Speed plays
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!
Tap penalty
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.
Close-to-line strategies
This covers attack and defense strategies within say 15m of the goal line.
In Attack:
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.
In Defence:
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.
Other factors:
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?
Penalty strategies
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.
No comments:
Post a Comment