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FOCUS AREA’S FOR 2010 SEASON

Our Aim:

1. To provide a game where there is a true contest for possession at every phase.

2. To provide for continuity of play for the ball carrying team.

SCRUM:

  • Bind on the hit
  • 4 calls must be clear - C/T/P/E - Trust the call - follow the call
  • Head above hips
  • Encourage quick feed
  • Early hit = FK.
  • Scrum must be square and steady post engagement
  • No 8 Slingshot shoulder attached to scrum, prior to engagement – ie, cannot “sling” from a totally unbound position)
  • Forcing COMPLIANCE to the TOUCH call at scrum time and therefore assisting a better PAUSE after the touch>

Pre Match:

  • Brief & concise conversation
  • Referees do what we say

MAUL:

  • Clear & obvious lineout obstruction by “lifters / support players”, or individual players who take up the space, in front of Jumper:
    • Make clear decisions (PK), for obvious obstruction,
  • Kick Off Obstruction: by players in front of ball receiver:
    • Make clear (PK) decisions, for obvious obstruction
  • Maul from lineout: players may still “sack”, as long as they are doing so prior to the formation of the maul!
  • Collapsing a maul is no longer legal (PK)

OFFSIDES - KICKS:

  • Advancing Players: We must ensure a stronger effort on “holding downtown offside players” (ie, no advancing)!
  • 10m Law: Irrelevant where they are on the field - the 10m line is across the entire field
    • make sure we get the space right in the 10 metres in front of the ball carrier
    • Communication options - just saying the words: "10 metres” Players need to know what this means to them

TACKLE RUCK:

  • Observe the contest / collision / dominant team prior to your arrival
  • Think about "who is at risk”
  • Process –
    1. Tackler releases ball carrier/ball completely
    2. ID players with hands on ball before ruck
    3. Tackled player releases
    4. Arriving players – both teams through gate and on feet>
    5. Arriving players – bind on to team mate on arrival.
  • If no team-mate, you must join by “binding onto an opposition
  • Get rid of attacking pillars standing ahead of the offside line and obstructing opponents in front of them
  • Referees have the “unplayable” decision available to them (team going forward, or attacking team scrum), where there is obvious doubt as to infringement.

DANGEROUS TACKLES:

If players are lifted in a tackle, it’s the tackler’s responsibility to bring them to ground. Decisions as follows on clear incidents

  • Lift and Drop - PK
  • Lift, Twist and Drop - Yellow Card
  • Lift, Twist and Drive/Dump – Red Card

Referees statement to players/captains when discussing infringements/repeated indiscretions are aimed at putting responsibility back on the players.

‘ARE YOU CLEAR ABOUT THAT’?