Drills
Running a Drill
Opened Drills: Decisions, Game situations
Closed Drills: No decisions
It is important that a warm up happens for every training session and games
A warm up should be done at least 10-20 minutes before a training session. The warm up should be used to get warm up the body and mind.
Warm Up Plans
- Simple catch pass drills
- Dynamic stretches - NOTE: stretches should involve movement of the muscles for flexibility and stretching out the muscle
- Slowly build the intensity of the warm up
- Conditions - If it is a cold day warm up longer to ensure there body is safe
- WATER - Always ensure that the players get some water
Communication Tips:
- Talk with the sun facing towards you
- Only talk when you have everyones attention
- Talk with the group in a semi circle
Time Management
Being organized is one of the main aspects in being a successful coach.
Some good tips in being organized are:
- Communicate to the team 2-3 days before training to outline the weeks schedule such as game dates, training days, meetings etc
- Plan out your session with a session planner, this allow you to plan out the events of the session
- Use some sort of template as this will help you plan the schedule of the training sessions
Here is a session plan template for the ARU:
Session Plan
Cool Down
Once a training or game is finished it is important the players stretch for recovery
The players should only be doing static stretches which are stretches involve holding a muscle to get the muscle back into its recover and rest stage.
Pre Game
Before a game starts it is important to schedule the events for the warm up and plan out how the pre game works
Schedule
- Announce the team a few days before the game
- Give the team a scheduled arrival and warm up time
- Be there early to set up
Warm up Tips
For the warm ups it is best to include:
- Quick Catch pass/handling drills
- Dynamic Stretches
- Split forwards and backs
Backs - Back line moves and catch pass
Forwards - Lineouts and Scrums - Team Patterns/Team Runs
- Defence Drills
- Quick Contact drills to get the team physicaly and mentally ready
- Keep in mind the referee will give your team a briefing
- Finish at least 5-10 minutes early so the game won't get delay
NOTE - Players are to be on the field 2-3 minutes before kick off time or else the game will have to be shortened
Here is a game schedule sheet from the ARU that can benefit you from organizing your match schedules:
Half time
At half time the points should be the positives of the half, the area's to work on and what the game plan will be in the second half.
It is important that the players get information generated quickly at half time and get rest.
Tips for half time chats are:
- Let the players stay where they are and you approach them, this won't waste their energy
- If its a hot day make sure you move to the sheds if there is time or move into the shade
- On cold days make sure the players are close to each to stay warm
- Assess any injuries ASAP
- Talk with the sun facing towards you
- Don't talk until everyone is listening
- Make sure everyone gets a drink
- Get the players kneeling so they get the best time to recover
- Get the players motivated
- Provide 2 or 3 major points going on in the first half
- Make sure that you are talking clearly to the players and they get something out of what you're saying
- Make plans for the second half - it could be decide not to kick at all because we are making good grond every carry or keep playing wide and attack the overlap for the next 10 minutes because an opposition being yellow carded
- Find out what the opposition is struggling in and make them pay for it
- ALWAYS give them a final quick word
- Let the captain have a chat before they head off
Post Game
After the game keep in mind if is important that you don't just head off
Points to keep in mind are:
- Shake hands and thank the referee/opposition
- Speak to your team after the match
- Give the team feedback for their efforts on the game
- Because thier not professionals it is important to always be positive
- Any injuries report it to a physio/sports trainer and the contact the players parent
- Make sure you have all your gear cleaned and ready
Game Components
Catch Pass Drills
4 Man Catch pass
For this drill it is a simple catch and pass drill
This drill invovles 4 players between the cones pass the ball from side to side
once the ball had reached the end the ball is popped off to the last mans opposite player than that next 4 continues
For this drill it is good for a warm up as it allows the players to be catching the ball and passing through that hands to get the body heart rate increasing aswell as helping the players prepare with passing and
2v1
For this drill it is a draw and pass drill to assist with support
What happens is you set up with a square grid with a line of attackers and defenders
the attackers will have two people while the defenders will only have one
what will happen is the two players go around the nearest cone at the same time, the attacker with the ball aim to draw in the defender and pass the ball to the support player and score a try
Tips are:
Straight up
Draw in the defender
Pass once roughly 0.5-1 metre away from the defender
Pass the ball out in front
Support player must talk ad run hard onto the ball into space
Depth Catch Pass
For this drill it is a drill on catch passing with depth
What happens is there are 4 cones with a ball on the side and 4 players between the grids. the 1st mans goes onto the ball and it is just a simple pass through the hands drill, but the rule is the second the man on the inside has touched the ball the next person can run. the last man finished placing the ball and hit cone and the groups continue 3 more times from there.
This Drill will assist with the team passing at the right angle and depth on being too deep or flat
Tips are:
Run onto the ball
Pass out in front
Call the ball
Stay Deep
Tackling Drills
1v1 Track Tackle
For this drill it is a simple track and tackle drill involves 1 defender and 1 attacker
What happens is there 1 attack and defender, on the signal both players will go around the cone, the attacker will aim to score the try, while the defender aims to stop and tackle the attacker.
Tips are:
Linespeed
Targets up
Stepping into the tackle
Hit with the shoulder
Hooking the leg
Diving backwards
Fold Tackle Drill
For this drill it is a marking and ruck defence tackling drill
What happens is there are 3 defenders on hit shields behind a set of cones, the set of cones is the last feat. On the signal there are 3 defenders on there bellies and they will fold around a ruck (cones, shields, up to you), they all mark a man. The defenders will repeatedly say hold or set and once the coach throws the ball or picks the ball the defenders can say press, up, steal, blitz and once the ball is up they will tackle there opposite man
Tips are:
1/2 metre onside
Targets up
Stepping into the tackle
Hit with the shoulder
Hooking the leg
Diving backwards
Colour Tackle Drill
For this drill it is a mark and tackle drill involving mark a player and reacting
What happens is there are 3 colours grids, 3 attackers and 3 defenders. the coach will call a colour and the players will all set on that grid, the coach will pick up the ball and the players will move up and tackle on that
Tips are:
Linespeed
Targets up
Stepping into the tackle
Hit with the shoulder
Hooking the leg
Diving backwards
Breakdown Drills
3v1 Clean out
For this drill it is a simple Group clean out drill
What will happen is in groups of 4 the group will clean out as a pack into 1 defender on a shield.
on the signal the first player will run and take the hit up, the 2nd man cleans over and the 3rd man seals over the top
This drill will just benefit from the simple clean out technique and working as a group.
Tips are:
Ball carrier - low body height, hit with opposite shoulder, ball away from contact. land on opposite shoulder side, look to long place
Clean - urgency, low body height, Hook leg, drive past ball, stay on feat
Seal - low body height, 2 hands grip jersey
Colour Clean out Drill
For this drill it is a work rate clean out drill
What will happen is there is a diamond of cone each coloured with a pad behind the cone.
in groups of 4 the coach will call a colour, the 1st player with a ball run at the colour, the closest man will clean and the third man will seal, the last player will put hands on the ball ready for the next colour, the coach will then call another colour and the group repeats from there
Tips are:
Ball carrier - low body height, hit with opposite shoulder, ball away from contact. land on opposite shoulder side, look to long place
Clean - urgency, low body height, Hook leg, drive past ball, stay on feat
Seal - low body height, 2 hands grip jersey
Isolation Drill
For this drill it is a drill about getting urgency to a breakdown
What will happen is there is a square box with the back 2 having 2 defenders and front two coloured code. There will be a halfback and a ball carrier isolated. The 9 will pass the ball to the ball carrier, the second he/she gets to the front cones the 2 support players get off the ground and work hard to reach the breakdown, from there the support players are just to remove the threats off the ball.
Tips are:
Ball carrier - low body height, hit with opposite shoulder, ball away from contact. land on opposite shoulder side, look to long place
Clean - urgency, low body height, Hook leg, drive past ball, stay on feat
Attack Game Drills
Continuous Counter Attack
For this game that invovles attacking space and allowing a fun factor
What happens in split the team in 2 even sides. Start with one team as attackers and the others as defenders
the attackers will have every player, while the defenders will have 1. the defender will kick off and the attackers just aim to score within 1 phase without a tackle, turnover or error. ocne they score another defender will join in and repeat from there
Tips are:
Attackers - scan ahead, attack space, move ball into space. PLAY WHAT'S IN FRONT OF YOU
Continuity Drill
For this game that decision making and playing whats in front of you
what will happen is there are 5 attackers and 3 defenders (you can add more or less if you want to) there are 4 balls at the ball all coloured coded or given a number. Defenders are not allowed to go for the ball only hold on and defender hard. the coach will call a ball, the attackers will just simply pick up the certain ball and aim to. if tackled the attackers will just aim to score off a phase play. The main goal is to score as many tried in a minute, whenever there is a turnover or error or try a new ball will be called
Tips are:
Attackers - scan ahead, attack space, move ball into space. PLAY WHAT'S IN FRONT OF YOU
Play Whats in front of you
For this game that decision making and playing whats in front of you
What happens is there are 6 attackers facing the opposite direction, they will pass the ball back and forth. the coach will have 2 defenders and the coach decides where the defenders will go, the coahc makes signal and the attackers will turn around and attempt to score within 1 phase
situations can be:
Too players in front - pump legs gain as much ground as possible
No on wide - simple hands into space
Defenders spread apart no one in front -simple run through large gap
Tips are:
Attackers - scan ahead, attack space, move ball into space. PLAY WHAT'S IN FRONT OF YOU
Defence Game Drills
3v3 Flat Line
For this drill it is about getting a flat line and simply holding on for 1 phase
What will happen is there are 3 attackers and 3 defenders
for the defenders there is one person sitting back and 2 in front, REMEMBER FLAT LINE IS THE SHAPE WE ARE LOOKING FOR. the defenders just need to hold on for 1 tackled. the need to ensure the last person gets in the line before moving up or else they are giving the 3 attackers space and a 3v2 situation to score.
Tips are:
Straight Line, Linespeed, Marking a man, Chat, MAKING YOUR TACKLE
Defence Stations
For this drill it is about defender during general play and putting pressure on an opposite with less numbers
What will happen is there are 2 grids with 7 defenders and 4 attackers + a halfback. There are 3 grids which is a ruck. the coach will call a ruck and the defenders will defend against a group of attackers who can do entirely what they want. once there is a break or tackle the coach will call another colour and all participants will set from there.
Tips are:
1/2 metre onside, linespeed, flat line, spacing, chat, marking a man MAKING YOUR TACKLE
Jockey Defence
For this drill it is about defending an overlap when there is numbers wide in defence
What we are looking for in this is a 5v4 situations, the first 4 defenders will mark the 1st 4 attackers. every pass the defenders will all push out one and mark the next man and the attackers just simply aim to score. Points are to trust your inside man, communicate by simply saying push and sliding out to mark your next player
Tips are:
Linespeed, ONE STRAIGHT LINE. CALLING THE PUSH, marking a man
Ruck Defence Principles
1 Defender Set next to the ruck, Tackle Pick and Drive
2 Defender Set next to 1st defender, watch scrumhalfs run
1 and 2 Defender don't drift until second pass, cover any inside runners
3 Defender Mark 1st receiver make sure you lead everybody off the line
Ruck Defence
Give the defenders a name
Some examples are
Post X Y, Post Pillar Key, 10 20 30, 123, ABC
Tips for set up:
- 1st defender set low, 3 points stance - inside foot back, outside foot up, outside arm up ready to tackle
- 2nd defender set 1/2 a metre from post always have eyes on 9
if 9 chooses to drift always watch and don't fall for the dummy - Everyone but 1st defender set 1/2 a metre behind last feat
Spacing - Spread and Retain numbers across the field, 5 metres apart to cover the field
Setpiece
Scrums
ATTACKING
CALL SEQUENCE
CROUCH - The front rowers will crouch down, both front rowers must be leveled
BIND - the Props will bind onto each others jerseys
SET - The players will then engage
Both teams must hold the push, the referee will indicate the 9 when to feed the ball in
Straight back
Look over shades once engaged
Shoulders above hips
Pushing as one pack
Pre Engage Position
Loosehead prop - Binds under armpit of the hooker, keep elbow up
Hooker - Over top of both front rowers, right foot in front of left, Hook ball
Tighthead Prop - Bind near the ribs of the Hooker, keep elbow up
Locks - Stay Tighthead Bind on eachothers armpit, Looking up, Stay Low, Head between frontrows buttocks
Flankers - Staying low, pushing inwards
Number 8 - Keep Locks Tight, Keep the locks straight and steady
Lineouts
Lineout Calling
When calling for a lineout there should always be a different sequence depending on the age group
at under 13 lineouts have jsut been itnroduced it
Some lineout calling variations can be:
- Call 3 numbers, you can make it the 1st, 2nd of 3rd number as the call
- Call a two digit number and a letter the number or letter is the call
- Call a sequence of letters the 1st, 2nd of 3rd number as the call
- Call a word is the move, one move can be throw the front, back, overthrow or short ball to lifter
REMEMBER IT'S UP TO YOU HOW YOU WANT TO MAKE THE LINEOUT CALLS
For Lineouts you need to think about the age group for the amount of jumpers and moves
The best option for each age group are:
Under 13 - 2 jumpers - 2-4 moves
Under 14 - 2-3 jumpers - 3-6 moves
Under 15 - 3 jumpers 5-8 moves
Under 16 - 3 jumpers 6-10 moves
Under 18 - 3-4 jumpers 6-10 moves
For all age groups it is important to have specials such as a rolling maul
For the Jumpers Always use your tallest players to jumper out front, but make sure the lifters have the core strength to be able to lift them
General Play
Main thing is to just PLAY WHATS IN FRONT OF YOU, Keep in mind they're not professionals, avoid having a big number of plays and complicating everything.
For general play best moves are to use forward phases moves to help the forward, build momentum and retain possession
If the chance is on such as an overlap look for back plays as simple as fast hands to the winger or just a simple 12/13 blocker, Don't over complicate and everything and remember to tell your players to play whats in front of them
Backline moves
When running back line moves at youths it is best to not over complicate everything and provide too many moves, it is best to prehaps use one of each angle and use a balance of centre and wide moves.
Moves for age groups
Under 13: 3-5 moves
Under 14: 4-5 moves
Under 15: 5-8 moves
Under 16: 6-8 moves
Under 18: 6-8 moves
It is entirely up to you for the split of wide and centre plays
Angles
Blockers
Blockers involves 2 players run angles, it involves the outside player running out in front while the closer runner runs behind
This variation invovled 13 taking the hit, it is commonly used to make the 13 run a hard line
This variation involved the 13 being a decoy and the 10 hits the 12, this move is sued to aim to spread the ball wide
Sliders
Sliders involve 3 players run different angles, mainly the 10,12,13. it invovles the 10 and 12 sliding out, while the 13 sliding in
This variation is making the 13 sliding in and the 10 switches with 12 being a decoy line
This variation involves 13 being a dummy switch and passing the ball to the 12, it is suitable to use to spin the ball wide
This variation involves using both the 12 and 13 as decoys and the 10 hits the 15, this variation us useful to spread the ball into space quickly
Unders
An under's line can be used with any runner and attacker
An under's line involves a runner run out then later cutting back in and taking the ball hard into contact
this angle is good for players to drag a player out then beating the defending cutting back in
Overs
An over's line can be used with any runner and attacker
An over's line involves a runner run in then later cutting back
This angle is good for players to draw in a defender and open up space to run into, it is best to use your quick players as it opens up a gap to run into
Switch
A switch involves two players, it involves the ball runner taking a few steps forward then cutting across in a 45 degree angle.
This variation involves the 10 switching with a 12 it is useful to use this player if you have a strong 12 who can get pass the gain line and gain ground
This variation involves the the 12 running a dummy switch line and the 13 running an under's line, it is useful as it will open up space in the 10/12 channel and allow a gap for the 13 to run into.
This variation involves both the 12 and 13 being decoys, the 12 runs a dummy switch, while the 13 is a blocker
It involves the 10 hitting the 15 with 13 being a decoy
This variation is used to create mismatches in defence and allow quick players to run into space
Wrap around
A Wrap around involves a player passing the ball to an outside man than lopping around the ball carrier, from there a wrap can be done in different ways
This variation is a basic example where 10 passes to 12 and loops around, 12 hits 10 on the outside shoulder
This move is a basic loop with 10,12, following the 13 runs an under line and takes the ball hard into contact
This variation allows the 12 to hold his/her opposite number and creating a gap for the 13 to run into, this moves works if you have a powerful 13
This move involves a loop with 10,12, this time the 13 is used as a decoy line, with 10 hitting 15.
This variation allows the 12/13 channel to be drawn in and allow 15 to run into space
This variation involves 10 lopping around, this variation however loops but doesn't receive the ball instead 11 runs on the inside shoulder of 12 and receives the ball
Phase Moves
During general play it is important to keep basic phase moves that are forward plays off the 9 and 10, at youths level it is important to keep the phase plays simple and easy to understand.
Phase moves are a good idea to use for gaining ground, building momentum and retaining possession.
Forward phase ideas are:
Forward Pod off 9
Forwards running in pods of 2-4 off the 9
This variation allows quick ball from the 9
With the forwards running in pods it allows the 9 to set quick and running in pods allows support players to clean quick and provide fast ball for the backs
Pocket runners off 10
9 hitting 10, 10 draws the defenders and either hits an inside or outside forward pocket runner
This variation is useful when having powerful forwards, it allows the 10 to take on the line and cause confusion to the defensive line, followed by hitting a pocket runner, doing so allows the defenders to be passive and let your forward pocket runners gain ground
Forward Pod outside 10
9 hitting 10, 10 hitting the forward pod outside shoulder of the 10
This variation is useful for getting width, similar with the preivous variation it allows the 10 to draw in attackers and with powerful forwards this variation is useful for going forward and penentrating the defensive line
Decoy Pod off 9
2 forwards being a decoy, 9 hits 10 with the foward faking a run
This variation is useful to cause a mismatch in the oppositions defence, It is useful to use when playing off the backs and it will confuse the opposition
Decoy Pod off 10
2 forwards being a decoy, 9 hits 10, 10 hits 12 with the forward faking a run
This variation uses the same concepts as the previous variation only it is more suitable when 10 looks to play wide as the opposition could be thinking that the 2 forwards will take the hit up and not be ready for the back line attack