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Working in a Team of 3 NSWRRA 2011

Working in a Team of 3 NSWRRA 2011. Team of Three – Assistant Refereeing. Covering this now since last meeting before finals is too late! ARU developed core competencies for ARs In 2009 we developed a document for ARs at Shute Shield This presentation is a combination of the above

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Working in a Team of 3 NSWRRA 2011

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  1. Working in a Team of 3NSWRRA 2011

  2. Team of Three – Assistant Refereeing • Covering this now since last meeting before finals is too late! • ARU developed core competencies for ARs • In 2009 we developed a document for ARs at Shute Shield • This presentation is a combination of the above • This presentation designed to cover rugby with no communications gear

  3. Big Picture • The feeling is that we do not work as a team as much as we could at all levels • Focus for 2011 is teamwork • Co-ordinate a chat before the game (2nd Grade ref this means before your kickoff) • Refs try and put the ARs at ease – involve them, use them and back them • ARs remember that if the ref does not act on any of your advice, this is not disrespect – keep assisting

  4. In-goal • Get into in-goal – last pass is ref’s problem • Try in corner – cut and dried try away from corner post • Signals (eg. thumbs up) if you have eye contact with ref are OK • Try in corner – close thing, knock on or corner post decision • Avoid signals to avoid confusion – ref should come over and chat • Importance of pre-game chat in case ref wants something different

  5. AR report on Foul play • If referee has seen something, he should lead the discussion • AR to explain the facts – accurate, brief and clear • Referee should then either ask for a recommendation or give his planned sanction • If AR disagrees with sanction, this is your opportunity to restate things (don’t just contradict the ref) • Work hard to get a number. If you don’t have one there should be a REALLY good reason. • Role Play

  6. Quick Throw and Lineout • Referee watches line to check when lineout is formed • AR watches same ball, not touched, right place • AR to manage non-throwing hooker • If Ref requests it, subtle signal for not 5m or not straight • AR to watch for obstruction in maul formation – advise referee next opportunity

  7. General Play • Forward pass and knock-on, subtle signal if referee looks for you (with comms – clear and obvious only) • Go to 10m line quickly at PK/FK manage (not with foul play signal!) • Far-side AR must provide marks for downtown kicks that could go out on full or dead • Far‐side AR to assist where possible with marks for where the ball landed after potential late hits

  8. General advice • At down time, provide assistance on any of the following • General offsides • Pillars • Trends – eg attacking players off feet • If escalation might be needed (be sure of this!)

  9. Scrums • Watch and at down-time try to assist with the following • Loose forwards unbinding • Causes of collapse if 100% certain, ie binding • Flanker becoming 4th front-rower • Positioning as per following slide

  10. 5 M 15 M 15 M 5 M FS 5m NS

  11. Positioning • Kick-off – 10m and 22m • Leading (near-side AR) and Trailing (far-side AR) is best practice • An exception: more focus on pillars if a ruck close to the touchline

  12. Conclusion • Remember the focus is on improving teamwork • Always have the pre-match to see if ref wants something specific or different from what’s here • Your job as an AR is to make the ref look good!

  13. Ref Coaches Focus Areas

  14. The Big 5 • Focus on: • Focus on the tackler (tackle assist / off feet) • Control of scrum engagement • Maul set up • Kick chase space • Pillars at ruck

  15. Tackle • The aim is to achieve continuity – ie. quick ball – by focussing on: • Tackler on ground to roll away “Roll away” • Tackle assist to release “Let him go!” • Attacking on their feet • Gate arriving players

  16. Tackle • Positioning • Communication • Checklist • Transition

  17. Scenario 1 • Tackler rolling through the tackle and impeding ball release • We are seeing too much of the tackler on the "wrong side” • This slows down the ability of the #9 or player waiting to play the ball at the back at the tackle, from clearing the ball • Solution - players roll sideways out of the tackle • Referees return to being tough on players slowing the ball down!

  18. Scenario 2 • Arriving player defender (jackal) • This player needs to maintain his body weight (staying on feet) • We are seeing more pictures now of players with their hands/shoulders on the ground past the ball!   • Referees are preventing this player from winning the ball, by calling "hands out" after the ruck forms – when this Jackal has clearly beaten the ruck

  19. Scenario 2 • Solution – referee must accurately rule on this player • 1) is he supporting his own body weight? • 2) has he beaten the ruck - therefore he should win the ball!

  20. Scenario 3 • Attacking arriving player • Slightly late to the ball carrier, sealing off by landing on the ball carrier on the ground, or cleaning out from the side, to prevent the turnover • Solution - referees need to get tougher on this picture, when the defending team deserved the possession! • Trigger – identify who is the player under threat?

  21. Scenario 4 • Player in ruck picking up ball inside ruck • When a player is "part of the ruck" (generally past the last foot), he is not entitled to then pick up a ball which is inside the ruck • Often the ball is behind his feet or body.

  22. Kicks • Don't back down from last year's approach • Don't ball watch • Communication to offside players - "Stop" or "Get out of the 10” • Look back/scan both directions at kick • Type of kick - short or high kick not much management possible • Be aware of game scenarios where offside is likely (team inside their 22mpassing back for clearing kick)

  23. Scrum • Engagement process - CONTROLLED • It will be slower, but the focus is on getting each stage right • Not a slow sequence for being slowʼs sake

  24. Scrum • Crouch - height, angle, alignment • Touch - touch on shoulders, release, timely • Pause - steady - No. 8 slingshot • Engage - ref's timing (backrowers not pushing in first) • Square steady stable before ball • Tight head lead - solution for immediate wheel on engage • Maintaining binds LH+TH

  25. Pillars • These are players standing beyond the offside line in close (not bound) • Communication to them - "Get back" with wave/signal • Positioning – A-line • (Entry in the side - call them out or PK)

  26. Obstruction at maul • Defender must have access to ball carrier on formation • Triggers: lineout / kickoff – it is the supporting player who does the blocking • Don't ball watch

  27. Scenario 5 • Grappling around the neck • We have seen an increase in the amount of players "grabbing a player around the neck" and dragging them out of either the maul, or in some cases the ruck phase? • We need to get rid of this, as it is both illegal and also creates a "flash point" for possible retaliation.

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