Cut it up

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SmartSessions Ready made rugby coaching plans

19 NOVEMBER 2008. ISSUE 97

Core Skills

Cut it up



What you tell your players the session is about

1. Developing the switch pass as an effective attacking weapon. 2. Developing your understanding of when to use the switch pass. 3. Improving timing and angles when executing switch passes.

Switch passes, also known as cut passes, should be a natural part of the passing armoury and used by all players. This session uses a simple exercise which can be set up with lots of stations for lots of activity. Players will quickly learn that timing and angles are as important as the pass itself.

Session planner

Warm up 5-7 mins

Session 8-10 mins

Development 5-7 mins

Game 10-15 mins

Warm down 5-7 mins

Activity

Kit

Outcome

Warm up

A ball per group of four

Passing, running and communication

Session: cut it up

Two lines of four cones, 4m wide and each cone 4m in front of the next, one ball per group

Understanding the timing and angles for a switch pass

Same as the main session Development: beating defenders

Game: small-sided conditioned game



Developing the switch pass under pressure from a defender

A 15m square

Beating a defence by choosing when to use the switch pass

What to think about

Where it fits

Player skill: Passing and handling / Decision making / Support play Tactical skill: Attack patterns Other Core Skills Smart Sessions covering this area: 13 Switch on 14 Pop Passing 74 Attack the Space

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• My players are just running sideways after receiving a switch pass – what can I do? This is a common situation with less experienced players. To them it seems they are running a long way with the ball but actually they are not getting anywhere. Give the runner a target to aim at after he has received the switch pass. Put a ruck pad in front of him so when he gets the ball he has to straighten up to hit the pad. • The players make it too obvious what the move is which means the receiver is always tackled easily. As players improve at the skill they will learn when to give the pass and when to hold the ball and run themselves. By shielding the ball from the opposition when giving the pop pass it is easier to give a convincing dummy pass and run.

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What you tell your players to do 1. Run straight to fix the defender. 2. Change direction sharply and run across the pitch. 3. Support runner: change direction after the ball carrier and run onto a short pop pass 4. Straighten up and accelerate after receiving the pass.

Cut it up ground covered pass

direction of run

Cut it up

What you get your players to do Two players run up each side of a channel. Halfway to the first cone the ball carrier runs across it diagonally. The support player runs the opposite diagonal and receives a short pop pass as the players cross. Both players straighten up when they reach the other side the repeat the exercise.

What to call out • “Ball carrier: change direction first.

Support player: react to them” • “Support player: accelerate onto the ball” • “Straighten up after the move” • “Soft hands to give the pop pass”

The players have to realign quickly after each switch pass.

Beating defenders

Development Add a defender at each of the cones on one side of the channel. The defender follows the ball carrier as he moves towards the cone, but not the receiver once the pass is made. This creates space for the receiver. The next defender does the same once the new ball carrier runs towards him. Next move the defenders into the middle of the channel, one between each pair of cones marking its top and bottom. The defenders now decide whether to follow the ball carrier or the intended receiver. The defender cannot move until the ball carrier beats the previous defender. Challenge the attackers to beat all three defenders. If they fail they have to start again.

The defender follows the ball carrier and opens up the space for the support runner.

Cut to find gaps

Game situation Four attackers score at the end of the box against three defenders. The defenders only move from side to side and stop the attack with a one handed touch. The attackers only score if the attack includes a switch or dummy move. When a try is scored or an attack is stopped the attackers start again. Give the attackers one minute to score, before swapping players around. Session created by Paul Tyler

Players use at least one switch or dummy to find a gap in the defence and score.

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