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CONVICTS 2014 Rugby Philosophy & Default Game Plan

CONVICTS 2014 Rugby Philosophy & Default Game Plan. V2.0 – April 2014 Charlie Winn. 1. 05/14/13. Philosophy. Create a club where all parts work together to enjoy their rugby & time together through: Playing running, intense and structured rugby.

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CONVICTS 2014 Rugby Philosophy & Default Game Plan

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  1. CONVICTS 2014Rugby Philosophy & Default Game Plan V2.0 – April 2014 Charlie Winn 1 05/14/13

  2. Philosophy • Create a club where all parts work together to enjoy their rugby & time together through: • Playing running, intense and structured rugby. • Keeping or regaining possession through focusing on continuity of phases and pro-active structured defence.

  3. Coaching • Responsibilities: • Club Coaching oversight Charlie • Club Attack & continuity oversight Tommy • Club set-piece & set-play Charlie & Ted • Club Defensive structures Charlie & Tommy • Club New players integration & prep Dave & Ted • Individual skills management Dave & Ted • First Grade Coach Charlie • Second Grade Coach Tommy • Third Grade Coach Dave 3 05/14/13

  4. Play Strategy - Attack • Supporting the ball carrier & look too offload rather than create a ruck • Straight running to create space  run between players not at them • Decision making based on pressure  creating or releasing it • Default is what is executed unless Captain calls otherwise however always take opportunities when they arise  decisions based on pressure (pt. 3 above) • Pods approach to create space &/or pressure • Pods off 1st phase/restarts • Use of Rum and Coke calls to start or continue momentum • Around the corner of the #9 on Waratah’s game plan • Same pods either side of the #9 on Force game plan • Attack with 2 support players (in groups of 3) 3 05/14/13

  5. Play Strategy - Defense • Proactive & abrasive defense focusing on regaining possession • After 1st Phase Iron Curtain approach with Pendulum • Defend in groups of 3’s • Half back is defensive captain • Jockey call when outflanked • Ruck defense: 10 | 20 | 30 & move up off the line • 10 is captain (watches ball & openside calls break when ball out) • First phase: • Red zone: Man ON  outside shoulder set up - up and in • Outside Red zone: Drift  Inside shoulder set up – up and out 3 05/14/13

  6. Attack Policies • Red Zone • Release pressure by kicking long & out (don’t allow them to counter) • 3 + ball carrier into a ruck • Orange (our half) • Release pressure by kicking for space (make the ball bounce) and then onwards to the line (corners) • Includes box kick from #9 • 3 + ball carrier into a ruck • Orange (their half) • Game plan (Waratah’s default) • Default call on 1st phase • #10 calls STRIKE when space identified otherwise continue • 2 + ball carrier into a ruck • Green zone • Build pressure by holding the ball by executing game plan • 2 + ball carrier into a ruck • Patience 3 05/14/13

  7. Defense Policies • Red Zone • Man on defense 1st phase (Iron curtain phase 2 +) • Outside shoulder up and in • Back 3 manage depth to cover for chip & # 9 shallower as defensive captain • 10 | 20 |30’s (more ruck defenders in closer required) • Orange • Drift defense off of 1st phase (Iron curtain phase 2 +) • Inside shoulder up and out • Green zone • Drift defense off of 1st phase (Iron curtain phase 2 +) • Inside shoulder up and out • Proactive to gain turn-over & counter attack • Look to flood (counter ruck) 3 05/14/13

  8. General Policies • Counter attack policy • Centre field the received kick • 15 or last man decides - if run it back into oppn half then run otherwise kick for the line out • 2+ passes from ruck turn over (move away from contact zone) • Default calls for field positions off of restarts • Off of good lineout ball to get over the gain line (have to stand back further) • Blind side R&C off of KO receipt • Scrum backs moves to be “Default” move to attack weak point • Scrum forwards move calls only called outside of Red zone • Main call for attack post 1st phase • Sliders & Blockers • Multiple versions to attack weak points in the oppn defensive line • Use forwards in the moves • All runners are options 3 05/14/13

  9. GREEN RED ORANGE 22m Direction of play ZONES 10m 10m 22m 6 05/14/13

  10. 15m Centre 15m FIELD CHANNELS Direction of play 7 05/14/13

  11. Ruck Rum And Coke Zone: Orange / Green Objective: Draw in Forwards and BEND the line/get over the gain line/get forward momentum. Note: Early in season version R (rum) and C (coke) are two options for 9 to hit A (and) is there to support either who receive the ball Must hit the pass at speed and run at spaces (not faces) Can be executed anywhere with any positions. 9 C R A : Running Lines AL: Advantage Line 14 05/14/13 X: Breakdown - # -: caller O: Pass Receive Pass

  12. Sliders Zone: Orange / Green Objective: Create space on outside by drawing in outside defence Note: B slides away and either B or C receives ball from A. C receives as flat ball and B as straightening around behind C Can be executed anywhere with any players. A C B : Running Lines AL: Advantage Line 17 05/14/13 X: Breakdown - # -: caller O: Pass Receive Pass

  13. Blockers Zone: Orange / Green Objective: to draw defence outside and put outside man in the gap in the middle. Note: B accelerates in front of C & draws defense outside. C or B receives ball from A as the gap opens in the center Can be executed anywhere with any positions. A B C : Running Lines AL: Advantage Line 18 05/14/13 X: Breakdown - # -: caller O: Pass Receive Pass

  14. Wide (WARATAHS) Game Plan • Why? • Allows us to gain momentum • Allows us to gather our structure • Allows us to wait for the opportunity to attack (STRIKE from #10) • Pulls the opposition from one side to the other, pushing their fitness and gaps will open if we’re patient • Use our fast outside backs • Forwards in Pods of 3 using R&C • Don’t think about scoring off the first phase or even the first batch of 3 phases 05/14/13 8

  15. 2 4 1 5 3 IMPORTANT: always move in the same direction either as forwards or backs moves until no room available OR an attack can be made at either an under strength or miss match (#10/15 vs 3/5) etc 4th phase (to #5) should allow a backline to run at a depleted back line OR just move it all the way across the field again Wide Game Plan WARATAHS Moves by forwards: R&C moves in pods of 3 coming around the corner 10 05/14/13

  16. Central (FORCE) Game Plan • Why? • Getting momentum forward before using the wide channels • Getting the opposition to think that is all we have • Use in Red Zone so reduce risk (can be used in all zones) • Forwards focused • Use R & C • When backs used, use crash balls off of the inside backs • Half back controls more than the 10 • R&C pods used left and right side • Don’t think of scoring off the 1st phase or even 1st batch of 3 phases • Call the channel next phase to break down in • When gaps open up “STRIKE” is called and ball is moved wide for the gap 05/14/13 9

  17. 2 4 1 5 6 3 When ready the 10 calls “STRIKE” and moves either Lions or Rebels…the side with the gaps. NOTE: same way movement within the Crusaders channel “STRIKE” called at 6 due to good forward momentum & quick ball available “FORCE” Game Plan Always back into the center. Using ruck moves by forwards Preferably: R&C moves in pods of 3 coming around the corner 12 05/14/13

  18. Line-Out Calls • Front Middle Back Will be the line out calls • Words added after the numbers to indicate, Drives, moves etc • 4 different set up/looks (only 2 in this version for the club) • Default  6 man line out can also be done with the 8 in the back line to have 4 jumpers. • 3 man lineout (PENALTY BALL) • Not included: • 4 man line out (option 2) • 3 jumpers together (option 3) • ‘Rock’ call • Line out brought down, maul created, then driven • “Car” call [Honda/Holden/Audi} • Off the top to 9

  19. Line out – Default Set up 5m (j) (L) (J/L) (J) (L) Line out 1: Front call 7 moves to 1 and jumps with 6 and 1 lifting (L) 5 3 6 7 1 4 2 J= Jumper, L= Lifter (J) (L) (J/L) (J) (L) Line out 2: Middle call 7 and 6 move towards 1 fake jump, 1 and 6 move towards 3 and 6 jumps - (L) 5 3 6 7 1 4 2 J= Jumper, L= Lifter Line out 3:back call 7 and 6 fake a jump at the front, 3 and 4 lifts 5 at the back (J) (L) (J/L) (J) (L) (L) 5 3 6 7 1 4 2 J= Jumper, L= Lifter

  20. Line out – PENALTY BALL 5m Line out front, 1 and 3 fake to lift 6 at 6, 2 pops to 7 running in. 3 must leave the lineout (L) (J/L) (J/L) 1 3 6 2 7 Line out Middle 1 and 3 lift 6 & 7 fakes at the front (L) (J/L) (J/L) 2 1 3 6 7

  21. Staying on the field • See the physio (they are at the ground on Saturday’s) as soon as possible • Follow up with the Physio • DarloPysio • David Jones • Hydration, eating appropriate food at right time • Recovery after games and training • Electrolytes & Protein • Massages/Yoga/stretching • Get Private Health Insurance • Teamer – respond by 7PM on Wednesday • Teams are selected Wednesday night 05/14/13 35

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