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Coaching Tips

Developing Game Plans:
Combination Quarter Courts


Training your players tactically is one of the greatest challenges to confront any coach. The decisions that any player makes on a squash court reflect upon their training and preparation. There are many excellent ways to tactically train your players, that may be utilised, one of these being a system that I call "Combination Quarter Courts".

Almost everyone who has played squash has, at one time or another, played "three-quarter court". Conventionally this game is played with one of the back quarters of the court being ruled "out" and is most often used when there are more than two players wishing to share the court. Whilst this is a not inappropriate use of quarter courts, there are many opportunities to use the court not only to "store" your players, but also to train them tactically.

Roger Flynn first introduced me to quarter-courts as a form of tactical training in 1996 in a session with the Victorian Institute of Sport Squash Unit. Since that time I have adopted and adapted the whole concept of "combination quarter courts" as a way to systematically and progressively develop players' decision-making abilities in a competitive environment.

Tactical training encompasses a very diverse and complex range of decisions that are made by the player. Stroke selection is a large part of tactical training, as is the decision to play to certain parts of the court. More than that, players must be encouraged to develop an understanding of the effect of strokes upon their opponent. They must be aware of their opponent's position on court, weight distribution at impact, predominant characteristics (habits) as well as maintaining their own competitive agenda.

It is vitally important that we place players in situations to learn and then rehearse appropriate tactical behaviour. This is generally not best accomplished by verbal discussion, rather through progressively and systematically putting the player through a series of activities designed to assist in a form of "guided discovery". This point is perhaps best illustrated by looking at on-court activities.

Squash Court Corners

For purposes of clarity, we can break the court into quarters, numbering them in a clockwise fashion starting with the front left corner being Q1, front right - Q2, back right - Q3 and back left corner - Q4. I use the Short Line to delineate one border, with the Half-Court Line and its imaginary extension, providing the other.

As a basic start to the concept of quarter courts, I limit play to Q1 and Q3. The ball may be played to Q3 any number of times, however once it is played to Q1, the next ball must be returned to Q3. This is useful in many ways, not the least of which is to train players recovering the ball from the front corner to avoid the volley of their opponent who is waiting to intercept and, conversely, for players to practice intercepting the ball mid-court.

It is valid to allow players to experiment with the game and to attempt to exploit the rules of it. This experimentation and learning is an elementary version of the processes that will later occur in match-play. The "working out" of a player is obviously much more complicated in free play, however this is intended to assist players in the rudimentary stages of developing "tactical acumen".

What will most commonly happen with this first simple game is that the players, while playing competitively, will begin to boast from the back when they are under pressure, realising that within the constraints of this particular game, it allows them to recover a measure of control.

Obviously this is inappropriate in the context of establishing optimal tactical traits in our players' stroke selection, so we need to slightly alter the activity. This may be done in several different ways and can be done with specific goals in mind.

For example, we may wish our player to volley the ball more frequently. We simply alter the rules to suggest that all balls must go to Q3, except those that are volleyed, which may then go to either Q1 or Q3, therefore rewarding the "volleyer". In a similar vein, we may wish to push our player into only taking the ball short from a position in front of his opponent. The rule change would then be that all balls must go to Q3, except when you are in front of your opponent, in which case the ball must be struck to Q1. (This second option very much mirrors the central component of Roger Flynn's "Pattern Play", and most appropriately so).

To this point, there has been no real "penalty" for inaccuracy in taking the ball to the front of the court but this can be easily remedied. It is a simple enough matter to modify the rules to include a "penalty". Simply put, the ball may go to Q3 an unlimited number of times, however having played the ball to Q1 the player then has the option of playing the ball to 1 or 3. If the ball is played to 1 a second time then the next shot must take it back to 3. Using these rules our players are trained to be somewhat more careful in their decision to take the ball to the front of the court as their opponent now has a way to "punish" an inaccurate or ineffective shot.

Again these activities may be fine-tuned to mirror the individual requirements of players. For a player who is reluctant to venture to the front of the court it may be useful to declare that after the ball goes to Q1, it must be played there a second and even third time. This condition places pressure on the player to produce an appropriate ball to that quarter, even though it may be against his prevailing tendencies.

One of the most crucial aspects of match play is to be able to adapt to circumstances and opponents. Players must be taught to analyse their opponents and adapt tactically, even if this tactical adaptation goes against their innate habits. Players need to rehearse chameleon like traits, firstly, in being able to assess an opponents strengths and weaknesses, and then to modify their own stroke selection to reflect this assessment. It is not enough to play to one system constantly, no matter how accurately. The most dangerous and effective players are those who have a wide repertoire of tactical responses and are trained to evaluate when to use and execute them.

It is also effective to allow players "free play" to just two quarters of the court. Making the serve exempt, players can play a full match confined those specified quarters. Initially, it is not unusual for players to be unable to maintain their concentration enough to be able to play the ball to the target areas. Even if adherence to a game plan were the only thing that this exercise promoted in players, it would still be invaluable. There is precious little point directing players to perform certain tactics in matches if they are unable to perform them in the comparatively unthreatening realm of practice!

Once players are well rehearsed at free play to two quarters, there is a plethora of tactically worthwhile possibilities that may be introduced. One of the simplest is to suggest that players are limited to Q1 and Q3, however if the ball is taken to Q1, then the next shot may go to either Q1, Q2 or Q3. This exercise can produce many effects. It conditions players to be somewhat more judicious going short with the ball and, conversely, encourages players to be more inventive after having been taken short.

Conditions may be added to achieve certain objectives with specific players, or even to ensure that players of differing abilities are able to practice with each other in a matchplay situation. An example of this is when players are set to Q1 and Q3. The stronger player must remain with these quarters, however the weaker player, after having been taken to Q1, then has the choice of Q1, Q3 and Q4. The exercise enables the weaker player to "threaten" the stronger, placing stress upon the quality of the short ball. In addition, the difficulty in producing quality strokes to Q1 and Q4 from Q3 ensures that the range of strokes that players are "forced" to practice is increased.

Other conditions that may be useful with certain players are those that remove one front quarter. An example of this is when players engage in a normal match, but only in Q1, Q3 and Q4. It is an ideal way to both ensure that players are capable of going short to one corner and, also, an ideal way of ensuring that players are capable of "starving" another corner of the court. The ability to both "pump" a front quarter and to "starve" it is paramount to optimising play against a player with obvious strength in one front corner or the other.

Players can also be introduced to a slightly different version of quarter courts games where it is not the first bounce of the ball that must be in the designated area but, rather, the second. In this way players are encouraged to better appreciate the "weight" of a ball, and where they place it, rather than merely blasting it into certain areas. Players are encouraged to not hit the ball if it is to bounce outside the targeted zones as a way of practicing not only their skills and stroke selection, but also their ball-tracking skills.

There are a variety of other ways that combination quarter courts may be used once they are appropriately rehearsed. Simpler options are very useful, especially with developmental players or with players who are some distance from regular competition. More complex options are of use for well-rehearsed players, closer to competition.

Examples of these more complex variations include: Games where players each have a choice of two different sets of quarter courts and must decide, before the rally begins, which quarters they are going to use and then must stick to that selection throughout the rally. This can be extended to allow a "rolling" effect during a rally. For example, a rally can be constructed in Q1 and Q3 and if the ball is played to Q1 then the options for the opponent are Q1, Q4, Q3. If the ball is played to Q4, then the rally continues, but this time to Q2 and Q4.

Many times a player, by virtue of ability or habit, does not play the ball to all parts of the court. Even if an opponent has a combination or an area of the court that is vulnerable, it is possible that it might never be discovered. At least with systems like this, players may be tuned to work all corners of the court, ensuring that their own games are well rounded without apparent weaknesses or habits and also ensuring that they will discover appropriate places to attack the opponent.

Further to this, there can also be options added to incorporate more aggressive or defensive play specific to the hand-in and hand-out aspects of the game by allowing players to only attack certain parts of the court if they are serving and vice-versa.

What is paramount, is that players are not only given the opportunity to rehearse a wide variety of tactics, but that they are also given tasks that require them to problem-solve various situations. The deductive process that players go through, whether at an instinctive or cognitive level, is vital to placing an "old head on young shoulders" and is paramount if players are to optimally develop the characteristics of elite squash players.

Decision-making is the key component of playing squash. Assisting your players to develop the ability to make intelligent tactical decisions and then to be able to apply them, is one of the most important roles of the coach. "Combination Quarter Courts" is one tool that may be utilised to develop these decision-making skills in your players.

Article kindly written and provided by Paul Frank. The Scottish Squash/Heriot Watt University Squash Academy Head Coach. Copyright 2001

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