Rugby: Wave After Wave

Your tips and session ideas have really brought some interest back...
Eifion, Rugby Coach

DESCRIPTION

  • The front line of players run towards the other side of the grid while passing the ball down the line. When the last player in the line receives the ball the line form behind runs through and receives the ball to continue to the other side of the grid.
  • The first wave should realign behind the second wave, when the second wave has the ball.

COACHING POINTS

Remember, select the coaching points that you feel are best suited to your session and training goals. Your own coaching points are also important!

  • Ball carrier predominantly carries the ball in two hands to maximize passing and offload options.
  • Passes over short distance do not need to be spin passes.
  • Passes are weighted correctly in terms of speed, distance, and position.
  • The receivers hands are out.
  • Passes are efficient and draw the ball across their body in one motion, when quick hands is the preferred option.
  • Pop passes are used when giving an inside or outside ball.
  • Players should, at some point, feel free to be creative and experiment.
  • Don't get hung up on mistakes, they happen - get over it! Give your players the freedom to make mistakes and to learn from them. The next pass is the most important pass, you as the coach need to adjust players passing style etc.
  • Encourage a high tempo and a culture of working hard, but having fun.
  • Players communicate with one another using the 3 E's: efficient, effective, encouraging.
  • If defenders are introduced: Players should work together and draw defenders away from the space they wish to attack.

PROGRESSION

Don't stop the players being creative with this! Let them be creative, discovering inside and outside passes, flick passes to support players, switches etc. Lets see what they think is possible!

Progression 2: A skill is not a skill until it can be preformed under pressure, so add some. You might think about introducing one, two, three and then four defenders. At this point all that creative magic should happen as players play what they see, and use the waves to provide support.

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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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