Difference between revisions of "Archive:Plays"
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|How aggressive to play. | |How aggressive to play. | ||
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− | |Skills used | + | |'''Skills used''' |
|Kicking (kicker). Pace, Jumping, Handling (chaser) | |Kicking (kicker). Pace, Jumping, Handling (chaser) | ||
|Pace, Strength | |Pace, Strength | ||
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|Strength | |Strength | ||
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− | |What does success look like | + | |'''What does success look like''' |
|Regaining possession | |Regaining possession | ||
|Regaining possession | |Regaining possession | ||
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|Retaining possession | |Retaining possession | ||
|- | |- | ||
− | |What could go wrong | + | |'''What could go wrong''' |
|A short kick could not go 10m and a long kick could go into touch. Both result in a Scrum to the opposition on the halfway line. Chaser could knock on, leading to a Scrum where the offence happened. | |A short kick could not go 10m and a long kick could go into touch. Both result in a Scrum to the opposition on the halfway line. Chaser could knock on, leading to a Scrum where the offence happened. | ||
|N/a | |N/a | ||
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− | |Team without ball | + | |'''''Team without ball''''' |
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− | |Tactical choices | + | |'''Tactical choices''' |
|Line or Pods. How aggressive to play. | |Line or Pods. How aggressive to play. | ||
|How aggressive to play. | |How aggressive to play. | ||
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|How aggressive to play. | |How aggressive to play. | ||
|- | |- | ||
− | |Skills used | + | |'''Skills used''' |
|Jumping and Handling | |Jumping and Handling | ||
|Pace, Strength | |Pace, Strength | ||
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|Strength | |Strength | ||
|- | |- | ||
− | |What does success look like | + | |'''What does success look like''' |
|Catching the ball | |Catching the ball | ||
|Gaining possession | |Gaining possession | ||
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|Jackalling or counter rucking to steal the ball | |Jackalling or counter rucking to steal the ball | ||
|- | |- | ||
− | |What could go wrong | + | |'''What could go wrong''' |
|Receiver could drop the ball leading to a Loose Ball or knock on leading to an opposition Scrum where the offence took place. | |Receiver could drop the ball leading to a Loose Ball or knock on leading to an opposition Scrum where the offence took place. | ||
|N/a | |N/a | ||
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− | |Notes | + | |'''Notes''' |
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Revision as of 05:02, 22 May 2025
Restart | Loose ball | Pass (infield or outfield) | Mispass | Crossfield kick | Run into space (breaking the line) | Dummy/Sidestep (Run preference 1) | Run into space and pass before tackled (Run preference 2) | Run into contact (Run preference 3) | Run into contact and pass before the tackler is brought down (Run preference 4) | Tackle | Jackal | Penalty kick for goal | Penalty kick for touch | Drop goal | Long clearance | Short clearance | Scrum | Line out | Maul | Ruck | |
Team with ball | |||||||||||||||||||||
Team tactical choices | Kick short, medium or long. Kick left, centre or right. How aggressive to play. | How aggressive to play. | Teams can choose Run preferences and aim to pass the ball to the best player for that preference | Teams can choose a ‘risk’ level for passing increasing the chances of choosing this option but increasing the chance of creating space to run into | Teams can choose a ‘risk’ level for passing increasing the chances of choosing this option but increasing the chance of creating space to run into. Note only really works if your run strategy is focused on getting the ball to your winger | N/a | If players choose this as their Run preference then they will attempt to pass the ball to the best player in this regard | If players choose this as their Run preference then they will attempt to pass the ball to the best player in this regard | If players choose this as their Run preference then they will attempt to pass the ball to the best player in this regard. How aggressive to play. | If players choose this as their Run preference then they will attempt to pass the ball to the best player in this regard. How aggressive to play. | How aggressive to play. | How aggressive to play | This choice is normally only taken when little time is remaining and 3pts are needed to win or draw the match, or in overtime as first points scored wins. | Choice of kick to touch, scrum or tap and go for penalties | This choice is normally only taken when little time is remaining and 3pts are needed to win or draw the match, or in overtime as first points scored wins. | This choice is normally only taken if a team has the ball near its own try line. | This is a tactic often employed to outwit onrushing defenders, who are attempting to Blitz, by chipping it over their heads to regather or for a teammate to regather. Effectively creates a Loose Ball. | How aggressive to play. | How aggressive to play. Long or Short throws - long throws make for an easier attack but are harder to execute. | How aggressive to play. | How aggressive to play. |
Skills used | Kicking (kicker). Pace, Jumping, Handling (chaser) | Pace, Strength | Passing (passer), Handling (receiver) | Passing (passer), Handling (receiver) | Kicking (kicker), Handling (receiver) | Pace | Footwork | Pace, Passing | Strength | Strength, Passing | Strength, Handling | Pace (of support players who have to reach the tackled player before a jackal takes place) | Kicking | Kicking | Kicking | Kicking | Kicking | Strength | Passing (Scrum Half) Strength (lifters) Jumping (Hooker) | Strength | Strength |
What does success look like | Regaining possession | Regaining possession | Successful pass to teammate | Successful pass to teammate | Successful pass to teammate | Rapid progress down the pitch towards the opposition try line - ideally ending in a try. A slower player who breaks the line may try to pass to a faster teammate before or after being tackled. | Evading the opposition and breaking the line (switch to Run into space) | Creating space for the receiver to run into | Breaking through the tackle or sucking in more than one tackler to create space elsewhere on the pitch | Creating a gap for the receiver to run through | Retaining the ball to recycle for another phase of play | Retaining the ball to recycle for another phase of play | Penalty scored and three points awarded | Line out further up the pitch | Drop goal scored and three points awarded | Ball is cleared. It can go into touch, resulting in a line out to the opposition, or stay in play resulting in a Loose Ball | Regather the ball having broken the line and have a free run into space. | Ball is hooked back to the Scrum Half to initiate an attack | Ball is caught by the Jumper and passed back to the Scrum Half to initiate an attack. | The Maul goes forward so that when it goes to ground a try is scored or a Scrum is awarded to retain possession. | Retaining possession |
What could go wrong | A short kick could not go 10m and a long kick could go into touch. Both result in a Scrum to the opposition on the halfway line. Chaser could knock on, leading to a Scrum where the offence happened. | N/a | Catcher could knock on. Opponent could intercept if using a blitz defence | Catcher could knock on. Opponent could intercept if using a blitz defence | Catcher could knock on. Opponent could intercept if using a blitz defence | If caught and tackled could be jackalled if the support players are too far behind. | May not break the line and be tackled, offering a jackal opportunity | Greater chance of pass failure | Can be pushed back if opponent is stronger, and invites a jackal if successfully tackled | Greater chance of pass failure, Chance to be held up which creates a Maul | Could knock on | Could give away a penalty for holding on if support players don’t arrive in time | Missed kick gives possession to the opposition | Could miss touch, giving the ball to the opposition | Missed kick gives possession to the opposition | Kick can be charged down, leading to a Loose Ball, or may just set up an opposition counterattack | Kick can be charged down, leading to a Loose Ball, or may just set up an opposition counterattack if they regather. | A stronger scrum can push you off the ball creating a Loose Ball | Better Jumpers can steal your ball. A crooked throw gives the opposition a Scrum. A bad throw creates a Loose Ball. | Illegally pulling a Maul down is a penalty offence. | Not releasing the ball is a penalty offence. |
Team without ball | |||||||||||||||||||||
Tactical choices | Line or Pods. How aggressive to play. | How aggressive to play. | Blitz or Drift defence | Blitz or Drift defence | Blitz or Drift defence | Blitz or Drift defence | Blitz or Drift defence | Blitz or Drift defence | Blitz or Drift defence. How aggressive to play. | Blitz or Drift defence. How aggressive to play. | Blitz or Drift. How aggressive to play. | How aggressive to play. | N/a | N/a | Blitz or drift | Blitz or drift | Blitz or drift | How aggressive to play. | How aggressive to play. | How aggressive to play. | How aggressive to play. |
Skills used | Jumping and Handling | Pace, Strength | Pace and handling (interception) for blitz defence | Pace and handling (interception) for blitz defence | Pace and handling (interception) for blitz defence | Pace | Footwork | Pace, Tackling | Strength, Tackling | Strength, Tackling | Strength, Tackling | Strength | N/a | N/a | Pace, Jumping | Pace, Jumping | Pace, Jumping | Strength | Strength (lifters) Jumping (Hooker) | Strength | Strength |
What does success look like | Catching the ball | Gaining possession | Pushing the opponents backwards (drift), interception or knock on (blitz) | Pushing the opponents backwards (drift), interception or knock on (blitz) | Pushing the opponents backwards (drift), interception or knock on (blitz) | Catching and tackling the player who has broken away before thy score a try and, ideally, stealing possession through a jackal. | Tackling the player and ideally stealing possession through a jackal | Blitz - tackling the player before the pass. Drift - not allowing space for the receiver to run into | Successful tackle followed, ideally, by a jackal | Successful tackle preventing the pass which leads to a Maul. | Bringing the player to ground and then successfully jackalling | Stealing the ball | N/a | N/a | Charge down the kick (much easier for blitz defence) | Charge down the kick (much easier for blitz defence) | Charge down the kick (much easier for blitz defence). Regather the loose ball (much easier for drift defence) | Pushing the opposition off the ball to create a Loose Ball. | Stealing the ball | The Maul goes backwards so a Scrum is awarded to steal possession. | Jackalling or counter rucking to steal the ball |
What could go wrong | Receiver could drop the ball leading to a Loose Ball or knock on leading to an opposition Scrum where the offence took place. | N/a | Risk of knock on (Scrum) or deliberate knock on (penalty and yellow card) if using Blitz | Risk of knock on (Scrum) or deliberate knock on (penalty and yellow card) if using Blitz | Risk of knock on (Scrum) or deliberate knock on (penalty and yellow card) if using Blitz | If the line has been broken teams revert to a scramble defence. A scramble defence is out of shape so if the attacking team can secure and pass the ball after being tackled, they can often quickly break the line again | Blitz defence is more at risk of being beaten | Blitz defence is more at risk of being beaten | Easier against a Drift defence, as players have backed off so the attacker has more momentum | Blitz defence is more at risk of being beaten | Tackle could be missed | Could give away a penalty for not releasing | N/a | N/a | Successful charge down leads to a Loose Ball | Successful charge down leads to a Loose Ball | Successful charge down leads to a Loose Ball | As Scrums commit the three forwards (2x Props and Hooker) and the Scrum Half, there is a lot of space on the rest of the pitch for attackers to run into. | As Line Outs commit the three forwards (2x Props and Hooker) and the Scrum Half, there is a lot of space on the rest of the pitch for attackers to run into. | Illegally pulling a Maul down is a penalty offence and warrants a yellow card if close to the try line. | Not allowing the tackled player to place the ball before attempting to jackal is a penalty offence. |
Notes | Scrums are awarded for a variety of infringements. They involve the three forwards pushing against each other. From the midpoint between the six forwards , the Scrum Half throws the ball at the feet of the Hooker who attempts to hook the ball back to the Scrum Half, who has run to the back of the Scrum. | Line outs are the mechanism for returning the ball to play if it goes out of bounds on either side. Line outs are thrown in by the Scrum Half and caught by the Hooker, lifted by the two props. The Hooker then throws the ball back to the Scrum Half who has run back onto the pitch behind them. The opposition Props and Hooker line up opposite their counterparts and try and steal the throw. Their Scrum Half stands behind them. | Maul - if the ball carrier is tackled but not brought to ground and can’t pass, a Maul is formed. Nearby players can join the maul (from the back) and both sides push until the ball carrier is brought to ground. A try can be scored from a maul if the ball carrier is pushed over the try line and can ground the ball. Otherwise a Scrum is awarded to the team that was going forward | A Ruck is formed when a tackled player is brought to ground. The tackler must release the player and stand up to attempt to jackal. The nearest two opponents will join the ruck to help the tackled player. The tackler and other members of his team can attempt to counter ruck - effectively push their opponents off the ball so they can pick it up and steal possession. |