Rugby: Pass and Follow

I am so pleased with all of the drills and advice on rugby. I am a...
Mokie, Rugby Coach

DESCRIPTION

  • They pass the ball around either clock wise or anti clock wise, you can decide to change the direction youself at any point during the exercise.
  • After the player passes the ball they have to follow their pass, touching the cone of the player they passed to - then get back to their cone before receiving the next pass.
  • The tempo of this exercise should be high.

COACHING POINTS

Focus on the coaching points that match up with your session and training goals, and don't forget that you may well have some great coaching points of your own.

  • Players communicate: calling the pass, encouraging one another, use names, have a little fun!
  • Players pass the ball across the body in one motion finishing with their hands towards the target.
  • Receivers hands are out and ready to catch the pass.
  • Players sprint to the cone following their pass.
  • Runners drive their arms at speed when sprinting.
  • Runners change direction quickly.
  • Passes are weighted correctly in terms of distance, speed, and accuracy. It is only a good pass when the receiver catches the ball.
  • Dropped balls happen, even with the best players - the next pass is the most important.
  • Players track back using a number of techniques e.g. run, back track, side step etc.
  • Set passing targets e.g. 50 completed passes and support runs at speed!
  • The tempo of the exercise should be as high as your players ability levels allow, but players must experience success and have fun.

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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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