Rugby: Diamond Geezer

Great site and excellent drills. Easy to understand and apply in training....
Tyrone, Rugby Coach

DESCRIPTION

In fours players are moving up a channel. The support runner (blue player in the animation) calls themselves into the line, receives a pass, offloads and repeats down the second channel.

  • Ideally you would like your players to form a diamond: a ball carrier, support running left, support running right, and a support runner behind who can come onto the ball at any angle.

When the first group leaves the first channel, the second group should begin. That way there will always be activity.

Players should change their positions in the diamond.

COACHING POINTS

Don't feel that you have to use all of the following coaching points, you may have some of your own. Also - keep in mind that your coaching points should be relevant to your session.

  • Passing is over short distances, players do not need to spin the ball.
  • Passes should be weighted correctly in terms of length, speed, and direction.
  • Receivers should have their hands out.
  • The passer may pop the ball, instead of a standard pass.
  • There is communication that lets the ball carrier know where their support is.
  • Communication is effective, efficient, and encouraging.
  • Support runners use changes in foot-speed to hold depth and position, and run onto the ball at pace.
  • The ball carrier passes the ball in space, to where the ball receiver will be - not where they are.
  • Players offer the ball carrier support to their right, left, and rear.
  • Support runners hit lines that highlight a desire to attack space.
  • Support runners work together to create and attack space.
  • Support runners: listen to the ball carrier, and read their body language.
  • Support runners experiment with their depth.

PROGRESSION

No verbal communications, support runners react to what they see.

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MORE Warm Up DRILLS

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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