2 on 1 Evasion
SETTING:
Grid 10m X 10m 3 Players
GUIDELINES:
Three players to a grid 10m x 10m. player 1 passes to 2 with plenty of room to move and he attempts to beat 3 with a fend, swerve, side-step or change of pace. 3 attempts to tackle him although he is not allowed to start defending until the ball has left player 1's hands.
N.B. While player 2 gets the ball early, player 3 must wait for the ball to leave player 1's hands before moving.
2 on 2 with Angle
SETTING:
15m x 20m, 5 markers, 8-16 players, 1 football
- A number of options exist in this practice
- B runs across between D & C
- Depending on response of D & C
-A has the option to angle in or run the line
- B can present
(i) An outside pass to A
(ii) A can cut in on B & receive a close pass
(iii) A can angle behind C
Rotation: D to C, C to A, A to B, B to D
3 on 2 (A)
SETTING:
Grid10 x 10m, 2 players are defenders, 3 are attackers.
GUIDELINES:
- Players line up behind cones in three columns.
- On coaches command two nominated players sprint our around opposite cones and then become defenders.
- Next two players fill in the attacking line.
- The attacking line then attempts to beat the defenders with a 3 on 2 situation.
EMPHASISE:
Communication (attack and defence), drawing the man, no silly passes, start slow
3 on 2 (B)
Setting:
Grid10 x 10m, 2 players are defenders, 3 are attackers.
GUIDELINES:
- Players line up behind cones in columns of three as attackers and defenders at opposite ends of the grid
- As attacking players move, coach commands one defender to stay out (nominate by name or number)
- The attacking line then attempts to beat the defenders with a 3 on 2 situation.
EMPHASISE:
Communication (attack and defence), decision making, drawing the man, no silly passes, start slow
Agility Poles
GUIDELINES:
- Coach stands 5m in front of players holding pole.
- As players run towards the pole the coach leans it either to the left or right.
- Player then swerves to the opposite side of pole and runs around coach.
PROGRESSION
- Add a second pole wide of the first
- P1 runs to the side the pole is leant
- P1 thens passes a flat pass to P2 who must swerve to the left or right of his opposite pole.
Arrowhead
SETTING:
-Two equal lines of players aligned at right angles
GUIDELINES:
- Team 1 commmences the drill, running straight.
- Team one commmences passing the ball at speed along their line.
- After releasing the ball each player runs backwards to their starting position.
- Player 1E off loads to player A in team 2.
- Team 2 then speed passes, following the same procedure as Team 1.
NOTE
Player 1E holds the position of 2A waiting for the next run, likewise player 2E holds the original position of 1A.
Attack Development Overs
SETTING:
Grid 15m x 15m, 4 markers, 6-12 players, 1-3 footballs
GUIDELINES:
- A1 runs curve line to D1 cutting across or over
- D1 drawing D2
- A2 runs a wide line in support of A1 holding his line to stay outside of D2
Attack Development Unders
SETTING:
Grid 15m x 15m, 4 markers, 6-12 players, 1-3 footballs
GUIDELINES:
- A1 runs line to D1 inside shoulder drawing D1 and passing to A2
- A2 runs a wide line in support of A1 holding D2.
- When A1 sets to pass A2 cuts "under" D2 into hole.
Attacking from Scrums - A Kick
It is policy with some teams defending from a scrum to position their fullback in the defensive line.
When this occurs the defenders have no last line of defence and are susceptible to a kick either through or over them.
A1 stands in the line from the scrum, between A6 and A4. D1, moves up into his defensive line to mark him.
On winning the scrum, A7 passes to A6, who carries the ball towards the opposition, committing them, but before being tackled chips over their heads.
The rest of the team are onside, and chase the ball.
Attacking from Scrums - Changing Angle of Attack
Ball is qiuckly passed to the inside centre (A4) via the half back (A7) and five eight. He runs at speed across field towrads outside centre, (D4), taking inside centre (D3)
with him.
Both centres are drawn towards A4 who makes a drop off pass to (A3).
Attacking from Scrums - First Tackle Forward Rush
A back row which breaks quickly from a scrum can often attack from the first play the ball, before the opposition arrives.
From the scrum, the five eight (A6) takes the ball hard into his opposite number.
Once tackled he plays the ball as quickly as possible.
The scrum half moves into acting half back, while the back three forwards (11, 12 and 13) loop around and attack on the first play.
Attacking from Scrums - Short Side Attacker 1
THE SHORT SIDE ATTACKER
An extra man can be introduced into the line by using a winger or centre from behind the blindside. The extra man can either loop round and try to break the line himself,
or join the line early and try to create the gap for someone else.
The blind winger, A5 times his run, and arcs off the inside centre breaking the line himself.
Attacking from Scrums - Short Side Attacker 2
THE SHORT SIDE ATTACKER
An extra man can be introduced into the line by using a winger or centre from behind the blindside. The extra man can either loop round and try to break the line himself,
or join the line early and try to create the gap for someone else.
The blind side centre, A3, receives the ball on the open side from the scrum half. By slick handling the open side winger, A5, is given an overlap.
Attacking from Scrums - The Fullback
THE FULLBACK
He is able to time his run and select any option, and can join the line to the open side or blind, and in between any of the players. The art of a good attacking fullback is to arrive in a space before his opposite number. The fullback enters the line between the five eight and inside centre.
Alternatives are to (i) enter the line in a catch-pass situation and create extra men out wide, or (ii) be used as a decoy. It is important for the blind side winger to cover behind from a scrummage.
Attacking from Scrums - The Look Forward
THE LOCK FORWARD
The loose forward is perhaps the only other player who can enter the line from a scrummage and create an extra man.
The scrum half carries the ball forward, and off loads to the loose forward on his inside, after first committing the defence.
Attacking from Scrums - Using a Player Twice
The five eight (A6) runs around both centres, while the fullback runs as a decoy between them. The aim is to move the ball wide to the five eight in space, after having brought the defensive full back into the line. The blind side winger covers for the full back
Find the Gap
GUIDELINES:
- 3 players using bump pads line up as indicated in the diagram
- A gap of between 1 and 2 metres is proviuded between 'tacklers" A and B, and B and C
- A fourth 'tackler", player D stands behind player B and moves across his own line to close one of the gaps as the ball carrier (P1) runs towards tackler B
- Support players P2 and P3 receive a short pass from the ball carrier who has created a gap for these players by drawing the tacklers.
- Tackler D attempts to stop the movement by closing the gap created by the ball carrier.
Hit and Spin
SETTING:
Open space 2 Markers 1 Bump shield (Hit pad) 1 Football
PASSING PAIRS:
No 1 runs with the ball in both hands and bursts onto the shield that is held at waist height by another player.
He hits, spins and passes to support that has come with him on left. both players then retire behind their respective lines.
Another pair of lines are set up similarly but pass in the opposite direction.
Kick and Pass
SETTING:
Grid 20m x 20m -2 equal teams of players -1 football
GUIDELINES
- One team is given the ball an attempts to keep possession for up to 10 passes or kicks.
- Every set completed gains a point
- The opposing team attempts to intercept or knock the ball down, gaining possession when it interupts the other teams set.
- Player in possession may move around grid looking for best option.
EMPHASISE:
One handed pass, fending and passing, passing under pressure, grubber kicks, chip kicks.
Passing Kamikaze Drill
SETTING:
4 Footballs, Groups of 4 players, 4 markers
GAME SKILLS:
Passing, Evasion, Vision, Communication
GUIDELINES:
Teams 1 and 2 commence jogging and passing, on reaching the halfway mark, teams 3 and 4 commence. On approaching, teams will avoid each other but continue to pass as they run between the on-coming team.
Rotation
SETTING:
- Players form two circles
-Two players stand inside circles
GUIDELINES:
- Players in the inside cirlce run one way whilst players in the outside circle run in the opposite direction.
- Two players in the middle make a pass:
- To the players in the outside circle
- Alternately to the inside and outside circle
- To players in the outside circle with players in the inside circle attempting to knock down the passes
Side Step
GUIDELINES:
- Set up two sets of markers as per diagram, with approxiametely 6 players per team, with 3 at each end.
- On a signal, the players with a ball run to the first marker and sidestep to run to the second dome where they step again, either foot
- Players step again at the last marker and hand off the ball to the next player and so on until the relay is completed.
NOTE
- Many players will attempt to shuffle around markers rather than step. Keep correcting.
- Young players may need to start with a simpler version to assure correct technique.
GAME SKILLS:
Sidestep, Speed, Hand Off Pass
Spontaneous Support
SETTING:
Grid 10x 35m, 6 markers, 4 pads, 8 players, 1 football
GUIDELINES:
- A players commence with the ball and attempt to break through the 2 defence padmen who can only move laterally.
- D1 cover defends across the grid but only after A breaks the first line.
- The second cover defender, D2, moves into the grid to cover after the A has beaten D1.
- D3, the full-back, moves in to defend afetr A passes D2.
- Beaten defensive players sprint to base line (by running outside grid)
- D1 and D2 can finish their tackles
Swerve Relay
GUIDELINES:
- Player A starts running from marker 1 around marker 2 and handing off to player B at marker 3.
- Player B repeats the exercise in the opposite direction rounding marker 4 and handing off to player C at marker 1.
- Once a player has run they must return to the end of the line.
- The drill can be run as a relay race between two teams competing on different courses.
- The cycle is reversed regularly to ensure right and left swerves are developed.
- Keep drill as small as possible to reflect a game situation.
VARIATION:
Hits pads on markers 2 and 4 to apply running pressure and promote running balance.
Theree on Three (Switch Over)
SETTINGS:
4 Markers - 20m x 15m grid 9 players, 3 as defenders, 3 spin pads (optional)
GUIDELINES:
Attacker and support players move to defenders. Attacker (A) 'draws' Defender (D) and passes 'under' to support player (S1) who has changed his angle to run under his nominating defender (D1). Once in possession of the football, (S1) changes angle to run 'over' and across his defender (D1) into space and to draw (D2). Support player (S2) receives a pass from (S1) and runs in space on the outside left vacant by the defender (D2).
Theree on Three (Unders)
SETTINGS:
4 Markers - 20m x 15m grid, 9 players per grid, 3 as defenders, 3 spin pads (optional)
GUIDELINES:
Attacker (A) and support players move to defenders with attacker (A) drawing first defender (D) away from the support players (S1) who times his changing angle run into space receiving an on-side pass 'under' his defender (D1). S1 draws D1 then passes to S2, who has held his opposite player D2, inside by running a line on D2's outside shoulder, before timing his change of angle into space.
Zig Zag Relay
SETTING:
Groups of 6 players Distance will depend on age group 6 Markers, 1 Football
GAME SKILLS:
Handling, Passing, Running with the ball
GUIDELINES:
The ball starts at Position 1. The ball is passed in Zig Zag fashion to Position 6. The player at 6 in possession of the ball runs to Position 1 while all other players shuffle to the next station.
VARIATION:
Player at Position 6 perform a Grubber or Chip kick while running to position 1.