Rugby: Quick Hands - Warm Up

Great site and excellent drills. Easy to understand and apply in training....
Tyrone, 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

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!

Warm Up

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