up during
Worker, shows quickness in wide with edge. Good skater, always on the season. Plays hard, stirs the pot.
lane. One hand on his stick with the the puck. Scoring abilities and gets Gets to the net for chances. Worker
puck, can get bumped off it. to the hard areas. Hot head, undisci- along the boards.
GP-42 G-18 A-29 Pims-35 plined. GP-49 G-4 A-8 Pims-77
GP-50 G-12 A-17 Pims-79
#___ Forward L—Wants to play a #___ Forward R—Playing with confi- #___ Forward R—Offensive player.
skilled game, but stays on the out- dence since picked up in trade. Two Good hands. Dishes the puck, sees
side. Decent speed. Looks to 26 for goals last game. Attacks on PK. Lum- the ice. Shields the puck well, pro-
plays. Lacks drive and compete. bering skater, keep away from net. tects and then shoots. Limited com-
GP-45 G-15 A-17 Pims-24 GP-37 G-10 A-8 Pims-14 pete.
GP- 51 G-16 A-18 Pims-32
#___ Forward R—Worker. Energy #___ Forward L—Scrappy, high #___ Forward R—First-year player,
style of player. Stirs the pot. Gets compete, bigger body. Looks to fight. smart and skilled. Shifty with the
involved physically. Not a lot of skill Goes to the net hard. Having a good puck in tight spaces. Can outmuscle
in his game. year offensively. him along the boards.
GP-51 G-9 A-6 Pims-42 GP-49 G-5 A-18 Pims-53 GP-32 G-0 A-5 Pims-6
#___ Defense L—Veteran player. 20 years old. Heavy #___ Defense R—Most offensive D. Active in the rush.
player, looks for physical play and will go over the edge. Not big and can overpower him. PP QB. Need to coun-
Runs out of position. Simple with the puck—first pass ter quickly against him when he is on the ice. Minus
guy. player.
GP-41 G-4 A-5 Pims-69 GP-53 G-11 A-18 Pims-35
(continued)
(continued)
#___ Defense L—Smart, makes a good first pass. Must #___ Defense R—Good mobility, gets involved in the
play behind him on the rush and coming out of zone. rush. Good puck skills to get the puck out. Weak at the
Good size and stays up in the NZ. Struggles to recover net front and in the corners. Can get to him with pres-
after stepping up. sure on FC.
GP-52 G-0 A-26 Pims-44 GP-53 G-1 A-14 Pims-39
#___ Defense L—Competes, moves the puck well. First- #___ Defense L—Steady two-way role player. Leader.
year player. Strength is an issue. Two-way player. Good Simple with the puck and making a first pass. Skating is
stick and skating is smooth. OK but struggles against wide lane drives.
GP-47 G-3 A-5 Pims-6 GP-44 G-2 A-10 Pims-55
#___ Goalie—Quick. Battles hard and competes on #___ Goalie—Makes himself look small. Can get beat
pucks. Small and has a hard time seeing thru screens. upstairs. Weaker version of their starting goaltender.
Can beat him upstairs. Battles hard on pucks. Angles are off.
GP-46 W-28 L-12 OTL-3 SOL-1 GAA-3.19 SV%-.911 GP-21 W-4 L-6 OTL-0 SOL-0 GAA-4.01 SV%-.882
TEAM TENDENCIES
1. Stretch to offense quick—use a lot of quick stretch passes in breakouts and regroups
2. Like plays around the net in the offensive zone—low jams, stuffs, and walks
3. 1-2-2 F/C—fairly passive
4. High cycle offensive zone—like to use cycle plays in the offensive zone and have active Ds
5. Top line production—top line is dangerous and creates most of the offense
DEFENSIVE ZONE COVERAGE O
D1 LW D
D1/C—Work together down low
D2—Will drift away from the net, corner sup- C
port
RW/LW—Play our points high in the zone
**Can walk off the boards under winger** D2 RW
**Ds be active off the point**
D
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214
TEAM TENDENCIES
OFFENSIVE ZONE PLAY
O LW
Collapse tight in coverage D1
• They use the back of the net for jams,
stuffs, and wraps C
• Need wingers to collapse in tight
• Ds hold the post—don’t double up
D2 RW
D4
1. Keep their top line in check—Be aware when they’re on the ice. They like to stretch the zone quick, so don’t
let them get behind our Ds. Make them defend in coverage.
2. Don’t feed their transition game—We need to be strong managing the puck in all three zones. Blue to blue,
be direct, and keep the puck moving ahead. In the OZ, we can’t make blind plays to the slot area.
3. Make the right decision on the corner of the blue—Their Ds will challenge the blue line on entry. We need
a middle-lane drive in a close support position. Make an inside play, play to the dot, or chip off the boards.
We will create two on ones.
4. Heavy, strong, possession game in OZ—Hang onto the puck in offensive zone. Shield it, protect it, and work
to keep it. Ds can activate off the blue line because they play man to man.
5. Five-on-five play and gain PP advantage—We don’t need to play them four on four; we want five-on-five
hockey. Stay away from net front pushing and shoving. Work to draw penalties and allow our PP to take
over.
215
Figure 13.4 Scouting form.
____________ vs ____________: GP-____ W-____ L-____ OTL-____ SOL-____
216
TEAM TENDENCIES
1.
2.
3.
4.
5.
DEFENSIVE STRATEGY
OFFENSIVE STRATEGY
E7251/Johnston/F13.04/598506/mh-R1
E7251/Johnston/F13.04/598506/mh-R1
217
KEYS TO SUCCESS
1.
2.
3.
4.
5.
From M. Johnston and R. Walter, Hockey Plays and Strategies, 2nd ed. (Champaign, IL: Human Kinetics, 2019).
218
Index
219
220 Index
strong-side D shot play 76, 77f three-on-two triple drive 50, two-on-two midlane drive 47,
strong-side slide in attack 50f 48f
zone 61, 61f three on two with close back- 2-3 system defensive zone
swing with speed forecheck checker defensive zone system 144-147, 144f,
108, 109f entry 136, 137f 145f, 146f
tie-up for possession face-off 2-3 deep lock forecheck system
T 188, 188f 115, 116f
Tampa 1-3-1 forecheck system tight collapse penalty kill 173, 2-3 forecheck system 104-107,
113-114, 114f 173f 104f, 105f, 106f, 107f
tandem pressure forechecking torpedo forecheck system 107-
U
163, 163f, 166, 166f 108, 107f
umbrella play 88, 88f, 89f, 91,
three high breakout play 18, traditional alignment face-off
91f, 92f
18f 202, 203f
up breakout play 10-11, 11f, 97,
three-on-five penalty kills traditional 1-2-2 forecheck
98f, 101, 101f, 104, 105f
175-176, 175f, 176f system 116-117, 116f, 117f
up the gut power play break-
three-on-four penalty kills triangle, one high penalty kill
out 72, 72f
177, 177f 176, 176f, 177, 177f
three on three defensive zone triple-threat position 55 W
entry 137-138, 137f, 138f, 2-1-2 forecheck system 100- weak-side slant face-off 193,
139f 103, 101f, 102f, 103f 193f
three-on-two attacks 49-52, two on one, low 151, 152f wheel breakout play 12, 12f,
49f, 50f, 51f, 52f two-on-one attacks 46, 46f 99, 99f, 102, 102f, 105,
three on two defensive zone two on one defensive zone 106f
entry 136, 136f entry 133-134, 134f wide-lane drives 43-44, 44f
three-on-two drive and delay two-on-two attacks 48, 48f w ide-la ne lock backcheck
51, 51f two-on-two crisscross 47, 47f system 127, 128f
three-on-two high triangle two on two defensive zone wide rim face-off 199, 199f
49, 49f entry 135-136, 135f winger cross power play break-
three-on-two midlane drive two-on-two double drive 48, out 71, 71f
49-50, 50f 48f wingers, breakout support 7
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About the Authors
Mike Johnston is the Vice President, Head Coach, and General Manager
of the Portland Winterhawks hockey team (Western Hockey League), where
he was recently named the Western Conference Coach of the Year.
Johnston’s coaching career began at the age of 23 at Augustana College
in Alberta. In 1989, he took over as head coach of the UNB Varsity Reds of
the AUS. During a five-year span as coach of the UNB squad, Johnston’s
teams won three conference championships. He was an associate coach
in the NHL for the Los Angeles Kings and the Vancouver Canucks over an
eight-year span. As the coach and general manager of the Winterhawks
from 2008 to 2014, he amassed a record of 231-114-10-10, winning four
conference championships and landing him second on the Winterhawks’
all-time wins list. Johnston returned to the National Hockey League (NHL)
in 2014 as head coach for the Pittsburgh Penguins. Johnston ended up
coaching 110 games in Pittsburgh and finished with a record of 58-37-15.
Over his coaching career, Johnston has had extensive experience in
international play. In 1994, Johnston became General Manager and
Associate Coach of the Canadian national men's hockey team, followed by a
one-season stint as Head Coach in 1998. He won gold medals at the 1997
and the 2007 World Hockey Championships, along with a silver medal in
1996 and a bronze medal in 1995. In 1994 and 1995, Johnston's teams
won gold at the World Junior Ice Hockey Championships. He was also on
the coaching staff as an assistant coach with the first-ever NHL entry at
the Olympic Games in Nagano, Japan.
In addition to his education and kinesiology degrees, Johnston com-
pleted his master’s degree in coaching science at the University of Calgary.
Ryan Walter played and coached 17 seasons and more than 1,100 games
in the National Hockey League. Drafted second overall by the Washington
Capitals in 1978, Walter was named the youngest NHL captain in his
second of four seasons. He went on to play nine seasons with the Montreal
Canadiens, winning a Stanley Cup in 1986. He returned to his hometown
to play his last two years for the Vancouver Canucks.
Walter was named captain of Team Canada in the World Junior
Tournament, was selected to play in the NHL All-Star game in 1983, and
played for Team Canada in three world championships. He became a vice
president of the National Hockey League Players’ Association and was
honored as NHL Man of the Year in 1992. Ryan has also served as a minor
hockey coach, an assistant coach with the Vancouver Canucks, and the
head coach of the Canadian national women’s team.
Walter has a master of arts degree in leadership/business, is the author
of five books, and is a regular contributor to online and print magazines,
newspapers, radio, and television. He is the cofounder and president of
225
226 About the Authors
two start-up companies, and he has served as an NHL and IIHF coach, a
TV hockey broadcaster, a hockey adviser and actor for both television and
movies, and president of a professional hockey team. Currently, Ryan’s
passion for training leaders, coaches, and high performers gets activated
every day as he works with companies, corporations, and sports teams
to increase their performance energy and synergize their cultural teams
(www.ryanwalter.com).
Find more
outstanding
resources at
www.HumanKinetics.com
In the U.S. call 1-800-747-4457
Canada 1-800-465-7301
U.K./Europe +44 (0) 113 255 5665
International 1-217-351-5076
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