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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 –
- Tackler releases ball carrier/ball
completely
- ID players with hands on ball
before ruck
- Tackled player releases
- Arriving players – both
teams through gate and on feet>
- 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’?
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