Ruggers f3 2011 mencabar ruggers f5 2011..akan tetapi, f4 2011 hanya menyepi..
kami (f4 2011) tidak mahu kes2 lampau berlaku kembali..kami (f4 2011) akan menjadi penyokong kalian...kah3..
RUGBY 4 LIFE
Friday, December 31, 2010
Friday, December 24, 2010
Januari-ANSARA 10's 2011
Feb- Perlawanan Persahabatan dengan BRC
April-SMSS 10's, Semashur 10`s, MSSMNM 15`s u-18
Mei-Maharani 10's(senior team)&Iskandar 10's(junior team u18)
June-Putrajaya 10's,MSSMNM u-14,u-16
Julai Taiping 10's, SBP 10`s
November-segamat 7's & johor 10's (mersing), MSSMNM u15, Kebangsaan
Thursday, December 16, 2010
Speed plays are manifestations of your commitment to play attacking rugby. They indicate to the opposition that you're in attack mode and intend to stay there. As such their value far outweighs the immediate tactical advantages they bring.
But remember, the most important speed play is the quick re-cycle!
Slow ball from rucks, mauls and set pieces vastly reduces attacking options by allowing the defence time to organize. The almost magical overlap that puts a man over the line in the corner is only possible if fast clean ball is available. Thus, if you only have slow ball you must set up a situation which will concentrate the opposition and hopefully give you fast ball at the next phase. This takes patience which, sadly, is not a common commodity on most rugby fields.
Quick line-out throw
This should be a standard tactic under precise, well understood circumstances. It can be particularly devastating late in the game when the forwards have become habituated to straggling toward the line-out. However, it must always be linked to a planned move - either a long touch kick or (better) a coordinated back sweep. Throwing quickly without a plan is just a time waster -- that's if it isn't a disaster!
A quickly taken tap penalty will almost certainly gain ten meters and another penalty because the defence hasn't retreated -- if it doesn't produce a scoring opportunity. BUT, the second penalty may not and should not be taken in a hurry! Consider the options! The 10 meters gained may put you in kickable range of the posts -- and in any case the element of surprise is gone. Again, tap penalties work best when there is a method! 9 tapping and darting forward with the ball should instantly bring into being a rehearsed sequence of actions.
22 drop out
This should always be taken immediately and kicked long for designated runners. As usual, this must be planned and rehearsed. (See Kicking.) One of the major benefits of the quick 22 drop-out is that it puts paid to the antics of those time-wasting show-offs who imagine it's smart to dally about behind the line pretending (but not really) that a passing attack is contemplated. Stamping out this sort of idiocy is worthwhile not least because it keeps the coach's blood pressure within normal limits.
Midfield kick-off and restarts
A fast kick at midfield is on only very rarely but once every ten games or so the defense forgets itself and a 10m kick and pick-up is on. If so it should be taken. Watching for the opportunity keeps the kicker on his toes.
This covers attack and defense strategies within say 15m of the goal line.
The most likely place to score a try is in the corner. The second most likely place is from a line-out or scrum close to the line where you can pre-plan the concentration of forces to drive over. Tap penalty crashes usually need a minimum of 3 safe recycles to find a gap. (Theoretically, the Irish 13-man maul seems to be a potent tactic. Why is it not used more often?) Worked switches seem to provide the most productive possibilities.
Attacks must be stopped first-up and as close to the gain line as possible -- if not behind it!
Close to your own line there is no justification for defence in depth so any player who is "covering" is actually shirking responsibility.
Make tactical substitutions
This is the "impact player" concept but can be used in other ways. Having a red-dog mongrel who is just as likely to score a try as to give one away on your bench should produce a definite temptation to launch him into the fray. It is not unknown for e.g. a substitute 10, simply by his different style to re-energize the back-line after his colleague has kept it carefully in check for 65 minutes. Substitute props even if they're not overall better players can sometimes break a cycle of losing scrums just by being different and this gives an enormous encouragement to the forwards.
"Fresh legs" are most useful at 7, 8, 2, 12 and 15. Move wingers into the loose as extra flankers. Who needs them way out there anyway if you don't have the ball and if you do have it why not concentrate your forces? You've already moved your fullback up, haven't you?
In order of efficiency (all things being equal):
a) kick to corner flag and win line-out,
b) take a scrum, split your backs and (switch!) pass long to the wing, and
c) tap penalty, e.g. crash right, ruck, slow heel, crash right again, ruck, immediate heel (no signal), switch, miss passes/fast hands to left wing.
This isnt a criticism but there are some things people have got to learn.
A ) Moving up in defence especially on your own line. Defence wins you games. There are different defensive moves but all require ALL players to move forward and put pressure on the attacking team-at the moment this isnt being done. Its easy to make easy metres often or to create something as the defense is giving the opposition too much time with the ball
B ) The Play the ball is way too slow. This is often where you will catch teams off side. Whoever is at dummy half must either run forwards or pass straight away. There is far too much people getting the ball and slowly passing it. I am sure the people who went to Euros saw how fast the Better teams were at the Play the ball area.
C ) Some of the guys seem to not want to pass to the girls in the team. I dont know why but it has been mentioned by a few of the girls. I wont name names but some are known for ignoring the girls and its not on. You have to use all your team-and often the girls are very good at doing the first 3 phases especially.
D ) Run on to a ball and not wait for the ball to come to you. Getting the ball stood still is pointless. You lose likely 1-2 Metres if stood instead of running onto the ball
E ) If somebody is running across the face of the opposition its often because he is dragging the defence one way and it creates gaps. What is needed is for one or two to run an angle giving a further option for the ball carrier. The game is about creating options and chances-and then executing them
F ) If somebody makes a break its important to back up! Just because you have passed the ball doesnt mean your job is done. You should be looking to back up in case
G ) Girls shouldnt be on the wing as they often get exposed by the faster guys. It happens often that a guy will attack a girl on the wing. Its just an easier option to attack than a somebody like Duncan, Nick or one of the girls in the middle who are usually well helped by a guy who has pace and usually more experience etc