Академический Документы
Профессиональный Документы
Культура Документы
www.rlcoaching.co.uk info@rlcoaching.co.uk
Contents
LEGAL INFORMATION
DISCLAIMER COPYRIGHT PLAY FAIR
1
1 1 1
2 3
3 3 3 3
INTRODUCTION
KEY USED THROUGHOUT BOOK PLAYER POSITIONS
4
5 6
CHAPTER 1
DEFENCE
DEFENSIVE PITCH SETUP DEFENDING THE RUCK DEFENSIVE SHAPE MARKER PLAY DEFENDING A KICK
8
9 11 12 14 15
CHAPTER 2
ATTACK
ATTACKING PITCH SETUP ATTACKING CHANNELS THE BASICS OF ATTACK
16
17 18 19
Contents
CHAPTER 2
ATTACK CONTINUED
THE BASIC PLAYS PLAYING WITH WIDTH SPECIFIC ATTACKING SETS 20 25 27
CHAPTER 3
KICKING GAME
LONG KICK OFF STRUCTURE SHORT KICK OFF STRUCTURE KICKING AND CHASING
28
29 30 31
CHAPTER 4
32
33 34
Legal Notices
DISCLAIMER
Rugby League Coaching have made every effort to make sure that the information contained within this publication is correct. We make no Warranties, neither do we guarantee the accuracy or completeness of the publication and is not responsible for any errors or omissions. In no event will Rugby League Coaching its affiliates or suppliers be liable for direct, special, incidental or consequential damages (including, without limitation damages for personal injury or related claims) arising directly or indirectly from the use of (or failure to use) the information in this publication even if Rugby League coaching have been advised of the possibility that such damages may arise.
COPYRIGHT NOTICE
This publication is protected by both National and international copyright laws. No part of it may be reproduced, copied or transmitted by any means.
Paul Arnison
Preface
Majority of Amateur Rugby League coaches at junior level are parents who find themselves helping out and then ultimately coaching when someone leaves to do other things. Most find themselves thrown in at the deep end and they have to find their own way in learning drills and techniques as the sharing of information isn't what it could or should be. I found myself in the same situation when I started and over the last 5 years have spent plenty of time researching how different people coach the game and which drills and techniques work and also which defensive setups and attacking structures are preferred and also the reasons why. For those reasons I decided to start the RL Coaching website www.rlcoaching.co.uk and after putting a complete season manual together for my players decided that with a re-write the information may be useful to other coaches.
Your Feedback
If you cant get an answer to your questions on the RL coaching forums or you have spotted an error in the book then please send these to info@rlcoaching.co.uk
Overview
You have finally done it, you are now the coach of a Rugby League team but a little cautious as you have never done this before. Those thoughts are the same as many thousands who have taken on a similar role in the past and I am sure many more in the future. Like many the first thing you will have done is gone to the internet to look for techniques and information not least drills to help you teach the team some skills. You may have had more luck than many as at least there are some sites out their now offering some information such as my site www.rcoaching.co.uk These sites including Rugby League Coaching deal with providing drills to teach passing and catching, tackling, ruck plays and the many other varied core skills of the game. Using those drills you will be able to teach your individual players how to tackle, pass, catch, run, step, fend etc but the game goes much further than that! What I have tried to put together for you in this book is all of the information you will require to set out your defensive structure, your attacking structure, how to field kicks and where your players should stand from kick off. I will also show you some set plays that you can run and take you through the idea behind playing with width and a deep line. Included are ideas around how to structure your defensive line and when your wingers should drop back to field kicks along with the full backs positioning depending on where on the pitch the kick is coming from. Finally we take a look at set plays from scrums and tap penalties and the thinking behind them. The complete book should give you some firm ideas on how to structure your team for the season.
NOTE
In no way is this book intended to read like the plays and structures within it are the only way to play Rugby League and set your team up! The whole idea is that it gives you a foundation upon which to build your teams structures around whilst also coming up with your own ideas and structures that work for you.
They are responsible for catching the opposition's high and testing kicks in attack. A full-back can suddenly turn defence into attack, make important last-ditch tackles and make the extra man in attack.
Wing (2 & 5) Speed is what the winger is all about - and you need plenty of it. But to be a truly dependable winger, you need to pick up those difficult passes in tight spaces.
So as well as the speed of a sprinter, you need hands like glue - the ball needs to stick to you every time you get it. But don't think you're only responsibility is in attack. Often the winger can be the last line of defence, so you need to be able to make those important tackles when they count.
Centre (3 & 4) The centre is always in the thick of things, whether in attack or defence. They should be comfortable creating space for wingers as well as making that last-ditch tackle. Centres can expect to do plenty of running up and down the pitch. Stand-Off (6) The stand-off is the brains of the team - the player who makes the important decisions in attacks. A brilliant stand-off has the kicking skills of an international footballer. Whether it be a place kick, a drop kick or just a plain old punt, the stand-off needs to make every kick count.
They also need to be as good a passer as their half-back partner, the scrum-half. They also have to make the big tackles under pressure when it counts.
Scrum-Half (7) The scrum-half is the link between the forwards and the backs. They can expect to make plenty of passes to team-mates.
Scrum-half's need to have the safest pair of hands on the team - as well as a brilliant rugby league brain. They are the player who makes the important passes, and need to make the right pass at the right time. The scrum-half is the player who feeds the ball into the scrum.
They are also the first line in the scrum, so can expect plenty of tussles and battles with their opposite number. As always, they need excellent ball handling skills and a good rugby league brain.
Hooker (9) The hooker probably makes more contact with the ball than any other player on the field. They often are the players who act as the dummy half after a play the ball, swinging the passes out or breaking down the opposition's defence.
As the centre of the scrum, the hooker is the player whose job it is to win the ball from the scrum-half's feed. Then, on top of that, they are expected to make plenty of tackles when they matter.
Second Row (11 & 12) Like the prop forwards, the second rows get stuck in at the deep end. Making tackles and breaking down the opposition's defence are two things every second rower loves doing.
On top of that, they are also an important part of the scrum, providing the power behind the front row. As always, a good pair of hands and a good engine are required to be a quality second row.
Loose Forward (13) The loose forward will always be found in the thick of the action. It is a job that requires plenty of running, so they need to be super fit.
Not only that, loose forwards have to have excellent handling skills and a defence as tough as iron. They will generally top the tackle count at the end of the game. And as the last man in the scrum, it is the responsibility of the loose forward to make sure the ball is available for the scrum-half.
Interchange (14, 15, 16, 17) If a player is injured or just not playing well enough, they can be replaced by a substitute, called an interchange.
Each team has four interchange replacements to choose from and can they come on at anytime during the game. Most interchanges are tactical, but they can also come on for any player who has been sent to the blood bin with an injury. But the interchange cannot replace any player who has been sent to the sin-bin or sent off.
Defence Introduction
Hopefully you have been able to introduce your team to the varying different tackling techniques that they should use and also the situations in which they should use each. What we are going to look at here is how to structure the team defensively in different areas of the park. Should you be defending differently in the opponents 10 to what you would in your own 10? I certainly think so and over the next few pages I will show you how I structure my team defensively. We will also look at how you can defend around the ruck and the jobs of the A & B defenders in your defensive structures. Finally we will look at what systems you can use to defend against the oppositions kicking game and whos job it is to do what.
Most teams do not like throwing the ball around near their own try line because if they make a mistake they put themselves under massive pressure. Instead they will go with simple plays tending to use their big prop forwards to make yards and get hem out of danger.
Defensive pitch layout
As you know pretty much how the opposition are are going to attack in that area then you can customise your defence to their attack and make the job a little easier at the same time. The way to do this is to compress your defensive line so that around the ruck your defence is pretty tight with slightly bigger gaps as you get out to your centre and winger. In this area your defence can try and force the error simply by getting off the line quickly and attacking the attack. A noisy defence normally defends well so get your line communicating and give them a call to get off the line so that the whole defensive unit knows when to go.
Finally with a compressed defensive line it would be beneficial to teach your defensive line to slide when the ball has gone past them just for the rare occasion that you come across a side that will throw a couple of passes in this area and try to play around you.
YELLOW ZONE
In terms of a war which is ultimately what Rugby League is where each army are looking to take the others territory then the yellow zone is no mans land. The attacks whole priority in this zone is to make as many yards as possible to get into your Red Zone. In this area your defence can still compress but not as tight. With the play the ball in the centre of the pitch the defensive wingers can stand in from touch around 10 meters allowing the players in the middle of the park to have less space between them. If the play the ball is in the left Yellow zone compressed defenceLeft side Play the Ball channel then the Right winger can position about 15 meters in from the right touch line again allowing the defence nearest to the ruck to be compressed. The defensive line can then slide as required allowing the right defender to push across to their touchline as the ball comes down the line. Flip this over if the play the ball is on the Right so the left winger is 15 in from touch.
RED ZONE
The red zone is mission critical in defence, it means that the opposition are within scoring range where more often than not they will play off the cuff against what they see. My advice in this area is to man up against the attack so that each defender is opposite an attacker. Always defend with the attacker on the outside shoulder as you have the advantage of having 2 extra men in defence in the touch lines. By defending with the attacker on your outside shoulder you are constantly pushing them further towards them touch lines. In this area again your defenders slide across to help out when the ball has passed them.
THE FIRST PRIORITY IN ANY DEFENCE IS TO GET OFF THE LINE AND CUT DOWN THE ATTACKERS SPACE AND THEN REACT TO THE OPPOSITIONS PLAY. PLAYERS SHOULD SLIDE ONCE THE BALL HAS GONE PAST THEM BUT NEVER CROSS ANOTHER PLAYER IN THE DEFENSIVE LINE.
10
How it works
The 2 markers must communicate, the 1st marker must watch for the way the acting half back is going and follow. The 2nd marker steps the opposite way and moves up to fill the hole whilst the A and B defenders get off the line as quick as possible so that they create a wall of 6 players directly in front of the AHB who is then forced to make a decision. Do not cross another player as you will take them out of the game and weaken your defence Everyone must communicate in defence and signal to those around them what they are doing. Try and keep the defensive line as it comes up as straight as possible, if you have a slower player then the people around them must be encouraging them to move in quicker. Anyone that shoots out of the line or lags behind the line leaves a potential hole that can be exploited. Always defend with the attacker on your outside shoulder so that you can use the touchlines as an extra defender. Defend against faces and not spaces, count up and if you only have 3 attackers against 4 defenders then there is a space somewhere else. Both sides must number up.
11
Defensive Shape
Defensively we will work off a few simple principles as follows
Shapewherever possible we will keep our defensive shape (As the image below shows). If we are pulled out of shape DO NOT just leave the line to get back into position. No gaps, the spaces between players gets wider the further out the defender plays. The line must go forward, attack the oppositions attack.
CommunicateA noisy defence generally defends well. Use a good tackle technique, react and slide, keep hips square Have a strong mental approach and desire to compete in defence Defence is tough!
12
Defenders on the blind side are not there for a rest, Move up and Tie in!! A noisy defensive line defends better than one that is quiet so lets make lots of noise in defence!!!! Marker is not a place to rest, compete to make 2,3 or 4 tackles in a row, its all about Desire!
13
Marker Play
Priorities for the Markers Are:
1. 2. 3. 4. 5. 6.
Dummy Half First Make a double tackle Fill the hole around the ruck Force an Error Put the kicker under pressure! (Situational / Positional) The A & B defenders on both sides of the ruck are crucial to marker play as they enable us to create a Tight 6 (MINI WALL) 1st Marker Role is to Nominate the direction and the attacker that he thinks the ball is going to go to. This is done both verbally and by pointing. The 1st markers movements are lateral and forward a step making sure the ball stays on his outside. His role is to point in the opposite direction and then to move laterally and forward a couple of steps to tie in with the first marker and create the tight six with the A & B Defenders.
2nd Marker
IMPORTANT NOTES:
Marker play starts on the floor in the tackle by working the attacker to give your defence time to reset and then working as a unit to get off into the Marker position communicating all the time. Eyes up all the time to see where the next attack is coming from. Markers are always looking to create that mini wall. To create the Mini Wall markers should tie in with the A and B defenders but never cross over them as that takes a defender out of the game. Every defender must do their own job! The blindside defence (Those on the other side from where the play is happening) are responsible for getting their inside defender working and pushing across and must ALWAYS be in a position to handle a ball being switched back the other way towards them. The whole defence should always be in motion and communicating.
14
Defending a Kick
4 Different techniques that can be used to defend against an attacks kicking option. Wing Back: This is to be used when the opposition are kicking in the green area up near to their own try line. When the play is centre field, the Full back picks a Wing early to cover and communicates with the wingers, the opposite winger also drops with the one on the side of the Full Back staying in the line. Use this system as the kick will be long allowing the fullback / winger time to re-gather the ball. If the ball is down the Road (Right) or up the Lane (Left) then the full back will take the short side with the opposite winger dropping back. Using this system actually promotes the kicker to go down the middle of the pitch so the Fullback and Winger must decide how far in to stand so that the touchline and the centre of the park are covered. Pendulum: This system is used when the attack are kicking in our Amber area of the field. The fullback in this instance follows the direction of the ball 10 meters behind the defensive line. The wingers will tuck as the play moves away from them and join the line if the ball is coming towards them. Down the short side the winger will always be in the line.
Mini Pendulum: This is used in the red area or in amber if the attack is running hot and needing to score. The halfback will just tuck slightly behind the line when the ball moves away from them in case of little chips or grubbers against the grain. The halfbacks must be alert to get back into shape if the direction of play is switched.
Escorting
This technique is used to run the kick chasers off the ball, players must be careful when doing this not to grab, bump or barge an opposition chaser but just put themselves between them and the ball and force them to go around them to get to it giving your Fullback / Winger a couple more seconds to deal with the kick. This system is used in every area of the field and it is imperative that every member of the defensive line does this.
15
A simple diagram that allows you to explain to your players what plays thy are to use in Yardage areas of the pitch and what to do in good ball.
17
Split the pitch up for your players into channels so that you can run certain plays into certain areas of the park and everyone on the team knows where to go without making it obvious to your opposition
18
IN GOOD BALL
Play what you see - Attack depending on how the defenders react Keep your shape - Every player has their own position on the park, make them stick to it. Play with Width and Depth - Suck the defence into one channel and then attack wide the other way at pace and with a deep line. Everyone in motion and supporting - Rugby league is a team game, when you are attacking as with when you are defending everyone must push up in support.
19
X X S PT AH S
A simple scoot, from acting half back run laterally to avoid the markers before straightening up. Must always have support. DRIVE X X PT AH R S
First receiver hits the ball at the advantage line and tries to make as many yards as possible by busting the oppositions line. Should always go in pairs in the hope that the supporter can be put through a hole on a 2s up play. (The advantage line is an imaginary line that runs across the pitch level with the play the ball.)
20
2s UP X X PT AH R S
The same as a hit up but with the 1st Receiver tipping the ball on to the support runner just before he hits the defensive line, the later he can pass the more chance of the support runner hitting a hole. When we run a drive, the support runner should always be prepared for it to become a 2s up FIZZ BALL X X PT AH S
AH R
The good old face ball, The AHB scoots to clear the markers ad hits the advantage line before fizzing the ball across the face of the first runner to the second. Timing from the 2 runners must be spot on and the 1st runner must stay alive and expect the ball back on the inside. SCREAMER X X PT AH S AH R
The Piss Off has a new name, this one is the opposite to a Fizz Ball with the first runner going through and the second runner receiving the ball behind the first runners back. The ball carrier must not cross the back however as you will get caught for crossing. The first runners job is to attract defenders by making them think they are getting the ball.
21
The D Ball all comes from the work put in from the acting half back, he scoots wide of the ruck to avoid the markers across the line and then turns the ball back to the first receiver who runs straight and then changes their angle at the last moment. The support player runs straight out side of the AHB and trys to attract defenders by making them think he is receiving the ball. DOUBLE D
X X PT AH S R AH
Similar to the D Ball but this time the AHB runs across the line, dummy's a D Ball to the first runner and then turns the ball back inside to the second runner. The first runner once crossed should slow and allow the 2nd runner to overtake and then support again on the inside. BADGERS X X PT AH S S R AH
For a badgers the AHB dummies a D and a Double D and then throws a pass outside to a receiver hitting the ball at pace.
22
S R
A complicated little move this one but it should pull defenders out of place and leave a hole for the 2nd receiver to go through. AHB gives a fizz ball to the 1st receiver RHINO
X X PT AH R R S
1st receiver stands either Right or Left of the ruck, when they receive the ball the run across the back of the ruck and give the ball to a runner on the opposite side running a good line.
23
X X PT AH S S R S
The acting half back jumps either left or right but then passes back across the back of the ruck. BRONCO
X X PT AH You need to be careful with this one so that we don't get pulled for a forward pass. AHB jumps, the person that played the ball takes a step back, receives the ball and then tips on to the runner on the other side of the ruck.
24
25
The key to playing with width is for your first and second receiver to stand deep and wide of the ruck, run onto the ball and for the runners to stand flatter and in good shape. Plenty of push with lots of support.
26
When the team continues to play across the field then comes back to the centre to kick e.g. wrap 3 and come back on 2 or wrap 4 and come back on 1.
Pepper Set
Where an individual player or part of the defensive line is targeted and as many plays put at the defender/area as possible in a set.
Speed Set
When outside backs come in to speed the game up with Scoots from dummy half (the last play or 2 can be finished by the forwards as normal)
27
Taking the Correct option at the correct time Gets the best RESULTS
28
As the arrows show, wherever possible 1,6 and 7 should be alert to catch the ball on the full. A good call is needed by anyone catching a ball and every effort should be made to catch it on the full.
29
As the arrows show, 1, 6, 3 and 4 will catch the kick off. Every effort should be made to catch the ball on the full and a loud shout should also be given to stop 2 of you knocking each other off the ball. Whichever player catches the ball, everyone else should be escorting the opposition players to make it harder for them to get to the ball carrier.
30
Unless you are chasing the game then your kick offs should be long with a good chase forcing the opponents if they are going to score to do so from deep within their own half. We also vary the side that we kick too; to try and find a weak player and then pepper them. Where possible the kick off should finish in the opposition in goal area ideally between the Prop and the Winger but behind the fullback or halfback! The job of the kick chase is to firstly make sure they stay on side and then chase up the park together as a unit. From now on, for a kick off the chasers will start on the 40 meter line and then chase up the park on the signal of the kicker.
You must make sure that both sides move up and not just the one that has been kicked too as teams are capable of switching the play very quickly.
Downtown
Use this when we are kicking for position from your half or have just made it into the oppositions half. The forwards must give the kicker a blocker so that the kicker has a little more time and is protected from a flying defender trying to take him out. The kick will go as long as possible and where possible split he Fullback and Winger so they have to move to recover the ball giving our chase a little more time. The chase must come from everyone on the park, including those from the opposite side to where the kick has been put. The chase must be as quick as possible whilst maintaining your defensive unit. Steady yourself in the last 10 meters ready to make the tackle. When chasing you must listen to the referee as if you where offside at the kick he will tell you. An onside kick chase is always preferable.
Attacking Kicks
These will come off the halfbacks when you are looking to score or get yourselves a repeat set. The key thing is that you chase whether you knew or not a kick was coming. When chasing the kick attack the ball, if its in the air get off the ground and try to catch it, if its on the ground put your body on the line
Any kick is only as good as its chase An onside chase is always preferable Kickers must communicate where the ball is going Chasers must just react when the ball is kicked
31
From training park to the game, everyone should know their role!
32
Scrum Plays
BUBBLES SCRUM
Simply a run around off 6, 7 picks the ball up from the base, passes to 6 and then runs around before hitting a move. Illustrated, the 7 gives a squealer behind a player and hits the fullback running a similar angle to the 7.
PICK UP SCRUM
The loose forward picks up the ball from the base of the scrum and scoots, 6 runs inside for a short ball and the ball is given on a squealer to the 7 looping around who then has the Fullback, Centre and Winger outside of him and he plays what he sees.
33
From the tap, a forward goes through with the ball passed behind him to the standoff, another forward goes through and the ball goes behind him to the scrum half who then hits either a short ball or the second runner on a Fizz Ball.
WOLF
From the tap, a forward goes through with the ball passed behind him to the standoff, another forward goes through and the ball goes behind him to the scrum half who then hits the full back running on a loop behind another forward with the loose outside in support.
SETUP
Having kicked for touch into the Lane, the tap would be 20 meters in on the cross. We setup so that a second rower is 10 meters in field from the tap with our 7 directly behind him. The winger and centre are as close to the touchline as possible. The player tapping the ball taps and takes a couple of steps as the second rower goes forward to draw defenders. The 7 comes back across from where the ball was tapped and hits the ball on the D. The winger and centre run good lines on angles and having hopefully created the overlap the 7 can then play what he sees and hit the correct runner.
34