PETERSHAM RUFC GENERAL PLAYING PRINCIPLES5 • Does not always work on a deep -set backline (drift...

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PETERSHAM RUFC GENERAL PLAYING PRINCIPLES James Angus December 2004

Transcript of PETERSHAM RUFC GENERAL PLAYING PRINCIPLES5 • Does not always work on a deep -set backline (drift...

PETERSHAM RUFC

GENERAL PLAYING

PRINCIPLES

James Angus December 2004

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GENERAL OBJECTIVES RED ZONE (try line to 22m)

• Major objective is safety. • Clear the ball as soon as possible but set pieces will often

require a second phase to give our kicker some space. GOLD ZONE (our 22m to opposition’s 40m)

• Test the opposition. • Create space to penetrate the defence (move the defence) or

preserve space (fix the defence) to go around the defence. • If nothing is on after 2 or 3 phases, we will look to get the ball

into the opposition 22m. • Chase all kicks.

GREEN ZONE (opposition’s 40m to try line)

• We must come away with points. • Be patient and put together good phases (same way attack,

forward runners and then a change of direction). • Composure and confidence is vital in this zone.

While it is important to stick to the pattern called, we must look for opportunities that may present themselves as the game opens up. PLAY WHAT IS IN FRONT OF YOU.

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PHASE PLAY BASICS Putting together positive phases means being patient, playing the nominated pattern or move and being confident in our abilities. Examples of positive phases are:

RED ZONE Dynamic set pieces. Aggressive cleanouts. Effective kicks.

GOLD ZONE 3-4 intense phases, attacking the advantage line. Kick into the green zone if nothing opens up. Chase.

GREEN ZONE Play at the same point of attack, and then move the ball to a wider channel. Quick recycle of ball. Lift the intensity. Score points.

TURNOVER STRATEGIES We aim to always make 2 passes when we force or are ‘given’ a turnover. Note this is every time, including tight head scrums. The only exception is when you have taken an intercept and are in the clear with nothing in front of you. We will benefit if we can move away from where the opposition just had possession. RED ZONE

• Ensure two passes are made to clear the congested area. • Play 1 or 2 phases if the defence is set and then get a good kick

away.

GOLD ZONE • Ensure two passes are made to clear the congested area. • The aim is to get the ball deep into the green zone and keep it in

play. • Quickly move the ball wide if the fast break is on. • If the defence is set, get a kick into the corner straight away if our

kicker is in a position to do so.

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• If the defence is set but our kicker is not in position, hit wide runners crashing back in and kick when our kicker is available.

GREEN ZONE

• Spread the ball quickly, two passes, and hit the same area 3 or 4 times before spreading again.

DEFENCE BASICS Blitz is a call we will use FORWARD DEFENCE BASICS

• “Guards” on either side of the breakdown put an arm up to give outside players a point to mark up on. “Guards” must take any inside runners, especially from a Gregan type inside pass.

• “Posts” must then move up together either side of the breakdown, taking away the opposition’s space. Defend your zone, stay on the inside shoulder and drift once the ball is gone. “Posts” lead the defensive line when the ball is cleared.

• Defend the edges and a lways be square on to the try line, moving up on the balls of your feet.

BACK DEFENCE BASICS

• Utilise a combination of "crash" and "umbrella" defence from set pieces, rucks and mauls.

• "Drift" defence should be used in broken play. • “Crash” defence - coming up in a line as quickly as possible to

smother the ball carrier, with a preference to hit the receiver of the ball as he catches it.

• “Umbrella" defence – outside defenders move up very quickly in a line with the other backs but slanted inwards towards the set or broken piece (scrum, ruck or maul).

• The result of this angle (closing the gate) is that the outside attackers have the defence in their faces before they receive the ball. The ball carrier does not have an option to pass to his outside and therefore either gets hit or passes the ball inside, where our forwards will be waiting.

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• Does not always work on a deep-set backline (drift is a better option in this situation).

• This is essentially a one-on-one defence style. • The open side wing cannot afford to hang back in defence.

KICKING BASICS RED ZONE

• Work to a position with minimum phases. • Make sure our kicker has time. • We need long kicks with a good chase. • The ball must go out if the designated kicker can’t put the ball

beyond halfway. GOLD ZONE

• If there is no attacking option in this zone and most of your team is behind you, kick long into space (corners).

• Kick to corners to gain maximum territory. • Cross-field bombs. • Grubbers in behind defence and into space.

GREEN ZONE • Grubbers. • Cross-field bombs. • Field goals (last option).

KICK OFFS TO US

• Once the ball is caught it should be moved away from the reception point immediately, if there is time. If not then collision with a quick recycle and a pass to the blind is first option.

• One pass to halfback. • Halfback finds the #8 (or nominated forward runner) in centre

field between the goal posts. • Attack the oppositions inside centre or his channel. • Fix defender.

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• Forwards must move to anticipated area of breakdown. KICK OFFS TO OPPOSITION

• We concede a turnover if we do not regain possession. • The high drop kick allows chasers to position themselves under

the ball to contest. • Put the ball close to the touchline so that, in defence, both sides

of the field do not have to be defended. • Divide our chasers into ball contesters and cleaners. • Contesters (locks etc.) attempt to recover the ball. • Cleaners (flankers etc) pounce on defensive fumbles. • One cleaner must get in behind the opposition. • Alternative to a standard kick off is to split our forwards, which

forces the opposition to do the same. • The ball is kicked to whichever side has the mismatch, either in

player numbers or in players who are better able to catch the ball.

CHASING KICKS IN GENERAL PLAY

• It is essential that we have at least 3 players involved in every kick chase. Our focus is on a flat line moving up the park. Wherever and whoever you are, every person across the field, one line.

• The middle player takes the ball carrier. • Communicate. “Warren Ryan” is the call for one line. • Urgency, urgency, urgency!

SCRUM BASICS • Hooker or tighthead prop to call the scrum engage. • #8 to take responsibility for the drive at engagement. • On opposition ball, the flanker on the tighthead side of our scrum

is to call “squeeze” (tighten grips and sink), “now” (explosive drive as ball in put in) and then the whole scrum is to call “1, 2, 1, 2” (small steps), as we shove the opposition scrum backwards.

• “A ball” – up loosehead side • “B ball” – 8 man drive

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• “C ball” – up tighthead side • “Balls” – lock the scrum

LINEOUT BASICS • Two pods or castles. • Ripper stands between the two 3 -man pods, which reduce the

number of responsibilities for each player. • #2 and #6 always either jump or bind inside the far lifter. • #3 and #5 men always either lift or bind inside the near lifter. • #1 and # 7 men always either lift or trail. • #4 man always rips from the jumper. • Rear pod is further back than normal, which will mess with the

opposition’s defensive pattern. • Halfback is responsible for cleaning up an overthrow to the

second pod. • Each jumper should have at least a front and back jump. • Three man option where the actual jumper starts in the halfback

position and enters the lineout between #1 and #2, or #2 and #3. • Lineout call is based on the first whole number (34, 28), with an

odd number signalling the first pod and an even number the second pod. A round number (10, 20 etc) will signal a back jump. These can be varied, i.e. second whole number etc.

• Defend in pods and hit the jumper as soon as his feet touch the ground.

GENERAL PLAY BASICS COMMUNICAT ION IN GENERAL PLAY

• “Alpha”-same way • “Beta”-one more same way then back • “Jockey”-support ball runner and secure ball at contact • “Set 1”-halfback to forward runner • “Set 2”-flyhalf to forward runner • “Set 3”-forward pick and drive • “Ginger” -halfback runs across and gives an inside ball to a

forward runner (Gregan)

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• “Squeeze ball” • “Double squeeze ball”

STARTER or SEQUENCE PLAYS Sequence plays occur when we nominate the first few phases down to exactly where we aim our attack and who has what job. Starter plays are a basic variation that may be the beginning of a sequence or if no sequence called, a back line call to get the ball over the advantage line, ready to build phases. This varies from a STRIKE play that is designed to break the line into space, and score.

• First phase play, crucial to the success of subsequent plays. • Disrupt the defence. • 2 starter plays from lineouts and scrums for both forwards and

backs. • See appendix for starter play particulars.

FUNDAMENTALS

• Keep ball in hand. • Support from depth and in numbers. • Play to space. • Observe defence patterns, both our own and that of the opposition. • Do not unnecessarily commit our players to rucks and mauls. • Play with intensity.

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TRY LINE

GREEN ZONE

40m

50m

GOLD ZONE

22m

RED ZONE

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Blindside Wing Starter Play Marbles

APPENDIX

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Backrow Starter Plays From Scrum Grasscutter

• #9 to #12 on a short cut ball, #7 and #10 clean • #9 to #11 (blindside wing) on a pop pass sweeping open, #4, #5

and #6 clean • #8 pick and drive or takes a short pass from #9 • #9 to #10 open (get the ball wide)

Scrum #9 Pass #7 Run #8 #9 Breakdown #11 #10 #12 #13 #14

Teeth

• Blindside wing shifts into #6 in the scrum • #6 shifts to #8 • #8 moves out to inside #12 (or in the #12 channel) • #9 to #8 who runs at the seam between opposition #10 and #12 • #6 and #7 clean, quick recycle • #9 to backs going same way or to a forward runner if recycle is

slow Scrum #11 #7 #6 #9 #10 #8 #12 #13 #14

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Starter Plays From Lineout Zulu

• Full lineout • Ball to second pod, ball off the top • #9 to #10 to #12 • #12 switches with #13 • #13 crashes, #10 and #7 clean • Quick recycle • #9 fakes to #8, who is a decoy runner • #9 inside pass to #11, #6, #3 and #5 clean • Quick recycle • #9 to backline same way • Option- #9 to #8 for a second hit up (especially if recycle is slow)

#9 #10 #12 #2 #1 #4 #5 #6 #3 #8 #7 #8 #9 #10 #12 #13 #11

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Triples • 2 pods in the lineout, the first made up of backs (#11, #12 & #13) • Throw to second pod, #4 jumper • #9 to #10 who picks up a runner (#8) in the middle of the field • Forward lineout pod and forwards in the back line run the same

way • Option 1 is to continue to hit a forward runner same way (Alpha)

and is best used early in the game • Option 2 is to hit #15 coming back towards the sideline to link up

with the backs who were in the lineout