Plays v2

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Note on injuries - current thinking is that whenever there is a contested action (eg, jumping to catch the restart) we should check for injuries too. I’ll need to go back in and add potential penalties and yellow/red cards for these events too.

Players Involved Strategic Choices Test 1 Possible Outcomes Test 2 Possible Outcomes Test 3 Possible Outcomes Test 4 Possible Outcomes
KICK OFF (from the midpoint of the pitch on the halfway line) Kicker Kick Long - Ball goes to around the defender’s 22m line, where on that line depends on where the Chaser is positioned. Base 70/30 odds in favour of the Receiver. Quality of Kick (KICKING - Kicker) Excellent kick - Odds shifted to 60/40 in favour of the Receiver (Long) or 55/45 in favour of the Chaser (Short) Who gets to the ball first? (JUMPING - Chaser and Receiver) Chaser gets there first What happens when they get the ball? (HANDLING - either Chaser or Receiver depending on who was successful) Catch - they safely catch the ball - go to CATCH
Chaser from the attacking team (note: attacking team is always the team with the ball) Kick Short - Ball goes to around the defender’s 10m line, where on that line depends on where the Chaser is positioned.  Base 55/45 odds in favour of the Receiver. Good kick - Odds shifted to 65/35 in favour of the Receiver (long) or 50/50 (Short) Receiver gets there first Knock back - they don’t catch the ball but manage to direct it towards their team mates - go to LOOSE BALL
Receiver from the defending team Poor kick - Odds shifted to 75/25 in favour of the Receiver (Long) or 60/40 (Short).  For short kicks also add an additional Test to see whether the ball went 10m.  If it didn’t, a Scrum is awarded to the defending team on the halfway line where the Kick Off was originally taken - go to SCRUM Knock On -they knock the ball forward - go to SCRUM
SCRUM Both team’s Props and Hooker N/A Quality of the feed (HANDLING - Attacking Scrum Half). Base odds should be 60/40 in favour of the Attacking team Excellent feed - Odds shifted to 70/30 in favour of the attacking team Who wins the Scrum? (STRENGTH - Props and Hooker). Attacking team win the scrum and the ball goes to their Scrum Half - go to CATCH Did anyone on either side give away a penalty? (AGGRESSION - Props and Hooker on both sides) No - carry on
Both team’s Scrum Half Good feed - Odds shifted to 65/35 in favour of the attacking team Defending team win the Scrum and the ball goes to their Scrum Half (they are now the attacking team) - go to CATCH Yes - stop play and go to PENALTY.  Also check for yellow and red cards
Poor feed - Odds shifted to 55/45 in favour of the attacking team Neither side win the Scrum and the ball goes loose - got to LOOSE BALL
LINE OUT Both team’s Props and Hooker N/A Quality of the throw (HANDLING - Attacking Scrum Half). Base odds should be 60/40 in favour of the Attacking team. Excellent throw - Odds shifted to 70/30 in favour of the attacking team Who gets to the ball first at the Line Out? (STRENGTH - Props and JUMPING Hooker) Attacking team’s Hooker What happens when they get the ball? (HANDLING - whichever HOOKER got to the ball first) They safely catch the ball and attempt to pass to the Scrum Half - go to CATCH Did anyone on either side give away a penalty? (AGGRESSION - Props and Hooker on both sides) No - carry on
Both team’s Scrum Half Good throw - Odds shifted to 65/35 in favour of the attacking team Defending team’s Hooker Knock back - they don’t catch the ball but manage to direct it towards the Scrum Half - go to LOOSE BALL Yes - stop play and go to PENALTY.  Also check for yellow and red cards
Poor throw - Odds shifted to 55/45 in favour of the attacking team. Also add an additional Test to see whether the throw was straight.  If it wasn’t, a Scrum is awarded to the defending team 10m in from where the line out was taken Neither side win the Scrum and the ball goes loose - got to LOOSE BALL Knock On -they knock the ball forward - go to SCRUM
PENALTY Depends on Option chosen Attempt a kick at goal.  This is only feasible if within 25m of the posts 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 Quality of Kick (KICKING - Kicker) Excellent kick - Kick goes around 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
Take a Scrum - go to SCRUM Good kick - Kick goes around 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
Tap and go - go to CATCH Poor kick - Kick goes around 30m including the distance to the touchline. It can go over the dead ball line, which leads to a Scrum for the defending team from where the ball was kicked - go to SCRUM.  Also add an additional test to see whether the ball stayed in play.  If so, go to LOOSE BALL. - Otherwise, go to LINE OUT
Kick for touch.  Usually only an option taken if within your own 22m line and/or within 20m of the touchline and with a decent Kicker
CATCH The player on the attacking team who caught the ball Each player will have a preference for what they do if they have the ball depending on their respective skill levels in different attributes What does the player do with the ball? (PACE, FOOTWORK, STRENGTH, PASSING, KICKING) He chooses to Run with the ball - Goto RUN (favoured by those with good PACE, FOOTWORK, STRENGTH)
He chooses to Pass the ball - Goto PASS (favoured by those with good PASSING)
He chooses to Kick the ball - Goto KICK (favoured by those with good KICKING)
RUN The player on the attacking team with the ball Each player will have a preference for what they do if they have the ball depending on their respective skill levels in different attributes Where does he run? (PACE, FOOTWORK, STRENGTH) He chooses to try and run into space (favoured by those with PACE) A player trying to run into space is tested against first his marker’s PACE and then his STRENGTH The attacker breaks through (breaks the line) and advances the ball around 10m down the pitch Having broken the line, can the ball carrier evade the Sweeper? (PACE, FOOTWORK, STRENGTH) He chooses to try and run into space (favoured by those with PACE) The attacker beats the Sweeper, advances the ball a further 10m down the pitch and has a clean run to the try line unless a defender can catch him (PACE) The attacker is not caught before he reaches the try line and scores a try (5pts) - goto GOAL KICKING for the conversion attempt.  Note he will try and score the try under the posts if he can but will not risk running too close to a chasing defender if they are closer to the centre of the pitch
The player on the defending team marking him He chooses to try and run around his marker (favoured by those with FOOTWORK) A player trying to run into around his marker is tested against first his marker’s FOOTWORK and then his STRENGTH The attacker is tackled - goto TACKLE He chooses to try and run around the Sweeper (favoured by those with FOOTWORK) The attacker is tackled by the SWEEPER - goto TACKLE The attacker is caught before the try line - goto TACKLE
The defending team’s Sweeper (if the attacker breaks the line) He chooses to try and run through his marker (favoured by those with STRENGTH) A player trying to run into through his marker is tested against his marker’s STRENGTH He chooses to try and run through the Sweeper (favoured by those with STRENGTH)
TACKLE The player on the attacking team with the ball A player with good PASSING is more likely to try and pass out of the tackle. What does the player with the ball do with it after being tackled? The attacker attempts to pass to a team mate (PASSING).  Because they are being tackled they get a disadvantage on their Pass attempt - goto PASS Did anyone on either side commit a Penalty? (AGGRESSION) No - carry on
The player on the defending team who tackled him The attacker attempts to set up a ruck - goto RUCK Yes - stop play and go to PENALTY.  Also check for yellow and red cards
The attacker is knocks on (HANDLING) - goto SCRUM
The defender knocks on in the tackle (HANDLING) - goto SCRUM
RUCK The two nearest attackers and defenders to the tackle N/A Which side secures the ball from the ruck? (STRENGTH of the two nearest attackers and defenders The attacking side (the player with less strength of the two involved) secure the ball - goto CATCH Did anyone on either side commit a Penalty? (AGGRESSION) No - carry on
Note: the tackled player and the tackler will have gone to the ground and cannot help compete for the ball The defending side (the player with less strength of the two involved) secure the ball - goto CATCH Yes - stop play and go to PENALTY.  Also check for yellow and red cards
The ball goes loose - goto LOOSE BALL
LOOSE BALL The nearest attacker and defender to where the ball went loose N/A Which side picks up the loose ball? (PACE) The attacker gets the ball - goto CATCH (unless the ball is over the try line, in which case a try is scored and goto GOAL KICKING for the conversion attempt
The defender gets the ball - goto CATCH
PASS The player with the ball 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.  However, it is at disadvantage against a Run or Kick Who is he passing to? A player to the left or right of him Is the pass successful? (PASSING - passer, HANDLING - receiver, PACE and HANDLING - defender attempting an interception) The pass is successful, the ball travels backwards around 5-10m - goto CATCH.  If there was also an unsuccessful interception attempt goto RUN but with only the Sweeper to beat
The player he is attempting to pass to (receiver) He attempts a mispass and sends the ball towards the player two places rot the left or right - only really attempted by a good passer as it comes with disadvantage.  Mispasses are easier to intercept but if successful give an advantage to the ball carrier on the next move The pass is unsuccessful, the ball goes backwards around 5-10m - goto LOOSE BALL.  Also test for a knock on.  If there is, a Scrum is awarded to the defending team - goto SCRUM.  If there is also an unsuccessful interception attempt then test for a deliberate knock on (AGGRESSION).  If not, carry on.  If there was, a penalty is awarded to the attacking team - goto PENALTY and the defender attempting the interception is always yellow carded
The defender opposite the receiver The pass is successfully intercepted.  The ball goes back 5-10m - goto RUN but with only the Sweeper to beat
The pass is forward and a foul is called - goto SCRUM
KICKING The ball carrier N/A Where is the player kicking the ball? (KICKING) Long kick (clearance) as far up the pitch as possible - normally only done when clearing the ball from close to your own try line - advance the ball up the pitch depending on how good the kicker is Quality of Kick (KICKING - Kicker) Excellent kick - Kick goes around 50m for a long kick and 20m for a short one - neither kick should go beyond the dead ball line - goto LOOSE BALL
Short kick, looking to get behind a defence Good kick - Kick goes around 40m for a long kick and 15m for a short one - neither kick should go beyond the dead ball line - goto LOOSE BALL
Drop Goal - attempting to score 3pts - goto GOAL KICKING Poor kick - Kick goes around 30m for a long kick and 10m for a short one - goto LOOSE BALL
GOAL KICKING The kicker 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 Quality of Kick (KICKING - Kicker) Excellent kick - Kick goes around 50m and is on target What happens after the goal kicking attempt? 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)
Good kick - Kick goes around 40m and has a chance of being on target Conversion attempt misses - no additional points scored, goto KICK OFF
Poor kick - Kick goes around 30m and has a small chance of being on target Penalty kick / Drop goal missed - ball is picked up by the nearest defending player and play continues - goto CATCH