Mismatches happen quickly and players need to judge when to go for it and when not to. There’s no better way to create lots of these scenarios than through a game. MORE
Heads up backs play
Test out how well the players read the defence from a backs play, and still make headway even if they choose the wrong option.
- 9 passes to start the play
- 10 attacks the defence
- W (winger) tracks in behind
- 13 cuts in
- 12 drifts out
- The defender race forward, either from a ruck defence, scrum defence or lineout defence position
- 10 passes long
- The winger is an option on the inside of 12
- 10 passes short
- The winger is an option on the outside of 13
Attack the line, release a player into a gap, and still have options if there’s no line break or only half a line break
A ball, and a pitch line to mark the gain line.
HOW TO DO IT
- Set up four attackers with a feeder as in the top picture. Have three defenders in position for a ruck, scrum or lineout.
- Have a feeder release the attack.
- The attack aims to make a clean break through the defence, or if not, try to offload the ball through a half tackle.
- The defence uses hold tackles.
- Set up some measurement criteria for success. The players should decide these criteria. As a guide, suggest that only 1 in 5 backs moves lead to clean breaks, so it’s what happens the other four times that might need to be explored.
- Push the players to play at the edge and make mistakes.
- Understand that some players are better passers than others, so the angles of running need to reflect that.
- Sometimes, say that this play is the one that must work – putting additional pressure on the execution.
- Encourage the players not to pre-plan who’s getting the ball.