EXPERT SESSIONS AND ADVICE FROM QUALIFIED AND EXPERIENCED GRASSROOTS RUGBY COACHES

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

ACTIVITY

  • 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

CHALLENGE

Connect in attack and defence to pressurise.

SET UP

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

ACTIVITY

  • 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.

DEVELOPMENTS

  • Give players special powers. Give them a different coloured bib (or headband) to indicate which is which.
  • Examples:
    • Defenders
    • 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.
    • Attackers
    • 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.

TECHNIQUE

  • Organise on the run.
  • Target the weak points.
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