Rugby: Pressure Ball

Sportplan rugby has played a large role in my team's love for the...
Heather, Rugby Coach

DESCRIPTION

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.

COACHING POINTS

Remember you don't have to focus on all of the following point. Pick the ones that are relevant to your session, or decide on your own coaching points.

  • Players on pads or on the passing team use good communication skills to either keep the ball, or apply pressure to the passing team.
  • Passes are moved to space, or into a space where a catching player is going to be.
  • Passes should be correctly weighted in terms of speed and distance.
  • Passers use judgment, does the ball really need to be spun over a short distance?
  • Is the pass sympathetic to the receiver?
  • Ball receiver's hands should be out.
  • Ball carriers draw pads away from the player they are passing two.
  • Ball receiver's work to draw defenders away from the space in which they intend to receive the ball.
  • Ball carriers use sidesteps and changes in foot speed to avoid contact with pads.
  • Players on pads work together in units to isolate receivers and ball carrier.
  • Work rate and game tempo should be high.
  • Ball carrier foot position and stance should be such that they can offer resistance to contact and retain the ball.
  • Ball carriers spin out of contact when possible.

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Flip It

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. 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. 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 go to ground, present the ball, two of their teammates ruck over (staying over the ball), and the Scrum Half moves the ball for the next phase of attack. When you start playing this game make sure that the defence is employing your defensive pattern around the ruck. As the game develops consider telling the defenders that they must have one or more players at the back of the ruck, if they are not fast enough to do this - push them back 10 meters. It’s important that defenders are employing their defensive pattern behind the primary defensive line. Have attacking players do what they normally would at the ruck. 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! When you feel the time is appropriate, usually during a ruck, blow you whistle and should FLIP IT – kicking in or throwing in a second ball to the back 3/2 defenders on the team currently in defence OR just kick it behind the defenders. The defensive team goes, without hesitation, into attack. The team that was attacking goes into defence and you or an assistant coach remove the other ball from play when you can. Ideally you might have two balls with different markings. Don't hesitate to shape the game to focus on your session goals, and let us and other coaches know what worked for you!

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