T E A M Air WOLF

About Airwolf
The new incarnation of Airwolf began in September 2005. This year saw the start of future Captain and Vice-Captain Richard Hammond and Thomas Howe's playing careers, as well our longest serving female player Vicki Woolman and later Joyce Conlan.

Whilst the 2005/6 season passed with few tournmanets entered and only a few victories, the 2006/7 season began promisingly with a large haul of fresher recruits such as Ed Morris and Matt Holloway, and an excellent result at Loughborough beginners (the first tournament of the year) including victories over Aye-Aye and Random Fling.

free slots to play


The Current 2007/8 season has again brought a good batch of new players for the team who have shown a great deal of commitment to the sport and the team. So far we have achieved record victories for Airwolf including our first 'Bagellings' (see 'Terminology'): beating Holloway University's 'HU?' 10-0 indoors and Birmingham's UTB 7-0 outdoors.

This continues to be Airwolf's best season yet and shows great promise for the future.


About Ultimate
Ultimate is played between two teams of seven players on a large rectangular pitch. A line drawn across the pitch at either end creates two "endzones" (like in American Football). These are the goal-scoring areas. A goal is scored when a team completes a pass to a player standing (or more likely running) in the endzone they are attacking.





10 Simple Rules to Ultimate

1. The Field -- A rectangular shape with endzones at each end. A regulation field is 64m by 37m, with endzones 18m deep.
2. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
3. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.
4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
5. Change of possession -- When a pass in not completed (e.g. Out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
6. Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
7. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
8. Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
9. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
10. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.