DRILL
Huddle and Break
  • Purpose
    The huddle is a formation which sees all players bunched together as the full-back prepares for the kick-in. It's an effective way to play long and safe when looking to hold onto a lead, as it allows a team to gather numbers and be first to the kick-in area
  • Focus
    Skills under pressure, Decision Making, Run & Carry, Forward line delivery, Goalkicking, Gameplan/Strategy
  • Skills
    GoalKicking, Kicking, Handballing, Crumb
  • 20+
    Players

  • 16+
    Ages

  • 2
    Balls

  • 3
    Cones

  • 160
    Distance

  • 0
    Opp Strip

  • For the duration of this exercise, designate one player as the decoy (B), one player as centre half forward (D), and one as full forward (E).
  • As (A) prepares to kick-in, the decoy (B) stands on one of the two defensive points of the sqaure. The other point must be left vacant. All attacking players where their opponent is closer to the decoy
  • The decoy (B) then sprints wider to their side of the ground, with a loud call, to which the full back feigns an interest in honouring. This is the signal for all other players to start leading to the opposite side, which they do by pushing off their opponent
    At the same time, (C) starts running with the flight of the ball
  • Rather than go short to the decoy, instead the full-back kicks long to the opposite side where the pack are leading
  • Players feed the ball around with hands, using the front and square running (C) if possible, until someone is able to kick to leading (D)
    3 defenders try to force a turnover - tackling is optional
    Players in pack must run further afield to provide numbers around (D)
  • (D) marks and either gives a quick hardball to a running player from the huddle, or backpedals to kick themself
  • (D) or the running player kick to leading (E), who takes a set shot if they mark, otherwise a snap shot.
    An assistant or injured player should return footballs to the other end of the ground
  • (D) and (E) return to their stations, players (A) and (C) are changed if required
  • Decoy (B) should vary the point of the square they start on, and all other players must react to this choice

Gather Give Bump

GROUPS OF
AGES 13+

Kick & Follow-up Hands

PLAYERS 16+
AGES 11+

Help After Poor Disposal

PLAYERS 20+
AGES 13+