There’s more than one way to score a try and more than one way to gather the ball to score a try. Let the players discover lots of options. MORE
A strike runner often makes a break because the decoy runner has drawn the defender. Decoy runners need to be credible and available to receive the pass. This session works on developing moves which use decoy runners.
Warm up time: 7-10
Session time: 10-12
Development time: 10-15
Game time: 10-15
Warm down time: 7-10
Some players tend to give up on the “play” when not directly involved or far from the ball. Use a call to encourage all players to move together. Decoy players must look as though they may receive the ball so tell them they are all decoys and strike players. The first receiver chooses who to give the ball to.
Split your squad into groups of six or seven. Players start in a standard attacking alignment. As the first receiver takes the ball, all the players move. In picture 1, the 10 has the ball and 11, 12 and 13 are making decoy runs leaving 15 to run a strike angle and take the pass with 14 as support.
After being a decoy, players change their roles and support or strike.
Play 3v2 to work out how to do simple decoy and strike runs against defenders in 10m square (see picture 2).
Gradually increase the numbers before finishing with a 6v4 in a 20m square (see picture 3).
Let players come up with their own ideas of decoys.
Use questioning to determine what they are actually trying to do as regards moving the defence and creating space, then try it out.
Play 8v8, conditioning it so one team always has the ball. The attacking team has several attempts to beat the defence which must leave the ball alone in the tackle. In each attack, everyone moves so there are several options and decoy runners.