So you want
to be a Hooker?
What can be said about a position that
can be explained only by those who have spent many seasons in that position?
Keen. Determined.
Fit. Naughty. Brave. Fast. Strong.
Social. Individual. These are
just a few words to sum up a hooker.
There can only be one hooker in a
side. They are extremely jealous of one another. Like Siamese fish they need to
be kept in different ponds. Socially they are a joy and a pain in the ass to
all their team-mates. On the field they are just the "pain in the
ass" part for the opposition.
No club or provincial team can boast
that they have two great hookers. If one is chosen above the other and there is
nothing between them (coach's point of view), the other will feel deeply
rejected because he knows in his mind that he is better and if not selected in
the near future he will leave for greener pastures.
Hookers get penalised
by referees for collapsing scrums. For being too robust.
For late tackling. For interfering.
For cheating. For many other
reasons, too, but hardly any of them criminal.
Why all this when all you want is a
story on hooker play?
If you don't understand where a hooker
comes from you'll never select the right hooker for your side.
"The field is my oyster".
There are but a few rules a hooker must follow on the field. He should be able
to read a game and make his own judgments on where he should be at any given
moment. He is the fourth loose forward. He is the sixth tight forward. He is the
third wing. He is the fullback. He can play anywhere as long as he is
constructive to the team and doesn't get in the way. I will explain these
different positions as we go along.
The things a hooker must do:
Scrum:
To have a potent scrum is the best way
to dominate a rugby match. Opposition backs on seeing their scrum mauled get
the fear of God in their minds and lose the confidence that the coach tried to
drum into their heads the whole week before. They will always be on the back
foot and so will the loose forwards. Also, to get scrummed the whole game
exhausts the opposition and demoralises all their
forwards. The opposite applies to your team. The more you dominate up front,
tails go up, more space is created for the backs and with the forwards tails up
they will go from strength to strength. One doesn't feel tired when crunching
opposition.
No amount of strength or coaching can
perfect a hooker's scrumming skills. The best advice is to play as many games
as possible and like an expensive pair of shoes that are tremendously
uncomfortable at first but after many days of wearing them in and lots of pain
and blisters they become very comfortable and soon one can't do without them. So too with scrummaging.
It is important that when the scrum
engages the front row gets the lean. This means that as you engage into the
opposition front row you try and hit them so that they go backwards and
therefore they are on the back foot (not stable) and should then be easy to
push backwards once the ball is put in.
Some front rows like engaging with the
loosehead first followed by the hooker and then the tighthead. I have yet to feel or find out the advantage of
this. To me this creates unstable scrums and they tend to wheel before the ball
is in. The referee will call for a rescrum and a
whole lot of energy is wasted.
The other way of engaging is to hit
simultaneously. This is a solid way to engage and keeps the scrum tight. This
will also help with getting the lean.
In order to engage the hooker must
have full control of his pack. He is the captain of the scrum if he isn't
captain of team already. When the referee blows for a scrum the hooker must try
and be the first one to that spot. (This could be difficult because a hooker
when at the top of his game will probably be at the bottom of a ruck or among the advertising boards after tackling a wing
slightly late.) At the spot he must position himself a few yards behind it and
put his hands on his head. This is in order to get the props to bind on him and
also to get a breather without showing that he is getting a rest
As soon as the props have bound to the
hooker, loosehead binds first followed by the tighthead, the whole front row squats with a slightly
forward lean. Some props bind on the jersey and others on the shorts. Binding
on the shorts is a lazy way of binding. This restricts the hooker's movements
and makes for loose binding around the shoulder area where most of the pressure
must be directed. Binding on the jersey makes life easier for the hooker to
hook the ball and also to push in the scrums. This also makes the front row
squeeze around the chest area creating a solid platform with which to
bash-engage.
The locks then get their heads between
the front rows hips with their shoulders wedged on the rounded part of the
buttock where the back of the leg joins the rump. This will ensure they don't
slip up during the push. The front row is now leaning on the locks in the
crouched position all set for the scrum waiting for the opposition, thus
creating the psychological advantage of being well prepared and superiority.
On the engage the hooker must always
look to see where he is going to put his head between the opposition's
shoulders. If he closes his eyes or looks at the ground he will never hit in
the right place and can hurt his neck or otherwise never be in a position to
scrum the opponents off the ball. The locks should push the front row into the
scrum on the engage call and this should help in a big way to get the advantage
in the lean.
On you own ball the hooker must make
sure the scrum-half is ready to put the ball in even before he engages. This
will prevent time-wasting once the scrum has formed and also help if the ball
is needed out the scrum as soon as possible.
On your own ball in the scrum the hooker
must look to his left and should be able to see the ball in the crouched
scrum-half's hands. With his left hand the hooker should tap the prop's
shoulder and with this signal the scrummy should roll
the ball in firmly and the hooker should strike immediately.
A good way to practise
the put-in/strike the hooker and scrummy should go to
the scrum machine (Preferably a 'Sumo' scrum machine.) and practise
this as much as possible. The real test to make sure they are working together
is to get the hooker to close his eyes, tap and strike the ball. If he gets
three out of three there should never be a problem in the scrum as far as the
communication is concerned.
In order to perfect the scummaging the hooker and props must work closely at all
times and when there are problems they should be able to chat about these
problems and work together to overcome them. If a prop won't listen and keeps
doing his own thing then he is not a team player and the scrums will never
work.
Always reward a good front row with
lots of beer and food after practice.
Line-outs:
Line-outs these days are more
important than scrumming as far as possession is concerned as there are three
times more line outs in a game than scrums. One needs ball skills to operate in
a line-out. If the hooker cannot throw the ball in or the lock cannot jump, a
line-out will be difficult to win and this will put unnecessary stress on the
whole team.
A hooker should have big hands for
ball control and should be an accurate thrower. Waterpolo
players and cricketers should find throwing in easy. Most hookers are good
darts players and they should be avoided if one is challenged for beer in pubs.
A hooker with small hands should use
two hands to throw the ball in, as he can never have control using one hand.
Two-hand throwing can compare to the soccer throw-in. It can be accurate up to
No.4 jumper; thereafter if the torpedo throw is perfected the back of the
line-out can be found.
Whether using one or two hands a lot
of practice is needed. A good way to practice on your own is to take six balls
and practise throwing at the uprights. Make a mark
how high you think the No.2 or No.4 jumper can jump on the poles (If you don't
know how high they can get, ask them to come and show you. The mark they show
you can come in handy when they are being lazy in practice and making life
difficult for you. All you have to do is remind them of their marks on the
pole. No lock likes to know he can't jump high enough.) Then mark a distance
out from the pole to where you think the No.2 stands and then the same for the
No.4. Use the tryline to ensure straight throws and
away you go. Half-an-hour a day should be more than enough. In fact instead of
kicking balls or lounging around before practices waiting for the coach to
arrive get some balls and use that time to practise.
This will definitely impress the coach. Make sure you are hitting the post 100
percent of the time when the coach is around.
A hooker can be the most accurate
thrower-in in the country but if his locks can't time a jump or can't jump at
all you will never win a line-out. Line-outs have to be practised
for at least 30 minutes a practice. Once they are perfected obviously you can
then concentrate on other aspects of rugby like skills.
To throw to No.2 in the line-out the
jumper must know that he's about to receive the ball. If you are unsure that he
heard the call, call again. It's pointless after hours of practise
to get the call wrong. Always know that a cool head is best when it comes to
pressure, like line-out calls and vital throw-ins.
In order to get the best advantage of
the timed jump at No.2 the hooker and the lock need an understanding. The best
way for this is that the lock must always jump first. The lock will know the
hooker is ready to throw the ball in, as the hooker will have the ball 'cocked'
behind his head ready to throw at the given moment. A big mistake jumpers make
is that they are already jumping and the hooker hasn't got the ball in control
yet. So make sure the lock waits for that "cocked" stance. The lock
then jumps and when he is about a foot away from his highest point going up the
hooker should then throw the ball in that the ball meets the locks hands at his
highest point. The throw should be straight and quick. By doing it this way the
No.2 jumper should never lose a line-out. In fact two ball
is the easiest of the line-outs.
Throwing to four requires the same
start for the No.2 but this time the hooker must throw the ball as soon as the
No.4 motions to jump. These are the basics. Obviously there are lots of
variations with lobs, switching, etc., that only with continuous practice with
the locks can the line-out be perfected.
Loose play:
This is the best part of the game for
a hooker as it is for everyone else except props who are praying for a knock on
so they can scrum again or for that fly-half to get caught in a ruck.
As mentioned above: "The field is
my oyster." The hookers main and only job is to make sure the blindside is protected. He must never get sucked into a
maul and leave a big gap down the touchline. He can only join the mall if
possession is secure and there is no way it will come out the oppositions side.
Knowing he must protect the blindside
now creates a golden opportunity to score tries round the blind himself as
opposition hookers tend to get sucked into mauls leaving just the wing to guard
the blind and with the scrum-half and the No.2 against the wing this should be
a synch.
Pressure on the fly-half:
This is one of the more exciting
aspects of hooker play as one can score many tries from charging down relief
kicks. From a line-out or a maul inside the oppositions 22 the hooker should be
marking blindside and on seeing the fly-half standing in a deep position he
should know that the fly-half is going to kick for touch.
The hooker must wait 'till the ball is
out of the maul and he is behind the last feet on his side before he can attack
the fly-half. This pressure can be fully exploited if there is also a loose
forward on the open side preparing to charge down the kick too. When the ball
is out both players should charge at top speed directly at the fly-half. Depending what side of the field one should be on his left
and the other on his right. With this rush the fly-half should be very wary of
the pressure and knows if he falters he will be in trouble. More often than not
he will get a bad pass and then still have to get himself
into a kicking position. So if he moves to the right or the left he will
encounter pressure. If he does falter he should get crunched.
The more pressure on the fly-half the
more he's going to take his eye of the ball to watch the onslaught of pressure
from the two. This will happen eight out of 10 times for a fly-half.
On the charge down never duck out the
way from his kick at the last moment because this then defeats the whole
object. As the fly-half is about to kick the ball the hooker must jump as high
as possible with hands outstretched so the ball has more chance of hitting his
body. If you jump as he kicks the ball it will be over your head before you get
to full stretch so jump early. On charging the kick down look straight ahead on
the ground and then dive on the ball and score an easy try. Remember there must
always be pressure on the fly-half. Without it his confidence will build and could
dictate a game.
Backline pressure:
If your side wins the ball and the
scrum-half sends it down the backline, run behind them so when there is a break
down or contact is made and a quick pass is needed the hooker will be the first
one there to create that extra link. Remember never watch the ball go down the
backline and only follow up a few seconds later as this will get you to the
break down at least three seconds too late. Move immediately.
On attack come
from the blind to their scrum-half and onwards down their backline to catch
anyone who cuts in. Remember here, too, anticipation is
needed so sprint as soon as the ball is out. If you can't come from the front
for some reason get behind your backs in case there is a breach or a break down
so you can be first to clear up and get the ball out quickly.
There after choose your play as you
see it but if you follow all these you won't have a chance to do anything else.
Lastly if the ball is on the far side and is coming back down the line put yourself next to the wing and create an overlap for
try-scoring opportunity.