EXPERT SESSIONS AND ADVICE FROM QUALIFIED AND EXPERIENCED GRASSROOTS RUGBY COACHES

Pressure jumping

This session works on jumping against opponents and can be transferred into lineout contests, high ball or kick-off challenges. Though there is a technical side to the catch, it also recognises that players need to be able to have the desire to want to win the ball in the air.


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

Start this session by matching players of similar size and ability. As players progress, mix up the sizes. You may find that bigger players are lazy in getting into the air and a fleet-footed, smaller player might win the ball instead.

This session provides lots of games and competition. Do not spend too much time on the technical aspects. Just throw in some suggestions and let the session flow from one competitive situation to another.

Set-up

  1. Jump into the space to win the ball.
  2. Reach with your hands up and out, elbows in front of your shoulders.
  3. Stay light on your feet before you jump.

What you get your players to do

Stand (or have another player) 5m away from two players who are side by side in a coned-off 3m square. Throw the ball between the two players (see picture 1).

They have to compete for the ball. Mix up the throws so it might land over or in front of the players but it must go well above head height at some stage. Progress by having another team mate for each player who they aim to pass to or deflect the ball towards.

Two players challenging for a ball that you throw into 5m corridor they are standing side by side in.

Two players challenging for a ball that you throw into 5m corridor they are standing side by side in.


Development

Put an attacker at each end of the 24m x 10m box, and another who can move between the middle two boxes. Put two defenders in the middle areas (see picture 2).

The attack has 30 seconds to score as many “points”as it can. It earns get two for a throw from one end box to the other when the catcher is off the ground as he catches the ball.

It scores one point if the throw is from the attacker (with a jump).

If the ball is intercepted or knocked down, then the ball restarts in the nearest end box. Defenders cannot enter the end boxes or touch an attacker.

Putting an attacker at each end of the box (scoring zone). Put a defender in the two middle sec tions, plus an attacker. The attackers get two points for a throw from far end to far end but the catch must be with feet in the air and one point if the throw comes from the central attacker.

Putting an attacker at each end of the box (scoring zone). Put a defender in the two middle sec tions, plus an attacker. The attackers get two points for a throw from far end to far end but the catch must be with feet in the air and one point if the throw comes from the central attacker.


Game situation

Put two players from each team in each “scoring zone” (see picture 3). One team starts with the ball. It kicks or throws the ball into the other zone. A clean catch means a point. The kicker/thrower rotates for each go. The first team to five points wins.

Where a clean catch means a point. Swap who throws/ kicks after every go.

Where a clean catch means a point. Swap who throws/ kicks after every go.


What to call out

  • “Drive up with your knees and elbows to win the ball”
  • “Turn one shoulder towards the ball if you can”
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