The attacking player needs to beat the defender. If they can’t, they can pass the ball to their support player. This activity works on evasive skills, creating space, support and continuity. Maverick and the Goose start in the middle of first two boxes Each defender waits 2m inside their box Maverick (ball carrier) runs into... MORE
Counter attack randoms
Develop attackers’ ability to realign after a chase to retrieve the ball and then attack a different type of defence each time. Challenge the defenders to organise on the run too. By Dan Cottrell
- Three defenders (A,B,C), each which a number allocated to them
- Four attackers, in a two and two, run back to retrieve a ball
- Roll a die
- DIE FACES EXAMPLES
- 1 Just A 2 A and B 3 A, B and C 4 B and C 5 Just B 6 A and C
- If no die, then spread out six cones, give each one a number and tread on it to start
- The defenders nominated by die roll run out
- The attackers run forward, aiming to score at the far end.
- The go finishes on an infringement or if the ball carrier is tackled in possession
SPECIAL POWERS EXAMPLES
- One defender can go for an interception at any time to finish all the attackers’ turns
- One attacker has three seconds to pass the ball after the touch
Connect in attack and defence to pressurise.
A 30m box, a large foam die.
With no die, put out six cones very close together and step on one of them.
HOW TO DO IT
- Put four attackers inside the box, as in the top picture, facing away from three defenders, and a ball at the far end. (You can use four defenders if you want).
- Allocate numbers to the defenders.
- Roll the die as you shout go. The attackers retrieve the ball and attack. The defenders are released depending on the number.
- If the ball carrier is touched, the go is over, and the players reset.
- Give the attackers five attempts before swapping roles.
- Give players special powers. Give them a different coloured bib (or headband) to indicate which is which.
- One defender can intercept. If they do, that’s the end of the attackers attempts.
- One defender is the “cruncher”. If they touch the ball carrier, that’s the end of the attackers’ attempts.
- One attacker is allowed to run for three seconds after the touch before passing the ball.
- One attacker is allowed to go offside after the first pass is made. They can receive a kick to score.
- Organise on the run.
- Target the weak points.