EXPERT SESSIONS AND ADVICE FROM QUALIFIED AND EXPERIENCED GRASSROOTS RUGBY COACHES

Just enough space to run

Most line breaks will occur in the tightest of spaces. The ball carrier goes between two defenders or one defender and the touchline. This session works on arcing to make a break and then getting back on line to beat the cover.


Warm up time: 5-7
Session time: 8-10
Development time: 10-15
Game time: 10-15
Warm down time: 5-8


What to think about

Match up the players so like for like work together most of the time. You might need to adjust the distances as the session unfolds so players are being challenged. It is better to give the advantage to the ball carrier.

When you set up the cones for the turning point, make sure each line of cones are almost touching each other. You want to check that players are not “cheating” by stepping out of the cones or on the cones.

Set-up

  1. Attack the gap at pace and then turn sharply, with the ball on the outside arm.
  2. Accelerate away, with confidence.

What you get your players to do

Put a receiver in the first gate of a 10m square. He takes the ball from a feeder and arcs towards the “turning” gate, running through it so he changes angle and runs towards the final gate (see picture 1).

Make sure he does not cheat. You can add a chasing player about 3m behind who tries to touch him. Make sure the players work coming from both sides.

A receiver taking a pass from the feeder and arcing through the cones to end up at the next set of cones.

A receiver taking a pass from the feeder and arcing through the cones to end up at the next set of cones.


Development

Put a defender on one of the three cones numbered 3, 2 or 1. The ball carrier now runs to a corridor of cones before sprinting for the final gate.

The defender chases across to touch tackle him (see picture 2).

The attacker can choose which cone the defender runs from, scoring more points the closer the defender starts. Adjust the distances to suit the speed of your squad.

A defender chases across to cut off the attacker, either as he is inside the corridor of cones or before he reaches the end gate. The attacker can choose which cone the defender goes from.

A defender chases across to cut off the attacker, either as he is inside the corridor of cones or before he reaches the end gate. The attacker can choose which cone the defender goes from.


Game situation

In the 15m x 13m box, put a ball carrier opposite a defender in a 3m channel and an attacker on the edge of the 10m channel (see picture 3).

The ball carrier runs at the defender and fixes him before passing to the attacker in the wider channel. The defender has to work out when to drift off the attacker. The attackers aim to score at the far end. Use touch or full tackling.

The ball carrier fixes the defender and then releases the attacker who has to beat that defender to the end of the box. The first ball carrier must stay inside the 3m x 5m channel.

The ball carrier fixes the defender and then releases the attacker who has to beat that defender to the end of the box. The first ball carrier must stay inside the 3m x 5m channel.


What to call out

  • “Don’t slow down, keep trying to go at top speed”
  • “Back yourself to make the turn and power through”
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