Rugby: Passing compass

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

DESCRIPTION

  • Have a quick demo using one group - keep your player briefing, brief.
  • Each pair face one another and stand side by side, about 1 meter apart - shoulder to shoulder. And about 2 meters apart - face to face.
  • Players should be up on the balls of their feet, jogging on the spot.
  • They should continually pass to each other, passing with the player in front of them.
  • When the coach calls out a direction the players should move as a unit maintaining the distances to each other while passing until the new direction is called.
  • You could call NORTH, SOUTH, EAST, or WEST. You could also have each side of your grid marked with different coloured cones and your players could move according to colours.
  • Movement should be controlled and not too fast.
  • Expand the size of the training area for greater speed of movement over distance.

COACHING POINTS

Feel free to select the coaching points that are most useful for your session plan and that match your training/coaching goals. You may have some of your own?

  • Ball carrier holds the ball in two hands.
  • The weight of the pass is considered in terms of distance, speed, and accuracy.
  • There is no need to spin the ball.
  • Players should listen and respond to the coaches call.
  • There is no reason why players cannot talk and listen at the same time.
  • Players are always moving and passing, even when their position is static.
  • Players are up on the balls of their feet and ready to change direction quickly.
  • Players can direction right away, when told to do so.
  • Players maintain the line in terms of speed and space, like in defence!
  • Movement is controlled and no too fast in any one direction.

PROGRESSION

  • Give each player a ball - passing between players still takes place with two balls active at once. 
  • Passing and movement stops on a coaches instruction to e.g. do five sit up, five press ups etc. Once the instruction has been carried out - movement and passing carries on. Can players remember what they were doing before the instruction e.g. moving south?

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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

Bang & Bingo

Set up: the cones as shown with a cone 10 meters each side of the posts on the try line. This will mark where the ball will be passed from (feeder) preferably from a scrum half. Divide the group into 3 and ask them to stand in single file behind each cone. The ball is fed from a position alternately from either side of the post. This will encourage the players to scan, communicate and to be expectant of the ball. The players on the cones opposite the posts will either be the 1st receiver or the BANG option runner. The BANG runner is always running an out to in, or up to in line to fix the 2nd defender. The players on the middle cone will receive the ball in the BINGO (pull back) option outside the ‘outside’ post or just in behind the BANG player. The BINGO players should run and an arced run to receive the ball outside the outer post. The BINGO player should try to straighten up prior to receiving or on receiving the ball. Progression: Get 2 players or coaches to stand in front of the posts with 2 different coloured cones in their hands on their hips. The cones will represent the ‘hips’ of the 2nd defender. The aim is to encourage the 1st receiver to scan, look, and make a quick decision (choice of pass) depending on what the defender is doing. If the 1st receivers sees the ‘inside’ cone on the 2nd defender then they must assume the defenders hips are turned OUT and make a short pass to the BANG runner. If the 1st receivers sees the ‘outside’ cone on the 2nd defender then they must assume the defenders hips are turned IN and make a PULL BACK pass to the BINGO runner.

Warm Up

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