Rugby: Contact Pop Pass Contact

Your tips and session ideas have really brought some interest back...
Eifion, Rugby Coach

DESCRIPTION

  • Ball carrier goes forward, hitting in on the shield, turning to pop the call to a support player who passes the ball across the grid into the second channel for the first player in the opposite channel to take and advance on the the shield in their channel.
  • They hit in on the shield, turning to pop the ball to a support player who then passes the ball to the next receiver in the first channel.
  • Keep going, but don't forget to change the players on the tackle shields.

COACHING POINTS

You don't need to focus on all of the following coaching points, pick the points that are most suited to your own training goals. You can add your own coaching points.

  • Keep the tempo of this exercise high.
  • Players communicate with one another using the three E's. Efficient, effective, and encouraging.
  • Pops are well weighted for the support runners, there are no spins.
  • Passes are weighted correctly in terms of speed, distance, and position.
  • Passes are to where the player will be, not to where they are.
  • The hit on the shield is: low, forceful, the ball is protected against the contact and moved to the hip, the player moves through the contact positioning their body for the pop.
  • If mistakes are made, players focus on: the next hit, the next pop, the next pass.
  • The coach takes responsibility for helping players to improve, players do not beat themselves up about mistakes.

PROGRESSION

You can tell the player to go to ground and then pop and pass the ball up - this must be done immediately after going to ground.

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3 Touch Kick

Split your players into two teams, giving one group of players a set of coloured bibs to set them apart, and quickly tell your players the following laws: We will be playing a rugby league style touch. When touched: set the ball down, stand over the ball, allow the scum-half to move the ball away from the point of contact. The defenders should stay on side following a touch, and should not compete for the ball. Any infringements in defence should result in the defending team conceding 10 Meters or possibly giving 1 or more extra touches to the attacking team. I'll leave this to your judgement depending on your team's age, skill level, and your session target/s. The attacking team can sustain three touches before they have to kick. Their kick should be as it would be in the game: a kick to touch, a kick for territory, or a kick that can be regained e.g. a grubber kick. The defenders should behave as they would in a real game. Quick put in's from the touchlines replace lineouts. Defenders who take the ball from an attacking kick should counter attack. A forth touch results in a turn over. The Scrum Half has a maxium of 5 seconds to move the ball from the point of touch. A ball kicked directly to touch from outside the attacking teams 22, or where the ball has been taken into the 22 by the attacking team and then kicked into touch - will result in a turn over with play starting on the five meter line closest to where the kick was made. The defence should be 10 meters back. A ball kicked from inside the attacking teams 22 can go directly to touch, as long as the attacking team did not carry the ball into their own 22 before the kick. The resulting put in will be to the opposition from where the ball has went into touch. Quick put-in's are enoucraged, if not possible the ball is played from the 5 meter line with the defence 10 meters back. Give points for quick put ins that work. Feel free to play with any of noted laws, let us know the law variations that work for you!

Warm Up

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