Our calls and shapes for the squad.
Intended playing style: play like Japan, not South Africa — i.e., quick recycle (sub-2-second rucks), continuity, and offloads.
Calls are kept short, single-word, and used consistently in training so they become automatic in games — predictable, consistently-named calls beat ad-hoc instructions under pressure.
See laws.html for the RFU laws these calls operate within (e.g. lineout laws, scrum laws) — this doc is our own calls and shapes built on top of them. Squad context and coaching considerations, plus coaching focus areas and how each block builds toward these calls, live in the coaching wiki's Coaching Notes and Session Plans pages — this doc stays to calls, shapes, and moves only.
A visual-awareness routine, used both in and out of possession, to keep players' eyes up and aware of space rather than fixed on the ball:
| Step | What it means |
|---|---|
| Crossbar | Look up at the crossbar to force the eyes up and broaden the field of vision. |
| Touchline | Scan both touchlines to spot defensive lines, gaps, and opponents. |
| Communicate | Immediately call out to team-mates where the space or opportunity is. |
Default attacking pattern: zig-zag across the pitch, working 5m to 5m, built off a forward pod of 3 stood in front of 10 (12 joins the pod as well when numbers allow).
Shape and calls used in open play phases:
| Call | Meaning |
|---|---|
| Rhino | Forwards take the ball off 9, round the side of the ruck. |
| Bull | Forward pod set up in front of 10. |
| Eagle | Kick. |
| Hippo (Pull Back) | Ball pulled back from the pod to the player standing behind the pod. |
| Tip | Forward pod — pass on to the support player outside (furthest from the breakdown). |
| Fox | Forward pod — pass back inside. |
| Piggy | Pick and go. |
| Magic | Shouted by a player through on a line-break to demand the ball. |
| Chilli | Shouted by a back to demand the ball, normally to attack wide. |
Notes for coaching: these calls should be introduced as closed-skill pattern work in small groups first (whole–part–whole), then layered into conditioned games before being used at full pace/contact.
Diagrams:
Rhino — forwards pod off 9.
Structured backs strike moves, introduced across last season. Run from 10 unless noted otherwise.
| Call | Description |
|---|---|
| S1 | 10/12 switch (scissor pass between 10 and 12). |
| DS Pop | Dummy switch (10/12 dummy the scissor), 10 pops the ball to 13. |
| Batman | Miss pass over 12's head, straight to 13. |
| Superman | Miss pass over 12's head, but to the blindside wing, who enters the line inside 13. |
| Smash 1 | 12 crashes it up (simple, direct carry). Introduced at the start of the year — the base contact option the other moves build off. |
| Hulk | 13 runs a hard/direct line, 12 trails out the back (trail-line). |
Notes for coaching: introduce each move individually as pattern work (whole–part–whole) before combining or calling them live. "Loads of others" still to be added — capture them here as they're introduced so the list stays the single source of truth for backs calls.
Diagrams:
Hulk — hard line + trail option.
Calls that trigger a kick in open play (see Kicking Strategy below for the tactical detail behind exit kicks etc.):
| Call | Description |
|---|---|
| Eagle | Kick (see Open Play above). |
| Hawk | Box kick. |
Diagrams:
Eagle — kick.
Hawk — box kick.
Exit kicks: From inside our own 22, kick to the 15m channel.
(More kicking strategy — e.g. attacking kicks, contestable kicks, box kicks — to be added. Note: per laws.html, drop goals are newly permitted at U14 but a low tactical priority for us.)
Default system: pressure defence — line-speed off the top, forcing errors rather than sitting off.
Built on four pillars:
These sit inside the wider line-org system: spacing, numbering up, scanning (CTC — see above), the shuffling retreat, and communication.
| Call | Meaning |
|---|---|
| Bang | Trigger for blitz defence — the line goes up hard on the call. |
Ruck-defence: guard either side of the ruck; only compete for the ball when it can realistically be won — otherwise stay on your feet.
Lineout defence: simple, since lineouts are uncontested at U14 (see laws.html) — pressure goes on 9 and 10 rather than contesting the catch.
Kick defence: system (pendulum vs. two players dropping off the line) still TBC.
(Whether/when to introduce drift vs. blitz as an explicit defensive-system choice, on top of our default blitz, is under review — see block1-overview.html's Saved for later blocks.)
Lineouts are a brand-new skill for this squad this year — see laws.html for the full law rundown (uncontested, no lift, min 2/max 13 players, etc.). Not competing for the ball, and no jump/lift technique needed since nobody is lifted at U14.
Numbers: default to a 5-man lineout, unless we're setting up a driving maul — in which case commit more forwards to the lineout to build a bigger maul. Since the non-throwing team can never field more players than we do (see laws.html), our own count also sets a ceiling on what the opposition can contest with.
Default move — 5-man Rhino:
Starter play from an attacking lineout.
Setup: 5-man lineout; 2 "extra" forwards (not committed to the line) stand in front of 10.
| Phase | What happens |
|---|---|
| 1 | Lineout — ball off the top (OTT) to 9. 9 passes to the 2 extra forwards, who carry to set up a ruck. Ruck resourced by the extra forwards + 12. |
| 2 | Forwards race round the ruck for Rhino (keep it tight). Ruck resourced by forwards coming round from the lineout. |
| 3 | Backs edge attack. |
Coaching note: phases 1–2 are there to draw defenders in before releasing it wide in phase 3 — backs moves (see Backs Moves above) can be called into phase 3 once the shape is solid.
Diagrams:
Phase 1 — OTT to 9, extras + 12 set ruck 1.
Phase 2 — forwards fold round for Rhino.
Phase 3 — backs edge attack.
Calls: kept deliberately simple — the call is disguised by which letter it starts with, not by the word itself. Mnemonic is the club colours — Blue, White, Gold:
| First letter | Club colour | Target |
|---|---|---|
| B... | Blue | Front |
| W... | White | Middle |
| G... | Gold | Back |
Any word starting with the right letter works as the actual call (e.g. a "B" word for front, a "W" word for middle, a "G" word for back) — the letter is what carries the meaning, so it stays flexible in the moment while being easy for players to remember via the club colours. (Watch for a clash if a "B..." lineout call is ever picked that overlaps with the "Bull" call already defined in Open Play above — worth flagging to players so context makes clear which is meant.)
Scrum moves from 6 players (U13) to a full 8-player contested scrum, and the No.8 can now pick up from the base for the first time — see laws.html.
Default move — DSP:
| Call | Meaning |
|---|---|
| DSP | Default Scrum Play. Ball won at the base and played back to 9 as normal (not a No.8 pick-and-go). From there, play what's in front / call the next phase (e.g. Rhino, Bull) as normal. |
(No.8 pick-and-go as an alternative to DSP is still to be defined as its own call, once the pack is comfortable with the bigger 8-man scrum shape.)
Sections still to fill in as we build this out: