Rugby: Contact Pop Pass Contact

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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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MORE Warm Up DRILLS

Maul Touch

Be brief when telling the players the laws of this game, it's important to get them moving quickly. This is not a contact game, but there will be some light contact. Break your players into two teams, giving each team their own colour of bibs if necessary. One team goes to attack, and one to defence. Nominate a Scrum Half for each team, it will be their job to move the ball from the back of the maul and out to an attacking line. There is no kicking in this game. Normal laws of rugby apply e.g. a forward pass will result in the ball being turned over to the opposition. If an attacking player is touched: they must stop and turn, a maul is then built based on how you have trained your players to Maul. Only four players should be in the maul - but every player should be able to maul - including the backs! When you start playing this game make sure that the defence is employing your defensive pattern around the maul. They will commit 4 players, but will not do anything more than provide light resistance. Once formed the maul can take four steps before moving the ball. If there is a delay in creating the maul, or the quality of the maul is poor - the ball can be turned over. Depending on your goals decide on the number of touches you wish to allow e.g. unlimited is not a bad option as mistakes will be made! If a team has been in possession for a long time, don't forget to turn the ball over to give the opposition a run. Don't hesitate to shape the game to focus on your session goals, and let us and other coaches know what worked for you.

Warm Up

Pressure Ball

Make sure your warm-up area is marked out before the players arrive. Depending on the number of players you have at training, mark out several warm-up grids. The size of your grid is a suggestion, but around 10 meters x 10 meters. The bigger the grid, the easier it is for the attackers - they have more space. The smaller the grid, the easier it is for the defenders. Break your players into two groups, pads and passers. One third of your players will be passers; the rest will be on the pads. Have one team quickly demonstrate the game to the other players. In each grid have four players on pads, and two passers. You could have more passers; I'll leave this to your judgment. The job of the players on the pads is to put pressure on the ball carrier, to surround them and stop them from passing the ball. The players on the pads are also trying to force the passers to make mistakes e.g. drop the ball, throw a bad pass etc. The passers have to move the ball around the grid, avoiding the pads. Passers can pass the ball in any direction. Players on the pads should have a little fun, and within reason push the passers around a little. You can award points for each successful pass, and points to the defending team on the pads for every occasion when a ball carrier is surrounded or the ball carriers make a mistake. Don't forget to change the players around, and to give players on the pads a go at passing the ball under pressure. Law Variations: You could insist that passers have only 3 second to make their pass, or risk losing a point to the defending team.

Warm Up

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