DRILL
Right Choice Inside 50
  • Purpose
    Teams should move the ball the length of the field in the shortest time possible to keep the forward line free for players to lead into. Teams often move the ball nicely down the field, but the let themselves down with a poor final kick inside 50m. This drill practices quick ball movement and finishing off with a kick to the correct forward option.
  • Focus
    Decision Making, Run & Carry, Forward line delivery, Goalkicking
  • Skills
    GoalKicking, Kicking, Handball Quick, Crumb, Mark Contest
  • 20+
    Players

  • 15+
    Ages

  • 4
    Balls

  • 9
    Cones

  • 160
    Distance

  • 2
    Opp Strip

  • 2 forward marking options and 1 defender at stations (D) and (J). If 30+ players, use 2 balls and have 2 groups at stations (D) and (J), and 2 leading full-forwards at (E) who take turns.
  • (A) simulates a kick-in by going short to (B), who backpedals, then kicks to leading (C)
  • (C) marks and plays-on immediately, looking upfield to see two options leading from (D), and kicks to the best option. After kicking, (C) runs forward to the next contest
    The defender at station (D) tries to cover the player in the best position.
  • The player from station (D) who marks then backpedals and either handballs to (C) who has continued running, or kicks to leading-full forward (E) who takes a set shot if they mark, or snaps if they gather on the bounce.
    After the contest, players at (D) and (E) return to their station, (C) continues on to station (F).
    If available, have assistants at each end of the ground behind the goals to return balls to the player kicking in.
  • As soon as (E) touches the ball, the next ball starts. (F) plays-on from the kick-in by kicking to themself, runs a few metres then kicks long to leading (G)
  • (G) plays on immediately and kicks up the line to (H)
  • (H) marks and keeps running, then kicks to the best leading option from station (J). A defender covers the player leading into the best position.
  • The player who marks at (J) can take a set shot if within range, or use (H) who has provided a running option.
    All players at (J) return to their station, (H) continues on to station (A)
  • Optionally rotate the players at stations (D), (E) and (J).

Gather Give Bump

GROUPS OF
AGES 13+

Kick & Follow-up Hands

PLAYERS 16+
AGES 11+

Help After Poor Disposal

PLAYERS 20+
AGES 13+