Community | Fielding Test

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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Gavan Twining Coach, Australia

DESCRIPTION

Start clock as the first ball is fed to the fileder, with flat catch to fielder standing in circle; throw back to feeder (+0.5 secs if throw misses feeder) Player then runs to any cone and throws at stump (-0.5 secs if direct hit;. -0.5 if miss PUGG) Run back to the circle to receive second catch (+0.5 if drop catch) and return throw to feeder Repeat at next cone and throw at stump Continue until thrown all 4 balls at cones and received 5 catches - drill finishes with the 5th catch in the circle and clock stops. Include all deductions or additions in time. The lowest time is better - reward for hits and catches; add ons for drops and missed throws.

COACHING POINTS

Speed to the ball to minimise time Watch the ball into hands and set feet for throw back to feeder - do NOT rush too much as points are lost for bad throws Front shoulder at target when throwing

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PROGRESSION

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