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Maneuvers, Penalties
maneuvers and Penalties
The following chapter will provide information on two of the most important defensive strategies in polo – sticking and riding-off – as well as the basic principle of the game – the lining up, i.e. playing in a polo train.
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the Hook
Correct Technique and Official Rules Hooking another player, i.e. the opponent, is only allowed when the ball is positioned between the two horses. So it will be a foul if a player (A) tries a nearside shot and the opponent tries to interfere with his mallet by reaching underneath or over the horse, thus preventing A from hitting the ball.
The Attacking Player’s Role When hooking, you should try to hit your opponent’s cane about five centimeters above the mallet head. To do so, it is helpful to focus on this point of the cane at the moment your opponent starts his backswing. Hooking starts in the very moment that the opponent’s mallet swings down and you try to hit his mallet at the point focused on. If the opponent swings offside-forward you will have to hook nearside-back and vice versa.
Hooking is most effective when performed with the respective counter-swing. De facto, you will see that the hooking motion is often performed with a half-swing. This may be for two reasons. The first is if the mallet is not held in a correct position and thus a full-swing at the right time is not possible. The second is that hooking is often performed prematurely and too hastily. Here you should keep in mind: Starting a hook will still be effective even if you are two horses’ distance behind your opponent.
The Defender’s Role The defending player can try to avoid the opponent’s stroke and release the ball by tapping or executing a half-swing.
the Bump and ride-Off
Correct Technique and Rules You can ride off your opponent, even if he is not in possession of the ball. Exceptions to this rule include hit-ins and some other penalties, which prevail on the defender to keep a distance of 30 yards. The intent in riding-off is to move an opponent away from the line of the ball, or to avert his right of way, or even to take an important playmaker out of the game. Of course it is essential here not to commit any fouls. Sandwiches are forbidden, i.e. a player can be ridden off from one side only.
The Attacking Player’s Role A bump can be started only if the horses move parallel to each other in the same direction at the same speed. At the time of collision the angle you approach your opponent at must not be greater than 45 degrees. Try to place your knee in front of your opponent’s knee. From this position the opponent is moved off, i.e. pushed aside. This is similar to a body check in rugby. This maneuver is used for both defense and attack (in defense to push away someone from the line of the ball and during an attack to keep the opponent at arm’s length and thus follow the line, or rather to clear the line for the teammates following).
The Defender’s Role The defending player will either try to contain the attack or to provoke a foul. This will be possible if the attacked player has the right of way on the line of the ball. By stopping the horse he can try to have the defender get caught in a foul. In other words: If the attacking player reacts too slowly to this stop and if he crosses the line of the ball, he will have committed a foul.
Tips from the Pro
n Hooking itself should never involve fl ailing around but should be a sound stroke on the opponent’s mallet.
n If you do not get into the habit of taking the man out of the game you will easily get hooked yourself.
n While hooking, make sure you have a stable seat and your legs embrace the horse’s barrel, so that you are well- balanced and able to keep the horse’s speed.
n While riding off keep in view the opponent’s rein hand and react analogously to his actions so as not to get caught in a provoked foul by directly riding into it!
the train
Proper polo is played in line. The responsibilities within a team are assigned as follows: Players number 1 and 2 are responsible for attack, player number 3 should be the highest handicapped player, technically strong, and move in midfield, whereas player number 4 is valuable in defense.
During an attack, player number 1 should position himself in such a way as to be capable of converting his teammates’ long balls. The rest of the players follow number 1, forming a row. Excellently positioned players equal a train with its locomotive and three coaches. Playing in a polo train has these advantages:
n n
n If a player misses the ball, the next one behind him can pass the ball. If a player within his train is pressed by an opponent, he will be able to keep the line clear by riding off and the player behind him can follow the line. Maintaining the image of riding within a train will avoid players of the same team from riding side by side.
So that this train is not disconnected, you should turn as soon as you have missed the ball (without crossing the line of the ball and right of way!) and line up along the back end of the train. Thus the game stays in progress and you can support the attack of your team.
In defense you should try to spoil the opposing team’s attack by either riding off or sticking.
throw-in, line-up
Each polo game begins with a throw-in. For this, the teams line up facing each other at midline. This is what is denoted as a line-up. The umpire throws the ball in between the two teams and thus the ball is in play. Throw-ins can also be executed from other points of the field. The umpire will throw the ball into the field if it is hit over the boards or side line, after a foul or after a timeout (caused by a ball plunged in the ground by the horses’ hooves for example). After each goal, ends are changed and another throw-in is performed.
Hit-in
A hit-in from the goal line is awarded if the ball is hit out by the attacking side behind the goal line. The ball should be placed on the goal line where it crossed the line. With the hit-in, the attacking team must not be nearer than the 30-yard line. The ball may only be hit after the umpire calls “Play”.
Fouls and Penalties
Fouls Fouls are mostly penalized as free hits for the other team. If a foul is awarded, game and time will be stopped and the umpires will take into account the degree of penalty. If they are of different opinions, the third man (referee) will make the final decision.
Penalties Penalties are free hits on the goal. Depending on the degree of the foul, there are different distances to the goal a free hit can be given from. In international polo there are ten varying penalties. Under the rules of the Hurlingham Polo Association, only eight penalties are currently applied in Europe:
Penalty 1 - Penalty Goal
Penalty 2 - Hit from the Spot or 30 Yard Hit
Penalty 3 - 40 Yard Hit - Defended
Penalty 4 - 60 Yard Hit - Defended
Penalty 5(a) - Hit from the Spot
Penalty 5(b) - Hit from the Center
Penalty 6 - Safety 60 - Defended
Penalty 7 - Throw-In
Penalty 10 - Player Sent Off