Target Mars in outer space
Make your players look for a target to run to while taking a pass. They cannot exploit space unless they run hard into it.
Use this small-sided game followed by a match simulation to improve spatial awareness and decision making. Their target is virtually unknown until they almost get there - like heading to Mars!
Make your players look for a target to run to while taking a pass. They cannot exploit space unless they run hard into it.
Use this small-sided game followed by a match simulation to improve spatial awareness and decision making. Their target is virtually unknown until they almost get there - like heading to Mars!
Warm up time: 5-7
Session time: 8-10
Development time: 10-15
Game time: 15-20
Warm down time: 5-8
What to think about
At the start of a phase, the defence does not always reveal its weak spots. As play develops (say after a ruck or the first part of the move), then spaces or weaknesses might emerge. That is when players need to use match awareness to move the ball quickly to a player in the right space to exploit it.
Though this is quite an advanced decision to get right, more often than not, this session is great for developing the basic skills to exploit these situations. Your players will certainly enjoy the opening game, which can be used as a good warm-up.
set-up
- Keep your head up, looking for spaces as well as team mates.
- Move the ball quickly to the target man and attack at pace.
What you get your players to do
Put two attackers with a ball in the middle of a 5m square with two defenders on the outside of the box. When you say “GO”, the attackers aim to touch a corner with their foot (or the ball) before they are touched (see picture 1).
They can run with the ball and pass. Defenders cannot enter the box but can straddle the boxes at the corners if they want. A touched attacker, leaves the box and the roles are swapped. Any “try or touch” disputes where there is a simultaneous try and touch, is simply a restart.
Two attackers aiming to put the ball or the ball carrier’s foot onto a corner. They can run and pass. The defenders, who cannot put a foot in the box, aim to touch them before the attacker scores. Swap after a score or a valid touch.
Development
Add another defender if the attack becomes too good.
Add one more attacker and one defender using a 10m square.
Using 2v2 again, start both attackers on one corner and defenders on the opposite corner. Use the same rules but attackers can score at the two furthest lines from them.
Tell three defenders which cones to run around. Clearly identify who is the weak defender. At the same time, set off the attack. In this picture, he in numbered 2 and is also wearing a dark shirt.
Game situation
Put three defenders outside a 20m x 10m box. One of the defenders is clearly identified as the weak defender (a bib or different coloured shirt).
Tell defenders which cones they should run to as five attackers enter the box (see picture 2).
The attackers aim to score past the cones (see picture 3). They fail if they are touched by a non-weak defender, drop the ball or throw a forward pass. If they are touched by the weak defender, the ball carrier has three seconds to pass the ball (or score himself).
The attack aims to score at the far end with normal rugby passing. If they are touched by a normal defender in possession, they fail. If they are touched by the weak tackler, then they have three seconds to pass the ball or score themselves.
What to call out
- “Pass for the runner, not to him – anticipate the run”
- “Call accurately – distance and direction”