DRILL
Switch from Deep in Defence
  • Purpose
    There are times to play it safe and kick down-the-line in defence; other times teams will roll the dice and attempt to switch to open space for their attack. This drill practices the latter and shows how a switch in deep defence can open up the fat side.
  • Focus
    Run & Carry, Gameplan/Strategy
  • Skills
    Kicking, Tackle, Handball Quick
  • 14
    Players

  • 15+
    Ages

  • 1
    Balls

  • 3
    Cones

  • 140
    Distance

  • 3
    Opp Strip

  • Pick 3 defenders: (H) defending the kick-in, (G) on a cone, and (F) defending two leading forwards (pick these also). (D-E-F) start inside 50 at the opposite end. Everyone else lines up at (A, B & C).
  • (A) simulates a kick-in from full-back, and finds (B) short who has been left alone in the pocket.
    The opposition full-forward (H) leaves (A) and rushes over to stand (B)'s mark.
  • (B) looks further afield, but simulating a congested area where their ruckman has dropped back, instead looks for a switch.
  • (C) runs from the centre to provide a short lateral option, which (B) honours with a pass.
    This is without question the most dangerous kick and MUST be executed successfully, or you'll almost certainly cough-up a goal.
    (G) starts 3-5m behind (C) and puts pressure on them - determine whether this is token, or hardcore spoiling is allowed.
  • Continue the switch by (A) catching the full-forward napping and sprinting to the open side. (C) puts a kick out in front of (A) for them to run onto.
  • (A) now can run and bounce several times. (D & E) hold their lead, allowing (A) to run with the ball. They then provide leads while (F) tries to cover the best option. (A) sizes-up the best option and kicks to that player.
    The player in the best position to goal should be the default target unless covered.
    (A-B-C) join the next station in sequence. (A) must run across the field and join (B).
    (F) can stand anywhere and may choose to play zone by starting 5-10m ahead of the forwards.
  • Optionally rotate the defenders and/or key forwards after 5 turns.

Gather Give Bump

GROUPS OF
AGES 13+

Kick & Follow-up Hands

PLAYERS 16+
AGES 11+

Help After Poor Disposal

PLAYERS 20+
AGES 13+