Ruck decision making and effective rucking
Sometimes all our forwards pile into a ruck and we are short at the next breakdown. At other times, too few go in and we lose the ball. How can we get the balance right? MORE
EXPERT SESSIONS AND ADVICE FROM QUALIFIED AND EXPERIENCED GRASSROOTS RUGBY COACHES
This is a high-intensity, physical session that works on ruck and tackle contest techniques. It is ideal as a part of a pre-season programme once you have established your rucking policies. It encourages players to work hard in support and when they are fatigued. Poor technique will be easily recognised.
Warm up time: 5-7
Session time: 8-10
Development time: 10-15
Game time: 15-20
Warm down time: 5-8
You can run this as a multi-activity with some players working on techniques and others in small-sided games. For instance, each group works for five minutes and then changes. Groups of five are the best combinations.
In a 5m square, put three attackers, one with a ball, between two ruck pad holders . The ball carrier steps in and out of the middle cones before driving into the ruck pad holder, going to ground and presenting the ball.
The other two attackers run around the cones at the side and then run to clear the ruck pad holder out before retrieving the ball. They turn and repeat (see picture 1). Work for at least a minute before swapping pad holders for attackers.
The ball carrier weaves through the middle cones and drives into the pad before going to ground. The other two supporters go around the wide cones, clear the pad, gather the ball and begin an attack in the opposite direction.
In groups of five get two attackers to run around the cones and then around to clear a ruck pad holder who has the pad over the ball. The first attacker must get very low and drive the pad holder back (see picture 2).
Once successful, the second pair come in while the first pair recover and reset. Work for at least a minute before swapping the ruck pad holder.
Get two attackers to clear a ruck pad held low over the ball. Once cleared, another pair come through and repeat, with the first pair recovering their positions.
Split into groups of five. Play a 3v2 attacking overload in the 10m x 5m box. Every infringement or try means both groups return to the end of their box to restart. Rotate one attacker and defender every two minutes.
In the 10m square play the same, but as a 4v6 defensive overload. Do not allow more than three defenders into each ruck. Swap two attackers and defenders every two minutes.
A 3v2 attack overload and 4v6 defensive overload. Any try or infringement means restarting at the end of the boxes. Only allow three defenders in the ruck in the 4v6.