Rugby: Path Of Least Resistance

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Eifion, Rugby Coach

DESCRIPTION

In this example we will play one touch offload, but remember you can change the version of touch to suit your training goals, applying the same mismatch strategy.

  • Tell the players we are going to play one touch off-load, the normal laws of rugby apply. Any forward passes etc. will result in the ball being turned over.
  • When a player is touched, they must pass right away without delay. A delay will result in the ball be turned over.
  • Alternative: You might decide that one team will play 5 minutes in attack no matter what - and 5 minutes in defense.
  • They have unlimited touches, you can change this depending on your training goals.
  • Tell the players the defenders in the different coloured bibs don't have the ability to make a touch that counts. That doesn't mean that they don't try! If you are an attacker, and if you are touched by one of those players, keep going.
  • You can start the game with lots of players on the defense wearing mismatch bibs, and reduce it as the session develops.
  • Let them play - don't tell them what it's all about. Let them discover, remember this is the warm-up!

COACHING POINTS

Remember, you don't need to focus on all of the following:

  • Players running support lines in support of the ball carrier.
  • Ball carrier has support options close and far away. Attack the mismatch areas.
  • The attacking team should not feel that they have to rush everything to get the ball to the mismatch areas, they might have to take one or two contacts to get there - and that's ok.
  • If the attack is creating traffic, and therefore space - are they moving the ball away from that traffic and towards the space?
  • The communication should be: encouraging, efficient, and effective. We need to do a, b and c - this is how - great last pass by the way.
  • Are defenders working together to cover mismatch areas? In the real game they may be working along players that are struggling, they will also have to cover there.
  • Defenders need to communicate to know who is on their inside and outside, and to pull in help when needed.
  • Are your leaders making decisions? Who is directing the attack?
  • Players need to scan the pitch. Some teams have used CPC in the past - scan from corner to posts to the opposite corner.
  • Play this game at pace!

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MORE Warm Up DRILLS

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

Pressure Ball

Make sure your warm-up area is marked out before the players arrive. Depending on the number of players you have at training, mark out several warm-up grids. The size of your grid is a suggestion, but around 10 meters x 10 meters. The bigger the grid, the easier it is for the attackers - they have more space. The smaller the grid, the easier it is for the defenders. Break your players into two groups, pads and passers. One third of your players will be passers; the rest will be on the pads. Have one team quickly demonstrate the game to the other players. In each grid have four players on pads, and two passers. You could have more passers; I'll leave this to your judgment. The job of the players on the pads is to put pressure on the ball carrier, to surround them and stop them from passing the ball. The players on the pads are also trying to force the passers to make mistakes e.g. drop the ball, throw a bad pass etc. The passers have to move the ball around the grid, avoiding the pads. Passers can pass the ball in any direction. Players on the pads should have a little fun, and within reason push the passers around a little. You can award points for each successful pass, and points to the defending team on the pads for every occasion when a ball carrier is surrounded or the ball carriers make a mistake. Don't forget to change the players around, and to give players on the pads a go at passing the ball under pressure. Law Variations: You could insist that passers have only 3 second to make their pass, or risk losing a point to the defending team.

Warm Up

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