DRILL
Kickout Set Plays
  • Purpose
    There are several strategies you can use for a kick-out...here we show you 3 good options. The fullback can take judge on-the-fly which options looks strongest through weight of numbers, or who has enough space to mark uncontested.
  • Focus
    Decision Making, Gameplan/Strategy
  • Skills
    Kicking, Handball Quick
  • 20
    Players

  • 15+
    Ages

  • 1
    Balls

  • 0
    Cones

  • 80
    Distance

  • 50%
    Opp Strip

  • Split into two even teams. Attacking team has a fullback, 4 in the huddle at (A), 3 on-ballers, a (CHB), a (RU)ck and 2 wings (W). Potential kick-receivers are shown in red. If short on numbers, have less at (A). Each of these players has a direct opponent (not shown).
  • Form a huddle with everyone in the starting position on the diagram. On 'go', full-back sees this ahead:-
    (A) consisting of the 2 x back pockets and 2 x half-back flanks, lead short (not all at once, stagger the leads slightly).
    (W) are the 2 x wings who lead to the opposite side they started from, with a view to receiving a long kick near the boundary. (W)'s need to start their lead quite early, as they have a lot of ground to cover.
    (RU) and (CHB) lead last to opposite sides of the ground, with the (RR & RO) following the intended target
  • The full-back picks out a player. Depending on the game situation, some plays are more preferable to others...
  • 1) Kick short to (A) in the case where one of the players has made enough space for that kick to be safe enough. Obviously an error by the full-back kicking short has dire implications, so execute this kick calmly.
    Use this option to chew up the clock / slow the game down.
    This short kick is then often followed up with a switch across goals.
    Certainly try this kick if the recipient can mark and play-on immediately.
  • 2) Kick to yourself, run the boundary, then look for a wide leading winger who has made a breaking run across the ground, to space between wing and back flank.
    Use this when the full-back isn't anywhere near the goal line (simulate by making the opposition FF start 20m from the goal line)
    Running your full distance before kicking is crucial, or the kick won't make the distance
    This is a good option as it hugs the boundary for safety, while providing the opportunity to go end-to-end
  • 3) Kick to either the (CHB) or (RU)ck who lead left & right towards both wings
    This happens after all other options are ignored
    Don't be afraid to throw a dummy lead or two, and block/push off defenders to gain positional advantage
    The ruck-rover and rover should follow a particular player. This is the cue for the full-back to decide, as there will be numbers out that side
  • Centre (C) shouldn't lead to one side. Instead they remain central and drift downfield so they're in position to receive the next give.
  • Let the opposition take a shot on goal if they force a turnover. It's up to you how long you let play run for:-
    You can require they simply get the first kick right
    Or play can continue until the ball passes the centre
  • Dissect, return to starting positions and repeat. You can rotate attacking and defending wings, centres and onballers, but keep (A)'s and their defenders the same throughout.

Gather Give Bump

GROUPS OF
AGES 13+

Kick & Follow-up Hands

PLAYERS 16+
AGES 11+

Help After Poor Disposal

PLAYERS 20+
AGES 13+