Rugby: Ping Pong

What a fantastic tool. I've found a few drills that are unfamiliar,...
Wes, Rugby Coach

DESCRIPTION

Make sure that your players are holding their tackle shields correctly!

  • Have your players work in groups of 10, adjust depending on your own training goals.
  • Have more than one activity area in order to keep your players moving, standing around watching is not training.
  • If you find that you don't have enough equipment, then have the other groups undertake a different activity.
  • Keep your activity briefing, brief.
  • Give 8 players a tackle shield each, they should form a circle, with around a meter of space (or less) between shields.
  • 2 players in the middle, one of the player with a ball.
  • The ball carrier has to run into contact with one of the outside player and turn to give the ball to the 2nd player in the middle who has to provide close support.
  • On being given the ball the new ball carrier has to run into contact with another player holding a shield, the previous ball carrier is now the support player.
  • The two players in the middle must operate at a high tempo for a preset period of time as defined by the coach.
  • Players can rip and roll, provide and take a pop, provide and take a pass, fall and present, fall and pop, and drive and present on their hip.
  • Contact should last no more than three seconds, keep the tempo high!
  • Change the players in the middle of the circle.

COACHING POINTS

You don't need to focus on all of the following coaching points, just select the points that match up with your own session and training goals.

  • Ball carrier carries the ball in two hands.
  • The players on the shields must hold the shields safely for their own protection.
  • Players in the middle must work at speed, hitting the contact with force.
  • During, and in preperation for, contact the ball is protected, and presented/positioned as far as possible from the contact area.
  • Any passes are correctly weighted in terms of speed, distance, and position.
  • At the current operating distances there is no need for spin passing.
  • Players making contact should hit low, driving through the contact using their legs and body weight.
  • There should be good communication between the ball carrier and the support player e.g. drive drive, down down, pop pop, my ball my ball, with me!
  • Players on the shields should offer encouragment to both keep their team-mates working, but also to keep the tempo high.
  • Shield holders should provide increasing levels of resistance and force, knocking the ball carrier and supporting players about - within reason.

PROGRESSION

You can progress this exercise by allowing shield holders to take the contact, then drop their shield and compete for the ball.

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OFTEN USED WITH...
Pressure Ball | 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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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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