PLANNING


This section is as much as anything a check-list of topics that I believe should be covered before the team takes the field. I've called it "PLANNING" and I suppose that's what it is; however, some of the topics need to be considered early and some are best left until just before kick-off.

It goes without saying that every match is different and should be planned for differently but that doesn't mean that every match is a one-off. Far from it. Part of the joy of rugby is that it provides the opportunity for players to express themselves, as the popular term has it; in other words, to show what they can do. But players can only express themselves fully when they have the security of knowing what they can expect from their team-mates and what their team-mates expect of them. Kicking ahead makes no sense if you have no confidence that your team-mates will help you chase the ball. As a result, a large part of the coach's job to put this confidence in place. He or she can do this by gradually developing patterns of play, these patterns being evolved out of the capabilities of the players, the demands of their league, and, I suppose, his or her objectives. The trick is to find a balance between these factors. Thus, given a squad of fat, thirty-five-year-olds the expansive game the coach wants so badly is only on if the rest of the league is also made up of fat, thirty-five-year-olds!

A good place to begin this process of developing patterns is to establish:

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General Play Rules


There is great potential benefit in setting a series of general rules for play. These rules can be team specific or Club-wide. Club-wide rules provide benefits as the season progresses and there is movement of players between teams. What doesn't make sense is to impose rules and then stick slavishly to them no matter what happens. The rules should evolve just like the style of play. HOWEVER whatever general rules are in place they must be clear to the squad. "I didn't know" or "Nobody told me" can undo the best-laid plans of mice and men so make sure that the current rules are spelled out at every training session.

Captains may, and probably should, be given the green light to break or bend these rules in specific circumstances but it should be stressed that only the captain has this power.

Examples of General Play Rules
(Note: These are only a few examples. This list could easily be a lot longer although I would strongly caution against making it too long!)

Midfield Restarts: Kicks will always be aimed at specific target areas e.g. 10m in from touch and within a 5m circle centered on the opposing 22. etc.
ALL 22-drop-outs will be long i.e. landing at least on the half-way line and will be taken very quickly.
Restart defence: The hooker will mark all kicks.
Back defence: Wingers will always cover the outside man all the way to their own corner flag. This means that they will prevent the outside man from receiving the ball. If an inside man scores, too bad.
Hook against the head: Irrespective of field position No.8 will always pick up and drive as soon as he has the ball.
etc. etc.

Again: Whatever the rules are you must repeat them ad nauseam.


1st PENALTY
Perhaps the statistics gurus can prove me wrong but it seems to me that in many of the games I've watched over the last season the team which kicked the first penalty goal (within, say, the first 5 to 10 minutes of play) invariably lost the match. I know that this observation makes no logical sense and is at best anecdotal but I have been wondering if it's true. And if it is what does it mean?

Could it be that Team A (the penalty kicking team), having started well and moved into a strong attacking position where it is rewarded by points, mentally takes it's foot off the gas and allows it's opponents back into the game? I.e. somehow mentally they come to believe that they have achieved an objective (if not THE objective) and, being in the lead, relax a bit.

"Always take the points on offer," is a tried and true adage and covers most situations but in rugby today 3 points is very rarely a winning margin. Of course, having a kickable penalty awarded very early in the game seems on one level to be an excellent opportunity to "get points on the board", "establish a lead" and all those other good things but on another level perhaps it is better to try to convert this initial opportunity into a 7-pointer. Team A has demonstrably started better having got into kicking range and Team B has not yet been allowed to show what it can do so now might seem to be the time for Team A to try to force a try from a scrum or line-out and establish real dominance. Certainly, a 7 point lead (or even a 5 point lead) makes a much more impressive statement of Team A's intentions. If the attempt fails, how much is lost? Not much, I would say. There is still plenty of time to win, in fact at 0-0 it's as if the game is just starting and it is inevitable that other scoring opportunities will arise.

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Game plan

"Man does not plan to fail.
Instead a man,
Preoccupied with failure,
fails to plan."

and then, damnit! there are the players who nod wisely when the game plan is promulgated and proceed to do whatever it was they were going to do anyway.

Rugby is about options.

The team that makes the best choices will win if not every match most of them.

It has been said cynically of American Football that the obvious game plan in every match is to discover which plays work and then to be careful never to use them again! To some extent this is also true of rugby. How often have we seen teams make a great gain by running the ball wide only to close the game down immediately, keep the ball tight and never use the tactic again. A similar delusional syndrome seems often to rule the way teams think about themselves. For example, many teams see themselves as e.g. a "backs" team rather than a "forwards" team or "good in the loose but poor in the tight" etc. and make all game plans and other decisions accordingly -- usually ignoring the fact that their forward have just scored five tries, they've won every scrum and lineout and their backs have consistently dropped the ball!

The only remedy for this sort of delusion is maintenance of and facing up to actual play statistics and consistent, well communicated coaching. (Unfortunately, maintenance of play statistics is not yet an accepted part of substitutes' duties.)

Every team should have a preferred mode of play. This is the mode that has been (hopefully) coached and which is based on the specific individual abilities of the players plus the coach's appreciation of the best way to use them. If the coach provides anything to the success of a team it is the ability to make sure that this mode of play is both consistent and clearly understood. An uncoached team ALWAYS plays to the lowest common denominator of its ability.

Game plan specifics
Game plans should cover only the first fifteen to twenty minutes of the game. A rigid plan for the entire game has the effect of reducing to zero the need (and hence the ability!) to look critically at the opposition and evaluate the opportunities.

Necessary ingredients for all game plans are:
a) Reiteration of the preferred mode of play.

b) Specific play concepts for the game based on knowledge of the opposition, progress of the season, conditions etc. e.g. preference for tight/open, forward emphasis or back emphasis, attacking targets etc. These are best communicated by giving concrete examples such as:

"We want to attack toward their mid-field backs so first we must have secure ball from scrums -- let's make sure we promote the tight-head -- and line-outs -- we'll go for off-the-top at 4 and 6".

c) Emphasis on a top-gear, aggressive kick-off since the first action on the field sends the clearest messages to the opposition about your team's intentions and commitment. (This applies equally to all re-starts. Look at all re-starts as opportunities to re-set the opposition's expectations.)

d) Injunction to key players to evaluate progress and suggest improvements to the captain after say ten minutes.

e) Clear instruction to the team that a new plan may be imposed as the position is evaluated. Stoppages such as penalty kicks at goal, tries for and against and injury stoppages should be used by the captain and other decision-makers to review the plan and make sure every player is on the same page.
Selection of attack targets
In preparing a game plan it is important to remember some basics. The opposition is always most vulnerable:
a) directly behind the forwards,
b) at the "seams" between defensive units and
c) at the positions occupied by its weakest players. (This last seems so obvious that I hesitated long before including it.)
Thus, strategically, attacks should be directed toward these locations and Worked Switch moves should always have their targets in these positions.

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Captaincy

Laurie Mains says, "A captain is only ever an extension of authority and an extension of the game plan the coach sets. If there are no tactics and no game plan, then he has nothing to go back to and therefore he doesn't have a basis to his leadership... in order for a captain to be effective, the team must have clearly defined patterns and structures to its game. A captain can't change that if it isn't firmly ingrained in the team."
The captain (and to a lesser but still important extent his designated DMs) must be many things. Most importantly, he must embody the collective aspirations of the team. This does not mean that he must pander to their individual preferences but rather that they must know that he is "for" the team and "against" the world. It certainly helps if the captain is the best player on the team but this is by no means essential. He need not even be the best tactical or strategic player on the field. What he must be is the team member who defines and is seen to define the best of the team. His task is leadership. He sets the tone, sets the standards and is responsible for communicating the playing decisions. He is the guardian of the team's ticker.

Toss
Having won the toss every captain should consider playing against the wind (or sun) -- and then firmly reject the idea!

Playing up or down-hill is, however, worthy of consideration since the hill isn't likely to go away as winds (and sun) always do. Conventional wisdom says that games are won or lost in the second half and there is no doubt of the psychological advantage of attacking or defending down hill. On balance, however, I'd say it's better to make use of all the advantages to score as many points as possible in the first half and then call on ticker to ensure your victory in the second.

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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.

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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.

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Substitution


As the rules of the game evolve the subject of substitution is likely to be more and more important. The rules do change and often from league to league so be sure you know which rules apply! Some aspects of substitution strategy in specific circumstances are noted below but other occasions for substitution.

The nightmare scenario
It is not uncommon for a player to go through a nightmare patch. In particular, 15s and 10s can be expected to have periods in which they drop every ball, slice every kick and generally make a mess of everything they do but the problem strikes other players too -- 2s temporarily lose their throw-in, line-out jumpers start missing catches etc. There is no explanation for these lapses that I know of and, thankfully, they are almost invariably temporary.

The question is what should be done? Should they be subbed (assuming there is an acceptable sub available), switched position, or should they be allowed to play themselves out of it -- as, given time, they definitely will? There just don't seem to be any useful rules -- however, it does seem to me to be cruel to persist with a player who is obviously struggling. We wouldn't do it if he had a physical injury, would we? If he asks to come off the decision is usually easier but what if he doesn't? Part of the problem is that struggling or not he's part of the team and a component in the team's ticker and my suggestion is to make this a captain's decision rather than a coach's decision except in very special circumstances.

Front-row Sinbinnings
In the case of a front-row player being sin-binned the problem is reversed. The question is not who to put on but who to bring off.

It seems to me that coaches need to have a strategy to cover the situation based on the team's style of play but remember there's no need to rush to make the substitution until the next scrum.

Various substitution possibilities present themselves. The most obvious candidates for the side-line are 11 or 14 and 6 but you might consider others such as:

Sub either a wing or 6. Whichever of these two remains plays wing in attack and blind-side flanker in defence. This assumes that your attack from the scrum isn't solely dependent on 8,9,6 moves. If your 6 is a critical line-out jumper take the wing off.

Take 4 or 5 off and move 8 into the second row. This may reduce your line-out options but seems to me to cause the minimum dilution of your attack.

Half-time


A maximum of two (one is best!) serious changes in play strategy may be introduced at half-time. Players find it difficult to absorb more than that. Likewise, examples of the new play plan are useful e.g. "...this means that the first player to the breakdown picks and goes until support arrives." is better than "...keep the ball tight."

As a general rule tactical substitutes should be introduced ten minutes before or ten minutes after rather than at the half-time break. Thus, the team playing can be fully briefed and given specific objectives for the crucial 1st ten minutes of the second half.

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15-minutes from full time


Should a team losing by four points (or a team chasing a bonus point and losing by eight) 15 minutes from time abandon its generally conservative game plan and go all out in attack? Certainly! Obviously, being beaten by eleven or fifteen points is no worse than being beaten by four points or eight hence taking considerable risks to score is always justified.

The problem is how to get the team to change gear and still avoid both panic and plain dumbness. This calls for cool heads and is why possible options - short penalties, special line-outs etc. - should be coached and practiced.

The key, however, is probably to adopt your best tactic (probably one which has worked before in the game) and to ensure that all 15 players know their parts.

If ever there is a test of captaincy this is it. (Without giving the game away it is notable that many wingers suddenly develop cramp at this point incidentally allowing a team meeting to take place.)

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?

Use your novelty plays -- risky or not.
This is the time for those line-out variations you've allowed the team to practice knowing (hoping?) that they'll never be used. Simply calling one of these is a way to let your forwards know that you're trying to change gear.

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.
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