Five rugby rules for lumbering forwards and poor backs
Five rugby game rules for every team to improve their match day performance and to get the most out of training days.
In Improve your lumbering forwards or poor backs players, I wrote about solving problem areas of play by splitting the game into "chunks". I illustrated the article with an example of a team with slow forwards who couldn't scrummage, and weak backs who couldn't score. Since my illustration seems to include about 90% of teams (apparently), I thought I'd follow it up with an example game plan, involving five game "rules" for this imaginary team.
The game plan: Keep it tight, with the ball as close to the forwards as possible. It means attacking from one or two passes from the last breakdown. The five rules for the team to make the most effective use of this game plan are:
Rule 1: Win your own set pieces
Spend more time on scrums and lineouts in training to make sure you win your own ball. In particular, take care that your forwards know their roles and that everyone can get into position before the defenders get organised.
Work on the timing of the scrum so all eight forwards work as one.
Keep lineouts simple. It is possible to win your own ball without using too much movement. Work on catching and driving.
Rule 2: Compete at opposition set pieces
Put pressure on the opposition scrum. Get to the mark, bind up and be ready to engage before them. Engage with aggression and timing. Get the opposition on the back foot before the ball comes in.
At their lineout always get a jumper up at number two with your two tallest forwards to support. Aim to get in front of the opposition's jumper. Select your lightest player to jump at four and get them supported as close to the opposition's number four as possible.
Rule 3: Keep the ball close to the forwards
Use back row moves from attacking scrums. Make sure each move is practised with different combinations so everyone knows their role if there is an injury. Have variations on each move to keep the opposition guessing.
Pick and drive close to rucks and mauls, always in twos or threes. Make sure the ball carrier never gets isolated.
Communication between the scrum half and the forwards is crucial. He must get the ball when he wants it.
Rule 4: Kick to your strengths
Take points from penalties as your first option, otherwise kick for lineouts.
At restarts, kick short but high to give your forwards a chance to compete. Use your quick backs to chase and put pressure on the opposition. Don't be afraid to try something different, such as kicking the ball along the ground. This can be very difficult for the opposition to pick up, especially in wet conditions.
Rule 5: Your rugby players need to KISS ("Keep It Simple, Stupid")
Use simple moves off the fly half that don't involve passing the ball too far. Switches, dummy switches, pops and loops are very effective when well executed. The crucial factor is to make sure your execution is good.
Swap your backs around during the game, so the same players don't do all the same things.
If you're looking for more ideas for your game plan, then my Match Day Tactics report can help.
Containing a powerful arsenal of match tactics, the report covers a potent armoury of tips, advice, tactics, and techniques to surprise, outwit and fox your opposition, turning a match in your favour. It includes a battery of pre-match planning and organisational tactics which will put you and your team mentally ahead, even before the whistle blows.
Click here to read more and to order your copy today. Match Day Tactics is available to download immediately as a PDF or by post as a printed copy.
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