Rugby: Quick Hands - Warm Up

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

DESCRIPTION

  • Within a group there are two groups of 4 attackers and one chaser/scrum half.
  • At the middle point, marked by a cones, the scrum half moves the ball to the first attacking line.
  • The scrum half firstly tracks the progress of the ball, as the exercise progresses - the scrum half should apply more and more pressure to the ball carrier - working up to the point of becoming a full on defender.
  • When the ball reaches the opposite end of the grid, the last player in the line sets the ball down.
  • The scrum half then feeds the ball to the next attacking line, fulfilling their own role within the exercise.
  • The opposite attacking line should realign in preparation for the next attack.
  • The tempo of this exercise should be high.

COACHING POINTS

You don't have to focus on all, or even any, of the following coaching points. You may have your own, but do feel free to focus on the points that are applicable to your session and training goals.

  • Ball carrier carries the ball in two hands.
  • The tempo of the attack and exercise is high.
  • Quick hands - no spin passes over short distance.
  • The weighting of the pass in terms of speed, accuracy, and distance is well judged.
  • The passer is sympathetic to the receiver.
  • A good pass is only a good pass when caught.
  • Don't focus too much on dropped balls etc. Mistakes happen, the next pass is the most important.
  • Receivers hands are out.
  • There is good communication between the ball carrier and the receiver.
  • The scum half tracks the ball, applying pressure to the ball carrier.
  • Balls are set to ground using two hands.
  • Runners come onto the ball at pace.
  • Quick hands require one passing movement.
  • Change up the scum half.
  • Players should be able to pass off both hands, there is no bad or good hand - just a passing hand that has not been developed enough.
  • Players should have fun!

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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

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