DRILL
2 Spares Full Oval Transition
  • Purpose
    There are times to roll the dice and launch a full scale attack by taking on the opposition with run & carry, in particular when you're well on top, or safe football isn't working. This drill simulates winning a turnover deep in defense, requiring the team to go coast-to-coast to score.
  • Focus
    Contested ball, Hard Running, Decision Making, Run & Carry, Forward line delivery, Goalkicking
  • Skills
    GoalKicking, Kicking, Handballing, Tackle, Shepherd
  • 18
    Players

  • 13+
    Ages

  • 1
    Balls

  • 0
    Cones

  • 160
    Distance

  • 8
    Opp Strip

  • Pair-up 16 players, 8 attackers and 8 defenders, plus hand out 2 additional tops to attackers who have no opponent. 6 pairs start in the square are NOT allowed inside the 50m arcs at either end. One pair plus extra attacker starts inside the 50m arc at each end. Make sure everyone is aware of where they can and can't run before beginning.
  • Coach kicks a high ball to (A) who marks and backpedals, simulating a defensive mark in the goalsquare.
    (A) can be the team's full-back or designated player for kick-ins, or the coach.
  • (A) must kick-in to either teammate allowed inside the 50m, while avoiding the lone defender.
    Decide whether (A) must remain 1) in the goalsquare, or 2) within the defensive 50m zone.
    Normal game rules apply (tackling is allowed).
    If the defender forces a turnover, reset and restart.
  • Attacking team attempt to work the ball the length of the ground by hand and foot.
    With a numbers advantage, attacking players should lift their eyes and pick out the loose player who is most open and direct.
    If defenders cause a turnover, return to starting positions and repeat with same teams.
  • Only 3 players (2 attackers and 1 defender) are allowed inside 50 at the attacking end, so pick the best target and take a set shot if necessary. There are 2 variations on scoring:-
    1. Keep the total goals scored by each team
    2. Start a stopwatch and try to beat the best time for scoring a goal
  • Give the attackers 3 attempts to score, then rotate attackers and defenders.

Gather Give Bump

GROUPS OF
AGES 13+

Kick & Follow-up Hands

PLAYERS 16+
AGES 11+

Help After Poor Disposal

PLAYERS 20+
AGES 13+