EXPERT SESSIONS AND ADVICE FROM QUALIFIED AND EXPERIENCED GRASSROOTS RUGBY COACHES

Lineout phases

This session connects a lineout with what happens in the phase after the lineout. Players will have to make the transition and know their roles plus make decisions at the lineout. It acknowledges that not every lineout will be perfect.


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

This really practical session works equally well with forwards and backs.

Pay special attention to the lifters, who need to keep skill levels high to lift the jumper and bring them down safely before refocusing on the next phase of play.

Set-up

  1. Win the lineout, play to the next phase.
  2. If you don’t win your lineout, recover the ball.

What you get your players to do

Put a lineout jumping pod plus one player (a receiver) about 5m away from a potential lineout with a hooker (thrower) already in place. Put two defenders by two of the five cones spread along the potential length of the lineout. The lineout pod moves to the lineout, positions itself opposite a free cone, and the ball is thrown in (see picture 1).

Clean catch

If there is a clean catch, the ball is passed to the receiver. They put the ball down on the ground, and the players run to a ruck pad about 15m to the side of the lineout. The receiver picks up the ball and pops it to the pod of players who run to the far side of the ruck pad. The defenders move around to defend that side (see picture 2).

Fumbled or missed ball

If there is no clean catch or the ball is missed, then the lineout players have three seconds to get to a ball placed 10m away and behind the lineout. One of the players picks up the ball and runs through the box in front of the ball while the defenders aim to stop him. Play full contact (see picture 3).

A jumping pod moving into the line where there are no defenders.

A jumping pod moving into the line where there are no defenders.


Development

Add players to each group.

Change the two situations.

Either the throw is successful, in which case, the lineout jumper passes to the receiver. They then all run over to the ruck pad to take a pop ball from the receiver, while the defenders run around to defend the far side.

Either the throw is successful, in which case, the lineout jumper passes to the receiver. They then all run over to the ruck pad to take a pop ball from the receiver, while the defenders run around to defend the far side.


Game situation

Split forwards into two groups (4v4 or whatever). They compete at one lineout. When the lineout is over, they put the ball down then run to a 25m x 20m box about 10m away and play against each other until a try is scored or an infringement occurs. Throw the ball to the team which won the lineout as they run over.

If the throw is unsuccessful, the players run into the box and attack up the channel. They have three seconds to reach the bottom of the box and start their run before the defenders are released.

If the throw is unsuccessful, the players run into the box and attack up the channel. They have three seconds to reach the bottom of the box and start their run before the defenders are released.


What to call out

  • “Execute the lineout accurately, then switch to the phase play”
  • “Bring the jumper down safely”
  • “Don’t arrive at ball sideways, turn your hips up the pitch”
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