This was a solo, KOC final of four players. Each player played with each of the three others against the remaining pair. The four finalists were: Conrad Damon, Jim Elsner, Jordan Huston, and Harvey Brandt.
The wind was swirly and variable, evidenced by the fact that serves, leads, and rally shots were thrown about equally with each spin. There are also more drops than usual as the discs tended to bounce up and down in flight.
Game 1: CD/JE vs HB/JH 0-1 CD drop (bad read) 0-2 JE drops JH burn 1-2 JH burn rolls out; nice tip earlier by JE 2-2 HB drops rally shot 2-3 JE misses serve that almost hits CD (who should pay more attention) 3-3 CD burn winner after smooth double-tip escape 5-3 double - switch call froze JH 5-4 JE drops HB offside attack (bad read) 6-4 HB drops tip 6-6 double - bad tip by CD 7-6 HB burn out; good rally 8-6 JH off out 10-6 HB lead out, JH burn out 10-7 CD drops serve; cannot even touch it 11-7 HB drops serve; CD's revenge 11-9 CD bails on lead, expecting tip; JE off is short 12-9 HB rally shot rolls out 12-10 CD drops lead after JE tip 14-10 HB drops tip of low backhand; JH off is short 14-11 JE serve out 16-11 HB drops tip, JH doesn't get to attack; good UD/dump combo 16-12 HB offside winner 17-12 HB drops sidearm serve 17-12 HB bad kick tip, JE burn rolls out 17-13 JE drops tip after CD tip 19-13 HB drops lead, JH drops CD's staker burn 19-14 CD drops lead (go call, hoping for tip) 21-14 HB and JH bad reads on short UD lead and deep dump Game 2: CD/JH vs JE/HB 0-2 CD solo offside burn short, compounded by bad read of lead 1-2 JE serve rolls out 3-2 double - JE not off in time 3-2 JH left off out, JE drops CD burn 4-2 HB sidearm lead out 6-2 JE off is short, HB burn slides out 6-4 double; JH tips after big CD tip, they come down together 8-4 HB drops tip, JE drops CD staker burn 8-5 CD bad read of lead 9-5 HB drops tip; JE nice off of CD offside 10-5 CD solo winner (was in attack mode) 11-5 HB drops lead (timing was tight) 12-5 JE burn rolls out as CD tips maybe-out lead 12-7 JH drops tip as CD off is wide (nice attack) 12-8 JH burn rolls out 13-8 HB bad read of JH lefty off 14-8 CD solo offside winner 14-9 JH solo burn slides out 15-9 JE drop tip of JH dump 15-9 CD bad read of JE lead, HB burn rolls out 17-9 JE drops tip, HB off is short; wet blanket made an appearance 17-10 CD serves out 18-10 JE serves out 19-10 HB burn short (and somehow kills the audio) 19-11 JH dump long 20-11 HB burn short 21-11 CD solo offside winner Game 3: HB/CD vs JE/JH 1-0 JH burn out 1-1 CD serve long 1-2 CD lead wide 1-2 JE drops lead, HB burn rolls out 1-3 HB rally shot out 1-4 HB offside burn is wide 2-4 JE drops tip (tangled with JH) after long rally 2-5 HB drops tip 3-5 JH bad read on CD sidearm serve 3-6 HB sidearm rally is wide 4-6 CD burn winner (good timing) 4-7 HB off is out after double tip 4-7 JE off and JH burn in after double called; JH nice tip of wet blanket; point replayed 4-8 HB burn rolls out; CD moves to back 5-8 JE lead is out 6-8 JE drops HB UD serve 7-8 JH lead is out 8-8 JH bad tip 9-8 CD solo dump winner 9-9 CD off short after double tip 10-9 JH bad tip 11-9 JH lead out 12-9 JH burn out 12-10 CD bad double tip 13-10 JH burn out 14-10 CD solo offside winner 14-11 HB off short 14-12 HB drops rally 15-12 JE serve out 15-13 HB rally shot out 15-14 HB drops rally shot; JH with great layout catch of solo CD burn 17-14 double on JE tip of UD lead and JH catch of CD scoober burn 17-15 HB serve out 19-15 dual bail by JE/JH on UD plus dump attack 20-15 JH lefty off is long 20-16 CD solo dump is long 20-17 HB drops rally 21-17 JE drops tip
Here's yet another attempt to break down scoring in DDC, into common ways of throwing out and defensive mistakes. Most of the categories are self-explanatory. I considered a "bail" to be any disc that a player lets land in, for any reason - they may have thought it was out, or were concerned about getting doubled. In general I set the bar high for the defense - a team is expected to escape everything unless a clear winner was thrown.
What | CD | JE | JH | HB |
---|---|---|---|---|
Serve/rally OUT | 2 | 3 | 0 | 5 |
Lead OUT | 1 | 1 | 2 | 2 |
Doubling shot OUT | 0 | 2 | 7 | 8 |
Solo attack OUT | 2 | 0 | 1 | 0 |
Quick off OUT | 2 | 2 | 3 | 3 |
Drop | 4 | 5 | 3 | 9 |
Dropped tip | 1 | 5 | 3 | 5 |
Bail | 4 | 2 | 2 | 1 |
Winner (good) | 7 | 0 | 0 | 1 |
What | CD | JE | JH | HB |
---|---|---|---|---|
Out throw | 7 | 8 | 13 | 18 |
Drop | 9 | 12 | 8 | 15 |
That's a lot of drops, and the wind had a lot to do with that. It was one of those days where you had to watch the disc all the way into your hands. It wasn't used a lot, but the attack combo of a UD lead followed by a dump was very effective. In that wind, Conrad was the only person really trying to throw winners or attacking when left short with the yellow disc.
Three days of Escape revealed a nuance that reduces its appeal to me: If an escape results in the yellow disc being the lead for a possible counterattack, the escaping team almost always just waited since the other team becomes des. That breaks up the flow a bit, and cuts down quite a bit on counterattacks. That's unfortunate, as escaping and then going after the other team makes the game exciting and dynamic. Pausing after an escape to wait for a "set piece" for the next attack gives the game a more measured feel. That's ironic, as the initial intent of the Escape variation was to prevent endless rallying.