- 6 on 6 drill
- Split a half pitch into 6 sections
- A forward and a defender should be in each section
- Defenders can only intercept the ball (no tackling)
- Players must stay in there given section
- Players should post up to receive the ball
- Posts should be made off of other players
- Minimise number of touches
- Practice prescanning
- Allow defenders to tackle
- Remove a player from each team and allow players to move through boxes (whilst maintaing one player maximum from each team)
- Pitch split into 6 zones
- 6 outfield players
- Use of goalkeepers beneficial to drill
- Play across half a pitch
- Pass at right angles (90 ball) between the boxes
- When the final player receives a pass, they should attempt to score a goal
- Once shot has been taken, reset the drill from the end where the shot has just been taken from
Set up with cones set out in a square 10m x 10m, and inside the square have two teams of three players each, and one ball between them.
The aim of the game is for each team to make as many one touch (wall) passes as possible. Every wall pass is awarded 1 point.
2 teams play a 6v6 game, with a left and a right central zone marked out with cones.
In each of the central zones there should be 1 player from each team.
Players who are defending (on both teams) can only stay in their starting zones, whereas players who are attacking can run across zones to support the attack and create the overloads (2v1).
Because of the similarities with indoor and outdoor hockey it is beneficial for the teams to practice indoor style games. Two 6 a-side teams, 2 goals, half a pitch. Put down 2 lines of cones from where the short corner is pushed out from on either side of the goal. Important: put down spare balls all around the outside of the pitch to allow the teams to pick up the nearest ball to where the ball rolled off, and continue the game immediately. The rules for this game, as with indoor hockey, are no hitting and no lifted passes.
All the players with a ball must try and get from one side to the other without having their ball taken from them by the defender. If they are tackled then they also become a defender. None of the players are allowed on the islands (use cones to mark off these areas). The last player to be tackled is the winner.
Set up with two teams, each team having their own area in which they keep possession by passing the ball around. The other team can send one player across to try and win the ball for their side. If they manage to win possession the roles reverse and the other team passes the ball inside their own area. The winning team is the first team to put 10 passes together without losing the ball.
This is a game where you learn to pass the ball beyond defenders, to players in space. No aerial ball allowed. Two teams positioned either side of the 23m line. One player from each team goes to the end zone behind the opposing team. The team with the ball has to try and pass the ball into the end zone behind the defence. Whoever makes the successful pass can join the player in the end zone. The aim of the game is to be the first team to have all their players in the end zone behind the opposition. The ball can only be won by the opposition intercepting a ball on the way to the end zone or back.
Multiple goals 4 - 5 goals on the pitch, two teams. Teams score a goal by passing through the goal to a player on their team. Players in the team with possession need to keep changing position, constantly making themselves available ahead of the ball.
Divide a 23m area into 6 equal grids with one player from both teams in each grid with a keeper in each goal. Players are only allowed to play in their allocated grid. Players play a 7v7 game with the following rule: When a player is in possession they are not allowed to run with the ball - they can only pivot on the spot while looking for a pass. Players have to move into space to create options for a team-mate on the ball so they can look to receive the ball. The team in possession can pass to each other (grid to grid) to try and score a goal.
Have 2 equal teams and 2 goals in a 23 m area. Players play a 7v7 game with the following rule: When a player is in possession they are not allowed to run with the ball - they can only pivot on the spot while looking for a pass. Players have to move into space to create options for a team-mate on the ball so they can look to receive the ball. The defending team can only intercept and put pressure on the player in possession of the ball (no closer then 2 metres).
Score at goal 1 and 2 = 1 point. Score at goal 3 = 2 points. If team A scored a goal at 3, team A should straight away change direction and try to score at goal 1 or 2.
The defending team forms a line on the half way line of the pitch (in this case the 23m line). Any player from the opposition that runs beyond the line of defence, should be very tightly marked while inside the 1/2 court. Every time the attacking player runs back out. The defender should stop on the defensive line. Every time the team playing 1/2 court gains possession of the ball they should have a fast break situation. It is important that only 2 out of the 5 players should take the opportunity of this break, and not the whole team, because on losing the ball you still want to be able to continue playing the 1/2 court.
Play this game with two equal teams of players in the middle area and two Jokers. One jokers stands at each end of the playing area and has to stay in this grid (the scoring zone). Every time the team in possession passes the ball into the scoring zone and receives the ball back from the joker they score a point.
Play 5 vs 5 or 6 vs 6 with goals facing to the side line (can also be played with one goal positioned on the top of the circle turned to the back line and the other goal 15 metres inside the half way line facing away from the other goal). Teams try to score a goal, encouraging players to go deep.
The defenders aim is to take the ball out of the 23m area in control and the 3 attackers aim is to try and score a goal. 3 v 3 plus a keeper.
- Play a half pitch game, with various numbers of equal teams - Two teams, with each time lined up at the side of the pitch - Each player is given a number - The coach shouts at a variety of numbers - Players who these number refer to run in and begin playing Drills end on a goal or after 60 seconds of play
Team scores goal by making a successful pass to a team mate through the oppositions goal (from front to back direction). This should encourage players on the ball, to wait and hold the ball, to allow supporting players to get ahead of the ball.
Set up a grid (size depends on the ability of your players) and nominate 2 players as the the jokers in the pack (yellow players). The jokers are always on the side of the team in possession of the ball. Divide the remaining players into 2 equal teams.
Players play a normal game of hockey with the added rule that the players are only allowed to touch the ball 2 or 3 times.
Create a resolution to develop your coaching confidence by seizing the opportunity to discover new drills, turn ideas into action and seek advice from the coaching community.
World Rugby has reportedly conceded Aaron Smith's disallowed try in the World Cup final should have stood.
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