Archive for the ‘Set Plays’ Category

Game Management – Part 1

Wednesday, May 25th, 2011

There are numerous dimensions to game management, but one thing remains constant – The team that is most successful in managing the game over eighty minutes usually wins. Game management is really about making strategic decisions based on numerous events or variables that occur throughout a game. Understanding these variables will help players prioritise what is important at that time in the game and hence increase the probability of making the correct decision at the crucial moment.

There are many variables that are relevant to game management and some of those variables are predictable in that they are relevant to every game. Field position, managing the clock and game dynamics are all variables that occur in every game and their management are crucial to the outcome of the game. On the other hand there are other variables such as weather conditions and dealing with a player being yellow carded, the occurrence of which are less predictable. Despite that it is important that the team has a plan for dealing with these less predictable variables should they arise during a game.

Over the next number of articles we will discuss the relevance of these variables in terms of managing a game of rugby. All these variables are important aspects of game management, but the level of importance they assume varies when weighed against each other. For example: It is generally accepted that it is sensible game management to limit running and passing the ball in wet conditions. But if a team is behind on the score board with very little time remaining they will have to prioritise running with the ball even if weather conditions are unsuitable for such tactics.

The Coin Toss:

Ironically, the first strategic decision of game management is made before the game begins and that is the coin toss. Should a team win the coin toss they have some strategic decisions to make. Firstly they can decide the direction they wish to play and that decision is often prompted by weather conditions, which we will explore later. Should they decide on the direction they will play the opposition automatically get to choose whether or not to kick or receive the opening kick-off. But should they opt to kick-off or receive the kick-off, the opposition get to decide the direction they will play.

In selecting the direction to play the weather is usually a deciding factor. Wind is often the issue and the team deciding the direction they will play often have to decide whether to take the wind advantage in the first half or play against the wind in the first half. It is very difficult to give a definite recommendation on this decision other than to say it is often judged on the result of the game. So if you win the game it was the correct decision and if you lose it was the wrong decision.

Some teams have a preference for taking the wind advantage in the first half and using the elements to build up a score. Then spend the second half defending that lead. Whereas other teams apply the logic that the team beginning the game with the wind advantage often waste 10 – 15 minutes adapting to the conditions and never take full advantage for the entire forty minutes of the first half. So it is more logical to play into the wind in the first half and keep the opposition score to a minimum. Then use the wind advantage in the second half to dominate field position and overhaul the opposition points tally.

There is logic to both arguments, so the decision is ultimately up to the preference of each particular team. Of course if the wind is going to drop, increase or even change direction the team deciding the direction in which they will play should decide to take the advantage at whatever time it becomes available. That’s why a reliable weather forecast is well worth investigating early on match day.

The sun can be a determining factor in deciding which direction to play. If playing in a certain direction the sun will often cause difficulty for players such as the full-back or wingers fielding high kicks. Teams will almost always opt avoid playing into the sun if at all possible. As the sun will move substantially, or even fall below the horizon or grandstand throughout a certain period of the game, if possible, it is sensible to leave the problem of dealing with the sun when fielding high kicks to the opposition.

In the next article we will look at other aspects of game management that are less predictable but arise regularly.

 Eddie

Attacking Scrums

Friday, February 11th, 2011

I  am a big fan of strike plays off scrums as it one opportunity when you have 18 of the players in one small area of the pitch and the backs have space on the pitch to attack in.

There is an issue currently that is affecting the opportunities to maximise attacking plays. The inconsistency and mess that the scrum is in, due to the law changes on engagement is making it very difficult to get any consistently solid scrum ball. I have lost count of the number of scrums that have resulted in penalties and free kicks due to the interpretation of the new laws.

This has made me re think whether we need to set up plays from free kick moves and also whether we plan to execute our attacking back strike play not from a scrum but from a quick ruck just to the side of the scrum, so as to minimise the risk of being penalised.

In terms of strike plays allot depends what side of the pitch the scrum is on and how defences cover short sides or where they position their 9. This then allows you to identify what additional runner you can utilise be it the bind winger or scrum half of 8 or a mixture of.

We also need to recognise where we are on the pitch as this will determine the defensive formation and where the defensive back 3 are located.

I build my attack philosophy around option strike plays where we can play through or round defences dependant on what defensively they do. When running these plays each individual needs to understand their line why they run it, who they are trying to manipulate/block  and how they recognise they are the right option runner for the distributor. My philosophy is to play to score off scrum but the players also need to know what we can do in the event that we don’t score in order that we can keep continuity in the game.

The devil is in the detail when creating plays and following a logical process through on whether it will work against all defences or certain defences. Then its about a learning experience with the players in doing it on the training park so it evolves into a strike that you all buy into and can implement in a game. They then have to be accurate in their line execution and pass decision and execution…..too many times I have heard from players saying this move or that move is rubbish when the move is spot on but the execution isn’t. My example is the old favourite Rangi, which has been around for years. Everyone knows it and if it is run correctly you will put a player in a hole!!

As a coach and backline its a great feeling when with a new move you linebreak from set piece cleanly and finish it off….certainly makes me smile!!!

Geezer

Attacking Scrums

Wednesday, February 9th, 2011

Attacking from scrums is arguably the best possible platform to launch an attack from. There are 8 defenders bound into the scrum and that leaves only 7 defenders to cover the remaining space all over the field. In the scrum, unlike the line-out, all the players are bound in and unable to leave the scrum until the set-piece is over.

A couple of years ago the offside line at the scrum was changed to 5m behind the hindmost foot of the scrum. This law was adopted to give the attacking team more space in which to attack the gain line. It was felt that the previous offside line, which was on the hindmost foot of the scrum, didn’t allow the attacking team that latitude.

It was hoped that with the extra space attacking teams would attempt to move the ball wide from scrums more frequently. Unfortunately, this has not been the case for a number of reasons. Firstly, scrums are prone to wheeling and in a lot of cases the #8 is forced to pick up the ball to clear it from the scrum. Immediately this means the scrum is over and the defence usually close down the attacking space before the attack can exploit it.

Even when the attacking team manufacture a square scrum the #8 often picks up from the base and runs with the ball in an attempt to engage and disrupt the mid-field defence. This ploy again ensures that the initial attack from the scrum is close to the set-piece.

Finally, despite teams manufacturing a square scrum and the scrum-half passing immediately to the fly-half, teams more often than not decide to attack the channel between the open-side flanker and the fly-half. This is almost a guaranteed gain-line and with very little risk of losing the ball.

So all in all the new off-side line at the scrum has failed to produce the abundance of attacking plays that it was designed to create.

But when teams do decide to attack outside the fly-half and show some ingenuity, they are often rewarded with a good gain-line and on some occasions a major line break that leads to a score.

Of course the attacking ploy that is used must take cognisance of the defensive formation and strategy. As with any attack it should endeavour to create and or conserve the space on the gain-line that the defence allows and can be exploited with good scrum possession.

The location of the scrum with regard to field position also has a bearing on the attacking strategy.

If the scrum is on the left-hand-side of the field the mid-field defence is made up of 4 players, fly-half, 2 centres and the open-side wing. This is a prime attacking position where the open-side flanker, who is bound to the scrum, is the only support to the midfield that are often defending over 50m of space.

If the scrum is on the right-hand-side of the field the mid-field defence is effectively made up of 5 players, fly-half, 2 centres, open side wing, plus the scrum half. Because the scrum-half is not bound to the scrum they are much more readily available to support the mid-field defence. This makes attacking a defence on the right-hand-side of the field more difficult to break down.

If the scrum is located in the middle of the field then there are immediately attacking options on both sides of the scrum.

From a square scrum the attacking team can use the #8, scrum-half and right wing to attack the right-hand-side of the field. Teams usually put either the fly-half or a centre on that side of the field to counteract that specific attack. But in doing so it leaves them vulnerable on the left-hand-side of the scrum as they will only have the scrum-half, 2 mid-field defenders and the wing to defend against the attacking fly-half, 2 centres, full-back and left wing.

That is 5 attackers against 4 defenders. Remember the defending full-back will be located in the backfield and not part of the gain-line defence.

On mid-field scrums the direction the attack launches is often determined by whether the scrum wheels or not. If the scrum doesn’t wheel it is a very simple game of numbers. But if the scrum wheels the attack must almost certainly attack in the direction of the wheel. Attacking against the wheel is rarely successful as the defending back-row can usually assist the gain-line defence on the side they are wheeled towards.

For this reason teams often use the wheel as a tactic to force teams to attack with the wheel and strategize to defend that particular attack. They also know that of the attack opts to attack against the wheel their back-row is well positioned from the wheel to deal with that eventuality.

To make scrum attack even more difficult teams often employ their scrum-half to defend just behind the scrum rather than alongside the attacking scrum-half. The trade-off here is the defending scrum-half is not in position to put any pressure on their opposite number. But they are positioned to defend the gain-line on both sides of the scrum from standing just behind the scrum.

This creates a bigger problem for the attacking team, as whatever side of the scrum they attack the defending scrum-half will be able to assist the mid-field defence. For this reason it is very difficult for the attacking team to decide which direction to attack right up until the last moment before or even after the ball is delivered from the scrum.

In this situation the attack must execute what is called “making a read” which essentially means they make their attacking decision at the last moment based on the delivery of the ball and the defensive formation as it unfolds. This requires a high degree of skilled decision making by the attacking mid-field.

But it also requires a certain degree of decision making by the defensive scrum-half which has to be closely coordinated with the defensive back-row players.

A good attacking tactic, when the defensive scrum-half aligns behind the scrum, is to set up the attacking ploy as late as possible or just as the ball emerges from the scrum. This tactic forces the defending scrum-half and back-row to make defensive decisions at the very last moment and that can lead to defensive errors, especially if the scrum wheels in a particular direction.

The scrum wheeling in this situation usually means the defensive roles of the back row can vary from situation to situation and that can create defensive lapses. That in turn will test the decision making of the defence as to whether or not they can exploit any lapses in the defence.

Despite all the conundrums and possibilities associated with attacking from the scrum it is still the best attacking platform available in the game. It is a pity that teams do not attack more often using their mid-field by exploiting that space further from the scrum.

Eddie

Attacking Scrums

Saturday, February 5th, 2011

Points to consider before the scrum

-          The angle of the scrum- Depending on preference or play coming off it either a tight head lead or an even scrum is required. Either way a stable foundation is needed.

-          What channel is required? Channel 1 a direct strike from the hooker. Left hand second row’s feet close together. Left hand flanker to help with the channelling. Channel 2 Left hand 2nd row’s feet wider. The hooker drags the ball to go in between the left hand 2nd rows feet.

Back Row moves.

The simple the better in my view.

Right moves

8 pick right Channel 1 ball. Small tight head wheel. No.8 either pick the ball up as it arrives or move the ball over to your right foot. Look to get to the opposition 10.

This secures the scrum ball, ties in the opposition back row and/or the 10

8 – 9- 15 – 14

Attacking a 15 metre short right hand side.

Similar to the 8 pick but instead of the 8 running too far round the corner take a couple of steps to allow the 9 to get wide of the flanker. 9 has 15 and 11 to handle or chip through

9 wide, back inside to 8 back out 7.

This is to exploit an opposition sin binning.

9 picks from the base and runs wide to attract the opposition flanker, he then passes back inside to the 8 who remains fairly close to the scrum. 8 then pops to the left hand flanker who has run round from the far side.

Left moves.

These require a steady level scrum

A lot of these depends how the opposing 9 is defending. The 9 can either defend by putting pressure on the 8 or behind the back foot of the scrum.

If the 9 is on the back foot the 8 pick and the 8-9 is available.

If the 9 is putting pressure on the 8 the best moves to use are

8-6 drive.

8 picks and stands firm against the opposing 9. 6 comes round only after the 8 has picked and drives on the ball. 7 binds on only after the ball has been picked and 8 has moved beyond them. The rest of the forwards break from the scrum and join the drive.

8-6 pop

8 picks and rolls into the opposing 9.  6comes round from and takes a pop. The 6 can either take the ball up or pop to a centre hitting a straight line off them .

 Cozza

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