Rugby: Handling Skills Warm Up

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Eifion, Rugby Coach

DESCRIPTION

  • Groups of four, players stand in a T shape with about two yards between each player.
  • The player in the middle is the focal point and each round is designed to test that middle player as they will be doing the most passing and receiving.
  1. Player A - Player B
  2. Player B - Player C
  3. Player D - Player B
  4. Player B - Player D
  5. Player C - Player B
  6. Player B - Player A
  7. Player D - Player B
  8. Player B - Player D
  • The middle player must receive from the side and pass out the other side.
  • The middle player then plays a one-two return pass with the player opposite.
  • The middle player then receives the ball from the side player they just gave it to and passes it back across to the original passer.
  • Another one-two with the player opposite is then played.
  • Switch positions clockwise after 20/30 seconds.

COACHING POINTS

  • The game is all about quick hands, always being ready to receive the next pass.
  • Once the middle player passes, they need to ensure their hands are in a good position around the torso height, to receive the next pass.
  • The trigger for passing to the middle player is when the ball leaves the middle player's hands on the prior pass.
  • Give the middle player as little time as possible to be ready to receive the ball.

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MORE Warm Up DRILLS

Living On The Edge

Split the players into two teams, giving each team their own set of bibs. Two different colours that clearly define the teams. Keep your player briefing, brief. It's important that you get your players moving as quickly as possible. Tell the players that we will be playing One Touch Ruck, see the laws surrounding this game in the Warm-Ups section of the SportPlan site. Briefly - when an attacking player is touched while carrying the ball: they go to ground and either pop or present the ball for a minimum of two supporting players to ruck over. The defence should behave as they normally would at the ruck, committing two players who will not compete for the ball or go into contact. The defence should employ their normal patterns around the ruck. The attacking team can have three touches in a row between the 15 meter lines, if they move the ball to the either of the 15 meter channels they can have another four touches in that channel before having to move the ball back out. If the attacking team moves quickly from one 15 meter channel to the other (exploiting space), they get a bonus of 4 touches in that zone. If any attacking team exceeds the number of touches they can sustain inside a channel, the ball is turned over. Play with these laws a bit - keeping an eye on what you want to achieve in this session. The normal laws of rugby apply, any law infringements result in a turn over. There is no kicking in this game. Don't forget to give the defence a turn in attack, if for any reason the attacking team is particularly good at retaining the ball. If they are, well done you as a coach!

Warm Up

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

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