NET 01 : GAME SCENARIOS PRACTICE WITH FEW CHALLENGES
PREPARE TO BAT FOUR BATSMEN AND DIVIDE THEM TWO TEAMS.ONE TEAM IS BATTING AND OTHER TEAM IS THROWING. EACH TEAM RECEIVES 04 SETS WITH 12 BALLS. SET A FIELD USING A FLAT MARKING CONES IN THE NET 01. MARK A CIRCLE SHORT PITCHED AREA. USE PVC BALLS TO PLAY THIS GAME AND BATSMEN MUST WEAR ALL THE BATTING EQUIPMENT. AFTER EVERY 03 BALLS STRIKER AND NON STRIKER MUST CHANGE THE END.
THROWERS CAN FEED THE BALL USING ONLY OVER ARM THROWS. FOUR BALLS OF THE SIX BALLS MUST BE PLACED ON THE CIRCLE. IF THEY CAN DO THIS JOB, AWARD 05 POINTS FOR THEM. IF A BATSMAN GET OUT, 05 POINTS FOR THROWING TEAM. IF BATSMEN CAN COMPLETE THEIR 12 BALLS WITHOUT GETTING OUT, 15 POINTS FOR BATTING TEAM.THE TEAM WITH THE MOST POINTS WINS IN THE END.
NET 02 : THROW DOWN FROM SIDE ARM
NEED 02 BATSMEN AND 01 FEEDER AND 01 UMPIRE. AFTER EVERY 06 BALLS BATTERS MUST CHANGE THEIR END TAKING 03 QUICK SINGLES.PUT THE BALL OVER THE WAIST OF THE BATSMAN ( HITTING SHORT PITCHED LINE ) . TRANSFER FOR TEN TO TEN MINUTES WITH THE OTHERS ( OUT SIDE NET BATSMEN )
Game-based training and match simulation prepare players for real competition more effectively than isolated drills. Modern coaching integrates pressure scenarios, decision-making, and competitive situations into every training session.
Catches win matches remains cricket's truest saying. From high balls under lights to sharp slip catches, the ability to hold chances consistently separates winning teams from those that let matches slip away.
Elite running between wickets adds significant runs without risk. Quick singles, converted twos, and intelligent strike rotation separate the best batting partnerships from average ones across all formats.