Rugby: Leave No Man Behind

Sportplan rugby has played a large role in my team's love for the...
Heather, Rugby Coach

DESCRIPTION

  • Players start in the bottom right corner and on the command sprint as a group before doing 5 press ups.
  • They advance as a defensive line, moving as fast as the slowest player.
  • They never leave a player behind.
  • They then side step (push as a defensive line) left to the next set of cones to do 5 sit ups before sprinting to do press ups. The group follow this routine until the end before the next group go.

COACHING POINTS

You don't have to focus on all of the following coaching points, pick the points that are most applicable to your session and training goals.

  • Move as a defensive line and as a group at all times.
  • Leave no player behind.
  • Keep communication positive and encouraging.
  • Players keep the tempo high
  • Before and during movement between stations. The line is flat, the spacing is what you would expect, and communication is the same as we use in defence during a game.
  • Players use the proper sit-up and press-up techniques. If they are struggling, provide them with an alternative exercise.

PROGRESSION

You can change the exercises at each station to make this drill more challenging (burpees for example).

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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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