Rugby: line speed

Rugby is a game of decisions. Every second, players choose: pass, carry, or kick? Blitz or drift? Jackal or get back in the line? The team that makes better decisions more consistently wins matches - not necessarily the team with more talent or better fitness.

Game management is the skill of making these decisions correctly under pressure, with fatigue setting in, with the crowd noise, with the stakes rising. It can be developed.

The Decision-Making Framework

Good decisions start with good information. Players need to see the game clearly before they can choose correctly.

The OODA loop in rugby:

  • Observe: What do I see? Defensive structure, space, support
  • Orient: What does this mean? Opportunity, threat, neutral
  • Decide: What's my best option? Pass, carry, kick, hold
  • Act: Execute with commitment

The faster and more accurately players cycle through this loop, the better their decisions. Training should develop each stage.

Developing Observation Skills

Many poor decisions come from poor observation. Players who don't see the full picture can't make informed choices.

Training observation:

  • Pre-scan: look before receiving the ball
  • Peripheral awareness: what's beside you, not just ahead
  • Key cues: what specifically to look for (defender's hips, space, numbers)

Drills for observation: Play games where the coach calls "freeze" and asks players to describe what they see. What options exist? Where's the space? Where's the threat?

Situational Awareness

Understanding the game situation frames decision-making. The right decision at 0-0 in the first minute differs from 3-0 down in the 79th minute.

Situation factors:

  • Score: leading, trailing, or level
  • Time: first half, second half, final minutes
  • Field position: own 22, midfield, attacking 22
  • Conditions: wind, rain, surface
  • Momentum: who's on top right now?

Players need to know the situation without thinking about it. Score, time, and field position should be automatic awareness.

Risk Management

Every rugby decision involves risk. The question is whether the potential reward justifies the risk in this specific situation.

High-risk decisions:

  • Running out of your own 22
  • Offloads under pressure
  • Speculative kicks without chase support
  • Committing extra players to the ruck

When high-risk is acceptable:

  • Trailing with time running out
  • Attacking in the opposition 22
  • Momentum strongly in your favour

When to play conservative:

  • Protecting a lead late in the game
  • Deep in your own half
  • Opposition on top and looking for turnovers

Pressure Moments

Certain moments in matches carry extra pressure. Decision-making under pressure deteriorates without specific training.

High-pressure scenarios:

  • Final play of the half or game
  • Penalty opportunity to win/draw the match
  • Defending a one-point lead in your 22
  • Restart after conceding a score

Training pressure: Create pressure in training through consequences, time limits, and competitive scenarios. Players who've experienced pressure in training cope better when it matters.

Communication in Decision-Making

Rugby decisions are rarely individual. Communication coordinates group decision-making and ensures everyone understands the plan.

Essential communications:

  • Ball carrier: "Carrying!" "Kicking!" "Looking left!"
  • Support: "With you!" "On your shoulder!"
  • Defence: "Up!" "Drift!" "Numbers!"
  • General: "Time!" "Space outside!" "Keep it!"

Leaders must take ownership of communication. The fly-half and captain should constantly talk, directing the team's decision-making.

Learning from Decisions

Post-match review should examine decisions as much as execution. Why did we make that choice? What did we see? What would we do differently?

Effective review questions:

  • "What was your thinking there?"
  • "What options did you see?"
  • "Given what you know now, what would you do?"
  • "What can we learn from this?"

Avoid blame. Focus on understanding and improvement. Players who fear judgment stop taking responsibility for decisions.

Developing Decision-Makers

Coaching approaches:

  • Guided discovery: ask questions rather than give answers
  • Constrained games: rules that force specific decisions
  • Decision overload: faster game speed to develop instinct
  • Post-play review: brief discussions about choices made

The goal is players who can read, decide, and act without waiting for coach instruction. Games move too fast for external direction - players must be autonomous decision-makers.

Key Coaching Points

  • Good decisions require good observation - train players to see
  • Situation awareness frames every choice
  • Risk must match the situation
  • Pressure can be trained - create it in practice
  • Communication coordinates group decisions

Drills to Develop Game Intelligence

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line speed DRILLS
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Maul Touch

Be brief when telling the players the laws of this game, it's important to get them moving quickly. This is not a contact game, but there will be some light contact. Break your players into two teams, giving each team their own colour of bibs if necessary. One team goes to attack, and one to defence. Nominate a Scrum Half for each team, it will be their job to move the ball from the back of the maul and out to an attacking line. There is no kicking in this game. Normal laws of rugby apply e.g. a forward pass will result in the ball being turned over to the opposition. If an attacking player is touched: they must stop and turn, a maul is then built based on how you have trained your players to Maul. Only four players should be in the maul - but every player should be able to maul - including the backs! When you start playing this game make sure that the defence is employing your defensive pattern around the maul. They will commit 4 players, but will not do anything more than provide light resistance. Once formed the maul can take four steps before moving the ball. If there is a delay in creating the maul, or the quality of the maul is poor - the ball can be turned over. Depending on your goals decide on the number of touches you wish to allow e.g. unlimited is not a bad option as mistakes will be made! If a team has been in possession for a long time, don't forget to turn the ball over to give the opposition a run. Don't hesitate to shape the game to focus on your session goals, and let us and other coaches know what worked for you.

Warm Up

Scoring Zones

Be brief when telling the players the laws of this game, it's important to get them moving quickly. This is not a contact game. Break your players into two teams, giving each team their own colour of bibs if necessary. One team goes to attack, and one to defense. Nominate a Scrum Half for each team. There is no kicking in this game. Normal laws of rugby apply e.g. a forward pass will result in the ball being turned over to the opposition. If an attacking player is touched: they must go to ground, present the ball, two of their teammates ruck over (staying over the ball), and the Scrum Half moves the ball for the next phase of attack.The defence must commit three players to every ruck, or risk an infringement which will see tem pushed back ten meters. The ball must be moved from the ruck within 5 seconds. Make sure that the defense is employing your defensive pattern around the ruck.  Throughout the game the coach call the point of attack e,g, attack RED ZONE or Zone 2. The coach can also call the scoring zone, Score At Zone Yellow or Zone 3. As the game progresses have the players call the point of attack, and the scoring zones - but they must do this early and they must committ to that attack for a period of time. Have attacking players do what they normally would at the ruck. Depending on your goals decide on the number of touches you wish to allow e.g. unlimited is not a bad option as mistakes will be made! On a mistake or after a period of time, turn the ball over so that both teams get time in attack and defence. Don't hesitate to shape the game to focus on your session goals, and let us and other coaches know what worked for you!

Warm Up

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line speed ANSWERS
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U10s organisation in defence. ...

I have started an under 10s team up, and I would say about 8 from the 13 children I have , did not play rugby until about 6 months ago. Of these players, there seems to be a lot of potential, as we are scoring tries against teams, that very rarely concede tries.the problem I got with them, is that we are very poor at organising our selves in defense when the opposition has the ball, which does result in us conceding quite a few tries. We have some very good tacklers in the team. Can anyone offer some ideas on how I can get them to organise themselves? Thanks . Chris.

christopher jenkins Coach, Wales

How can I improve my team's li...

How can I improve my team's line speed in defence? Are there any drills which can help me?

michael klieve Coach, England

how do you side step properly

how do you side step properly

cj Coach, Northern Ireland

What are the main coaching points when introducing?

What are the main coaching points when introducing the drift defence? I'm talking mainly about senior players.

0lymp1an Coach, England

how do you stop a 15 breaking through the gain line

how do you stop a 15 breaking through

Andy Stephens Coach, Scotland

Not sure if this question has been asked...but is drift?

Not sure if this question has been asked...but is drift defence REALLY the BEST way to combat the fullback entering the line?

Archived User Coach

DEFENSE

My team are new and are very slow on reforming the defensive line,any ideas on how to speed it up?

Archived User Coach

Does anyone have specific drills, practices for developing?

Does anyone have specific drills, practices for developing line speed and any progressions

Archived User Coach

what drill do i use to teach realigning to take a pass?

what drill do i use to teach realigning to take a pass running from depth.

Archived User Coach

Law 12 - the forward pass or throw forward

The law says that a forward pass is one "thrown forward" "in the direction of the opponents' goal line" Does that mean that, if the ball is passed and the receiver catches it NEARER to the opponents goal line than from where the ball was passed that the pass was forward? (Leaving to one side any other touches of the ball that might have taken place.) Maybe an example is better. Player 1 passes the ball sideways - releasing it on the 22 metre line. Player 2 (with no other player having touched the ball), running from well behind the 22 metre line, catches the ball when it has travelled sideways but the ball is now 20 metres from the opponents goal line (2 metres further forward from the place that the ball was passed). Is that a forward pass or throw forward? And if not, why not?

Archived User Coach

drills to improve the flat line technique

teahcing primary school kids and could use some drills

Archived User Coach

Can players throw ball forward to themselves then catch it?

if i throw the ball forward and catch it before it touches any opponent or the ground is that a forward pass

Archived User Coach

What is 1v1 side defence-go forward?

Doing level two and have forgotten what the above means........

johnwrobertson Coach, England

U9 Positional Play Advice

What options are there for positional play in the U9s game? What formations are recommended in attack or defence? What's a good place to start teaching this? No scrums at this level so that's out of the question. Greatful for any advice. Thank you. Matt Asked using Sportplan Mobile App

Matt Potter Coach, England

Getting a straight defensive line and speed

Hi. I coach a B level under 12 team at school with very mixed abilities. I cant get my boys to get up in a defensive line together or even come up in defense. Any drill very much appreciated.

James Pattinson Coach, Australia

KICKI

MAY YOU PLEASE SHOW ME AN EXAMPLE OF A KICKING AND PASSING DRILL

lindiwe Coach, South Africa

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