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February 2026 Sportplan Coaching

The gap between training and match performance narrows when practice replicates game conditions. Match simulation training combines technical work with tactical decision-making, pressure management, and competitive scenarios. This approach develops players who can transfer practice skills into match situations.

Creating Match Conditions

Replicating game pressure:

Scoreboard pressure: Setting targets and scenarios that demand specific performance.

Time constraints: Creating urgency through limited overs or time.

Consequences: Meaningful outcomes for success and failure in practice.

Crowd simulation: Adding noise and distraction to build concentration.

Scenario-Based Practice

Chasing targets: Required run rates and wickets in hand scenarios.

Defending totals: Death bowling practice with specific runs to defend.

Powerplay practice: Batting and bowling in field restriction periods.

Partnership building: Batting together under various match situations.

Modified Games

Pairs cricket: All players bat and bowl with cumulative scoring.

Continuous cricket: Fast-paced games with immediate transitions.

Last man stands: Pressure finishing with the tail.

Diamond cricket: Adapted format for smaller groups and spaces.

Decision-Making Development

Reading situations: Assessing match state and choosing appropriate tactics.

Shot selection: Matching stroke play to game requirements.

Bowling variations: Choosing deliveries based on match context.

Captain's choices: Field settings and bowling changes under pressure.

Key Coaching Points

  • Practice should feel like matches as often as possible
  • Scenarios create purpose and focus in training
  • Modified games maintain engagement while developing skills
  • Decision-making improves through repeated game situations
  • Competitive training builds mental toughness

Drills for Match Simulation

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Tom Reeve Coach, England

DESCRIPTION

Split into groups of 5 or 6. Each group needs a bat, a ball, a set of stumps and two cones. Each player is scoring for themselves. Each player gets 1 over (six balls) to score as many runs as they can. Each player starts on 10 runs, every time they hit the ball the get 1 run, they also get a run for each time they manage to run between the two sets of cones, 1 for each. Each wicket lost either caught, bowled or run out is -3 runs Make sure everyone rotates round after every over, so the batter, the wicket keeper and the bowler changes. You can use a number system or set rotation for younger groups to make it fair.

COACHING POINTS

Bowling with straight arm if possible, underarm is ok if are really struggling. Fielders can choose their positioning. can they think where the ball is regularly being hit. Can they throw the ball to the wicket keeper instead of running it in. Can the batter choose well when to run - what do they do if it goes straight to a fielder? What about if they hit into a space. Wicket keepers, can they remember the ready position? Do they follow the ball by going sideways and watch the ball into their hands?

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PROGRESSION

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