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.

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Presentation transcript:

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 This presentation designed to cover rugby with no communications gear

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 (2 nd 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

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

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

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

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

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!)

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 4 th front-rower Positioning as per following slide

5 M 15 M 5 M 15 M NS FS 5m

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

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!

Ref Coaches Focus Areas

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

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

Tackle Positioning Communication Checklist Transition

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!

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

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!

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?

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.

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)

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

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

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)

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

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.