Coach Ned's Advice
09 / 04 / 08

Coach Ned has scoured the Rugger Mags. and gives you the wisdom gleaned therein. He gives you some seriously good advice. He recommends the following

   


                         


N.U.I.G. Sports medicine / Irish Amateur Weightlifting Association (I.A.W.L.A)
 Level 1 Weight Coaching Certification

Where:          Dangan - N.U.I.G.

When :   Saturday May 3rd -       9.45 am - 5.00 pm
               Sunday May 4th -           9:30 am - 4:30 pm
               Saturday June 28th     -9.45 am - 5.00 pm
               Sunday June 29th -      9:30 am - 4:30 pm

First time this course is held in placeGalway.  It is N.C.T.C. recognised.  It is a requirement for all IRFU Fitness staff. Level 2 and 3 will be run in the next few years for full insight into weight training techniques.

Look at weightlifting.informe.com (forum)

Price €250. €100 due by May 18th, the rest on day of registration.

Send cheque made out to I.A.W.L.U. to Kevin Darcy, Lodge, Headford, Co. placeGalway.

For more information Email      kevindarcyakakevin@hotmail.com
or  for accommodation details jamesotoole1@hotmail.com         (on mobile 0862359148)


Long term coaching pathway

Learning to train phase

Level 1 "Novice Coach"

In this sense the Novice Coach is the coach who has not yet achieved a sufficiently high degree of competency to be certified as "competent". For the purpose of this document the following definitions apply. A "simple" coaching situation has the following characteristics:

-      the performance factors are well-defined
-     the responsibility of the coach is limited
-     the consequence of error is limited
-     the coach is expected to have acquired some limited, well accepted knowledge and information
-     the coach is expected to use previously-learned, well accepted coaching practices and procedures
-     the objectives are short term

Level 1 Course Delivery Guidelines

Course Objective:

The Coaches will have a clear understanding of how to introduce weightlifting exercises to beginners.
Coaches will also be aware of the safety guidelines and adaptations for introducing weightlifting to other sports.
Encourage coaches to become active members and "Coaches" in the I.A.WL.A.

"Novice Coach"

This course is a result of the I.A.WL.A implementing a standard coaching curriculum for all coaches. This is designed primarily as our initial course in the coaching development of Irish Weightlifting. This is the first level of four available in the coaching curriculum.

This course is aimed at coaches who are introducing people to the sport of weightlifting. It provides each participant with a body of knowledge and practical expertise to enable them to coach a beginner lifter from commencing the sport, to competent club standard.
The course will cover programming principles: coaching methodology: principles of power development: progressive resistance: exercises to develop technique and power: warm-up and stretching techniques: limited number of lifting techniques: progressive development of the techniques: safety principles.
Re-certification 2 years

-     The coach will learn and practice the Core lifts (Clean and Jerk and the Snatch)
-     The coach will be able to teach and correct basic weightlifting skills to a beginner and ensure that each lifter has the opportunity for optimal learning, development and performance.
-     Identify basic common faults in technique
-     Submit an 8-week training log for a beginner or novice lifter.
-     Introduce a basic warm up - warm down programme
-     Understand functional screening for weightlifting.


The Best Attacking Options from Lineouts

The lineout provides you with a range of attacking options. But it's vital for you to have clear tactics to make best use of possession once you've won lineout ball, says Jim Love, head coach of Viadana in Italy.

Catch and drive

Without a clear objective, many catch and drive mauls end up with the forwards happy with their progress, but with poor ball for the backs to use. Our main purpose for a catch and drive is to create go forward from which we can develop plays.

For instance, we will run off the maul and use offloads and quick rucks to tie in defenders, to create time and space for our backs to attack. We also use mauls to manipulate field position, such as when we want to create a larger blindside for our next attack.

Setting up the catch and drive has changed over the years. These days sides bring the ball down from the jumper to set up a maul before driving forward.

We use what I call "points mauling". We constantly change our point of attack to make it more difficult for the opposition to defend against our maul.

Key points of a catch and drive maul

Maul to your objectives.
Create quick ball after the end of the maul with offloads or mini rucks.
Set the maul before the drive.
Attack through the maul by changing the points of attack.

The length of our attacking lineout

We use very few full lineouts for two key reasons:

1. They provide easy opportunities for interference.

2. The referee cannot easily see what is going on.
We use three, four and five man lineouts, each with the same mauling options I described above. We also attack around the front of the lineout (the front peel) or around the back (back peel).

Plays from the lineout

The lineout lends itself to using "pods" to develop plays. A pod is a designated group of players who take the ball and set up a position on the field.

The group can also support an attack, leading to a line break or a quick ruck ball to exploit a disorganised defence. From shortened lineouts forwards can be set up behind the back line.

Jim Love is head coach of the professional Italian side Viadana. He is also head of the NZ Sports Academy (www.nzsportsacademy.co.nz), and a former Maori All Blacks player and coach.



5 Ways to Create a Controlled, Aggressive Team

New Zealand have been the most consistently successful rugby playing nation over the last 30 years. There are many reasons for their domination of the game, but one key area is the way in which they control their aggression.

The All Blacks do most things aggressively – tackle, ruck, run and support – but in a controlled way. Many teams can claim to match this aggression, but few seem to maintain the same control. Here are five training tips you can use with your team.

1. Play small sided full contact games in a narrow channel to maximise contact. Try to match up the players, so there is not an obvious advantage for any team. If one or two players start to dominate, then give the opposing team an extra player.

2. Keep games short and encourage the players to be aggressive in attack and defence.

3. Look for players with natural aggression and pick them out as role models for their team mates.

4. Keep your players "hungry" for contact by limiting contact in training sessions – make sure they
always want more. If your players know that contact games at training are short and sharp, they will put more effort in and be more aggressive.

5. Keep the players' aggression controlled by refereeing games tightly. Always stop games before things get out of control.



The Best Attacking Options from Lineouts

The lineout provides you with a range of attacking options. But it's vital for you to have clear tactics to make best use of possession once you've won lineout ball, says Jim Love, head coach of Viadana in Italy.
Catch and drive
Without a clear objective, many catch and drive mauls end up with the forwards happy with their progress, but with poor ball for the backs to use. Our main purpose for a catch and drive is to create go forward from which we can develop plays.
For instance, we will run off the maul and use offloads and quick rucks to tie in defenders, to create time and space for our backs to attack. We also use mauls to manipulate field position, such as when we want to create a larger blindside for our next attack.
Setting up the catch and drive has changed over the years. These days sides bring the ball down from the jumper to set up a maul before driving forward.
We use what I call "points mauling". We constantly change our point of attack to make it more difficult for the opposition to defend against our maul.
Key points of a catch and drive maul
Maul to your objectives.
Create quick ball after the end of the maul with offloads or mini rucks.
Set the maul before the drive.
Attack through the maul by changing the points of attack.
The length of our attacking lineout
We use very few full lineouts for two key reasons:
1. They provide easy opportunities for interference.
2. The referee cannot easily see what is going on.
We use three, four and five man lineouts, each with the same mauling options I described above. We also attack around the front of the lineout (the front peel) or around the back (back peel).
Plays from the lineout
The lineout lends itself to using "pods" to develop plays. A pod is a designated group of players who take the ball and set up a position on the field.
The group can also support an attack, leading to a line break or a quick ruck ball to exploit a disorganised defence. From shortened lineouts forwards can be set up behind the back line.

Jim Love is head coach of the professional Italian side Viadana. He is also head of the NZ Sports Academy (www.nzsportsacademy.co.nz), and a former Maori All Blacks player and coach.



5 Ways to Create a Controlled, Aggressive Team
New Zealand have been the most consistently successful rugby playing nation over the last 30 years. There are many reasons for their domination of the game, but one key area is the way in which they control their aggression.
The All Blacks do most things aggressively – tackle, ruck, run and support – but in a controlled way. Many teams can claim to match this aggression, but few seem to maintain the same control. Here are five training tips you can use with your team.
1. Play small sided full contact games in a narrow channel to maximise contact. Try to match up the players, so there is not an obvious advantage for any team. If one or two players start to dominate, then give the opposing team an extra player.
2. Keep games short and encourage the players to be aggressive in attack and defence.
3. Look for players with natural aggression and pick them out as role models for their team mates.
4. Keep your players "hungry" for contact by limiting contact in training sessions – make sure they always want more. If your players know that contact games at training are short and sharp, they will put more effort in and be more aggressive.
5. Keep the players' aggression controlled by refereeing games tightly. Always stop games before things get out of control.



                                                                2008 top tips

The Best Attacking Options from Lineouts

The lineout provides you with a range of attacking options. But it's vital for you to have clear tactics to make best use of possession once you've won lineout ball, says Jim Love, head coach of Viadana in Italy.

Catch and drive

Without a clear objective, many catch and drive mauls end up with the forwards happy with their progress, but with poor ball for the backs to use. Our main purpose for a catch and drive is to create go forward from which we can develop plays.

For instance, we will run off the maul and use offloads and quick rucks to tie in defenders, to create time and space for our backs to attack. We also use mauls to manipulate field position, such as when we want to create a larger blindside for our next attack.

Setting up the catch and drive has changed over the years. These days sides bring the ball down from the jumper to set up a maul before driving forward.

We use what I call "points mauling". We constantly change our point of attack to make it more difficult for the opposition to defend against our maul.

Key points of a catch and drive maul

Maul to your objectives.
Create quick ball after the end of the maul with offloads or mini rucks.
Set the maul before the drive.
Attack through the maul by changing the points of attack.

The length of our attacking lineout

We use very few full lineouts for two key reasons:
1. They provide easy opportunities for interference.
2. The referee cannot easily see what is going on.
We use three, four and five man lineouts, each with the same mauling options I described above. We also attack around the front of the lineout (the front peel) or around the back (back peel).

Plays from the lineout

The lineout lends itself to using "pods" to develop plays. A pod is a designated group of players who take the ball and set up a position on the field.
The group can also support an attack, leading to a line break or a quick ruck ball to exploit a disorganised defence. From shortened lineouts forwards can be set up behind the back line.

Jim Love is head coach of the professional Italian side Viadana. He is also head of the NZ Sports Academy (www.nzsportsacademy.co.nz), and a former Maori All Blacks player and coach.



5 Ways to Create a Controlled, Aggressive Team

New Zealand have been the most consistently successful rugby playing nation over the last 30 years. There are many reasons for their domination of the game, but one key area is the way in which they control their aggression.

The All Blacks do most things aggressively – tackle, ruck, run and support – but in a controlled way. Many teams can claim to match this aggression, but few seem to maintain the same control. Here are five training tips you can use with your team.

1. Play small sided full contact games in a narrow channel to maximise contact. Try to match up the players, so there is not an obvious advantage for any team. If one or two players start to dominate, then give the opposing team an extra player.

2. Keep games short and encourage the players to be aggressive in attack and defence.

3. Look for players with natural aggression and pick them out as role models for their team mates.

4. Keep your players "hungry" for contact by limiting contact in training sessions – make sure they always want more. If your players know that contact games at training are short and sharp, they will put more effort in and be more aggressive.

5. Keep the players' aggression controlled by refereeing games tightly. Always stop games before things get out of control.



Smashmouth Bullies

The Smashmouth principle is crude, says Philip Copeman. Simply run the ball up the guts of your opponent's defence and force them to deal with it. The moment they double up in defence to handle the pressure, attack the gap left behind.
How do you play Smashmouth?

1. Nominate your best ball carriers:

Select your strongest runners from among your best ball carriers. Then make sure that the ball gets to them.

2. Identify their weakest defender:

 Your opponent's weakest defender should be easy to spot. He is the guy who never makes a front-on tackle. Aaron Mauger in the All Blacks, Jeanne de Villiers in the Springboks, Anthony Allen for England and Ronan O'Gara for Ireland have all been targeted as relatively weak front-on tacklers, for example.

3. Run your best ball carrier straight at their weakest defender:

 Make sure your runner does not run around the defender or run off his shoulder - he must run straight at the defender and try to knock him onto his back. If your runner tries to avoid the defender, the defender may get an opportunity to jump on your runner and bring him down.
Your runner could spin out of the hit, but only after knocking the defender to the ground. If the defender stays on his feet, your runner should do likewise and either start a rapid rolling maul, or offload to a supporting player.
Try to back up your runner with a support player (the "snake") to create a double team. "Rocket Ball" below could help you achieve this.

The benefits of Smashmouth

If this "bullying" tactic is successful, it forces your opponents into a difficult position. Either they let you keep on doing it, with the result that you march up the field and score, or they draw in another defensive player to support their weakest defender.
In which case, a gap is created from wherever the supporting player is moved. And since two defenders are now covering the same ground, you effectively will have 15 men against their 14.

Summary
Identify your strongest running ball carrier.
Identify your opponent's weakest front-on tackler.
Ensure your runner attacks this defender front-on, and with support.
If your runner breaks through the defensive line, make sure he keeps going!
If your runner is held up, ensure he stays on his feet either for a rolling maul, or to offload.
Continue with this strategy until your opponents have to double up to cover for their weak defender.
Then move the ball into the space created for you by your opponents.


My new rugby coaching manual is out now!
The 27 Attack Plays
Every Teams Needs
Every team needs a set of pre-prepared moves to produce co-ordinated attacks - even if your principle strategy is to focus your attacks on one man.
Rugby Attack! will provide you with the tactics to attack from rucks, scrums, lineouts and penalties, as well as in open play.
Containing ruck moves, backs moves, penalty moves and back row moves, Rugby Attack! will equip your players to exploit weaknesses in your opponents. Read more about this new, unique manual here.
Click Here to Buy and
Download Your Copy Today
The 27 Attack Plays
Every Teams Needs

Rocket Ball
Here's a recap of an issue of Better Rugby Coaching from 2006, to complement Smashmouth Bullies. "Rocket Ball" looks at getting players to double up to drive through contact situations. It's one of my favourite Smart Sessions.

What you tell your players the training session is about
Smashing through a tight defence by doubling up into contact.
Better go forward and continuity for the team.
What you tell your players to do

The ball carrier drives into a defender. Immediately the first support player binds on.
Use your combined momentum to drive through the defender.
Let your momentum take its natural course and go to ground as the last resort. The first support player must then seal over the ball carrier.
Once you go to ground, the second support player picks and goes.
Protect the ball at all times.

What you get your players to do

Set up a narrow channel, with three attackers facing one defender. One attacker picks up the ball and drives into the defender. The support player directly behind him binds on to the ball carrier (never the ball). He pushes ("rockets") the ball carrier through the defender.
The ball and players will eventually go to ground. The second support player then picks and goes, running round into the next channel where you repeat the exercise.

How to develop the session

1. Add another defender.
2. Have two lines of defenders, set about 5 metres apart. Encourage the three attackers to break through both defensive lines.

What to call out

Handy pharses to call out to encourage the players and ensure proper technique:
Ball carrier - "Take short steps and get into a low body position for contact"
Ball carrier - "Keep the ball away from the defender into contact"
First support player - "Drive on the hips of the ball carrier. Leave the ball alone"
Ball carrier - "Tell the supporter when to let go of you" (once through the tackle)

What to look for

1. Players falling over too easily. The ball carrier must accelerate into the contact area, taking a low to high body position into contact.
2. Support players impeding the ball carrier by grabbing onto them, rather than driving them up.


How would I put this into a game situation?

Split your players into at least one pair of teams, attackers and defenders. make sure there's one more defender than attackers. For each pair of teams, set up a box with 6 lines of cones set out about 5 metres apart.
The attackers start from one set of cones, facing the defenders at the next set of cones. Adjust the starting lines according to the skill levels of the players involved.
Throw a ball to an attacker. The attacking team has to "rocket" the ball carrier and then pick and go to get over the defenders' line. If successful, the attacking team moves up a line and the defending team back a line, or vice versa if unsuccessful.

What to think about

When do you want your players to use "rockets"? Can they decide this for themselves during the match?
Do you want to use a pre-planned call to signal "rockets", or to use it in a pre-planned move?
Can your players use "rockets" close to a breakdown and/or in the midfield?
Can they turn a "rocket" into a mini-maul, to drag in more defenders and create gaps elsewhere?
How, when and to whom do you want them to release the ball?






"You have no control over what the other guy does, you only have control over what you do.
continuous effort - not strength or intelligence,  is the key to unlocking a teams potential"

"What's the point of having someone in charge ifthey just do what everyone else wants."



Intense Defence

Getting your team organised and working together in defence can pay big dividends over the course of the season. Pressure caused by a good defence causes opponents to make unnecessary mistakes and can lead to you winning turnover ball. This article looks at the attitude that the players within your defensive system must adopt.
The 7 keys factors to get organised

Here's a checklist of the main aspects of an organised defence. Players must:

1. Get organised quickly:
 This also means having their heads up and looking at the opposition.

2. Communicate:
 This is the key to organising a defence. Communication must be:

Accurate: "I've got the centre", "stay wide", "you've got him", "up fast". All clear, short messages that are easily understood.

Noisy: Each player must let his opposite number know he's got them in his sights. The team must let the opposition know that you're organised and can't wait to get in amongst them.

Positive: Players must praise each other when tackles are made and support the player who misses a tackle.

Constant: When players are physically and mentally exhausted they still need to communicate effectively.

3. Move forward: They must look to cut down the opposition's space and time.

4. Have a good tackle technique: They must enjoy and take pride in their tackling. (With two equally matched players in a 1 v 1, the top teams expect the defender to make the tackle at least 90% of the time. How do your players compare - 50:50 or maybe 60:40 in favour of the defender?)

5. Have a commitment to every tackle: They must want to put the man on the ground every time, and then be able to get up quickly to challenge for the ball.
6. Be flexible: The players must be able to react to the attack.

7. Be supportive of each other: I mean both physically, doubling-up in tackles, providing cover, getting to break downs quickly, and motivationally, praising good tackling, encouraging a player who misses a tackle and the like.

Right minds for better defence
The players' mindsets need to be right for defence. You need to encourage them to enjoy tackling, and to take pride in their individual and the team's performance.
You also need to be enthusiastic about defence and praise your players in games and training. Hold up good defenders as examples to the rest of the team and build a competitive attitude between the players. Encourage players to brag about making the biggest tackle in the last game, or winning lots of turnover ball.

 The power of a good tackling is attitude. Examples: The first is Josh Lewsey's huge hit on Matt Rogers - a great legal way for Lewsey to avenge a punch in the mouth he received from Rogers earlier. The other is a tackle by Beau Robinson which left Jerry Collins, of all people, collapsed on the turf.

Use plenty of games for defence
Training games where the attack is overloaded put defenders under a lot of mental and physical pressure. These games can pay dividends come match day, because defenders have to learn to work together - and not just as part of a system - to consistently stop an attack.


Here's the word from Dan " the man " Cottrell   dan@rugby-coach.com

I am pleased to announce that late last night I finished work on my latest rugby coaching manual.
Called Rugby Attack! the manual illustrates the core moves every team needs to retain possession, break down defences and score more tries.

Containing moves I have used and coached at all levels, from youth teams to those with senior international players, the manual includes:

Backs moves
Ruck moves
Penalty moves
Back row moves, as well as
Sequences - series of moves to run in devastating combinations.

In fact I think Rugby Attack! is a unique playbook of the 27 core offensive moves every team needs.
 to see the moves included in the manual. More than simply a list, the Move Finder also allows you to select a move that suits your team's strengths, targets an opposition weakness and exploits the circumstances of the match.

Rugby Attack! won't be published until next week and I'll send out more information then. Please keep an eye open for it.

Interesting stuff, periodization uncovered. Give it a read.

Is this the secret of Dessie Riedy's success ?

The ancient Greeks used basic periodization training plans over 2000 years ago. Since then almost every major athlete has used them to achieve their goals. Can they work for your team?

What's the point of periodization?

If you want to improve your team's performance you can't train the same way all the time. If you did, your players would simply adapt to the level of training, and their fitness and skills would settle at a fixed level. You'd also probably get bored.
Put simply periodization is about splitting your rugby year into "chunks" where different intensities and types of training take place, and then identifying achievable objectives or goals for each chunk. In its simplest form this would mean pre season, in season and off season training periods. More sophisticated systems then split the year down into smaller chunks.

Jargon busting
Like many other areas of coaching the benefits of periodization can get lost amid all the jargon. So here are definitions for some of the terminology.

Microcycle:
 A set number of training sessions which form a recurring pattern throughout the season. So your microcycle might consist of a weekly training programme like this:
Monday evening - skills and fitness training.
Wednesday evening - unit skills and team run.
Sunday afternoon - game.

Mesocycle:
 A block of training consisting of a set number of microcycles, concluding with the attainment of a goal. It's probably most often a three or four week period.

Macrocycle:

 A long period of training which is intended to accomplish a large overall goal, such as winning a league or cup. A macrocycle is made up of a number of different mesocycles. For most teams this would simply be "the season".



Adopting periodization - set  SMART goals

Before the season starts sit down with the players (depending on their age and maturity) and your fellow coaches and set your goals for the season. Make sure these goals are SMART - Specific, Measurable, Agreed, Realistic and Time specific - and that they are written down accurately so you can refer to them throughout the season.

Split the season into manageable chunks - mesocycles

Using a calendar mark out all your games and training sessions, remembering the weeks when training will not be taking place because of holidays and other breaks. Then split your season into manageable chunks (the mesocycles).
Four weeks is probably a good length of time for a mesocycle, although you may want to work on a shorter timescale during certain parts of the season, for instance pre season.
For each mesocycle look at the calendar and identify a specific goal. During pre season the goal might relate specifically to the players' fitness or their mastering of the team's set moves or game plan. There might be specific skills relating to your game plan which you want the players to become proficient at.
In season the goal might be to win two out of three games within a four week mesocycle or not concede more than one try a game.

Weekly microcycles

Once you know your goal (or goals) for each mesocycle, you can break down what you need to do each week to achieve them. These weekly plans are your microcycles.


The Periodization Training Plan

The table below shows an example training plan for the first four mesocycles of the season. The first two mesocycles are in pre season. Each is only three weeks long as pre season is a total of six weeks. The plan then reverts to four week mesocycles.

Each microcycle consists of three repeated sessions, one each on Monday, Wednesday and Sunday. The exact detail of each session would be completed nearer the time. There can be a lot of flexibility but the basic structure of the sessions is designed to ensure that the mesocycle goals will be achieved.

Mesocycle
Week No.
Goal
Microcycle
Monday
Wednesday
Sunday
1 (pre season)
1-3
Increase aerobic fitness.
All players improve 2km runs by 10%.
Lots of steady 200-400m running with passing drills in between.
Sprint and skills training - sets of 8 sprints over 20-60m with skills between sets.
Start with sprints as Wednesday.
Then work on individual passing & tackling skills.
2 (pre season)
4-6
Improve speed.
All players improve 40m sprints by 10%.
Acceleration & footwork session.
Then passing & 2 v 1 skills.
Body weight circuit to finish.
Sprint & skills training - sets of 4 sprints over 20-60m with lots of rest.
Do passing as recovery.
Game plan development: unopposed & semi opposed, team moves, unit skills, team calls.
High intensity running with lots of rest.
3
7-10
Score tries whenever we are in their 22.
Lots of overload games: 2 v 1s, 5 v 3s.
Lots of contact: tackling & rucking.
Body weight circuit to start.
Then lots of decision making games: focus on attack.
Finish with unit skills & a team run.
Game each week.
4
11-14
Win all league games.
Concede less than a try a game.
Sprints to start.
Then defensive exercises & games.
Body weight circuit to start.
Then lots of decision making games: focus on defence.
Finish with unit skills & a team run.
Game each week.




"Where's the support?"
I suspect this is the most shouted phrase in rugby,whether by coaches, players or spectators.
Although contributions from the crowd tend to be - how shall I put this? - unwelcome, the truth is I'm aware that many players actually don't get what support play is all about.
It is, after all, more than just running on the shoulder of the ball carrier or pointing for a team mate to move into a space.
Most support play is close to the action, requiring close quarter skills. This means taking short passes and offloads out of contact, driving the ball carrier through tackles, clearing out rucks and the like.
As the play develops the required skills change to running the correct angles, arriving at the right speed to take the pass or dummy the defence.
Support play is about finding the right balance between being far enough away from the ball carrier to be able to react as the play unfolds, and close enough to be able to make a difference around contact.
This balance is one which is individual to each player and best developed through experience. The coach's role is to put players in various situations, with the knowledge of where they need to support from, and then give them plenty of opportunties to practise and develop.



Throw Wrestling into the Training Mix ??

The benefits of wrestling for rugby players are widely recognised. Through wrestling, for instance, a tackler can learn to use his weight to pivot, put the ball carrier down and then get straight back up to steal the ball.

Of course wrestling is also a great way to let rugby players enjoy the aggressive elements of both sports, whilst keeping training fresh, stimulating and relevant.
This month's Rugby Coach features tips from Steve Fraser, USA Wrestling's National Teams Coach, on how you can effectively - and safely - integrate wrestling into your rugby training sessions.

"Rather you than me, but try it if you want to  In fact the more I think about it this is a fairly off the wall idea" Fat Andy



 Secrets of the Front Row



1. Engage and chase quickly

At the top level scrummaging is an intense business. "Three second scrums" are the aim (apart from for pushover tries), so the ball is in and out quickly. All the effort comes from the engagement and beyond.
Too often, though, sides across the board stop on the engagement. In fact they should be driving forward as soon as the shoulders touch.
At the Ospreys, we concentrate on the speed of our feet movement going forwards, using quick, short steps. Calls certainly help with our timing. We use "hit, 1, 2, 3, 4", and then a quick step "1, 2, 1, 2". My main piece of advice here is sharpen up your calls.

2. Four locks together

Binding by the flankers at scrum time can be very random. On lots of different levels this can disrupt the scrum effort.
If a flanker can give me some support, then I have more weight behind me. From a communication and timing point of view, if everyone is scrummaging together, we will be better off.
We get our flankers to bind onto the locks BEFORE the locks bind onto the props. This avoids flankers binding late as they wait to find out the back row or backs moves. All our calls therefore need to be sorted out in advance of the binding.

3. Second row binding options

A long armed lock can struggle with binding through the legs. When the shove comes on, their arm can slip forwards and their shoulder disengage from the best pushing position on the behind of the prop.
My solution here is to turn their hand around, so the palm faces away from my shorts. This grip is more like an Olympic lift position, with the hand still wrapped in the drawstring area of the shorts.

4. All change for 5 metre scrums

I always like to try something completely different for a 5 metre scrum. I will use a tactic I have yet to use in the game, like changing the angle of my driving. Their prop won't know what to expect and I will hopefully gain the advantage.
With the 5 metre scrum being so crucial and dangerous to the defending side, this difference can cause the sort of disruption which increases pressure on the whole defence. But I save the tactic for when it's needed. If we don't have a 5 metre scrum I might not use the technique during the game.

5. Boss your opponent

What should I do at the first scrum of the game? Wait to find out how the other guy is going to scrummage, or impose my own style on him? These days I don’t wait.
I am lucky enough to have video analysis and so can look at and prepare an action plan for most of the props I might be playing against. Most props don't have these benefits, but they can consider two things come match day.
First, even if they don't know their opposite number's playing style, they can look at their body shape to give them some clues. In the most simple terms, the big guys will use their weight, whilst the smaller props will use technique.
Second, they want to give the other player the problems. And that is "problems" plural, because it's easier to scrummage against a prop who always does the same thing, no matter how good they do it.
So I suggest that your props learn to vary their approach for each scrum.



Support Play to Speed Up Your Attacks

When the ball carrier gets tackled to the ground, the support player is faced with two key decisions - play the ball or form a ruck. Paul Tyler looks at helping your players make the best decision depending on what is in front of them.

The support player needs to be close to the ball carrier before and during contact, offering physical support without overrunning the ball. He should communicate helpfully, where he is and what he wants the ball carrier to do. For instance, "stay on your feet", or "go to ground".
If the ball carrier cannot pass the ball away, once tackled to the ground he must place the ball as far back as he can towards his team, to give the support player options.

Option 1: pick and run - If there are no defenders nearby, the support player should pick up the ball and run straight.

Option 2: pick and pass - If there are defenders close by, the support player should pick up the ball and pass.

Option 3: ruck - If there are defenders so close by that the support player does not have the time to play the ball, he should form a quick ruck.

Pick and run exercise

The ball carrier goes to ground as if tackled and places the ball back. The first support player picks up the ball in a low position and passes to the second support player. This player takes the ball on for a few metres, then goes to ground so the exercise can be repeated.

Decision making exercise

Involve a defender in the above exercise, placed either 3 or 5 metres from the "tackle". If the defender is close, the support player should make the decision to pick and pass. If the defender is further away, the support player should make the decision to pick and run. You can vary the defender's position and the pace they move forward to increase the pressure.
You can develop this exercise further to practise quick ruck ball, by getting the defender closer to the ball carrier so the support player doesn't have time to play the ball.

Developing a quick ruck

When developing a ruck, the support player must tell the ball carrier they're going to form a ruck and then when to go to ground. After the ball carrier goes to ground, the support player should target and clear away the closest defender, with the intention of leaving the ball clear for the next support player.
As the attacking team you should commit as few players as possible to the ruck to win the ball. This gives you more options for the next attack.

Worst case scenario

You should drill your players to see slow ruck ball as a failure in attack, because it usually means the support players were too far away, or that the ball carrier was isolated or fell in a bad position.

Key points to slow ruck ball

It is difficult to attack from a slow ruck since the defence has time to get organised.
It doesn't matter if the ball then gets slower! So take your time and get organised for the next phase.
Don't commit even more players to the ruck. Instead make sure your players are ready to win the ball at the next phase.
Have a plan to create quicker ball at the next phase and then execute it.




Turnover Ball – An Opportunity and a Threat
.
Defending against turnover ball

Have a clear tactic to reorganise and reduce the potential damage. The first move is for the back three, the two wingers and full back (15), to drop back. Many sides will kick turnover ball and we need to protect our back field.

The rest of the players employ a scatter defence. The inside players will "push up and out". This means they will run up to the gain line and then push out along it. They won't, however, venture beyond the gain line.

The players on the extreme of the defensive line will act slightly differently. They will push up but not as far as the gain line.

Because of the nature of a turnover, stopping the attack on the gain line is a bonus. Therefore we are willing to give up territory to ensure we are secure under their attack.

Winning Turnover Ball – The "Three Pass" Rule

Winning turnover ball stacks the odds in your favour. If we win a turnover we always try to push the ball three passes away from the turnover point. The players will then consider the options. Sometimes there will be overlap. If not, a chip over the top of the defence will normally be the choice.
It is likely the opposition full back will not be in place because he was involved in the attacking line. He might well be chasing back into position so the quicker the three passes, the more chance of exploiting this opportunity.

We train to make it second nature that we will follow the same pattern when we win turnover ball. We use lots of games where there can be an opportunity for a turnover to arise. Sometimes this is by my instigation, for instance I might say "when I blow the whistle, the ball is given to the other side", at other times by setting up the defence and attack in "standard" positions before giving the ball to the defenders.

Summary

Use practice games to get players familiar with turnover ball tactics.
In defence, be prepared to give up some ground to ensure there are no leaks.
In attack, move the ball three passes away quickly from the turnover and then check the options.



Phase play doesn't win games...

I suspect that it won't be a surprise for you to learn that the side that scores most tries wins is mostly likely to win the game! During the last World Cup this was true 81% of the time.

What is also clear is that phase play generally does not result in tries. Indeed stats from the 2007 and 2003 World Cups are consistent about this: 75% of tries needed two or fewer rucks to score.

Of course, this does not mean your side does not need to ruck or maul well. A team is likely to ruck about 70 times in possession of the ball at international level. Rucking remains therefore a vital, powerful tool in your rugby armoury. However, the suggested ELVs are likely to change the nature of rucking, encouraging teams to pass the ball around more.

South Africa - traditionally a "crash-bang" team - won the World Cup by rucking far less than the other major teams. This was is in part because their forwards were far more likely to pass the ball than any other country, apart from Wales. For instance their front row passed 45% of all possession they received in the knockout stages, compared to an average 19% across all teams in the tournament as a whole.

As a general rule ball carriers should always look to maintain continuity, but they will have to take contact sometimes. In which case, they should be prepared to make the ball available out of the tackle and not just focus on setting up the next ruck.



New and Old Ways to Beat an Aggressive Defence

Attack Doors Not Walls

Avoid "T-boning"

Too much rugby, whether in England or in some quarters of the New Zealand game, is characterised by the desire to impose physicality on the opposite number. To do this, the player with the ball often simply runs straight at the centre of the defender's chest, the "T-bone", to gain maximum impact.
A "win" at this collision point leads to a sense of achievement in terms of defeating the opponent and a psychological advantage. However, it is also a risky strategy. It does not promote continuity and is relatively easy to defend against.

Attack doors not walls

I have long been a believer in the French philosophy of running through "doors" not at "walls".

Think of the physical presence of defenders as a series of walls and the gaps between them as the "doors". The closer the ball is to a defender when the ball carrier tries to breach the defence, the more difficult the door is to open.
This subtly different approach to getting through a gap can make all the difference to an attacking player.

Attack the weak shoulder

Just before a tackler wants to make a tackle, he directs one of his shoulders towards the point of contact. The other shoulder then becomes the weak shoulder. If the ball carrier can use good footwork to force himself onto the weak shoulder, then he should meet with a path of less resistance.
Even if he then "only" makes it halfway through before being held, he should still be better able to offload or present the ball in a way to allow greater continuity.

Side step slow, side step better

Footwork before contact to get through the "doors" is so important that many sides do indeed train hard to improve this part of the game. But they are often trying to run before they can step.
Instead, set up drills where your players learn to side step under pressure, but at half pace. Ingrain the right feeling before going on to practise at a greater pace.


Prior to the Rugby World Cup, the French team had developed a very aggressive defence. However, the Pumas beat this "brick wall" in a novel way, going on to win both their matches against the French.

Play a kick and chase game

The Argentineans bombed balls behind the midfield, using the old fashioned "Garryowen", not seen so much these days. The kicks were also aimed infield. This reduced the chances of the ball rolling into touch, which would have given the French lineout a chance to catch and drive – a crucial strength for "Les Bleus".

Of course a kick is only as good as the chase. With a pre-ordained kicking game as the major tactic, the Argentinean centres (12 and 13) closed down the French kick retrievers as one would hope, but the rest of the team also followed suit. Accuracy was vital, allowing the chasers time to compete for the ball and pressure the defenders.

The Argentinean fly half (10) dropped his high kicks into the space between the big French centres and the less experienced full back (15). This meant the full back had to run forward onto the ball, frequently against more than two Puma chasers. This gave the French little room for manoeuvre, reducing the chances of any sort of counter attack if they won the ball.
With the French forwards having to run back and around to compete, it is also meant the bulky Argentinean pack was moving forward without having to shift across the field.

The tactic did not always mean the Pumas won the ball back, but they tried it so often that it did cough up some very useful "go forward" attacking situations, which would not have otherwise occurred against this type of defence. It is also pushed the attack behind the defence. Consequently much vaunted defenders, such as the flankers Betsen and Martin, could not disrupt and drive back the Puma's attacking ball.

Close Push

If the defence is aggressive, then you don't want to be on the back foot. So don't pass the ball backwards!
Most of the Puma attacks with the ball in hand were from "pick and go", where a forward scoops up the ball at the back of a ruck and then attacks the nearest defender. The forwards then drove close and tight to the sides of the ruck, and very low. They inched forward and retained possession.

The French could not make the power hits they wanted. Meanwhile the Argentineans were not having to use up energy, moving forwards a long way from one breakdown to another.
Summary

Against an aggressive defence who don't give you any space:
Go forward with high kicks into the midfield.
Don't pass close to rucks and mauls. Instead pick and go, getting very low.



More Ways to Create Space for Your Attack

1. Stand deep or stand flat

By standing deep we mean how far back from the "gain line" (the line across the pitch where the restart is) a fly half stands. The nearer they are to the gain line, the flatter the fly half is. Basically, the flatter the fly half stands, the greater the risks involved and the lesser the space available.

Standing deeper

There is more time for the back line to pass the ball wide.

It's more useful if the team wants to attack with the openside winger or outside their outside centre (13).

It's better for passing off the wrong hand, that is passing left by right handed players. (Alternatively, the player could turn themselves around and throw a spin pass.)

Defenders have further to travel. If they then don't come up at the same speed, it can create "dog-legs" in the defensive line, meaning that one defender is in front of the line and so leaves a gap.

The fly half can more easily see what's in front and so has options to change the move.

Standing flatter

This is excellent for attacking short, because the ball is delivered closer to the gain line.

There is less time for defenders to react to moves.

There is less opportunity for the defence to drift and so there may be more space available wider out.

Standing flatter is generally better for a fly half who is quicker off the mark. Long legged fly halves, like Steve Larkham (Australia) or Ronan O'Gara (Ireland), usually find it more difficult to play flatter than say Jonny Wilkinson (England) or Carlos Spencer (New Zealand) because of their physical attributes.
My tip is to have your fly half vary the depth they stands. If the ball needs to go wider, stand deeper. It's always useful to keep the defence guessing as much as possible anyway.

2. Receiving the ball

The speed of the fly half:

Varying the fly half's speed is an under-utilised method of creating space.
In most games a defensive back line tends to come up at the same speed. By taking the first ball up quickly, the fly half makes the defence expect this will happen again. A slower pace in the next move could then give the fly half vital moments to execute a more complicated manoeuvre.
Varying the pace the fly half comes onto the ball can be helped by varying the way the fly half receives the ball.

Standing or moving:

 Speed can also be varied by the fly half choosing to take the ball standing still or running on. The safest pass for a scrum half is to a fly half standing still. This means that the fly half does not use up too much of the space between themselves and the defenders.
Running onto the ball can often use up vital yards as the fly half gathers the ball and then looks to pass. This puts players outside them under more pressure since more of the space is taken up. The fly half therefore needs to communicate to the scrum half whether they are moving or not.

A Quicker Scrum Half Pass

The mechanics of the pass

The scrum half pass is like a sling-shot. It has a slow, deliberate start, followed by a long "pull", resulting in the final explosive release of the ball. The traditional key factors for coaching a scrum half (9) pass are:

A low body position to keep the pass from rising too high.

A wide base to help give the player a long sweep to gain distance.

A long follow-through with the hands to ensure accuracy.

The challenge

The challenge is to develop a quicker, more efficient pass while not compromising on accuracy and distance. This is not just about getting the ball there quickly, but also in a manner that is best for the receiver. That means, at the right pace, at the right height, and in the right place.

A quick pass is not measured by the speed of the ball

The speed of the ball does not make a quick pass. My definition of a quick pass would be in relation to the time the ball is in the passer's hands. I call this the "T"-time.
Key measures of a good quick pass:

Speed: Reduce the "T"-time through the hands.

Accuracy: Correct the depth and appropriate height of the pass.

Distance: Achieve the required distance to launch attacks.

Empathy: Passing for, rather than to the receiver. A pass should begin to decelerate rather than still be accelerating when it reaches the fly half (10).

Support: After passing, the next function of the passer is to provide support in order to maintain quick continuity of play.

In order to achieve these outcomes it is necessary to modify specific key factors of the "traditional pass" and produce a quicker, more flexible pass.

Shorten the "base width" (the distance between the feet)

A wide base provides more stability and the opportunity to swing the ball longer, resulting in a longer pass. A shorter base is less stable but means the ball spends less time in the hands and moves through the hands quicker ("T"-time).
The distance of the pass may be shorter initially, but with practice and the other adjustments below, it will not be significantly affected and may even be improved.

Weight-transfer and momentum

In the pass, the body momentum and therefore weight is better off going towards the receiver. Therefore the scrum half should approach and address the ball from a more side on stance. This also has the benefit of allowing the passer to "see" the receiver for longer, allowing a more accurate pass.

Body-height, head and shoulders

The traditional pass promoted a lower body position, keeping the head down which kept the pass from rising too high and helped with greater distance and control. However with the adjustments to the approach, base and momentum modifications to body height, head position and shoulder positions must also be changed:

More bend at the knees than at the waist.

Keep the head up (think of a discuss thrower).


Heres some simple stuff

"Warm-Up Crossover"

Set up a large square with eight cones spaced around it - four at each corner, four in between these. Organise your players into eight groups of three or four. Each group starts with a ball and from one of the cones.

On your call, a player from each group picks up their ball. They then run across the square to the opposite cone, evading the players running in the other directions. When they reach the opposite cone, they pass the ball on to a player in that group who repeats the exercise.
Players can be directed to move across the square using a variety of movements, such as:

Lunge walking – to loosen the hips, improve leg drive and strengthen the hamstrings.

High knee lifts – to improve hip flexor and ankle strength.

Touching the ball on the ground twice – to increase hip flexibility and hamstring strength, and stretch the lower back.

Calf walking – to extend the ankle on each step.

Running sideways and backwards, and skipping.

Running across in a crouched, driving position.

Once across the square, think also about how the next player might receive the ball. For example, rather than have the players pass to each other, the receiver could have to rip the ball out, with the ball carrier providing some resistance.

Repeat the warm-up for several minutes and each routine a number of times. Start slowly at first, then build up the speed. This will help your players warm-up properly, all while practising core skills.



Stop Slow Ball Killing Your Game

A key feature of rugby is the speed the ball is recycled. Fast ball provides you with options. Slow ball results in teams struggling to exploit possession. Here are four key ways to speed up your game.

Clean ball, dirty ball

Any ball that is not in contact with the opposition is "clean ball". Everything else is "dirty ball". The quickest ball is generated by having the "cleanest ball" possible. The worst is ruck ball. So the first rule is avoid rucks. Something that's easier said than done. However, the techniques required to avoid contact can also be used to ensure that your team is better able to set up "cleaner" rucking situations.

1. Footwork
The first way to create quick ball is avoid contact. Your players must look to run at "spaces not faces" or "doors not walls".

Training tip:
 Practise using footwork to find space in a crowded channel. Then reduce the space available. Increase the pressure with more players to beat. Narrower channels keep the challenge intense.

2. Good contact with the opposition

Good contact is where the ball carrier is in control. The longer they can stay on their feet, the better the position from which to drive forward and/or present the ball.

Training tip:
 1-on-1 wrestling, ball carrier v defender. The ball carrier must stay on their feet. If they go to ground, they must present the ball back towards their team. Develop the game by having the players walk and then run into the wrestle situation.

3. Contact bounce

The player looks to take the contact, but immediately "bounces" off the opponent and back towards supporters.

Training tip:
 This is best tried first against tackle shields. The shields can either stay solid, twist to either side, or even fall backwards. The ball carrier bounces backwards off the solid shield, or stays balanced and passes the ball back to a supporting player. Once the players are confident, the shields can be removed.

4. The offload – basic retrieval first

An offload is the last chance to recycle the ball before a ruck is formed. This can be more risky than a pass. An offload into the space right behind the tackle is usually safest. The support is more likely to be there and the opposition further away.

Training tip:
 Work three players, two attackers and one defender, in a very narrow channel. Success is measured by either the first ball carrier breaking through the tackle, or the second attacker receiving a clean ball from the tackle.



Top tip in October is Westport lets get working, read below and mark the word intensity.

Some teams call the area between the opponents' 22m line and try line the "red zone". In this area lineouts in particular will have a different objective – in attack passing the ball back 10 metres is not going to be as good as a catch and drive because the play is so close to the opposition try line

Many teams struggle to score from within the red zone. There are good reasons for this, not least the fact that defences are likely to be more tightly compacted, better organised and harder working near to their own line. Too often, though, the attacking team is also over eager and impatient.

In both World Cup semi finals, the team who held their nerve prospered. England made enough mistakes to lose two games, but they had a belief. The captain Phil Vickery commented that game plans were not as important as bravery at this stage. Interestingly, England's Brian Ashton likes to empower his players, whilst France's Bernard Laporte prefers to "dictate" how they will play.
I watched the Argentina team building up for their semi final with their customary zeal and wondered if this might "tip them over the edge". One could argue that this pressurized energy won the Puma's their first game against France. But it also may have led to the series of errors that let South Africa into the semi final, a match the Springboks seemed content not to have to go out and win.
Pressure makes talented players drop passes, miss tackles and give away penalties. Managing that pressure is an interesting balance. Sometimes you want your players to "run through walls", at other times to look for ways around them. In which case, calming down players might be better.


9 Clever Ways to Ramp Up Intensity

"Intense" is the buzz word in rugby... according to the commentators at least. Broadly speaking, they mean "ferociously tough". But in coaching terms it refers to putting your players' techniques and skills under the toughest tests.

What's the benefit of coaching "intensity"?

It turns the technique into skill: Skill is defined as using technique in a decision-making or game situation. Performing a technique when there is less time to think improves how the player learns the skill.

It reduces boredom: More action equals more enjoyment.

It keeps the players "warm": This is not, of course, only relevant on cold days. Keeping warm also means maintaining a level of activity to keep the muscles ready for further use.

It replicates the game situation: In a game players have to concentrate for short periods of time, entirely on what is going on around them. A practice should similarly involve intense activity for short periods of time, rather than long periods of semi-activity.

The low intensity warning signs

Long queues of players: Players don't queue in a game and they are more likely to distract each other if they are queuing.

Players not sweating or being tired at the end of a drill: Most of the game is performed when players are not at their freshest. Mistakes are more likely under this sort of pressure. So, if the players have not been made physically uncomfortable, they are not replicating a game situation.



How you can get more intense?

Split your players into smaller groups.
Run more than one drill at a time. For example, have three drill boxes, each with different skills performed by a different groups.

Work players in pairs and not as individuals.
Add more stations inside a grid.
Make the training area smaller to allow your players to return to their starting points more quickly.
Have a "return activity". For example, once players have gone through a drill box, get them to return to their starting points by performing another exercise.
Add more balls into a handling drill.
Have "automatic starting". Encourage your players to start a drill as soon as possible, rather than wait for your signal.
Get your players to better understand the reasons for what they are doing. Impress upon them repeatedly: "If you're not working, you're not improving."



Corridor Wars

This is a great game to get all your players thinking about the significance of space, mobility and communication, whilst practising passing, tackling and support play. It should prevent sideways running, make players hold their positions, and keep defenders spread.
Split a pitch equally length ways to form four channels - the "corridors". Play two teams of six players against each other in one half of the pitch, with the two "try lines" the actual try line and the 10m line. Separate each team into three pairs: A, B and C. Use bibs or tags to indicate which players are which. You probably won't need the teams to have separate colours.
In attack, the "A" players can only operate in the first two left hand corridors, "B" players in the middle two corridors and "C" players in the right hand section. The players can pass and kick the ball between the corridors. In defence, the players can operate across the corridors.


Restart the game if the defence wins the ball or following a score, a dead ball, or a player moving outside their corridor, or for the usual offences (offside, knock-on, forward pass). Don't allow scrums or lineouts. Attackers will soon learn to avoid rucks.
Except for foul play, always restart with a change of possession, including after scores, by getting the defence to retire 10 metres (or behind their try line). Remember to make sure that the (new) attackers have aligned themselves into their proper corridors before the restart.
If you have extra players, or an odd number of teams, restarts are an ideal time to make quick substitutions and replace teams.



How to Build Fitness Conditioning into All Your Sessions