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Thursday, November 5, 2009

Kick off for pressure

It's not enough to simply kick long or short from kick offs. These are the basic tactics of creating pressure from your kick offs.

There are three possible outcomes you want from a good kick off:
  • You give yourself a chance to win the ball back straight from the restart.
  • You put the opposition under enough pressure to make a mistake.
  • You control the actions of the opposition. For instance, you make them play the ball into a strong position for you, such as kicking out for your lineout.
The most difficult of the three outcomes is to win the ball back. It is, however, a possible outcome of pressurising your opponents into making a mistake or kicking to touch. Consequently, it's usually best to focus on these options first.

1. Put the opposition under pressure to make a mistake

A high hanging kick

The drop kick needs to be performed on a hard surface so the ball bounces up from the drop. Do not expect this to happen on a wet day or when the grass is long. The half way line whitewash is a good place to drop the ball.
The kicker needs to generate elevation. The best tip here is to cup the foot upwards to get under the ball like a pitching wedge in golf, and then to follow through like a normal kick.

The landing area

This is where the kicker feels they can land the ball most of the time. For maximum pressure, the kick should be just beyond the 10m line.

Kick right

Some coaches say that it is better to kick right from the kick off, even if the kicker is right footed. This is because most players are right handed, therefore making it easier for your chasers to challenge for the ball with their stronger hand.
Correspondingly, the opposition will receive the ball on the left. Therefore, they are more likely to be hindered with their kicks for touch and with their long passes away from this part of the field.

2. Control the actions of the opposition

A common strategy is to kick the ball long and force the opposition to kick for a lineout. How is this best achieved?

A long kick into the "soft area"

Most teams line up with most of their forwards between the 22m and the 10m lines. The "soft area" is behind the 22m line, where the number 8 and the scrum half (9) normally stand.
Their catcher here is probably more isolated than for a shorter kick, with his supporters having to come in from the wrong side.

Kick low

A low kick travels further, especially on a windy day. The tactic leaves the catcher more likely to be isolated, and reaching for a ball travelling at a greater velocity.
The catcher will, therefore, have less time to make decisions before catching the ball, but more time once they have it.

Kick high

A high kick gives your chasers more chance of closing down the catcher.
Ideally, you want your kicker to be able to vary the length, height and type of their kick restarts, and your chasers always to be able to pressurise your opponents regardless of the strategy you adopt.

Two waves of chasers

Different coaches have different names for the two waves, but the tactics are the same.
  • The first wave challenges for the ball. This wave will contain the best jumpers, probably the locks and the number 8.
  • The second wave clears up knock downs by either team. They spread themselves around the landing area, some ahead of the ball and some behind it.

Angles of run

The first wave starts wide and comes in towards the landing area, so they can "eyeball" the opposition and the ball as much as possible.
The second wave spreads out evenly between the touchline and the kicker, and runs towards the landing area.

Different roles for kick chasers

Chasers have different roles. Either winger should play an important part, trying their best to meet the opposition catcher as he receives the ball. A couple of other players should also be designated in this role.
The second wave must come up in a line, so as to reduce your opponent's options to break out.
A centre (12 or 13) or both centres should charge up the middle. Their target is to close down their fly half (10) to prevent the counter attack.

Defensive runner/counter attacker

Two players should hang back to collect a miss-hit touch finder or "up and under". This is normally the scrum half (9) and the team's best forward runner.

Pre-determined lineout strategy

Given that the plan may be to force the opposition to kick to touch, the lineout call should already have been made s before the restart.

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