“The supporting player starts in front of the ball carrier, while the defender has his back to the attack. When you shout play, with the supporting player walking forward and the defender out of position, the players will have to think quickly to come up with winning solutions.” MORE
Players must win the race to the best space when attacking. In defence, players must work early, scan early and look to close space to force errors.
Attackers seek space, defenders take it away. This is also true over the ball.
Run this game over a series of sessions to gain the most benefit as the players develop their understanding of the tactical implications.
- Split into attack and defence, ideally around 12 v 9. As the players improve, even up the numbers.
- Start the game with three attackers at a breakdown in any of the channels.
- In the game, only allow one phase in the end channels and two in the middle.
- Use “shoulders-on” touch, which means a touch that changes the momentum of the ball carrier.
- If there is a two-player “touch” then call turnover. The defence has three phases to attack.
- On a touch, the ball carrier can instantly offload, go to ground and present or lift.
- The defensive player who made the touch must go to ground on their chest.
- It then becomes a 2 v 2 ruck. Again, if the defence win the ball, they have three phases to score.
- Kicking is allowed. The defence must always have at least one player in the backfield.
Attack – 1pt for a line break, 5pts for a try
Defence – 2pts for a turnover and 7pts for a transition try.