DRILL
Switch Competitive Goalkicking Race
  • Purpose
    Following a switch, full advantage must be taken of the space by moving the ball decisively. This drill practices long direct play following a switch, through a contest to be the quickest to score a goal. It highlights how critical handling errors can be.
  • Focus
    Skills under pressure, Contested ball, Decision Making, Run & Carry, Forward line delivery, Goalkicking, Gameplan/Strategy, Fun
  • Skills
    GoalKicking, Kicking, Handballing, Tackle, Shepherd, Crumb, Mark Contest
  • 20+
    Players

  • 13+
    Ages

  • 2
    Balls

  • 0
    Cones

  • 160
    Distance

  • 0
    Opp Strip

  • Form two teams, assign each a particular starting side of the ground, each team has a ball.
  • Teams spread out on their half of the ground, (A) through (F) are within the 50m arc for the kick-in and switch, (G) and (H) stand on their opponent's side of the ground and harass the opposition, however may not enter either 50m arc
  • The coach starts the race with a 'go' or whistle, fullback (A) kick-in to (B) who is standing on the opponent's side, fullback (D) kick-in to (E) who is also standing on the opponent's side
  • (B) and (E) must then switch back to their own side within the 50m arc
  • Following the switch to (C) and (F), each team must run the ball the length of the field by foot and hand, avoiding defenders (G) and (H)
    If a defender marks the ball they may handball it anywhere as a penalty
  • Each team must touch the ball on the goal line at the other end, then return the ball the length of the field, again avoiding the defenders, before kicking a goal on the run.
  • The team whose ball travels though the goal first gets a point
  • You may elect to switch starting sides of the ground

Gather Give Bump

GROUPS OF
AGES 13+

Kick & Follow-up Hands

PLAYERS 16+
AGES 11+

Help After Poor Disposal

PLAYERS 20+
AGES 13+