Rugby Union
Rugby Union
Rugby Union
Rugby Union
2
CONTENTS
PAGE
Student Notes Teacher Notes A MESSAGE FROM DAVID SHAW, RFU DEVELOPMENT DIRECTOR 3
RFU RECOMMENDATION 3
Prepared for The Royal Navy in association with the Rugby Football
SKILLS DEVELOPMENT SHEET 4
Union and produced by Education and Youth Limited, London.
If there is any support you feel the Royal Navy can give regarding this UNIT 1 INTRODUCTION TO THE MODULE 5
project please contact 0870 333 0423.
UNIT 2 SAFETY IN RUGBY UNION 6
Acknowledgements
UNIT 3 THE BASIC SKILLS 8
The Royal Navy wishes to thank the Rugby Football Union for its
support in the preparation of this text, and the following former and
UNIT 4 UNITS OF PLAY 10
present members of the RFU Technical Department for their valuable
contributions:
UNIT 5 COACHING AND REFEREEING 32
Don Rutherford Former Technical Director
Keith Bonser and H.V. (Chalkie) White Former Divisional Technical UNIT 6 A SIMPLE GUIDE TO THE LAWS 34
Administrators
Rex Hazledine Former Fitness Adviser, UNIT 7 CONDITIONING FOR RUGBY 38
England XV
UNIT 8 THE HISTORY AND STRUCTURE OF THE SPORT 44
Line of run
Centenary History of the Rugby Football Union.
Technical Editor Phyl Edwards M.A. Line of pass
Kick
Walk
Target area
Line-out
Scrum
Maul
3
A Message from David Shaw,
RFU Development Director
The Royal Navy are to be commended for this initiative. To provide
material for teachers and pupils working towards GCSE in the National
Curriculum will, I am sure, be well received. From the Rugby Union
standpoint we are delighted to be involved in this project and we hope that
through our comprehensive Coaching Scheme and investment in human
resources, which includes over 50 Youth Development Offices, we shall
be able to continue to develop the game by giving all youngsters an
opportunity of discovering the challenge of Rugby Union Football.
Our special thanks to Tony Biscombe, RFU National Technical Support
Manager, who collated the original material for this publication, which
was revised in 1995, and 2000.
RFU Recommendation
The game of Rugby Union is played by both males and females. In the
early years, and in New Image Rugby boys and girls may play in mixed
groups.
It is recommended, however, that from the age of thirteen CONTACT
Rugby should be played in single sex groupings.
4
Skills Development Sheet
Tactical Skills Play to own strengths, exploit opponents’ weaknesses. Develop team
strategies using abilities of members of the team. Go forward. Support
continuity, pressure (pages 29-31).
Aggressive defense, communications, speed.
Training Skills Aerobic capacity, muscular endurance, speed, flexibility, anaerobic capacity,
strength (pages 38-42); mental preparation (page 43).
Rules Full details of the rules can be obtained from the Rugby Football Union
(RFU). Address page page 51.
5
UNIT 1
Introduction to the module
Aim: England players, as part of their commitment to the game, regularly
attend skill clinics for youngsters like those organised in 1998, 1999
To provide staff and students with an understanding and appreciation of and 2000 in collaboration with Nike. These provide an inspirational lead
the techniques, skills, tactics and strategies of Rugby Union, and the to promising young players, as well as high-profile media exposure at
underpinning knowledge which supports the teaching and playing of the local levels. The RFU is extremely grateful to the England players for being
game. such excellent role models for the future generation of players.
Outcomes: For details of any of the above promotional activities contact the National
Staff should be able to: Promotions Officer (see Useful Addresses).
– apply the basic techniques, skills and tactics of the game within
meaningful contexts of games and game-like activities
– understand the Laws of the game
– referee the game to a level which ensures safety
– apply the underpinning theory to support and inform through
practical work
– ensure an environment of maximum safety in all aspects of the game.
Students should be able to:
– apply the basic techniques, tactics and Laws of the game in the role of
student/coach/referee
– practically perform the techniques, skills and tactics as prescribed
within the syllabus of the specific Examination Board
– understand the theory as prescribed by the specific Examination
Board
Recommended Methods:
Rugby Union, like all team games, is predominantly an “open skill
activity”, i.e. the player is faced with a series of “problems” to which he/
she has to find an effective solution. As there is no standard answer, the
game should be taught in a way which develops flexibility of thought and
action. For this reason, it is recommended that the game is taught using a
problem-solving approach both in practical and theory work.
How can the Rugby Football Union help schools?
Over the last few years the Rugby Union has undertaken a number of
initiatives which serve to introduce and promote the sport and which have
the aim of increasing levels of participation and promoting Rugby Union
across the whole community in England.
The RFU has also been active in creating resources for use by teachers
and pupils in schools. The RFU Proficiency Awards, Start Rugby Pack for
Teachers and a Six Stages To New Image Lesson Plan are examples of
these. Club and School Liaison schemes are encouraged and there are
many models of good practice on which to draw.
The Rugby Football Union has a well established Technical Department,
based at Twickenham, and more than 50 Development Officers
working throughout the country to develop the game. England Rugby
Roadshows, Open Days, Taster Days and similar recruitment events are
held regularly. Thousands of youngsters have been introduced to Rugby
Union ball skills and to New Image Rugby (a form of non-contact rugby
which can be played by boys and girls on a variety of surfaces). From
these types of activities, youngsters can move on to play Mini Rugby in
clubs.
6
UNIT 2 Contact Situations
Safety in Rugby Union a) The Tackle (Figure 2.2)
Prevention of Injury In order to tackle safely there are some important aspects of technique
which should be followed in all the tackles:
Rugby is a contact sport where the use of correct technique is necessary
to enhance safety. Measures taken by teachers or students to increase • Head behind or to side of ball carrier’s legs
safety and reduce risk of injury must be encouraged and incorporated into • Shoulders braced
all teaching and training programmes. Correct techniques must be taught
and practised continuously, and always in a safe environment. • Head up and looking
There are certain commonsense ways in which students can reduce the • Shoulder contact on thigh
risk of injury Figure 2.1 illustrates some of the most simple and • Drive with the legs
straightforward means of injury prevention.
• Wrap arms around and hang on tight
• Keep eyes open.
IN ALL CASES TACKLERS SHOULD LAND ON TOP OF TACKLED PLAYER.
Always wear a A player may wear:
mouthguard. shoulder pads made
of thin soft material, The Side Tackle
Don’t chew gum.
no thicker than 1cm To tackle side-on see above guidelines.
when uncompressed
and which covers the
shoulder and collar-
bone only, and
headgear made of the
same material.
Figure 2.1
Figure 2.2
Students should always: Tackle from the Front (Figure 2.3)
• wear appropriate training and playing kit There are two ways to tackle from the front:
• develop a level of “fitness to play” • Drive the ball carrier over backwards
• play to the Laws • Use forward momentum to bring the player down
• beware of ‘over-playing’, i.e. participating to the extent where fatigue
and stress on parts of the body produce weakness and eventual
injury.
REMEMBER: AT LEAST 70% OF INJURIES ARE PREVENTABLE.
Confidence in Contact
Contact is an aspect of play where potential for injury exists. Therefore it
is important that students should be confident in all contact situations.
Confidence comes from good technique acquired from a controlled
introduction to, and progression through, contact situations, such as
learning how to fall safely, how to adopt good body positions when being
challenged for the ball, and how safely to stop the progress of an
opponent who is carrying the ball.
Figure 2.3
7
c) The Ruck and Maul
To Drive Backwards To Use Forward Momentum
• Shoulders never below hips
1. Crouch and look up into 1. Crouch and look up into ribs.
the ribs. • Head up and look
2. Head to one side of body. 2. Head to one side of body. • Bind tightly
3. Drive shoulder up into 3. Drive shoulder up into lower • Keep the eyes open
lower rib area. ribs. • Drive straight.
4. Keep driving upwards. 4. Allow ball carrier’s force to TREATMENT IN CASE OF INJURY
dominate.
Muscle and Joint Injuries
5. Turn ball carrier sideways
and land on top. For muscle and joint injuries follow the simple code:
REST
Tackle from the Rear (Figure 2.4)
ICE
To tackle from the rear:
COMPRESSION
• Sight target, upper thigh or waist
ELEVATION
• Drive into target, keeping head to one side of the ball carrier
REMEMBER: NEVER RETURN TO SPORT TOO SOON AFTER INJURY.
• Wrap arms around target
• Hold the ball-carrier, and take him to the ground.
Head Injuries
• If a player is concussed he/she must not play for at least three weeks.
A doctor should then confirm fitness to play.
• Never take risks with head injuries.
• Follow medical advice.
N.B. Staff are reminded that the treatment of any injury must be in line
with the health and safety regulations of their school and/or local
authority.
b) The Scrummage (Figure 3.5) • playing or taking part in, or acting as referee, touch judge or assessor
at, any match, practice match or training session organised by the
• Shoulders never below hips insured school.
• Flat back. Head up, chin off chest • travelling to and from matches by coach or train as a member of a
• Bind tightly party organised by and under the direction of the insured school (or
alone in the case of a referee) or by private motor car which is
• Get comfortable organised by and under direction of the insured school, provided that
return travel is direct, i.e. it may not include stops or visits en route
• Make good shoulder contact with the player in front of you.
which are not considered to be necessary to the usual journey.
Scope of Insurance Cover
The scheme provides cover over the 24 months after an insured accident.
The range of benefits payable can be found in the Handbook of the Rugby
Football Union.
Claims Procedure
All claims should be notified to Marsh Sport and Leisure Ltd,
(telephone: 01892 553120) as soon as possible and in any event not
later than 28 days after the accident. Failure to meet this time limit may
Figure 2.5 prejudice policy cover.
Where they have not done so, schools are encouraged to become
members of this scheme.
8
UNIT 3 Passing over long distances:
The Basic Skills The player should:
The game of rugby differs from other major team games in 2 essential • use the arms in a much longer swing
points: • allow the shoulders to turn with the arms
The scoring area is up to a maximum 70m wide. • allow the hips also to turn towards the catcher
The ball cannot be passed forward. • finish the pass by turning the back hand over the top of the ball
Getting Started (which will make it spin).*
The basic skills of the game are: *This should be done only if the ball is to travel at least 5 metres.
Figure 3.2
RUNNING AND DODGING
The other basic skills of the game are based on running and dodging,
which can be taught and practised during other sports and activities.
Many players seem to have a “natural ability” to perform these skills,
while others struggle through lack of co-ordination and/or understanding.
There are certain key factors which are essential to the understanding and
performance of these skills:
Vertical Arc Running
Horizontal Arc
• Run quickly but smoothly
Figure 3.1
• Keep looking slightly to the left and right
• Avoid collisions by slowing down or dodging
Change of Pace
Short, Quick, Soft Passes
• Run at slightly less than full speed to commit a defender to a tackle
The player should:
• As the defender comes very close and begins to look for the tackle,
• keep the arms bent at the elbows accelerate away.
• push the ball across and level with the waist Swerve (to the left)
• keep hands slightly underneath the ball • Hold ball in carry position
• finish the movement with the wrist and fingers • Lean hips in towards the right
• keep shoulders facing forward during the pass. • Bring left foot in front of the right
As the fingers and wrists grow stronger, this pass becomes easier to • Swing right leg across to the left
make.
• Accelerate away.
Longer Passes:
Sidestep (to the left)
The player should:
• Hold ball in carry position
• use straighter arms
• Lean out to the right – weight over right foot
• allow the natural “pendulum” swing of the arms to occur
• Drive hard off right leg – sideways onto the left
• follow through much further with the arms
• Accelerate away.
• help the ball on its way with a slight turn of the shoulders
These can be practised in the following simple games which may also be
• finish the movement with the wrists and fingers. used as warm-up activities.
9
BASIC SKILLS AND WARM UP GAMES 6. 1 V 5 TOUCH variation Group size 6
1.TAG Group size 6 Rules as for game 5 except that when a tackler is successful, the tackled
player becomes the tackler.
Grid size 10m
The ball carrier has to run and touch one of the other players in the group
with the ball. The touched player becomes the catcher. 7. KEEP BALL Group size 4
The ball carrier can run anywhere in the grid. The other three players give
chase and try to touch tackle the ball carrier.
2.TEAM CATCH (1) Group size 6
The ball is turned over to a successful tackler who then gets a two-
Grid size 10m second start before the group can begin to chase again (New Image
The ball carrier has to run and touch any other player with the ball. The tackles).
touched player then joins the first catcher and they attempt to touch the
rest of the group. They can run and pass the ball between them to
make this easier. Each caught player becomes a chaser until there is only 8. KEEP BALL (Pairs) Group size 4
one player still free.
The pair of players with the ball try to make as many passes as possible
That player now begins the next game of TEAM CATCH as the first chaser. before the opposition manage to tackle the ball carrier.
The ball is turned over to the opposition after a successful tackle (New
Image tackles).
3.TEAM CATCH (2) Group size 6
Grid size 10m
Variations
Rules as for game 2 but once the first player is caught the ball carrier is
no longer allowed to run when in possession of the ball, i.e. the ball must a) Only clean catches count
be passed between the chasers.
b) Players are not allowed to run with the ball
In all the above games a 10m grid is used. This is illustrated in Figure 3.3
below: c) Introduce a ‘touchdown’ for scores.
10m 10m
N.B. In all warmup games a ‘tackle’ is defined as a touch on the ball
carrier with two hands simultaneously, one hand on either side of the hips
(see Figure 3.4).
10m 10m
10m 10m
10m 10m
5. 1 v 5 TOUCH Group size 6 These are only a few examples of the types of activity which can be used
A team of five with the ball are chased by one ‘tackler’. The chaser either to warm-up or to introduce the basic skills of the game. For further
tries to tackle any other player who has the ball. (New Image tackles details see recommended texts at end of book.
only, see Figure 3.4)
The team must try to keep the ball away from the tackler by running and
passing.
Each time a tackle occurs the chaser scores a point... only tackles on ball
carriers count!
Each player has a turn at being the tackler for one minute. The highest
point scorer wins.
10
UNIT 4 • Should aim to make big tackles, especially on opponents cutting back
towards them.
Units of Play
• Around the field, must try to get hands on the ball as often as
There are two distinct playing units in the game of Rugby Union: possible.
FORWARDS
BACKS } THESE MAKE UP THE TEAM
• Must try to win opposition line-out ball as well as own and must
always be a threat to the opposition’s possession.
While each unit is responsible for separate elements and phases of the The Flankers
game, they must work together to achieve the overall objective of creating
a successful team. They are the main ball winners in broken play especially the no. 7. They
must take the shortest possible route to get to the ball and get hands on
it.
FORWARD PLAY
Priorities
This includes:
• To add his/her effort to every scrummage.
1. Positional Roles
• Stay on feet and deliver the ball before the end of the forward drive.
2. The Scrummage
• Pressurise and create havoc in the opposition back-line.
3. The Line-Out
• Must tackle hard and drive opponents backwards.
4. Continuity, the Ruck and the Maul.
• Must know all the backs’ moves from all positions so that they can be
in support quickly.
1. Positional Roles
• In broken play, take opponents off the ball-carrier and then drive their
All forwards must be athletic, good ball handlers and thinking footballers. player forward.
Crouch
Pause (Touch)
The front row players must crouch, pause and look up into the slot in The relationship between the hooker and scrum-half is one which requires
which they will put their heads. constant practice. Signal recognition is important. Practise without
opposition (against a scrummaging machine if possible) and build to a
The packs should come together firmly, but without charging. fully opposed practice.
If the opposition use an eight-player shove, remember immediately prior
REMEMBER: to the hook:
CONCENTRATE and SETTLE • SQUEEZE arms and grip
CROUCH • LOWER knees
LOOK (PAUSE) • STRAIGHTEN legs (keep hips down)
Traditional positioning:
Pushing Positions
NOTE: Wide channel between nos. 7 and 8 (Figure 4.3)
Key factors:
• Chin off chest
• Flat back
• Thighs vertical, bent knees, feet back (Figure 4.2).
Advantages
• Balanced forces, indicated by arrows
• Possible use of more than one channel for the delivery of the ball.
Figure 4.2
Disadvantages
• Ball may have to be moved by other players to the no. 8’s feet,
thus using up time with ensuing instability.
• A swiftly-struck ball through the first channel may shoot out of the
scrummage to the advantage of the opposition.
12
Binding
The Laws of binding in the scrummage are quite clear. There are
alternatives within the Laws which front row players will prefer in order to
be effective (see Law 20 (6)(a)(b)(c)(d)(e)).
Tight binding with a strong grip allied to sound technique will ensure the
scrummage becomes a compact and solid unit.
2
1
Figure 4.5
7 6
4 5 Squeeze and Lower
8
DRIVE!, and
immediately recover to
knees bent position,
ready to push again
CHANNEL 1 CHANNEL 2
Figure 4.4
Figure 4.6
REMEMBER:
The eight-man shove demands concentration by each player.
There are certain basic principles when protecting its own ball:
On a signal the pack as a UNIT:
Comfort
• SQUEEZES arms and grips
Players must feel quite comfortable in the pushing position. Only when
the position compromises the amount of push that can be generated, or • LOWERS knees
when the player becomes unstable and therefore unsafe, should the
pushing position be altered. • DRIVES (keeping hips down) (Figure 4.6)
The Opposition Put-In In scrummaging, safety is the first consideration. Always have the
• The 8-man Shove shoulders above the hips.
Never lower or push down an opponent, or deliberately collapse the
scrummage. This is inherently dangerous to both team mates and
The 8-man Shove (Figure 4.5) opponents alike. The scrummage is a restart, a way of bringing the ball
back into play, and should be organised accordingly.
• This requires the hooker to move the feet backwards into a pushing
position and bind in order to shove rather than to strike.
• The locks push on both shoulders. Back Row Attack
• The flankers move their hips inwards so that their push goes directly REMEMBER:
through the spine of their prop.
7 6
Gain Line
7 6
9 Tac
kle li
ne
8
9
Figure 4.7 N.B. At U/15 level, the immediate opponent of the player putting in the ball may not take up a position beyond the middle line of the scrummage.
6 8
6
8 7
7
9
Figure 4.8
14
Back Row Defence 3. The Line-Out
The role of back row defence is to prevent the opposition’s ball carrier Conventional Positioning (Figure 4.11):
from crossing the gain line, to stop the first surge as early as possible and
to contest any resulting possession.
Line of Touch Gain Line
Back row defence must be not only aggressive but also highly disciplined.
1 4 3 5 6 8 7
If there is an opposition back row attack, the nearest flanker will mark and
tackle the ball carrier; the no. 8 will cover the support runner. Once the ball
has moved away from the scrummage, other players become involved as Figure 4.11
defenders. In the 7-player line-out, jumpers normally take up their places at 2, 4 and
6 with support players in the 1, 3 and 5 places. Players at 6 and 7 have
REMEMBER: roles in jumping and cleaning up the spilled ball; remember that they also
have primary responsibilities both in defence and attack at second phase
play. In order to develop a system which works for the team, the teacher
Nearest flanker tackles ball carrier must experiment with the positions the jumpers take up.
No. 8 covers support runner(s) The key factors at the line-out are:
• Communication
Other players become involved as defenders • Accurate throwing
• Jumping ability
In the event of an attack to the defence’s right-hand side of the
scrummage, the scrum-half makes contact with the ball carrier, the nearest • Supporting, including binding on the jumper once he has left the
flanker will tackle the support runner or, if the scrum-half requires ground, at or above the waist (over 15 only)
assistance, will become involved in the tackle situation (Figure 4.9).
• Variation
REMEMBER: When working on any of the above areas it is important that
9 practice reflects the conditions of the match.
9
7
7
15
a) Peels
There are two types of peel:
Back Peel
To be successful this requires:
• An accurate throw to the tail of line-out
• A skilful jumper to deflect the ball
• A good ball handler to catch and carry the deflected ball.
REMEMBER: The player who catches the deflected ball controls what
happens next. That ball carrier must make the “corner” of the line-out in
order to give the attack some direction, but it is the next support runner,
arriving from depth and at pace, who will give the attack forward
movement and momentum (Figure 4.12).
The role of the scrum-half at peels is to “trail” the peeling forward(s).
Should the “peeling” forward miss the deflection, the scrum half is on
hand to either tidy up the possession, or catch and pass it directly to the
outside half. This can sometimes be the quickest and most effective ball
the no. 10 will get during the whole game.
Should the peeling forward take the deflection, the scrum-half is in a
position to make best use of the ball when the peeling forwards’ drive is
halted.
10
10
8
Figure 4.12
16
Front Peel c) Shortened Line-outs
There are two main ways of effecting a front peel: A team may reduce the number of players it uses in a line-out to a
minimum of two from each side.
• The ball is guided directly down to a runner
When using shortened line-outs, it is necessary to devise patterns of play
• The ball is caught at 2 in the line, driven forward and rolled round the which will suit the team and which are adapted to the strengths of the
front by a group of forwards (Figure 4.13). line-out forwards available.
REMEMBER: The shortened line-out has the effect of cluttering up the
The ball will be controlled by the jumper at 2 jumping up and slightly mid-field since forwards not in the line-out normally fill up spaces at
backwards and will be received by a runner from the rear of the line outside half and inside centre, so that a first attack may have to draw
peeling towards the front. these into a contact situation, in order to create space for the follow-up
strike.
The ball carrier must make the front “corner” of the line-out, and will have
in support other runners from the rear. N.B. Quick throw-ins do not constitute a line-out and may be used as a
ploy to maintain an attack or to counter-attack.
The ball carrier may either draw the opposition hooker and feed a pass to
the original thrower in, or make contact with the defence, drive with
support and release a ball going forward for other players to use.
REMEMBER: The player should attempt to cross the gain line as soon as
possible, engaging forwards and backs in close defence, and if stopped
should release the ball quickly for a second strike.
2
2
4
Figure 4.13
b) Driven Ball
The driven ball ties in opposition forwards and may lead to rolling/
dynamic mauls which should eventually break out into open play. The key
points to remember are:
• The catcher (or ball carrier) and the two supporters become the front
row of the maul
• The second row is formed by other players who are nearest the
action. The thrower-in and no. 7 should not join the maul; they should
stand off one on each side to receive a pass from the scrum-half and
drive forward or support a darting run from the no. 9 to continue the
attack
• The remaining forwards should react as the maul situation develops,
sometimes supporting the runners, at other times joining the maul to
add weight to the drive.
17
d) Lines of Support Running
Once the ball has left the line-out, forwards should immediately support
the subsequent back movement, especially the back three players, who
must know what the backs are trying to achieve. Figure 4.14 below shows
the lines of running for players supporting no. 13.
6 8 13
7
12
9 10
Figure 4.14
REMEMBER: Because these forwards are in front of the three-quarters, e) Opposition Line-out
their first line of run, particularly that of the back player, will start across When jumping for the opposition ball, line-out forwards should:
the face of the three-quarter attack to SUPPORT and maintain the
CONTINUITY of the strike once it has crossed the line of touch. • Try to jump with inside shoulder and arm in front of the immediate
opponent in order to secure the ball
Additionally, running lines in support must be straight at the inside
shoulder of the ball carrier. Good support runners will change to parallel • Alternatively, jump to try and tip the ball away from the opponent’s
to the touch line, running as soon as the ball carrier is ready to pass. hands as it is touched/caught
Should contact have occurred, the first momentum of the arriving
• It is the responsibility of all forwards in the line-out to gather any ball
forwards may be in the direction of their run, i.e. at an angle towards the
which has been touched but not caught.
touchline.
Forwards in Defence (Figure 4.16)
This can be straightened up once movement of the opposition has begun
(Figure 4.15). • The players at either end of the line-out, must guard the front and
back. Peeling movements by opposition forwards must be stopped
before the GAIN line is reached.
• When play moves away from the line-out, the back player follows the
ball across the face of the opposition three-quarter line.
• The second defensive forward follows a flatter line towards the
opponents’ second pass receiver.
• All other forwards must head to where they anticipate the next
breakdown in play will occur.
N.B The end-most player in the line-out is solely responsible for the
opposition outside half.
Figure 4.15
10 12
13
9
7
8
6
Figure 4.16 9
18
Defence at Short Line-out (Figure 4.17) b) The Ruck
• To be effective in defence, tall and/or agile players must mark the A ruck may be used:
spaces in the opposition line-out.
• as a ploy to disorganise a
• A flanker in the scrum-half position patrols the 15m line area in order defence
to cover any throw in-field.
• to retain/obtain the ball at a
• The hooker or scrum-half must defend the 5m area and may come in- tackle situation.
field to gather the ball once the line-out has ended.
Its advantages are:
• It produces early ball
• It is technically simple
9 • It is dynamic
• It mis-shapes a defence.
The Structure of the Ruck
Rucking is a very controlled area
4 8 of play. It is not simply a question
2 5 5
of hitting a wall of defenders as
9 6 hard as possible, as such an
7 action often results in the
opponents collapsing onto the
ground thus stopping further
forward progress. The ruck is a
controlled, dynamic drive forward
Figure 4.17 and has a balanced shape. If a ball
is on the ground the players may
4. Continuity, the Ruck and the Maul form a 2-3-2 ruck (Figure 4.18).
Rucks and mauls must be viewed as TEMPORARY STOPPAGES. In these
phases of play a ball must be kept under control and moved away before
forward momentum is halted. It is vital for any team taking the ball into a
maul to keep it playable.
To achieve this it is vital that there are sufficient support players in the
vicinity of the stoppage, and that every player, regardless of position, has
the knowledge and technique to ruck and maul effectively.
a) Continuity
b) The Ruck
c) The Maul
a) Continuity
Maintaining continuity of the attack is as much the responsibility of the Figure 4.18
ball carrier as the support players.
If they bind onto a player of their
An understanding of the lines of running in support, and of how to play own side who already has the ball
the ball before, in and after contact, is essential if the team is to maintain it may become a 3-2-3 ruck
an attacking pressure on the opposition. (Figure 4.19).
All players in the team have the responsibility to keep attacks alive and
only when forced by defenders should they look to form a ruck or a
maul.
It is important to remember that continuity in defence will severely restrict
the options available to the attacking team.
REMEMBER: The ball carrier should find support which should stay close
to him/her.
Figure 4.19
19
The basic techniques for achieving
a balanced drive are:
1. The ball carrier is the key player
in a tackle situation. He/she
should try and “bump” the
tackler away.
5
20
REMEMBER: 3. Stay low, “Squat”, and turn ball towards the support.
In a ruck players must:
• keep eyes open
• bind early with other players of own side
• control the “hit” - make solid contact and drive slightly up
• keep chin off chest, flat back, shrug shoulders
• keep spine in line with touch-lines
• bind onto opposition and drive them up and away from the ball.
SAFETY FACTORS
SHOULDERS SHOULD NEVER BE BELOW HIPS 4. Next player: hands on ball and seal it off from the opposition; keep
driving forward.
c) The Maul
Mauls may occur:
• when an attack is partially halted by the opponents
• as a deliberate ploy to disorganise the defence
• when retreating, in order to recover control of the ball.
IN MAULS, PLAYERS MUST STAY ON THEIR FEET.
If the ball is to be retained and the attack continued it is vital that the
actions of the ball carrier and the reactions of the players closest to the 5. Next two support players bind over ball carrier and “latch” onto hips.
contact situation must be IMMEDIATE and TECHNICALLY CORRECT.
6. Drive the maul forwards.
Not all mauls are formed in the same way, but there are key factors which
will help players identify their roles.
1. Take a long, low last stride into contact (make contact with the edge
of your opponent).
• slow down or stop the release of the ball. • should always be looking for work, in attack or defence.
Only commit the majority of the pack to the opposition’s ruck/maul when The Centre
the ball is clearly visible. When in doubt, leave at least one forward to In attack, the centre:
mark the open side and the scrum-half to mark the short side.
• should have the ability to make accurate short or long passes as
Communication as to the whereabouts of the ball and its movement in a required under pressure
maul is vital to the defence.
• should pose a constant threat to the opposition by taking on players
• should, if stopped, fight to stay on feet to provide a focus for support
BACK PLAY and to retain the ball
This includes: • should keep the running lines parallel to touchlines to preserve space
1. Positional Roles and make support easier.
3. The Backs in Attack • turn shoulders towards the ball source as the pass arrives
5. Counter Attack • be ready to change his line of run, before, or on receipt of the ball.
In defence, the full-back (with the co-operation of the wings) deals • communicate with the other players at all times
with kicks over or between the players in front of him. He must decide • shut down opposition space as quickly as possible
whether he has a chance to counter-attack, or is forced to kick the
ball. He must tackle any opponent who breaks through the defenders • make comprehensive tackles
in front of him decisively. When going forward in attack he must
• aways seek to win maul and tackle ball.
decide whether he/she is:
• the main strike runner The Outside Half
• another pair of hands. • exert calm control, and make quick positive decisions
The full-back must be ready to attack the blind-side, and to join • vary his/her play, keeping a balance between passing, kicking, and
attacks from quick second-phase ball. going for a break himself/herself
Pose a constant threat to the opposition. • lead the defensive alignment to cut down the space and therefore the
thinking time of the opposition
All wingers should know how and when to:
• play the role of support runner and must work hard off the ball
• change starting positions to pull the immediate opponent out of the
preferred defensive position • kick in defence without error, and in attack with variety and accuracy.
• come in-field from the short-side, even if only to act as a decoy • The backs should vary their alignment, both in width and depth.
When taking up a flatter alignment, they must recognise their skill
• take players on... on the outside if there is space (to stretch the levels will be under greater pressure.
defence), or on the inside if close to touch (to keep the ball in play)
22
A shallow alignment allied to a flat pass and running in behind the defence Advantage of running straight:
looking for quick second-phase ball (particularly on the short-side) is a
priority. The aim is to cross the gain line, carry the ball in front of the • Keeps the three-quarters on lines which are parallel to the touch-line,
forwards, and keep defenders on the retreat. and forces the defender to check or hesitate.
Finally, remember that the outside half does not have to do something The Switch (Figure 4.21)
dramatic every time the ball is received, and should also remember the When switching, the ball carrier usually initiates the movement and the
other good players in the team. receiver must delay as long as possible to minimise the opponent’s
reaction time.
• is the communicator and the link between forwards and backs • As the receiver arrives, the ball carrier turns to show the ball and
gives a short ‘pop’ pass
• must make quick, positive decisions.
• The receiver, having chosen the angle of run, accelerates onto the
Priorities pass
• to clear the ball quickly to the outside half • By turning, the ball carrier hides the ball from the opposition at the
point of transfer. This may cause hesitation in the defence and also
• to link with the back row to cross the gain line and get a ball carrier in allows for the dummy switch to be effective.
front of the forwards
2
• to be able to kick effectively 1
Attacker ! threatens the gap.
• to avoid kicking away good second phase balls Defender 1 follows, ! switches
with @ to put him/her through
• to pose a threat by his/her ability to make breaks. the area previously defended by
In defence, the scrum-half: 1.
2. Basic Techniques
Straight Running and the Basic Pass (Figure 4.20)
The receiver of a pass should move towards the ball carrier as the latter is
about to pass.
1
2
3
Target 14
area 13 12 10
Swing
your
arms. Take the Run towards 7
ball early. passer of ball. 7
9
10
13 12
11 14
15
Figure 4.21
23
The Loop (Figure 4.22) i) The Unit
The loop pass attempts to create an ‘extra player’ in attack when a ball The backs as a unit should always threaten, stretch and try to out-
carrier, having passed, loops behind the receiver to take a return pass. manoeuvre the defence with a combination of passing, running and
kicking skills. They must be aware of the relationship between the Gain
Sequence of action: and Tackle line in this endeavour. The aim may be to:
• A short, quick, flat pass from ! • Breach the tackle line and get a ball carrier over the gain line in front
• @ should run straight, even inwards, to commit the immediate of supporting players (Figure 4.23)
opponent • Outflank the defence and put a ball-carrier into space
• ! should be on a good running line and accelerate around @ • Kick over an advancing defence and gain ground or regain
• On receiving the return pass, ! must be prepared to penetrate or possession.
pass according to the action of 2
• If 2 stays out - penetrate Defence line
Speed in all its forms is necessary for good back play. This includes The 20m space between the back divisions at the line-out affects the
speed of: possibilities open to the attacking backs. Two other factors should also be
considered:
• Thought
• The position of the catch in the line-out.
• Ball transfer
• The speed with which the ball is delivered (Figure 4.24).
• Running.
Speed brings many advantages:
• Extra chances can be created by a quick pass
20m 10/12m
• Speed of thought may outsmart an opponent
• Change of pace, swerve or other evasive techniques when executed at Line-out Scrum
speed become far more effective.
b) Play from a Set Piece
N.B. These are starting
This involves: distances and apply until the
• The Scrum line-out or scrum is over.
• The Line-Out
Figure 4.24
When set piece possession has been gained it can be used by the backs Attacks from the line-out differ according to the ability of the back unit
to: and the specific situation which arises. This may be:
• Penetrate • The additional space allows the backs to move the ball wider under
less pressure and therefore to attempt more outflanking attacks at
• Outflank outside centre and wing.
• Kick over the defence • The backs must realise that although the space gives them the chance
The choice made will be conditioned by: to move the ball wide, they still have to get past the tackle line and
over the gain line. Wide-ranging moves take the ball farther away
• The preconceived game plan, and the option decided on (usually by from back row support.
no. 10) prior to gaining possession
• Alternatively, having received a quick flat pass, the outside-half will
• The perceived opportunities as they arise deliberately run to hold the defensive flanker at the back of the line-
• The state of the match. out, and with a short pass put the centre at, or over, the gain line. By
doing this the match situation changes into one similar to that at the
A good back division is flexible and this allows it to alter its decisions as scrum, the ruck or the maul. This must be a planned move.
the situation changes. Flexibility is the hall-mark of quality.
25
The value of extra space: Players should kick in order to:
• The ball can be moved wider more easily • get the ball across the gain line
• The wide backs therefore become the first-strike attackers • expose defensive frailties
• It brings the outside centre, wing, full back and a “game-wise” blind- • ease the pressure on the backs
side wing directly into the game
• take play deep into opposition territory
• It stretches the defence, but also stretches the attack
• keep pegging the opposition back in their own half
• It takes play sideways before it can go forward.
• put the defence under extreme pressure in dealing with a ‘bomb’
N.B. Without this style of attack a team is deficient. right under their posts
c) Attack from Broken Play • breach the defence line, enabling a chasing player to run through
and score
Broken play situations (especially when they have been created
deliberately by producing second and even third phase ball) provide the • create an opening for a player who has become trapped in his/her
ideal circumstances for playmakers to show their ability to read the game, own half and the immediate opponents
distributors to show their dexterity, and gifted runners their speed and • gain support if in danger of being tackled into touch (cross kicking).
skill. In broken play these roles are not fixed, not attached to any
particular position or shirt number; they are interchangeable. For example, REMEMBER:
from a ruck or maul, the space available to the attack is similar to that at AIMLESS KICKING GIVES AWAY POSSESSION
set scrum. However, it is important to ask whether play leading up to the
ruck or maul has so disorganised the defence that a rapid second attack Identifying the kickers can help eliminate ill-judged kicks. Those who
can exploit an advantage in numbers or position. Such positions require can, should develop their skills using both feet. The situations in which
quick decision making. particular kicks will be used should be practised in training sessions. For
example:
Example:
• It may be good tactics for the inside centre to kick.
The first decisions are usually taken by one of the half-backs, and their
‘flair’, ‘vision’, ‘reading of the game’, is vital to success. • A left-footed centre can be of great help in kicking to the right
touchline, or kicking a ball won on the right to the left touchline
The type of questions they must ask are:
• It is generally recommended that players kick with the foot farthest
• To continue the attack in the same direction? from the opposition
• To switch play to the opposite direction? • Kicks should be so placed that the defenders are forced to use their
• Where is the defence thinnest? weaker foot in reply
• Is there an overlap? • In kicking the ‘up and under’/‘bomb’, the ball must stay in the air
long enough for the chasers to arrive as it comes down. To cover
• Is there any depth to the defence or is it a single line? 25m to get under the kick, the ball needs to be in the air 3.5
To do this effectively, scrum-halves need to play with their heads up, seconds. 35m requires 5 seconds (Figure 4.25).
scanning the areas to left and right and behind the first line of defence.
Outside-halves need to ‘read the game’, and be ready to attack a disrupted
defence personally. To do this they must take the pass as flat, and as near
to the gain line, as possible.
All backs will be faced at times with dozens of situations where correct
decisions, quickly made, will contribute to successful passages of play.
Any chance of incisive running should be taken immediately, and support
players should instantly react.
These qualities must be developed by practice sessions in which realistic
game situations are developed and the players are faced with making
rapid decisions.
AREA FOR BOMB OSW catches and runs back towards line-out and switches with (i) FB or
(ii) BSW. In (i) the BSW will loop round in support of FB; in (ii) the FB will
22 support the BSW.
Considerations: Attack
(i) ‘Bomb’/‘Up and Under’ for chasing players
10
(ii) Chip over top of advancing defence
(iii) Box from scrum half
(iv) Grub kicks through for chasing players
1/2 way 14
11
Considerations: 15
(i) One pass out for centre to kick “Wipers”
(ii) Long rolling kick down 15m line from outside half Figure 4.27
(iii) Look for open space, short or long
(iv) Box kick from scrum half Inaccurate kick straight to FB
22 FB fields and runs as shown and switches with BSW who has OSW in
support, plus retreating centres.
Considerations:
(i) Find touch, if no alternative 10
(ii) If forced to corner, try to improve angle with a pass
(ii) Can the scrum-half kick?
11 14
15
Figure 4.26
Figure 4.28
REMEMBER:
THE ACCURACY OF THE KICK IS ESSENTIAL.
Inaccurate kick straight to BSW
CHASING IS VITAL.
BSW catches, runs forward and across to drag opposition forwards off
EXCEPT FROM DEEP DEFENCE, KEEP THE BALL IN PLAY. the touchline where the FB will then attack with OSW support.
POSITION PLAYERS TO RECEIVE RETURNED KICKS.
10
Key: 11 14
OSW – Open Side Wing 15
Figure 4.31
28
ii) Drift Defence c) Defence in Broken Play
This primarily concerns the midfield. The first movement by the defenders From the set piece, players have the prearranged defensive duties outlined
must be forward and this must continue until the outside-half 0, on in the previous section and an effective system of defence should cope
seeing the opposite player pass the ball, calls “Drift”. On this call the with initial attacks from set pieces. Attackers will try to outnumber and
central defenders w and e direct their attention to the attacker outside disorganise the defence. When this occurs a defender will need to make
their previous target. Defenders must not go early, nor should they get rapid and successive decisions.
outside their opposite number before drifting (Figure 4.32).
Factors crucial in making that decision include:
11 14
15 10 11 13
15
Figure 4.32
14
Intruding runners must be spotted early, as in drift defence this will affect
everyone’s defensive responsibilities. If the attacking blind-side wing Q Figure 4.34
comes into the line to take a pass from ), then the defending outside-
N.B. Defence in loose play calls upon individual players to plug holes as
half will make the tackle and the centres will stay with their opposite
they arise.
numbers.
The defending open side wing q will (unless an extra player joins the
attack) have no tackle to make. However, if the full back T comes into 7. Kicking in Defence
the line, the defending e will mark that player and the defending q will
be responsible for opponent R. If both players enter the attacking line, From deep defence, a team may be forced to kick to touch, but it must
q will mark T and leave R for the defending full back t to tackle be realised that this will most likely present the ball to the opposition
(Figure 4.34). at the subsequent line out. Defensive kicks from set piece, maul or ruck
can be performed by the scrum-half who might gain more ground in this
N.B. The defence is the same at both line-out and scrum. way than by passing to the outside-half or full-back to clear. All kicks will
certainly need to be quickly executed to avoid the keen attention of the
Switch moves must also be spotted early and tacklers must quickly
opposition. Here the advantage is with those kickers who can use either
identify which attacker has become their responsibility.
foot - they will not be so easily contained by a flanker who hopes to close
For example: down kicking possibilities on the stronger foot.
If E takes a switch pass off 10 12 13
W, the tackle on E should
be made by 0 (Figure 4.33).
12
13
15
Figure 4.33
Without a clear understanding of the drift system, defensive lapses either
through confusion or individual failure will occur.
N.B. This system of defence does not operate in isolation. There is a very
close relationship between the outside-half and the open-side flanker &
who takes on responsibility for any player who comes into the space
created by the outward drift of the no. 0.
29
8. Methods of Practice TEAM PLAY
To teach/coach back play, which involves broken play running, and Perhaps the most important element of team play is strategy and tactics,
decision-making, is not easy and is often neglected. Practice often but before considering the strategy and tactics best suited to the team, it
comprises the running through of unopposed drills and moves which is important to be aware of the Principles of Play which are:
have little carry-over to situations in the match. Effective back play is
based on high-class handling skills allied to good lines of running and GO FORWARD
individual ability. To achieve success, practice must be regular, SUPPORT
challenging and of high quality. Much attention must be devoted to
individual skills - these are the bed-rock of successful unit play and the CONTINUITY
proportion of training time they receive should reflect this. PRESSURE
Skill practice should be geared to improve: Linked to these principles, and just as important, is the concept of control
• passing under pressure which means:
• timing, for strike and support running WINNING THE BALL at kick off
• understanding and empathy from passers towards receivers from the opposition in open play
• positionally - with, for example, all the scrum-halves working TEAM STRATEGY
together. The strategic plan a team adopts and the tactics it uses to carry out this
• by sub-unit, e.g. half backs; back-three; half-backs and inside centre; plan are determined by the playing abilities of the members of the team. It
midfield etc. is important, therefore, to develop the abilities of the players, both
individually and as a team, so that the range of the strategy and tactics
• by unit - the whole back division. can become greater.
• an “insurance policy”/back up
The teacher/coach must be a central figure, but the knowledge and
• a follow-up plan. expertise of experienced players, other staff and, of course, the team
captain must be used. It is the captain who makes decisions in the field of
play. The teacher/coach’s role during the match is that of the ANALYST,
Methods of practice should always include the following fundamentals: so that subsequent discussions (with individuals) and future sessions
(with the team) are positive and fruitful.
• The players must recognise and understand the objectives for
each session (as well as the aims for the season)
• As soon as the groundwork has been laid, all practice should be at
match pace
• Some time should be spent operating the back unit or the midfield
with the openside flanker
• Practice within the space and time which occurs in a game situation
• Make defence realistic and condition it to pressurise those areas
which are currently being practised.
30
The general strategic plan is conditioned by territorial considerations, i.e
where the action is happening on the field of play. An overall view on
which to base more detailed strategy is shown in Figure 4.35.
Requires
Continuity
STRIKE ZONE (PRESSURE)
ZONE B
Requires
Control at set piece Attack
Requires Attack?
Control at set piece Yes, with control
2/4 throws at line-out Look for kicks
MOVE TO behind advancing
POSITION defence.
ZONE C2
Requires Attack?
Control at set piece Yes, with control
when possible.
GET CLEAR
ZONE D
Whilst there are general principles which underlie all play, it must be
remembered that each game is different and tactics will be influenced by
known opposition strengths and weaknesses. Tactics are based on the
mini/max principle: minimise the opposition’s strengths, maximise your
own, i.e. play to your strengths and probe and exploit opposition
weaknesses.
Other factors to be taken into account:
• weather
• ground conditions
• the state of play
- how long to go?
- does the team need a score?
- does the team need to hang on?
• the referee
The Referee is the sole judge of fact. Interpretations on points of Law are
vital to a team’s success. Players who take no notice of those Laws being
applied by the referee on the day may give away vital penalties that might
contribute to a defeat for the team.
31
Tactical Variations The combination of these two sets the conditions which will allow it
of lines produces a grid to which to succeed remain the same. If the
The tactical variations used by a the coach and team can relate its conditions change, a new decision
team are the means by which it tactical variations (Figure 4.37). has to be made. This new decision
can bring its strategic plan into is in the hands of the player with
successful operation. All members Figure 4.37 the ball. The players around the
of the team should know the ball carrier must now react to the
variations which could be new decision, and change their
employed in specific areas of the A actions accordingly. This is
field. They must be built around illustrated in Figure 4.38.
team, unit and individual
strengths. B
In relation to tactical variations, 1 2 3
the teacher/coach must recognise
any gifted individuals amongst the Line-out on Opponents 10m Line on Right Hand Side of Pitch.
C1
players. The tactics employed
must include the very simplest
manoeuvres which will enable
these players to get into play and C2
to express themselves.
1 2 3 The points at which the lines TACTICAL VARIATIONS REMEMBER: REACTION TO THE
cross give the team approximate CHANGING CIRCUMSTANCES IS
references which allow all the • Wide, full back in line – VITAL.
players to know the range of because of speed in backs
variations on which the team’s Decision Making in Open Play
• ‘Wipers’ kick or bomb from
actions will be based. inside centre – because of Although the game of Rugby has to
A team with a strategic plan, known weakness in defence be viewed in this patterned, formal
based on a strong forward unit way, the game is made up of
• Back Peel – because of dozens of separate situations
and a strong scrum-half, would strong running forwards
approach positions on the field between the set pieces. In these,
with a different set of tactical • Cut back at centre – because the ability of the ball carrier and
variations from one with its of quality back row and those around to weigh up
strategic plan based on a light- team’s continuity possibilities, to see gaps and
weight scrum, elusive backs and spaces, and to pick up cues from
very fast wings. All the team must be aware before each other and the opposition
Figure 4.36 it arrives at the line-out in this which could lead to profitable
Decision Making position on the field that these are action, are vital to team success.
the tactical possibilities. The call
A team will commence play with a tells them which variation is to be
specific strategic plan which it will used and they should react
put into operation along the lines accordingly.
described above. This strategic
and tactical planning provides the
team with a corporate view of how
it is going to play the game - an
overall battle plan. A team should
know that at any given area of play
it will be using the appropriate
tactical variation according to its
strategic plan. The choice is
normally decided upon by the
team’s play-makers. It is
important to emphasize that the
choice holds good only as long as
32
UNIT 5
Coaching and Refereeing
Coaching
In order to achieve the levels of skill and tactical ability required to
play the game at any level, there needs to be a well-organised, well-
trained group of coaches. The RFU has an excellent coaching
programme which is, like the levels of competition, structured from
Foundation through to Excellence (Figure 6.1). Over ten thousand new
coaches have been qualified since 1990, mainly at R.F.U. Start Rugby
and Preliminary Award levels. In addition to Coaching there is also a
Referee’s award aimed at young people and at those refereeing mini
and junior rugby. It is therefore possible for school students to qualify
as coaches or referees as part of their school/education course.
For further information see the end of the text.
Refereeing
Staff who are teaching the game to GCSE level will need to be able to
referee games, at least in class teaching. Should any student or
member of staff wish to take up refereeing there is a range of courses
available.
The Refereeing Foundation Programme, and the Teacher’s Referee
Certificate are recognised by the RFU. For further information contact
the Referee Centre of Excellence (details in ‘Useful Addresses’).
The following points are included to summarise the essential features
of refereeing.
1. Know the Laws
A good referee will:
- pay due regard to every word
- master the definitions
- visualise the situation
- read and understand the notes on the laws.
2. Know the Game
A good referee will learn the finer points of the game from coaches
and players and seek to understand their point of view.
3. Be Fit
Referees should be fit, not only to ensure that they are able to keep up
with the game, but for the equally important reason that physical
fitness ensures total mental alertness.
4. Before the Game
Referees should:
- check their dress: clean shorts and neutral shirt, 3 minimum
correct socks with tie-ups
clean boots and laces
2 clean whistles,
- arrive early at ground:
orientate themselves
examine playing enclosure for peculiarities,
e.g. odd lines, overhanging trees, dead ball
areas
- meet team captains
- obtain touch judges and not start without them, if possible.
33
5. During the Game Rucks and Mauls
A good referee will: A good referee will:
- be firm, fair, friendly and approachable - be mobile around them
- be consistent - know where the ball is
- be alert, move quickly - stop them quickly when they are ineffective.
- be definite Line-outs
- look behind and around
A good referee will:
- take firm control right from the start of play - clear tunnel for
- vary the viewing position
scrummage - correct spacing between lines in lineout
- play the advantage law - avoid line of touch
- stand on in-goal side within 20 metres of goal line
- use signals correctly
- whistle clearly with variations in tone for different causes - not hinder movement of scrum-half
- not follow the flight of the ball, but watch the players.
- give short clear reasons for stoppages
- use common sense re officials attending injured players. Kicks
Referees should always:
6. Positional Play - keep the ball between themselves and the majority of players
This can only be acquired by practice and study. There are no detailed - follow up all kicks
rules but the following suggestions are made: - be alert for drop-out
General Play - move from the mark quickly in case of penalties
A good referee will: - watch for the tap kick
- always be up with play - watch their shadows and other distractions during place kicks
- always be ready to move - watch for obstruction, late tackles after a kick, and players within
10 metres of the player waiting to play the ball and not the flight of
- move towards play, not parallel to the touch lines the ball.
- operate on in-field side and not get near the touch lines
Near Goal Line
- avoid looking into the sun
- anticipate moves, understand the game. A good referee will:
- be 1-2 metres in front of play
Scrummages
- watch for dropped goals
A good referee will: - be over the goal line first
- stand on the same side as scrum-half - watch for the crucial moment.
- stand 2-3 metres back and slightly to one side of the half-back
- move away from scrummage after the ball is in to allow a wider 7. After the Game
view
- watch blind side It is part of the referee’s task to:
- follow the ball, move in a U and not take short cuts. - thank the team captains and touch judges
- meet officials and players
- avoid arguments with them.
BEYOND BEYOND
LEVEL II LEVEL II
LEVEL II
LEVEL II LEVEL II
TOWARDS TOWARDS
LEVEL II LEVEL II
LEVEL I
LEVEL I LEVEL I
(U7-U12) (U13-U18)
34
UNIT 6
A Simple Guide to the Laws
The Laws of the game of Rugby Union are too complex to be covered by
this text, and full details are to be found in The Laws in Plain English
published by the RFU (For details see the end of the text).
However, it is considered important that all staff and students working to
GCSE level should have a clear understanding of the Laws, the following
are included as being of vital importance to safe and successful play.
Off-Side
This Law differs for open play, scrums, rucks, mauls and line-outs.
OPEN PLAY A player is off-side when he/she is IN FRONT of a
team mate who has the ball or has just played it.
Being off-side means the player can take no part in
the game; as being involved is vital, players should
try to remain on-side.
FOR PLAYERS TAKING PART IN A FOR PLAYERS NOT TAKING PART IN A WHEN THE LINE-OUT STARTS AND ENDS
LINE-OUT LINE-OUT
A line-out starts when the ball leaves the
(i.e. all forwards, both scrum-halves, the (i.e. all remaining backs) hands of the player throwing in. It ends
player throwing in, and opposite number) when one of five things happens:
1. The off-side line is ten metres behind
1. Until the ball has touched a player or the line-of-touch, or the goal-line, 1. The ball leaves the line-out.
the ground, the off-side line is the whichever is nearer.
line-of-touch. 2. A player carrying the ball leaves the
2. Until the line-out ends, players must line-out.
2. After that should ruck or maul form, stay behind that line unless they
off-side line is as defined below. advance to receive a long throw-in. 3. The ball is thrown more than 15
metres from the touchline.
3. If a player is in a line-out, he/she
must keep on their side of the line 4. A ruck or maul forms and the entire
until the ball arrives. ruck or maul has moved beyond the
line-of-touch.
4. Then the player must keep on their
side of the ball until the line-out ends. 5. The ball becomes unplayable.
Ruck and Maul Off-Side without being tackled. For example the player In-Goal Play
might get knocked over and not held. In that
In a ruck (ball on ground) or a maul (ball being case there is no need to let go of the ball - as All Laws apply to in-goal except tackle, scrum,
carried) the off-side line is like the one for a long as the player gets back on his/her feet maul and line-out, which apply only to the field
scrum: it runs through the hindmost foot of at once. of play.
the ruck or maul.
It is important to remember that: For most infringements in the in-goal the
If players are not in a ruck or maul, they must penalty is the same as for the same
either join in on their own side, from behind the To tackle an opponent you must grab the player infringement in the field of play, except that the
off-side line, OR get back behind it. by the shoulders or below; a tackle around the mark for a penalty or free kick or scrum is 5
neck or head is dangerous and illegal. metres from the goal line, opposite the place of
infringement.
The Scrum
Advantage
• REMEMBER: players should not: Lying on the Ball
If one side does something wrong and their
• handle the ball in a scrum opponents gain an advantage from it, the game Falling on the ball to retrieve it in open play is
• make the scrum collapse goes on without stopping. The advantage can all right. Lying on the ball stops the entire
be tactical (good attacking opportunity) or game, and is all wrong.
• kick the ball out of the tunnel territorial (a gain in ground). When a player falls on the ball, he/she must, at
• put the ball back into the scrum once it is First example: A player gives a forward once, do something about it.
out. pass, but an opponent A player must either play the ball in some way
Players should: intercepts it and starts an OR get away from it.
attacking passing
• form a scrum quickly movement. This player has This also applies to lying near the ball.
• form it where the referee indicates taken tactical advantage, so It is important that decisions are quickly taken -
the referee ignores the remember - keep the game going.
• put the ball in as soon as possible after forward pass.
the front rows meet
Second example: A player knocks-on and
• keep the tunnel clear and let the ball in. drops the ball. The Knock-on and Throw Forward
opponents kick it ahead and The only way to gain ground is to run or kick. A
follow up. They have gained player must not throw or knock the ball
The Tackle a territorial advantage from forward.
the knock-on, so the referee
A player is tackled when held and brought to lets it pass. When a player gives a pass, the ball must go
ground, or held so that the ball touches the along or behind a line parallel to the goal-lines.
ground. “Brought to ground” means not on his/ Advantage covers 99% of Rugby. It covers all
her feet. kinds of off-side, as well as knock-ons, forward “Forward” does not mean in front of a player;
passes, scrums, rucks, mauls, line-outs, drop- “forward” means towards the player’s
When a player has been tackled, he/she should outs and in-goal play. Players should be opponents in-goal. If a player fumbles the ball
let go of the ball at once, and either get away encouraged that if they see an advantage, they and it bounces towards his/her own in-goal,
from it or get up. should never wait for the whistle, but quickly this is not a knock-on.
When a player has made a tackle, they should grab it!
let their opponent release the ball and leave it
alone until he/she has regained his/her feet.
N.B. The ball carrier can be brought down
36
Knock-on exceptions:
If a player charges down an opponent’s kick (without trying to catch the
ball), this is not a knock-on.
If a player knocks-on, but recovers the ball before it has touched the
ground or another player, this is not a knock-on.
N.B. It is an offence to knock the ball forward intentionally, even if the
player catches it again.
Heads
interlock
alternately.
Front-row players
must bind firmly
around body with
shoulders no lower All forwards must bind
than hips. with at least one arm
around body.
There must normally be eight forwards from either side in Youth Rugby (U13-U19)
37
Off-Side at a Line-Out
Not to scale
Ten metres
Single
parallel
lines 15-metre indicator
marked on Offside line for
22-metre line backs runs parallel to
line-of-touch
Clear space
1 metre
between lines.
Each team must have at
Ball must be thrown in
least two players in the
at least 5 metres along
line-out.
line-of-touch.
10 metres
Figure 7.2
Offside Offside
Line Line
5 metres
1 metre line
Touch line
38
UNIT 7 Types of Training
Conditioning for Rugby The following are included as useful ideas which require very little
equipment and can occupy a whole group.
Preparation for any sport involves three elements:
• Skill and tactical based work (see Units 3 and 4)
CIRCUIT TRAINING USING BODY WEIGHT EXERCISES
• Physical conditioning
Equipment: strong wooden box (Approx. 45cm x 45cm x 38cm)
• Mental preparation.
skipping rope.
Any programme intended to prepare students for the sport of Rugby
should provide a balance of these three elements. In addition to these, Do all exercises quickly and smoothly. Maintain good form throughout
there are three other elements which require to be built into any and move quickly from one exercise to the next. Rest for 30 seconds
conditioning programme. These are: between each exercise. Rest for two minutes between each circuit.
• The needs of the individual Start by doing two circuits then three and gradually build up to four.
• The demands of the sport 1. STEP-UPS: Use the box to step up and down at a good walking pace.
Lead 20 times with each leg and step to an upright position each time.
• The time of year.
2. ARM STEP-UPS: Turn your box onto its side (i.e. 38cm high). Facing
The concept of periodisation, i.e. of planning the training year, is well the box in the press up position, use the arms to step up and down.
known to staff and therefore it is not covered in this section. What the Lead 20 times with each arm. You must straighten the arms each
authors have provided are practical training ideas, and objective tests of time.
player fitness which should support and extend a basic conditioning
programme for school players. 3. BOX JUMPS: Stand at the side of the box. Keep the feet together and
the knees slightly flexed. Jump sideways over the box and back to the
starting position 20 times.
4. SIT-UPS: Lie on the ground, knees bent to 90° approximately. Fold
the arms across the chest and rest hands on shoulders. Tuck the chin
in and roll the shoulders up so that the upper back clears the floor.
Roll slowly back and repeat 20 times.
5. DIPS: Face away from the box. Place hands only on the box with legs
outstretched and heels on the ground. Bend arms to lower body to
almost touch the ground then push up to straighten arms back to
starting position 20 times.
6. BURPEES: 20 repeats using a 4 count agility.
7. INCLINED PRESS-UPS: Starting position with feet only resting on the
box and hands at shoulder width. 30 press ups; arms must straighten
every time.
8. SQUAT THRUSTS: Starting position, squat with hands on ground
slightly wider than shoulder width with feet between hands. Thrust
legs out straight backwards, bring back to starting position 20 times.
9. BACK ARCHES: Lie on floor, face down with arms stretched out
straight in front. Arch the back to lift chest only. Hold briefly, lower;
repeat 20 times.
10. RAPID SKIPPING: For 30 seconds.
If a climbing rope is available, add a rope climb.
This is a sample programme only, and staff could adapt this to build up
their own individual programme.
39
CIRCUIT TRAINING ON THE PITCH
The pitch itself can be used to create a circuit training environment (Figure
8.1).
9. Agility run
Pick up
ball
Pick up
ball
4. 2 v 2 scrummage
10 secs on
8. Tackling 10 secs rest
6. Pick up on run
7. Burpees
Figure 8.1
40
CONTINUOUS RUGBY ACTIVITY CIRCUIT Fitness Testing for Rugby
1. Vault over the buck The RFU has a battery of fitness tests which it recommends for all
players. Being able to provide players with accurate information on
2. Double-footed jumps over a bench, working forwards their fitness is an important motivator, and/or warning of any
3. Run and jump onto a box; then jump to a second box problems which might be prevented by an early diagnosis.
4. Two forward rolls on mats, working forward The Tests:
5. Sprint between skittles 1. Body composition
6. Run and jump on to a box; then jump to a second and to a third box, 2. Aerobic capacity
placed appropriate distances apart 3. Muscular endurance
7. A through-vault over horse 4. Speed
8. Spring jump between two skittles 5. Flexibility
9. Double-footed jumps over three hurdles of appropriate height 6. Anaerobic capacity
10. Jump to touch a basketball ring.
A suggested layout is shown below in Figure 8.2. 1. Body Composition
Method:
Height without shoes: weight in shorts: % body fat
Standard measurements of height, weight and skinfold thickness are
taken to record the body size and body composition of the player.
Skinfold measures are taken by a skinfold calliper at 4 sites on the
body - BICEPS, TRICEPS, SUBSCAPULAR, and SUPRAILIAC.
4. 3.
5.
3. Muscular Endurance
This is the measure of the muscles’ capacity to continue to work
against a given resistance - in this case body weight. It is measured
10. by:
Method:
7. (a) Paced sit-ups (b) Paced press-ups
Paced Sit-Ups
9. This test will be performed with legs bent to 90°, and feet flat on
the floor, and arms folded across the chest, hands resting on
opposite shoulders.
8. • Players must stay in rhythm with a series of bleeps on an audio
cassette, by touching elbows to thighs on one bleep and then
touching their shoulders to the floor on the next.
Figure 8.2
• The pace will restrict players to 25 sit-ups per minute (50 bleeps
per minute).
• If players lose form, they will be given two warnings and will be
stopped on the third occasion. Losing form will include: (a) not
touching elbows to thighs, (b) moving the hands from the
shoulders, (c) inability to maintain pace with the bleep, and (d)
bouncing.
41
Paced Press-Ups 7. Leg Power
This test will also be performed to a series of bleeps on an audio cassette. This test is designed to test the explosive power of the leg extensors.
• Players perform an “extended” push-up. In order to standardise the Normally schools would use the Sargent jump test, but some institutions
placement of hands, players lie in a prone position with arms out to may wish to purchase the Takei & Co jump meter as a quick and
the side and elbows flexed at 90 degrees. The position of the elbows convenient alternative.
will determine where the hands will be placed for the test.
Each player will be given three trials and the best score will be recorded.
• Players start with the arms extended and the feet together. On the first
bleep they bend their elbows so that the chest touches the tester’s
clenched fist on the mat immediately under them. The Recommended School Fitness Session
• At the next bleep, players should be in the extended position with This should contain the following tests:
straight arms.
• The pace of the bleeps will restrict players to 25 press-ups per minute
(50 bleeps per minute). TEST METHOD
• Warnings will be given for loss of form. Loss of form: (a) not 1. Body composition Height and weight
touching chest to the fist (b) not extending the arms fully (c) bending 2. Aerobic capacity The “bleep” test
or sagging at the hips and (d) not going at the test pace.
3. Muscular endurance Sit-ups and press-ups
(with or without timing but with
4. Speed control)
Method: 4. Speed 30m sprint on a good surface
The student’s speed should be measured from a standing start over 15 5. Flexibility Sit and reach
and 30m. 6. Leg power Sargent jump
N.B. It is recommended that school sessions are measured over 30m
only.
Conclusion
Fitness testing is important because it:
5. Flexibility
• provides information on which individuals can base personal training
Method:
• allows players to measure their progress
The Sit and Reach test measures hamstring and lower back flexibility.
• can motivate players to continue to train.
It is performed as shown in Figure 8.3.
Figure 8.3
The flexibility tests for elite players have now been changed. However, the
Sit and Reach test is considered to be a simple and accurate enough
measure of flexibility for use in schools, where equipment may be limited.
6. Anaerobic Capacity
This is a measure of the player’s capacity to produce a burst of high
power in a short period of time. Rugby requires repeated bursts of high-
intensity activity and can be termed a multi-sprint activity.
Method:
The player runs 20m shuttles at 120% of his “Bleep Test” result (i.e. Test
2 above) for as long as he/she can.
This requires equipment and calculation which is probably too
complicated for lesson-time testing sessions.
42
Below is a table showing the results of the English Junior Squads
which can be used as a comparative measure.
AVERAGES
U18 51 150
U19 49 150
U21 82 150
U17 32 67
U18 34 60
U19 37 88
U21 41 100
U17 56.5 70
U18 57.5 77
U19 56.2 73
U21 56.7 69
43
Mental Preparation 1. Goal Setting
For players, at any level, to achieve their full potential, and be enabled to It is difficult to imagine winning the game for the total eighty minutes of
play “excellently”, in personal terms, the value of mental preparation and the match. However, it is possible to set “winnable” goals throughout the
rehearsal has to be recognised. game.
At a basic level, staff have to remember that the team is made up of For example, players can be asked, or set themselves, the goal of:
individuals, who may play the game for different reasons, have different
expectations of both the game and themselves, and have different • Making... (so many) very good tackles
ambitions. Players will also react differently to the stress of competition. • Making every kick to touch
Staff can help by becoming good “man-managers”, but it must be
realised that players must learn to manage themselves and to control their • Getting to the ball in broken play first on... (so many) occasions
own emotional responses. • Winning the important line-out ball.
There are several theories which are used to explain the impact of stress These goals should be REALISTIC and PERSONAL and should help
on physical performance; one of the first was known as the inverted-U players to focus their attention more precisely throughout the game.
relationship between emotional arousal and quality of performance. While
this has now been superseded by “wave” theory, the inverted-U is seen as
more appropriate to a text of this nature (Figure 8.4). 2. Imagery and Visualisation
The players’ ability to see themselves perform a skill or
tactic to their very best level is an important part of
pre-match preparation. Players should be made aware
OPTIMAL of an aspect of their game which they feel is important
to them. This might be a “closed” skill, for example
goal kicking or throwing in at a line-out. It could also
GOOD be more “open”, for example the perfect dummy or
break, the superb two-handed catch. Once the players
have decided what they need to work
PERFORMANCE
Chairman
Head of IT
Divisional U21
England U19
Figure 9.3
48
UNIT 9
Current Issues
Professionalism (ii) The second current area of concern is the drop-off in playing
numbers amongst teen-age players. The game, through Mini-Midi,
In 1995 Rugby Union became an ‘open game’, played by both amateur and junior rugby (U7 – U15) flourishes massively. At the age of
and professional players. Before that time the game had been played 15, and again at 18/19, when students leave school, the drop-off
only by amateurs. It was generally accepted that this ‘amateur’ game is significant.
was not wholly pure and at the higher levels, players were receiving
remuneration of some sort – not necessarily money – for their The RFU is dealing with these issues as a matter of urgency.
participation. This state of affairs was tagged ‘shamateurism’.
The advent of professionalism has led to the emergence at the top
levels of the game of professional clubs, owned and managed by Player and Spectator Behaviour
single owners or syndicates. Players are obliged to play within the laws and spirit of the game.
With the professional game, standards of fitness and of preparation, When they do not do so, disciplinary procedures are immediate. A
and consequently of playing standards have improved. But with player who is sent off must appear before his County Disciplinary
professionalism has also come problems. The owners of the clubs, Committee, and if found guilty of the offence, the player will receive a
whose investment in the game amounts to many millions, feel that penalty. These range from 14 days suspension for a blow with the
they should have some, or even full control, of the professional hand or fist, to 18 months suspension for biting an opponent, or
structure of the game. gouging his eyes.
The debates have encompassed the following subjects It is however the norm for players to play within the laws and to
accept the referee’s decisions without question.
(i) Which organisation, the RFU or the owners, should have
responsibility for fixture making and the competitive structure for Rugby Union spectators are generally well-behaved. Ticket allocations
professional clubs? for international matches are sold only through affiliated clubs and
schools. Spectators are not allowed into any matches when in
(ii) Which organisation should have the right to negotiate television possession of cans or bottles of alcohol.
contracts for competitions involving professional clubs?
It is usual for rugby crowds to behave in accordance with the spirit of
(iii) Which organisation has the primacy of contract for those players the game, and to applaud good play by both teams.
chosen (by the RFU’ s coaching and selecting staff) to represent
England in international competition?
TOPIC REFERENCE