Rugby: One v One

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

DESCRIPTION

  • Coach calls out a number/colour and that pair of players reacts, have the players decide who is the defender and who is the attack - this should change each time. One player attacks, and the other defends. The attacker will be carrying the ball.
  • Keep the tempo of the exercise high.

COACHING POINTS

You don't need to focus on any or all of the following coaching points, you may have your own. If youu do decide to use these coaching points, pick the ones that are most appropriate to your session.

  • The ball carrier should be positive in attack, going forward.
  • The ball carrier uses changes in foot speed to beat the defenders.
  • The ball carrier uses side steps and spins when possible and necessary.
  • The attack draws the defender away from the space they wish to attack.
  • There is evidence that the ball carrier is not only reacting to what they see, but is shaping the attack.
  • The defender should track the attacker.
  • The defender should close down the space between them and the attacker, but needs to be carefull that forward speed does not compromise their ability to track and change direction.
  • The defender should push from the inside out, using the grid/touch line as a second defender.
  • The defender should make their body big, arms out - to herd the attacker.
  • There is no reason why the defender should not use their voice, within reason. Anything that confuses or distracts the attack is worthwhile.

PROGRESSION

Start with no contact (on one handed or two handed touch), then have the defender try to stop and hold the attacker, and finish with full contact is you feel the players are warm enough and that contact of this nature is appropriate to your session.

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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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