Rugby Drill Demonstration
- Tell the players the following....
- The player on the cone passes the ball forward to the player just in front of the cone, the passer then become the runner.
- The reciever pops the ball for the runner to run onto.
- Runner takes the ball and makes a bawards pass to the player on the cone opposite them.
- The runner can drift to increase the distance of the pass.
- Players should side step to avoid one another in the middle of the grid.
- The first reciever can change the way they present the ball: they could set the ball on the ground for the runner to pick, they could lob the ball into the air for the runner to reach for and catch, they could deliver a low pass aross the knees for the runner to catch etc.
Don't feel that you have to focus on all of the following coaching points, you may have your own. Select the points that most closely match your overall training and session goals.
- The tempo of this exercise must be high.
- Ball carriers work at a speed they are initially comfortable with, building more in more speed and faster decision making as they go - while retaining passing quality.
- Passes/pops from the carrier and the static players are weighted correctly in terms of speed, distance, and accuracy. Spin passes are not used when they do not need to be.
- The ball carrier uses effective, efficient, and encouraging communication to ensure that they receive the ball when they want it.
- Players use good communication to encourage the runner - also helping with the timing and origin of the pass.
- Mistakes happen, if we can help players by not having them over-think or get stressed - then we can cut the number of mistakes. Giving players the freedom to make mistakes can actually reduce the number of mistakes and gives players the freedom to enjoy their game and training - while being creative.
- Ball carriers pass, and pop the ball. The pass is only complete when caught.
- Receivers present targets and have their hands up, ready to catch.
- Receivers could clap their hands to present a visual and audiable target.
- Pop passes have enough air time and are not spinning.
- Players stay up on the balls of their feet in the center of the grid, sidestepping and spinning when needed.
- Players can attack the space on any side of the reciever, using a variety of legal passes - allow players to be creative.