Communication in the Scrum  

The hallmark of a good scrummaging side is its ability to provide quality ball on its own put in and to diminish the quality the opposition’s ball on their put in.  

In order to do this the players must work as a coordinated unit. This can only be done through communication.  Scrummaging should be treated like the lineout with it’s unique set of plays and coding or calls. 

Every scrummager including the scrumhalf must understand the aims of the scrum and his responsibilities as an individual within the scrum. Constantly varying the direction and amplitude of pressure within each successive scrum achieves positive results. The team making calls every scrum, will be more in tune with the goals of the scrum. They will then be more single minded and react as a more of unit, ultimately producing more power. This can be focused to achieve the desired effect for the next play. These aims and responsibilities can be communicated quickly and clearly using the calls Attached. 

Scrum Timing Script 

In a scrum, as in a tug-of-war, timing is imperative.  How well we are able to synchronize a pulse of pressure, re-gather without relaxing and apply another pulse directly relates to their success. In the following script the calls “Yes, 2,3,4…8 do not represent stepping only a rhythm that maintains concentration the length of the effort.  

OFFENSIVE HIT

Hooker ......                Take charge –Gather at mark quickly -then once scrum goals have been relayed to pack set position links (3-5 seconds)

Set distance to mark stay in low Set position

Props come down to your height -everyone on the balls of there feet balanced.

Insure a  quick low assembly of the entire pack

If hooker is unbalanced by assembly and the front row get shifted past the mark by back 4 pushers -the hooker calls OFF -reset scrum

If back 4 pushers are not bound Eightman calls off OFF -reset scrum

Entire pack must be in ready position bound before referee start engagement sequence,

On offensive ball Hooker taps for put in on contact as surge of power is generated.

 

Referee ......                 “Crouch… & Hold...”

Everyone……  “Aaand…”

(tighten grips, anticipate the " E" of engage inhale deep breath and without exhaling)

Referee......                  “Engage.”

Everyone......               “HIT 2,3,4,5,6,7,8

Eightman…… Should have ball by the count of 8

(No pulses, Push starts on engagement and Ball presented early, on the tap it is put in, continuous maximum effort until ball is released from #8. If necessary # 8 can restarts drive by “Ready” packs answer would be “YES, 2,3,4,5,6,7,8 etc. again)         

 (if the ball has been channeled to the number 8, he should pick before the scrum stops moving. If he can not reach the ball he will call READYeveryone replies and regenerates power withYES, 2,3,4,5,6,7,8once the power is re-established and ball is channeled to the back the #8 should release. The key to a successful pick up is to break before the impetus is diminished and the other back row stops pushing and becomes more prepared to defend) 

DEFENSIVE HIT

Hooker ......                 Take charge –Gather at mark quickly -then once scrum goals have been relayed to pack set position links (3-5 seconds) -Set distance to                            mark stay in low Set position

Props come down to your height -everyone on the balls of there feet balanced.

Insure a  quick low assembly of the entire pack

If hooker is unbalanced by assembly and the front row get shifted past the mark by back 4 pushers -the hooker calls OFF -reset scrum

If back 4 pushers are not bound Eightman calls off OFF -reset scrum

Entire pack must be in ready position bound before referee start engagement sequence,

Referee......                  “Crouch… & Hold...”

Everyone......   “Aaaand

(Tighten grips, anticipate the " E" of engage inhale deep breath and without exhaling)

Referee......                  “Engage”

Everyone......                “Hit, 2, 3, SQUEEZE!!”

(Squeeze, do not exhale, tighten waiting for queue from FLANKER to explode)

Flanker......                   “Ready?!!” (as soon as the scrumhalf starts to present ball below knees, early call)

(everyone reacts to the opposition putting in the ball by dropping the hips pushing through)

Everyone......               “Yes,” (explosive drop and drive action) “2, 3,4,5,6,7,8,!!”

(…continuing squeezing and compression as rhythm is counted by everyone.)

Eightman......   “BREAK?!!” (If they manage to channel ball out…)  

Before a scrum is formed on the mark, given by the referee, there should be communication.  The number eight (or pack leader) and the scrumhalf should decide the goals of scrum desired for the next play. This is relayed to the hooker who is responsible for constructing the scrum in a way that will best achieve these goals. This entails ensuring that the proper binds are taken and angles of push are understood by all. Links should take 3-5 seconds to complete. The calls are used both on defense and offense.

Scrum Call Coding 

The general code is:

11 to 19 - For a Loosehead Power Drive or Nudge

11 being a 10° nudge and 19 a 90° wheel.  Obviously the 19 call is a defensive call aimed at forcing a change of possession through amended LAW#20-11(b).                                

 21-29 - For a Straight Drive 

21 being a hit and stick or squeeze and 29 being a superman scrum that will take them straight back hard for a pushover try or to take one against the head.

Note: to counteract the natural loosehead wheel there must be a bias of pressure towards the tighthead to aid the square drive.

31-39 - For a Tighthead Power Drive or Nudge  

31 being a 10° nudge and 39 a 90° wheel.

Note:  An easy way to remember these calls is to realize that the loosehead generally wears the #1 jersey, the hooker the #2 jersey and the tighthead the #3 jersey. So, on calls 11 to 19 the push goes off the right foot towards the player wearing the #1 jersey, on calls 21 to 29 the push goes up the middle through the hooker and so on.

Points to remember 

1.       We need to react to the referee’s “Engage” call, not the “crouch and hold” expecting the engage call to follow. These calls are not linked the referee will vary the time between crouch and hold……….Engage”. We do not want to give away penalties for engaging to early, but we also do not want the other team beating us in on the hit, so success comes from explosive reaction to the “E” of the engage call

2.       We never wheel inside our 22 line, calls would be 21 or 22 to represent a hit and squeeze staying square and stable. If a wheel is felt by the prop that is being drawn through. He will make one load call of the opposites props name or number. Everyone should redirect their energy to that side of the scrum to stop the wheel. (i.e. if the tighthead calls the looseheads name everyone should push off the right foot shifting weight through the hips to get behind the loosehead)

3.       Power is generated with a swift drop of the knees and an extension of the core. Not through extension of the legs and scratching of the feet in the mud. After engagement there should be minimal relocation of footing.

4.       It’s vital that the pressure increases with no lulls between the calls. Maximum energy must be maintained from engagement to the # 8 ‘BREAK’ call.

5.       The forwards should run to the huddle and then breath and recover while getting instruction for next scrum play. This should not delay the setting of the scrum.

6.       Flankers should power bind on the dominant side of the call. For example: if a 30 series is called, the tighthead flanker would push like another lock behind the outside leg of the tighthead. While the loosehead flanker can bind traditionally.

7.       When a 29 or superman scrum is called, both flankers should power bind on both props for the at least the completion of the, HIT, 2,3, portion of call. This will aid the power to be transmitted through the props. This will not slow the flankers disengagement, after the hit the flanker can adjust the bind and prepare for quick disengagement.

8.       On an offensive scrum where a nudge would aid the back row or scrum half. Numbers should not exceed 15 or 35.  The pack then understands that if they achieve a 45-degree wheel they should squeeze and hold. Thereby not allowing the opposition to pull it past the desired angle of nudge.

9.    If the other team gets our timing, a 20 is called which will delay our put in and allow them to push us off mark, this may draw a penalty ,and will keep them guessing. The introduction of a standard or defensive style of call will also create a delay which may catch them pushing on contact .

10. The scrum is won or lost before contact is made!  Execute every engagement in practice and in games. The successful release of good ball from the scrum is everyone’s responsibility, concentrate and maintain pressure until the break call .