Community | Fielding Test

Running between the wickets remains one of cricket's most undervalued skills. Teams that run well can add 15-20 runs per innings without taking additional risks. Good running also puts pressure on fielding teams and creates more boundary opportunities by rotating strike effectively.

Calling and Communication

Clear partnerships:

First call: The striker calls for shots in front of the wicket.

Non-striker's role: Calling for shots behind the wicket where they have the better view.

Decisive calls: Yes, no, or wait - clear and immediate.

Changing calls: Only the person running to the danger end can change a call.

Running Technique

Low bat carry: Running with bat horizontal for faster turns.

Turning efficiency: Planting the outside foot and driving off it.

Ground cover: Maximum speed while maintaining control.

Slide technique: When and how to slide the bat safely.

Judgement and Awareness

Field assessment: Knowing fielder positions and arm strengths.

Reading the ball: Judging how hard the ball was hit.

Backing up: Non-striker moving with the bowler's delivery.

Risk calculation: Understanding when twos are on and when they're risky.

Partnership Building

Strike rotation: Keeping both batters involved and comfortable.

Protecting partners: Taking singles to shield weaker batters from dangerous bowlers.

Momentum building: Using quick running to lift scoring rates.

Energy management: Balancing running intensity with stamina over long innings.

Key Coaching Points

  • Communication between partners must be immediate and clear
  • The first run is always the easiest - look for the second
  • Running technique can be practised without batting
  • Know opposition fielders' strengths and weaknesses
  • Good running adds runs and creates pressure on fielding teams

Drills for Running Practice

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Gavan Twining Coach, Australia

DESCRIPTION

Start clock as the first ball is fed to the fileder, with flat catch to fielder standing in circle; throw back to feeder (+0.5 secs if throw misses feeder) Player then runs to any cone and throws at stump (-0.5 secs if direct hit;. -0.5 if miss PUGG) Run back to the circle to receive second catch (+0.5 if drop catch) and return throw to feeder Repeat at next cone and throw at stump Continue until thrown all 4 balls at cones and received 5 catches - drill finishes with the 5th catch in the circle and clock stops. Include all deductions or additions in time. The lowest time is better - reward for hits and catches; add ons for drops and missed throws.

COACHING POINTS

Speed to the ball to minimise time Watch the ball into hands and set feet for throw back to feeder - do NOT rush too much as points are lost for bad throws Front shoulder at target when throwing

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PROGRESSION

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