Coaching Notes

Squad context, playing style, and how sessions are planned and run.

Squad

We run two teams:

Squad physical & skill profile: our players are generally on the smaller side physically. Both handling and tackling skills still need development across the squad — these are foundational areas, not yet strengths to build tactics on top of. This shapes the playing style in playbook.html (quick recycle, continuity, offloads, avoiding unnecessary contact rather than seeking it out — "play like Japan, not South Africa").

Neurodiversity: we have several neuro-diverse children in the squad, including players with autism and ADHD. Session design and coaching delivery should take this into account (e.g. clarity of instructions, predictable structure, sensory considerations). See ref/Autism in Rugby.pdf and ref/ADHD in Rugby.pdf for club guidance on coaching neurodiverse players. This is also why playbook.html's calls are kept short, single-word, and used consistently in training so they become automatic — predictable, consistently-named calls reduce cognitive load in-game compared to ad-hoc instructions.

During the first half of the season (September to December), around 50% of the children also play schools rugby. This rarely creates a direct fixture clash, but overall contact-load across club and school rugby is a real consideration when planning contact volume in sessions.

This year's move from U13 to U14 also brings a set of RFU law changes — see laws.html — two of which (the fully contested 8-man scrum, and lineouts existing at all) are genuinely new skills for every player in the squad, not a step up from something they already do. Worth factoring into early-block contact-load planning alongside the schools-rugby overlap above.

See playbook.html for our playing philosophy and calls — kept as a clean reference (no squad/coaching context) that could be shared directly with the players themselves.

Training & Fixtures

Thursday sessions always open the same way, before moving into that week's specific content (see block1-overview.html):

  1. Warm-up — led by one of the players (rotating who leads it), ~5 min — the standard four-phase warm-up in warmup.html.
  2. Essential skills — handling or tackling, ~10 min. These are the foundational skills the squad is still developing (see Squad above) and get dedicated time every Thursday regardless of the block's theme.

See calendar.html for the actual dates this season — match Sundays, training Sundays, and the mid-week Thursday slot.

Squad Structure & Training Groups

Training is typically run as one squad together, from a single session plan, rather than Blue and White training as strictly separate teams:

Session plans should therefore default to a single plan with clear forwards/backs (or skill-level) breakout options built in, rather than assuming a full Blue vs. White squad split every time.

How sessions should be coached

Contact warm-up

Two minutes, every time, before anyone makes contact. Three stages, always in this order, never skipping ahead: get the body into position, then two contact games that get hands on an opponent and the heart rate up. Games rather than drills — two minutes of queuing to hit a pad prepares nobody, and these get every player working for the whole two minutes.

Stage Time What
1. Get low ~30s On the spot. Feet moving, then drop into the tackle-ready position — feet shoulder-width, knees bent, chest up, eyes up, hands ready. Five or six reps. Cue: low.
2. Pummelling ~45s Pairs, chest to chest, on knees. Each player has one arm inside (under the partner's armpit) and one outside. On the call, both "swim" the outside arm inside, and keep alternating. Chest up, back flat, head to the side, hips low, working continuously.
3. Wrist Wrestle ~45s Pairs stand and each grips the same wrist on the other — right hand to right wrist, both of them, so the grips lock into a loop. Free hand behind the back. Each then tries to slap their partner with the hand being held. A point for each clean touch; reset and go again. Low base, feet moving, all grip and body position.

Then, and only then, into the drill or game proper.

Both games have hard rules. Pummelling: no lifting, no takedowns, no twisting anyone's neck — it is an arm battle, not a wrestle to the floor. Wrist Wrestle: shoulder or upper arm only as a target, never the head or face, and it stops the moment either player lets go. Anyone who would rather not play the slapping game does a second round of pummelling instead — offer that up front rather than making someone ask for it.

Skills pyramid

Coaching builds up through four layers, each resting on the one below it — useful for placing any given piece of session content and for judging whether a block/week is weighted appropriately for where the squad is:

  1. Individual skills — catch, pass, throw, tackle, etc. — the technical building blocks every player needs, regardless of position.
  2. Small-group skills — miss-pass, switch, Hulk, etc. (see playbook.html's Backs Moves and Open Play calls) — 2–3 players combining individual skills into a coordinated action.
  3. Team moves — coordinated moves involving most/all of the team, e.g. the 5-man Rhino lineout strike move, DSP off scrum (see playbook.html).
  4. Team strategy & tactics — how those moves get selected and sequenced within a game plan, e.g. block themes (see block1-overview.html), kicking strategy, defensive system.

Early blocks/weeks weight toward the base of the pyramid (individual and small-group skills); later ones build upward toward team moves and tactics, once the layers below are solid enough to support them — this is the same whole–part–whole logic applied above within a single session, just at the scale of a block.

Resources

Coaches