Plays v4
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| Purpose/Aim for the team with the ball (attack) | Purpose/Aim for the team without the ball (defence) | How do attacking players line up? | How do defending players line up? | Key Real Life Stat Info and Notes | Players Involved | All skills used | Strategic Choices | TEST 1 | Possible Outcomes | TEST 2 | Possible Outcomes | TEST 3 | Possible Outcomes | TEST 4 | Possible Outcomes | TEST 5 | Possible Outcomes | TEST 6 | Possible Outcomes | TEST 7 | Possible Outcomes | ||
| 1 | KICK OFF | To restart the game in an advantageous way for their team. | To secure the ball so they can launch their own attack. | The kicker takes the kick off from the centre spot. The remainder of his team line up in their channels 5m back from the halfway line ready to chase after the ball. | Defenders line up in their channels midway between the 10m line and their 22m line waiting to receive the ball. | 81% of kick offs are taken short | Kicker | N/A | Coaches can choose their preference for kick offs. | Is the kick off long or short? | 1. Long - go to LONG KICK OFF | ||||||||||||
| 2 | Note: Assume Excellent is always SL/3; Good is 2xSL/3; Poor is 100-SL | Note: Sevens players (attack and defence) will always try and form a line across the pitch. How close that line is to where the ball is placed is a tactical choice (Blitz or Drift Defence; Flat or Deep Attack). In all scenarios, Sweepers will stand around 10m behind the line following the ball across the pitch | 2. Short - go to SHORT KICK OFF | ||||||||||||||||||||
| 3 | |||||||||||||||||||||||
| 4 | LONG KICK OFF | This option cedes possession, so is designed to gain territory - pinning their opponent as close to his try line as possible. | To secure the ball so they can launch their own attack. | The kicker takes the kick off from the centre spot. The remainder of his team line up in their channels 5m back from the halfway line ready to chase after the ball. | Defenders line up in their channels midway between the 10m line and their 22m line waiting to receive the ball. | 19% of kick offs are taken long | Kicker, Opposition Receiver | KCK, HND | The ball will normally be kicked into the channel of the opposition player with the worst HND stat | How good is the kick? (KCK) | 1. Excellent - kick should go 45-50m and over the Receiver’s head, making the them have to turn around to chase the ball (their Momentum goes to -5). Go to LOOSE BALL | ||||||||||||
| 5 | Kick distances include the diagonal movement (so a kick down the middle will go further down the pitch than one to the side) | 2. Good - kick should go 40-45m | Does the Receiver catch the ball cleanly? (HND) | 1. Excellent - yes, and Receiver gets +5 to Momentum - go to CATCH | |||||||||||||||||||
| 6 | Once a kick has been taken players must all be behind the ball (i.e. closer to their own try line than the ball is) | 2. Good - yes, go to CATCH | |||||||||||||||||||||
| 7 | Around 2% of all kick offs (long and short) will go out on the full. | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | |||||||||||||||||||
| 8 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 9 | 3. Poor - kick should go 35-40m but, if kicked towards the touchline, potentially go out on the full | If applicable, does the ball go out on the full? | 1. No | Does the Receiver catch the ball cleanly? (HND) | 1. Excellent - yes, and Receiver gets +5 to Momentum - go to CATCH | ||||||||||||||||||
| 10 | 2. Yes - go to SCRUM on halfway | 2. Good - yes, go to CATCH | |||||||||||||||||||||
| 11 | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | ||||||||||||||||||||
| 12 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 13 | |||||||||||||||||||||||
| 14 | SHORT KICK OFF | This option minimises territorial gain in return for a chance to try and win the ball back after the restart. | To secure the ball so they can launch their own attack. | The kicker takes the kick off from the centre spot. The remainder of his team line up in their channels 5m back from the halfway line ready to chase after the ball. | Defenders line up in their channels midway between the 10m line and their 22m line waiting to receive the ball. [[Note: we could make where to stand a tactical choice for Coaches but it feels a bit too granular]] | Around 33% of short kick offs will be recovered by the kicking team | Kicker, Chaser on the Kicking team, Opposition receiver | KCK, JMP. HND | The ball will normally be kicked into the channel of the player on the kicking team with the best JMP stat | How good is the kick? (KCK) | 1. Excellent - kick should land 17-20m from the halfway line in the Chaser’s channel. Jumping odds start at 40/60 in favour of the Receiver | Who gets to the ball first? (JMP Chaser and Receiver) | Both roll an EGP check (JMP). If both roll the same = no change to the Jumping Odds. One player jumps better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both players roll Poor, check for foul play | If applicable, has one or both players committed a foul? see separate sheet on AGGRESSION, INJURIES AND CARDS | 1. No | Does the Chaser/Receiver catch the ball cleanly? (HND) | 1. Excellent - yes, and Chaser/Receiver gets +5 to Momentum - go to CATCH | ||||||
| 15 | Around 5.6% of short kick offs will not go 10m | 2. Yes - goto FOUL | 2. Good - yes, go to CATCH | ||||||||||||||||||||
| 16 | There is an average of 7.4 penalties conceded per match for all offences (of which 51% were during a tackle or ruck) | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | |||||||||||||||||||
| 17 | There is an average of 0.675 yellow cards and 0.025 red cards per match | 2. Yes - go to SCRUM where the ball was dropped | |||||||||||||||||||||
| 18 | There is an average of 0.5 injuries per match that so severe players cannot continue in that match. Of these 60% of players will return for the next match, 30% will miss the next 1 or 2 matches and around 10% will miss multiple matches | 2. Good - kick should land 13-20m from the halfway line in the Chaser’s channel. Jumping odds start at 30/70 in favour of the Receiver | Who gets to the ball first? (JMP Chaser and Receiver) | Both roll an EGP check (JMP). If both roll the same = no change to the Jumping Odds. One player jumps better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both players roll Poor, check for foul play | If applicable, has one or both players committed a foul? see separate sheet on AGGRESSION, INJURIES AND CARDS | 1. No | Does the Chaser/Receiver catch the ball cleanly? (HND) | 1. Excellent - yes, and Chaser/Receiver gets +5 to Momentum - go to CATCH | |||||||||||||||
| 19 | 2. Yes - goto FOUL | 2. Good - yes, go to CATCH | |||||||||||||||||||||
| 20 | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | ||||||||||||||||||||
| 21 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 22 | 3. Poor - kick should either land 11-12m from the halfway line in the Chaser’s channel, not go 10m or, if kicked towards the touchline, go out on the full. Jumping odds start at 20/80 in favour of the Receiver | If the Chaser’s channel is next to the touchline, does the ball go out on the full? | 1. No | Has the ball gone 10m? | 1. Yes | Who gets to the ball first? (JMP Chaser and Receiver) | Both roll an EGP check (JMP). If both roll the same = no change to the Jumping Odds. One player jumps better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both players roll Poor, check for foul play | If applicable, has one or both players committed a foul? see separate sheet on AGGRESSION, INJURIES AND CARDS | 1. No | Does the Chaser/Receiver catch the ball cleanly? (HND) | 1. Excellent - yes, and Chaser/Receiver gets +5 to Momentum - go to CATCH | ||||||||||||
| 23 | 2. Yes - go to SCRUM on halfway | 2. No - go to SCRUM on halfway | 2. Yes - goto FOUL | 2. Good - yes, go to CATCH | |||||||||||||||||||
| 24 | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | ||||||||||||||||||||
| 25 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 26 | |||||||||||||||||||||||
| 27 | SCRUM | To restart the game and launch an attack. Because four players from each team are involved in the scrum (Props x 2, Hooker, Scrum Half), if they can get the ball out quickly there is a lot of space elsewhere on the pitch for the other players to run into. | Ideally to win the ball “against the head”. Otherwise to prevent the attack making progress by a combination of disrupting the scrum, closing down the options across the rest of the pitch and trying to get back into their defensive line as quickly as possible. | Two Props (left and right) and the Hooker (middle) are part of the Scrum, the Scrum Half puts the ball in and immediately runs behind the Scrum to pick up the ball once it has been hooked (kicked back) by the Hooker. The remaining players form a line across the pitch back from where the Scrum takes place (10m for a Flat attack and 15m for Deep). Note that this might mean one to the left of the Scrum and two to the right or vice versa. Note also that the line these players form is not straight across the pitch but backward leaning the further away from the ball. Further note that players may not be standing in their allocated channel. | Two Props (left and right) and the Hooker (middle) are part of the Scrum, with the Scrum Half shadowing his opposite number but from his side of the Scrum. The remaining players form a backward leaning line across the pitch back from where the Scrum takes place (10m for Blitz Defence and 15m for Drift), shadowing their opposites. | There are an average 3.1 Scrums/game | Both team’s Props, Hooker and Scrum Half | STR, HAN | N/A | How good is the feed from the scrum half? (HND) | 1. Excellent - Strength odds start at 90/10 for the team with the put in | Who wins the Scrum? (STR Props and Hooker). | Both teams roll an EGP check (STR). If both roll the same = no change to the Strength Odds. One team rolls better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both team roll Poor, check for foul play | If applicable, has one of the players committed a foul? see separate sheet on AGGRESSION, INJURIES AND CARDS | 1. No | Does the scrum half (HND) pick up the ball cleanly? | 1. Excellent - yes, scrum half gets +5 to Momentum - goto CATCH | ||||||
| 28 | 99% of scrums are retained by the team that put (feed) the ball into the scrum | 2. Yes - goto FOUL | 2. Good - yes, go to CATCH | ||||||||||||||||||||
| 29 | There is an average of 7.4 penalties conceded per match for all offences (of which 51% were during a tackle or ruck) | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | |||||||||||||||||||
| 30 | There is an average of 0.675 yellow cards and 0.025 red cards per match | 2. Yes - go to SCRUM where the ball was dropped | |||||||||||||||||||||
| 31 | 2. Good feed - Strength odds start at 80/20 for the team with the put in | Who wins the Scrum? (STR Props and Hooker). | Both teams roll an EGP check (STR). If both roll the same = no change to the Strength Odds. One team rolls better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both team roll Poor, check for foul play | If applicable, has one of the players committed a foul? see separate sheet on AGGRESSION, INJURIES AND CARDS | 1. No | Does the scrum half (HND) pick up the ball cleanly? | 1. Excellent - yes, scrum half gets +5 to Momentum - goto CATCH | ||||||||||||||||
| 32 | 2. Yes - goto FOUL | 2. Good - yes, go to CATCH | |||||||||||||||||||||
| 33 | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | ||||||||||||||||||||
| 34 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 35 | 3. Poor feed - Strength odds start at 70/30 for the team with the put in, but there is a chance that the feed is not straight | Is the feed straight? | Yes | Who wins the Scrum? (STR Props and Hooker). | Both teams roll an EGP check (STR). If both roll the same = no change to the Strength Odds. One team rolls better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either or both team roll Poor, check for foul play | If applicable, has one of the players committed a foul? see separate sheet on AGGRESSION, INJURIES AND CARDS | 1. No | Does the scrum half (HND) pick up the ball cleanly? | 1. Excellent - yes, scrum half gets +5 to Momentum - goto CATCH | ||||||||||||||
| 36 | No - go to FREE KICK | 2. Yes - goto FOUL | 2. Good - yes, go to CATCH | ||||||||||||||||||||
| 37 | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | ||||||||||||||||||||
| 38 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 39 | |||||||||||||||||||||||
| 40 | LINE OUT | To restart the game and launch an attack. Because four players from each team are involved in the line out (Props x 2, Hooker, Scrum Half), if they can get the ball out quickly there is a lot of space elsewhere on the pitch for the other players to run into. | Ideally to “steal” the ball at the line out. Otherwise to prevent the attack making progress by a combination of disrupting the line out, closing down the options across the rest of the pitch and trying to get back into their defensive line as quickly as possible. | Two Props (front and back) and the Hooker (middle) are part of the Line Out. The first Prop stands on the 5m line, the Hooker 1m in from there and the final Prop a further 1m away. The Scrum Half throws the ball in aiming for around 2m above the Hooker’s head and immediately runs behind to catch the throw back from the Hooker (who has hopefully caught the ball). The remaining players form a line across the pitch back from where the Line Out takes place (10m for a Flat attack and 15m for Deep). Note that the line these players form is not straight across the pitch but backward leaning the further away from the ball. | Two Props (front and back) and the Hooker (middle) are part of the Line Out, with the Scrum Half shadowing his opposite number but from his side of the Line Out. The remaining players form a backwards leaning line across the pitch back from where the Line Out takes place (10m for Blitz Defence and 15m for Drift), shadowing their opposites. | There are an average of 2.6 line outs per game | Both team’s Props, Hooker and Scrum Half | STR, JMP, HAN | N/A | How good is the throw in from the scrum half? (HND) | 1. Excellent - Strength/Jumping odds start at 90/10 for the team throwing in | Who wins the line out? (STR Props + JMP Hooker) | Both teams roll an EPG check (STR+JMP). If the same = no change to the Strength/Jumping Odds. One team rolls better = amend the odds to improve their chance of getting the ball (+10 for one better, +20 for two better). If either or both teams roll Poor, check for foul play | If applicable, has one of the players committed a foul? see separate sheet on AGGRESSION, INJURIES AND CARDS | No | Does the scrum half (HND) catch the ball cleanly from his Hooker’s throw backwards? | 1. Excellent - yes, scrum half gets +5 to Momentum - goto CATCH | ||||||
| 41 | 84% of line outs are won by the team throwing the ball in | Yes - goto FOUL | 2. Good - yes, go to CATCH | ||||||||||||||||||||
| 42 | There is an average of 7.4 penalties conceded per match for all offences (of which 51% were during a tackle or ruck) | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | |||||||||||||||||||
| 43 | There is an average of 0.675 yellow cards and 0.025 red cards per match | 2. Yes - go to SCRUM where the ball was dropped | |||||||||||||||||||||
| 44 | 2. Good feed - Strength/Jumping odds start at 80/20 for the team throwing in | Who wins the line out? (STR Props + JMP Hooker) | Both teams roll an EPG check (STR+JMP). If the same = no change to the Strength/Jumping Odds. One team rolls better = amend the odds to improve their chance of getting the ball (+10 for one better, +20 for two better). If either or both teams roll Poor, check for foul play | If applicable, has one of the players committed a foul? see separate sheet on AGGRESSION, INJURIES AND CARDS | No | Does the scrum half (HND) catch the ball cleanly? | 1. Excellent - yes, scrum half gets +5 to Momentum - goto CATCH | ||||||||||||||||
| 45 | Yes - goto FOUL | 2. Good - yes, go to CATCH | |||||||||||||||||||||
| 46 | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | ||||||||||||||||||||
| 47 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 48 | 3. Poor feed - Strength/Jumping odds start at 70/30 for the team throwing in, but there is a chance that the throw is not straight | Is the throw straight? | Yes | Who wins the line out? (STR Props + JMP Hooker) | Both teams roll an EPG check (STR+JMP). If the same = no change to the Strength/Jumping Odds. One team rolls better = amend the odds to improve their chance of getting the ball (+10 for one better, +20 for two better). If either or both teams roll Poor, check for foul play | If applicable, has one of the players committed a foul? see separate sheet on AGGRESSION, INJURIES AND CARDS | No | Does the scrum half (HND) catch the ball cleanly? | 1. Excellent - yes, scrum half gets +5 to Momentum - goto CATCH | ||||||||||||||
| 49 | No - go to SCRUM on the 5m line from where the ball was thrown in from | Yes - goto FOUL | 2. Good - yes, go to CATCH | ||||||||||||||||||||
| 50 | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | ||||||||||||||||||||
| 51 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 52 | |||||||||||||||||||||||
| 53 | CATCH | For the player with the ball to choose the best option to move his team up the pitch towards the opponent’s try line. | N/A | Other than the player with the ball, players will aim to get into their backwards leaning line formation behind where the catch is taken (starting 5m back for Flat and 10m back for Deep). Any players going forwards/backwards to get into position should receive a one-off +5/-5 to their Momentum | Players will aim to get into their backwards leaning line formation behind where the catch is taken (starting 5m back for Blitz and 10m back for Drift). Any players going forwards/backwards to get into position should receive a one-off +5/-5 to their Momentum | There are an average of 2 kicks in a match | The player on the attacking team who caught the ball | PCE, STR, KCK | Whether the offence is playing flat rather than deep, and the defence is playing blitz or drift will also impact on decisions | What does the player do with the ball? (Goto separate PLAYER CHOICES SHEET ) | 1. He chooses to Run with the ball - Goto RUN. | ||||||||||||
| 54 | Running with the ball is the only way to make progress up the pitch and retain possession | There are an average of 70 passes per game | 2. He chooses to Pass the ball - Goto PASS. | ||||||||||||||||||||
| 55 | Kicking makes progress up the pitch but risks losing possession | On average a Pass is made every 6 seconds | 3. He chooses to Kick the ball long - Goto LONG KICK | ||||||||||||||||||||
| 56 | Passing is a way of getting the ball to a colleague better placed to Run or Kick | There were no drop goal attempts in the entire 2020 season - only really worth trying if the match is in its last seconds, success wins/draws the game and the ball carrier is right in front of the posts and relatively close to them | 4. He chooses to Kick the ball short - Goto SHORT KICK | ||||||||||||||||||||
| 57 | 5. He chooses to try and drop goal - Goto GOAL KICKING | ||||||||||||||||||||||
| 58 | |||||||||||||||||||||||
| 59 | RUN | To directly move the ball up the pitch - ideally scoring a try. | To tackle the player running and, ideally, win the ball back. | Other players will aim to get into their backwards leaning line formation behind where the runner (starting 5m back for Flat and 10m back for Deep). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | Players will aim to get into their backwards leaning line formation behind where the runner is (starting 5m back for Blitz and 10m back for Drift). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | Players try to offload out of the tackle around 4 or 5 times per match | The player on the attacking team with the ball. The defender marking him. The defending team’s sweeper (if the attacker breaks the line) and, potentially, the rest of the defenders if he beats the sweeper. If a player offloads out of a tackle, then the attackers and defenders either side of him. | PCE, STR, HND | Each player will have a preference for what they do if they have the ball depending on their respective STR and PCE skill levels | Where does he run? | 1.He tries to run around his marker (Route chosen by those with higher PCE than STR). Base odds are 40/60 in favour of the marker | Does he avoid the tackle? Both players roll an EPG check (PCE). If the same = no change to the Tackling Odds. One player rolls better = amend the odds to improve their chance of getting the ball (+10 for one better, +20 for two better). If either or both players roll Poor, check for foul play | 1. If the the ball carrier has avoided the tackle he advances 5-10m down the pitch | Is there a sweeper trying to tackle him? | 1. Yes - go back to Test 2 but Base odds are 30/70 in favour of the sweeper | ||||||||
| 60 | There were around 22.4 successful tackles made per match | 2. No. The ball carrier keeps running towards the try line. All defenders run back to try and catch him. | Can any defenders catch the ball carrier? (PCE) Both sets of players run EGP checks for PCE every 10m until a try is scored or the ball carrier is tackled. The ball carrier loses 5 momentum for each check to a minimum of -5. | Is the ball carrier caught before he crosses the try line? | 1. No - score 5pts for a try and goto GOAL KICKING for a conversion attempt. Note that the ball carrier should try to score as close to the centre of the posts as he can but will not risk being caught. | ||||||||||||||||||
| 61 | 2. Yes - goto TACKLE | ||||||||||||||||||||||
| 62 | 2. If the ball carrier has not avoided the tackle, does he try and offload (to the closest player who must be no more than 8m away from him)? | 1. Yes | Does the ball carrier successfully offload to the closest player on his team? (EGP test using the HND of both passing player and receiving player) | 1. Excellent - Yes - add +5 to the receiving player’s Momentum - goto CATCH | |||||||||||||||||||
| 61 | 2. No - goto TACKLE | 2. Good - yes, go to CATCH | |||||||||||||||||||||
| 62 | 3. Poor - Risk of interception and the ball is dropped | Does the defender attempt an interception? | 1. No - goto SCRUM where the receiver dropped the ball | ||||||||||||||||||||
| 63 | 2. Yes | Is the ball intercepted? (HND of player attempting intercept) | 1. Excellent - Yes - goto CATCH | ||||||||||||||||||||
| 64 | 2. Good - No and the ball is knocked backwards. Goto SCRUM where the receiver dropped the ball | ||||||||||||||||||||||
| 65 | 3. Poor - No and the ball is deliberately knocked on. Goto PENALTY but note, this is an automatic yellow card offence | ||||||||||||||||||||||
| 66 | 2. He tries to run through his marker (Route chosen by those with higher STR than PCE). Base odds are 30/70 in favour of the marker | Does he win the collision? (STR) | Both players roll an EPG check (STR). If the same = no change to the Tackling Odds. One player rolls better = amend the odds to improve their chance of getting the ball (+10 for one better, +20 for two better). If either or both players roll Poor, check for foul play | If applicable, has one or both of the players committed a foul? see separate sheet on AGGRESSION, INJURIES AND CARDS | Yes - goto FOUL | ||||||||||||||||||
| 67 | No | 1. If the the ball carrier has avoided the tackle he advances 5-10m down the pitch | Is there a sweeper trying to tackle him? | 1. Yes - go back to Test 2 but Base odds are 30/70 in favour of the sweeper | |||||||||||||||||||
| 68 | 2. No. The ball carrier keeps running towards the try line. All defenders run back to try and catch him. | Can any defenders catch the ball carrier? (PCE) Both sets of players run EGP checks for PCE every 10m until a try is scored or the ball carrier is tackled. The ball carrier loses 5 momentum for each check to a minimum of -5. | Is the ball carrier caught before he crosses the try line? | 1. No - score 5pts for a try and goto GOAL KICKING for a conversion attempt. Note that the ball carrier should try to score as close to the centre of the posts as he can but will not risk being caught. | |||||||||||||||||||
| 69 | 2. Yes - goto TACKLE | ||||||||||||||||||||||
| 70 | 2. If the ball carrier has not avoided the tackle, does he try and offload (to the closest player who must be no more than 8m away from him)? | 1. Yes | Does the ball carrier successfully offload to the closest player on his team? (EGP test using the HND of both passing player and receiving player) | 1. Excellent - Yes - add +5 to the receiving player’s Momentum - goto CATCH | |||||||||||||||||||
| 71 | 2. No - goto TACKLE | 2. Good - yes, go to CATCH | |||||||||||||||||||||
| 72 | 3. Poor - Risk of interception and the ball is dropped | Does the defender attempt an interception? | 1. No - goto SCRUM where the receiver dropped the ball | ||||||||||||||||||||
| 73 | 2. Yes | Is the ball intercepted? (HND of player attempting intercept) | 1. Excellent - Yes - goto CATCH | ||||||||||||||||||||
| 74 | 2. Good - No and the ball is knocked backwards. Goto SCRUM where the receiver dropped the ball | ||||||||||||||||||||||
| 75 | 3. Poor - No and the ball is deliberately knocked on. Goto PENALTY but note, this is an automatic yellow card offence | ||||||||||||||||||||||
| 76 | |||||||||||||||||||||||
| 77 | TACKLE | Having been tackled, the ball carrier will try to set up a RUCK to try and recycle possession of the ball to a teammate. | N/A | The player tackled will be on the ground and the two nearest attackers will aim to join the Ruck that is about to form. Other players will aim to get into to their backwards leaning line formation behind where the tackle has taken place (starting 5m back for Flat and 10m back for Deep). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | The tackler will be getting up to contest the forthcoming Ruck and the nearest defender will aim to join him. Other players will aim to get into to their backwards leaning line formation behind where the tackle has taken place (starting 5m back for Blitz and 10m back for Drift). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | There were around 22.4 successful tackles leading to rucks per match | The ball carrier | HND | N/A | What happens to the ball after the tackle? (HND) | 1. Excellent - The ball carrier sets up a ruck with +5 Momentum to the attacker trying to prevent a jackal - goto RUCK | ||||||||||||
| 78 | There is an average of 7.4 penalties conceded per match for all offences (of which 51% were during a tackle or ruck) | 2. Good - The ball carrier sets up a ruck - goto RUCK | |||||||||||||||||||||
| 79 | On average 50% of all tackle/ruck penalties were conceded by the ball carrier’s team | 3. Poor - The ball is fumbled | Does the ball go forwards? | 1. No - go to LOOSE BALL | |||||||||||||||||||
| 80 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 81 | |||||||||||||||||||||||
| 82 | RUCK | To retain the ball so it can be recycled for another player to take forward | To win the ball back by jackalling the ball. | The player tackled will be on the floor pushing the ball backwards towards his teammates. One attacker should have come over to defend the ruck and another should be aiming to pick up the ball. Other players will be lining up in their channels in a backward leaning line from where the Ruck is taking place (starting 5m back for Flat and 10m back for Deep). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | The player tackled will have got to his feet and be trying to jackal the ball. One defender should have come over to help him jackal by trying to clear out the attacker defending the Ruck. Other players will be lining up in their channels in a backwards leaning line from where the Ruck is taking place. Any players going forwards/backwards to get into position should have a +5/-5 Momentum | There is an average of 7.4 penalties conceded per match for all offences (of which 51% were during a tackle or ruck) | The tackler and the nearest defender, and the two nearest attackers (not the tackled player) - but only if any of these players can reach the Ruck in time. | STR | N/A | Is the tackler able to jackal the ball? (STR) | Jackal odds start at 80/20 against the player trying to jackal. The tackler and the nearest attacker roll an EGP check (STR). If the rolls are the same = no change to the Jackal Odds. If one rolls better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better). If either roll Poor, check whether they have conceded a penalty | Has one of the players conceded a penalty? | No | Do players arriving at the ruck later influence it? (STR) | Ruck odds start at 80/20 to whichever team secured the ball in Test 1. The nearest defender and the second nearest attacker roll an EGP check (STR). If both roll the same = no change to the Ruck Odds. If one rolls better = amend the odds to improve their team’s chance of getting the ball (+10 for one better, +20 for two better). If either roll Poor, check whether they have committed foul play | Has one of the players committed a foul? (see separate sheet on AGGRESSION, INJURIES AND CARDS | No - go to CATCH | ||||||
| 83 | On average 50% of all tackle/ruck penalties were conceded by the ball carrier’s team | Yes - goto PENALTY | Yes - goto FOUL | ||||||||||||||||||||
| 84 | Rucks occur on average every 19 seconds | ||||||||||||||||||||||
| 85 | The ball carrier’s team retain the ball from the ruck around 84% of the time | ||||||||||||||||||||||
| 86 | |||||||||||||||||||||||
| 87 | LOOSE BALL | To secure the loose ball | To secure the loose ball | Players not attempting to pick up the Loose Ball will be attempting to get back into their backward leaning line formation from where the ball is (starting 5m back for Flat and 10m back for Deep). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | Players not attempting to pick up the Loose Ball will be attempting to get back into their backward leaning line formation from where the ball is (starting 5m back for Blitz and 10m back for Drift). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | The nearest attacker and defender to where the ball went loose. Depending on if they are going forwards/backwards to get the ball they receive a one off +5/-5 to their Momentum | PCE, HND | N/A | Which side picks up the loose ball? (PCE) | Loose Ball odds start at 50/50 but improve by 10 for each 5m closer to the ball one of the players is (so a player 20m closer will have a 90% chance of reaching the ball first). In addition, both players involved roll an EGP check (PCE). If the rolls are the same = no change to the Loose Ball Odds. If one rolls better = amend the odds to improve their chance of getting the ball first (+10 for one better, +20 for two better) | Does the player (HND) pick up the ball cleanly? | 1. Excellent - Yes - add +5 to the player’s Momentum - goto CATCH | |||||||||||
| 88 | 2. Good - yes, go to CATCH | ||||||||||||||||||||||
| 89 | 3. Poor - No, ball is dropped | Does the ball go forwards? | 1. No - go to LOOSE BALL | ||||||||||||||||||||
| 90 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 91 | |||||||||||||||||||||||
| 92 | PASS | As passes go backwards, they cede territory, but they move the ball to a team mate in a more advantageous position to make progress up the pitch. | To force the attack backwards and, if playing a Blitz defence, to intercept the pass. | Players will aim to get into to their backwards leaning line formation behind where the tackle has taken place (starting 5m back for Flat and 10m back for Deep). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | Players will aim to get into to their backwards leaning line formation behind where the tackle has taken place (starting 5m back for Blitz and 10m back for Drift). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | On average there are 3.1 passes before a ruck is formed | The player with the ball, the intended receiver, the defender opposite the intended receiver | HND | Blitz defence gives the chance of an interception and initially reduces the probability of a successful pass by putting more pressure on both the passer and receiver. | Who is he passing to? | 1.A player to the left or right of him (80% chance) | Is the pass successful? (EGP test using the HND of both passing player and receiving player) | 1. Excellent - Yes - add +5 to the receiving player’s Momentum - goto CATCH | ||||||||||
| 93 | The average number of passes in a game is 70 | An attacking team playing deep has a reduced chance of giving away an interception | 2. Good - yes, go to CATCH | ||||||||||||||||||||
| 94 | On average there was a pass every 6 seconds | 3. Poor - Risk of interception and the ball is dropped | Is there an interception attempt? Flat attack v Blitz defence only | 1. No | Does the ball go forwards? | 1. No - go to LOOSE BALL | |||||||||||||||||
| 95 | Note that the passing player will run forward before passing - to within 2m of the nearest defender if playing Flat, 5m if playing Deep | 2. Yes - go to SCRUM where the ball was dropped | |||||||||||||||||||||
| 96 | Note that the defending player will advance on the passing player to close him down - to within 2m if playing Blitz, 5m if playing Drift | 2. Yes | Is the ball intercepted? (HND of player attempting intercept) | 1. Excellent - Yes - +5 Momentum to the intercepting player - goto RUN | |||||||||||||||||||
| 97 | 2. Good - Yes - goto RUN | ||||||||||||||||||||||
| 98 | 3. Poor - No and the ball is deliberately knocked on. Goto PENALTY but note, this is an automatic yellow card offence | ||||||||||||||||||||||
| 99 | 2. He attempts a mispass (20% chance) and sends the ball towards the player two places to the left or right - Mispasses are easier to intercept but, if successful, should give an advantage to the ball carrier on the next move | Is the pass successful? (HND of both passing player and receiving player) | 1. Excellent - Yes - +10 Momentum to the receiving player - goto CATCH | ||||||||||||||||||||
| 100 | 2. Good - Yes - +5 Momentum - goto CATCH | ||||||||||||||||||||||
| 101 | 3. Poor - Risk of interception and the ball is dropped | Is there an interception attempt? Flat attack v Blitz defence only | 1. No | Does the ball go forwards? | 1. No - go to LOOSE BALL | ||||||||||||||||||
| 102 | 2. Yes - go to SCRUM where the ball was dropped | ||||||||||||||||||||||
| 102 | 2. Yes | Is the ball intercepted? (HND of player attempting intercept) | 1. Excellent - Yes - +5 Momentum to the intercepting player - goto RUN | ||||||||||||||||||||
| 103 | 2. Good - Yes - goto RUN | ||||||||||||||||||||||
| 104 | 3. Poor - No and the ball is deliberately knocked on. Goto PENALTY but note, this is an automatic yellow card offence | ||||||||||||||||||||||
| 105 | |||||||||||||||||||||||
| 106 | LONG KICK | This option cedes possession but enables a team to clear the ball away from close to their own try line. | To attempt to charge down the kick and to get to the ball before the attacking team can reclaim it. | The nearest player to where the ball is kicked should aim to pick it up. Other players will aim to get into to their backwards leaning line formation behind where the ball has landed (starting 5m back for Flat and 10m back for Deep). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | The nearest player to where the ball is kicked should aim to pick it up. Other player will aim to get into to their backwards leaning line formation behind where the ball has landed (starting 5m back for Blitz and 10m back for Drift). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | On average there are only 2 kicks per match | The ball carrier, the nearest defender | KCK, PCE | N/A | How far does the ball go? (KCK) | 1. Excellent kick - Kick goes around 50m - goto LOOSE BALL | ||||||||||||
| 107 | Long kicks are only normally done as a panic measure when within 5m metres of your own try line and you are trying to clear the ball. | 2. Good kick - Kick goes around 40m - goto LOOSE BALL | |||||||||||||||||||||
| 108 | 3. Poor kick - Risk of charge down | Is the kick charged down? Only possible if a Flat attack is up against a Blitz defence and is subject to a PCE EGP test for the defender trying to intercept. | 1. Excellent -Yes - go to LOOSE Ball, with the ball between 0-5m behind where the kick was taken. Kicker has -5 Momentum, Defender who charged down has +5 Momentum | ||||||||||||||||||||
| 109 | 2. Good - Yes - go to LOOSE BALL with the ball going between 0-5m behind where the kick was taken. | ||||||||||||||||||||||
| 110 | 3. Poor - No, kick goes around 30m - goto LOOSE BALL | ||||||||||||||||||||||
| 111 | |||||||||||||||||||||||
| 112 | SHORT KICK | To kick the ball into a space further up the pitch where there are no defenders, with the aim of the kicker, or one of their team mates, getting to the loose ball first and securing it for their team. | To attempt to charge down the kick and to get to the ball before the attacking team can reclaim it. | The nearest player to where the ball is kicked should aim to pick it up. Other players will aim to get into their backwards leaning line formation behind where the ball has landed (starting 5m back for Flat and 10m back for Deep). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | The nearest player to where the ball is kicked should aim to pick it up. Other player will aim to get into their backwards leaning line formation behind where the ball has landed (starting 5m back for Blitz and 10m back for Drift). Any players going forwards/backwards to get into position should have a +5/-5 Momentum | On average there are only 2 kicks per match | The ball carrier, the nearest defender | KCK, PCE | N/A | How far does the ball go? (KCK) | 1. Excellent kick - Kick goes past the defender opposite and ends up between the kicker and any sweeper approximately 2/3 closer to the kicker - goto LOOSE BALL | ||||||||||||
| 113 | Short kicks work best when the attacking team is playing flat and the defence is playing blitz | 2. Good kick - Kick goes past the defender opposite and ends up between the kicker and any sweeper an equal distance from them both - goto LOOSE BALL | |||||||||||||||||||||
| 114 | The aim of a short kick is to place it past an opponent directly opposite and regather the ball further up the pitch | 3. Poor kick - Risk of charge down | Is the kick charged down? Only possible if a Flat attack is up against a Blitz defence and is subject to a PCE EGP test for the defender trying to intercept. | 1. Excellent -Yes - go to LOOSE Ball, with the ball between 0-5m behind where the kick was taken. Kicker has -5 Momentum, Defender who charged down has +5 Momentum | |||||||||||||||||||
| 115 | 2. Good - Yes - go to LOOSE BALL with the ball going between 0-5m behind where the kick was taken. | ||||||||||||||||||||||
| 116 | 3. Poor - No - Kick goes past the defender and ends up between the kicker and any sweeper approximately 2/3 closer to the Sweeper - goto LOOSE BALL | ||||||||||||||||||||||
| 117 | |||||||||||||||||||||||
| 118 | GOAL KICKING | To score points by kicking the ball between the posts and over the crossbar. | They can try and change down any drop goal attempt, but not any other kick at goal. | For a Penalty or Conversion, apart from the kicker, players move to stand in their channels 10m back from where the kick takes place. For a Drop Goal, players are wherever they happened to be standing. | For a Penalty or Conversion, apart from the kicker, players stand in their channels 10m back from where the kick takes place. For a Drop Goal, players are wherever they happened to be standing - which may give them the opportunity to charge down the kick. | All distances include any lateral movement | The kicker, nearest defender (for drop goal charge downs only) | KCK, PCE | N/A | How good is the kick? (KICKING - Kicker) - references are to the separate spreadsheet GOAL KICKING ZONES | Excellent kick - Odds of being successful are improve by one zone (eg. B to A). | Is the kick successful? | 1. Yes - Kick is scored and points awarded (penalty/drop goal 3pts, conversion 2pts). Play resumes from the restart - goto KICK OFF (with the team scoring the points kicking off) | ||||||||||
| 119 | Kicks are easiest directly in front of the posts from about 10m. They get progressively harder the wider out they are taken from and the further they are from the posts. Drop goals have an added level of difficulty. See Kicking Success Map to determine chances of success | 2. No - Kick attempt misses - no points added. For a Conversion, - goto KICK OFF. | For Penalty / Drop Goal - does the Ball go over the dead ball line? | 1. No - goto LOOSE BALL | |||||||||||||||||||
| 120 | 2. Yes - the defender in the channel the ball went dead in starts with the ball on the edge of their 22m line - goto CATCH | ||||||||||||||||||||||
| 121 | Good kick - Odds of being successful remain the same. | Is the kick successful? | 1. Yes - Kick is scored and points awarded (penalty/drop goal 3pts, conversion 2pts). Play resumes from the restart - goto KICK OFF (with the team scoring the points kicking off) | ||||||||||||||||||||
| 122 | 2. No - Kick attempt misses - no points added. For a Conversion, - goto KICK OFF. | For Penalty / Drop Goal - does the Ball go over the dead ball line? | 1. No - goto LOOSE BALL | ||||||||||||||||||||
| 123 | 2. Yes - the defender in the channel the ball went dead in starts with the ball on the edge of their 22m line - goto CATCH | ||||||||||||||||||||||
| 124 | Poor kick - Odds of being successful decrease by one zone (eg. A to B) and risk of Drop Goal attempt being charged down. | (Drop Goal Only) Is the kick charged down? Only possible if a Flat attack is up against a Blitz defence and is subject to a PCE EGP test for the defender trying to intercept. | 1. Excellent -Yes - go to LOOSE Ball, with the ball between 0-5m behind where the kick was taken. Kicker has -5 Momentum, Defender who charged down has +5 Momentum | ||||||||||||||||||||
| 125 | 2. Good - Yes - go to LOOSE BALL with the ball going between 0-5m behind where the kick was taken. | ||||||||||||||||||||||
| 126 | 3. Poor - No, the shot on goal is not stopped | Is the kick successful? | 1. Yes - Kick is scored and points awarded (penalty/drop goal 3pts, conversion 2pts). Play resumes from the restart - goto KICK OFF (with the team scoring the points kicking off) | ||||||||||||||||||||
| 127 | 2. No - Kick attempt misses - no points added. For a Conversion, - goto KICK OFF. | For Penalty / Drop Goal - does the Ball go over the dead ball line? | 1. No - goto LOOSE BALL | ||||||||||||||||||||
| 128 | 2. Yes - the defender in the channel the ball went dead in starts with the ball on the edge of their 22m line - goto CATCH | ||||||||||||||||||||||
| 129 | |||||||||||||||||||||||
| 130 | FOUL | N/A | N/A | N/A | N/A | There is an average of 0.675 yellow cards and 0.025 red cards per match | The two (or more) players involved in the action that led to the foul | AGG | Coaches can choose Aggression levels for players | Is either player injured? (AGG) - see separate sheet on AGGRESSION, INJURIES AND CARDS | 1. No | Is a card being shown? (AGG) - see separate sheet on AGGRESSION, INJURIES AND CARDS | 1. Excellent - no, but a stern ticking off from the ref - goto PENALTY | ||||||||||
| 131 | There is an average of 0.5 injuries per match that so severe players cannot continue in that match. Of these 60% of players will return for the next match, 30% will miss the next 1 or 2 matches and around 10% will miss multiple matches | 2. Good - Yellow card - goto PENALTY | |||||||||||||||||||||
| 132 | 3. Poor - red card - goto PENALTY | ||||||||||||||||||||||
| 133 | 2. Yes | How bad is the injury? (AGG) - see separate sheet on AGGRESSION, INJURIES AND CARDS | 1. Normal | Is a card being shown? (AGG) - see separate sheet on AGGRESSION, INJURIES AND CARDS | 1. Excellent - no, but a stern ticking off from the ref - goto PENALTY | ||||||||||||||||||
| 134 | 2. Serious | 2. Good - Yellow card - goto PENALTY | |||||||||||||||||||||
| 135 | 3. Poor - red card - goto PENALTY | ||||||||||||||||||||||
| 136 | |||||||||||||||||||||||
| 137 | PENALTY | To choose the best option for restarting the game for their team. | N/A | Players will aim to get into their backwards leaning line formation behind where the Penalty has been awarded (starting 5m back for Flat and 10m back for Deep). Any players going forwards/backwards to get into position should receive a one-off +5/-5 Momentum | Players will aim to get into their backwards leaning line formation behind where the Penalty has been awarded(starting 5m back for Blitz and 10m back for Drift). Any players going forwards/backwards to get into position should receive a one-off +5/-5 to their Momentum | 25% of penalties were kicked to touch | Depends on Option chosen | Depends on the Option chosen | N/A | Which option is chosen? (Goto separate PLAYER CHOICES SHEET) | 1. Kick for touch. The team kicking also gets to throw into the line out. This should happen around 25% of the time. | How far does the kick go and does it find touch? (KCK) | 1. Excellent kick - Kick goes around 45-50m including the distance to the touchline (unless that would take it over the dead ball line, in which case it goes up to the 5m line - Go to LINE OUT | ||||||||||
| 138 | 7% of penalties were scrums | 2. Good kick - Kick goes around 35-40m including the distance to the touchline (unless that would take it over the dead ball line, in which case it goes up to the 5m line - Go to LINE OUT | |||||||||||||||||||||
| 139 | 68% of penalties were ‘tap and go’ | 3. Poor kick - Kick goes around 25-30m including the distance to the touchline. | Did the ball find touch? | 1. Yes | Did the ball go over the dead ball line? | 1. No - goto LINE OUT | |||||||||||||||||
| 140 | 2. No - goto LOOSE BALL | 2. Yes - goto SCRUM from where the kick was taken | |||||||||||||||||||||
| 141 | 2. Attempt a kick at goal. This is only feasible if close to the posts (see Kicking Success Map) and is normally an option only taken in the last minute of a game if the three points would put the attacking team into the lead or tie the game - go to GOAL KICKING | ||||||||||||||||||||||
| 142 | 3. Take a Scrum - go to SCRUM. This should happen around 7% of the time | ||||||||||||||||||||||
| 143 | 4. Tap and go - go to CATCH. This should happen around 68% of the time. | ||||||||||||||||||||||
| 144 | |||||||||||||||||||||||
| 145 | FREE KICK | To choose the best option for restarting the game for their team. | N/A | N/A | N/A | A free kick gives the same options as a PENALTY except kicking for touch (which you can theoretically do but, because the line out throw goes to the opposition, no-one does | Depends on Option chosen | Depends on the Option chosen | |||||||||||||||