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Rugby

Lineout Launchpad: Precision Set-Piece Drill

Build a reliable lineout by mastering throwing accuracy, lifting technique, and timed jumps in this progressive drill for youth and club players.

Drill · intermediate · 20 min · 8 players · Sep 12, 2026

What you need

Cones, Balls

Setup

  • Area: 15m x 15m grid on a grass or artificial pitch. Mark a 5m lineout line using cones or a rope. Place a thrower's mark 5m from the lineout line.
  • Players: Minimum 8 players (2 lifters, 1 jumper, 1 thrower, 1 scrum-half, 2 defenders, 1 coach/feeder). Adjust numbers as needed.
  • Equipment: 2-3 rugby balls, 6 cones, 1 lineout rope or tape (optional), 1 whistle.
  • Set-up:
    • Position the thrower at the 5m mark, facing the lineout.
    • Place two lifters side-by-side at the lineout line, with the jumper standing between them.
    • Station a scrum-half 2m behind the lineout, ready to receive.
    • Position two defenders 1m behind the lineout, passive initially.
    • Have spare balls at the thrower's feet for quick repetitions.
  • Safety: Ensure lifters are of similar height and strength. Jumper must be confident in the air. Use proper lifting technique (hands under thighs, not on shorts) to avoid injury.

Step-by-Step Instructions

  1. Warm-up (3 minutes):

    • Jog 2 laps of the grid.
    • Dynamic stretches: arm circles, leg swings, torso twists.
    • Throwing warm-up: thrower and jumper pass the ball back and forth over 5m, increasing distance.
  2. Technical Walkthrough (3 minutes):

    • Demonstrate the throw: ball held with both hands, elbows in, step forward with opposite foot, release with a flick of the wrists.
    • Show lifting: lifters stand shoulder-to-shoulder, bend knees, hands under jumper's thighs, lift on command.
    • Show jumping: jumper stands between lifters, bends knees, jumps vertically on command, reaches for ball with both hands.
  3. Static Lineout (4 minutes):

    • Thrower stands at 5m mark. Jumper and lifters at lineout line.
    • On coach's call "Set!", lifters crouch, jumper prepares.
    • On "Lift!", lifters drive upward, jumper jumps and catches ball thrown by thrower.
    • Scrum-half waits for jumper to land, then passes to a designated receiver (coach or extra player).
    • Repeat 5 times, rotating jumper and thrower.
  4. Timed Lineout (5 minutes):

    • Add a countdown: "3-2-1-Lift!" Thrower must release ball at peak of jump.
    • Focus on timing: thrower's release should coincide with jumper's highest point.
    • Repeat 6 times, alternating throwers and jumpers.
  5. Opposed Lineout (5 minutes):

    • Add two passive defenders at the lineout. They can contest but not push.
    • Thrower must arc the ball over defenders to the jumper.
    • Scrum-half must secure the ball if jumper catches or if it goes loose.
    • Repeat 6 times, rotating roles.
  6. Cool-down (2 minutes):

    • Light jog and static stretches for shoulders, hamstrings, and calves.
    • Debrief: highlight successes and areas for improvement.

Coaching Points

  • Throwing Accuracy: Thrower should aim for a spot just above the jumper's reach, not at the jumper. Use a consistent arc and follow through.
  • Lifting Technique: Lifters must bend knees, keep backs straight, and drive upward with legs, not arms. Hands under thighs, not on shorts.
  • Jump Timing: Jumper should jump on the "Lift" command, reaching with both hands at the highest point. Eyes on the ball.
  • Communication: Use clear, concise calls: "Set", "Lift", "Ball". Scrum-half should call "Ball" if it goes loose.
  • Body Position: Jumper should be upright, not leaning forward or backward. Lifters should be close together to provide a stable base.
  • Safety First: Always ensure lifters are strong enough and jumper is confident. Never lift a player who is not ready.

Common Mistakes

  • Thrower releasing too early or too late: Causes jumper to miss or ball to be intercepted. Fix by counting down and practicing timing.
  • Lifters using arms instead of legs: Reduces lift height and risks injury. Fix by emphasizing knee bend and leg drive.
  • Jumper jumping too early: Leads to mistimed catch. Fix by using a consistent countdown and having jumper wait for "Lift".
  • Scrum-half not ready: Delays ball distribution. Fix by ensuring scrum-half is always in position and alert.
  • Defenders not contesting realistically: Makes drill too easy. Fix by having defenders gradually increase pressure.

Progressions & Variations

  • Progression 1: Add a second jumper and lifters at a different position (e.g., 2m behind the first) to simulate multiple options.
  • Progression 2: Increase defender pressure to 50% and allow them to jump but not push. Thrower must choose the best option.
  • Progression 3: Add a 5-second time limit from "Set" to "Ball" to simulate game pressure.
  • Variation 1: Front ball: Jumper at front of lineout, quick throw to catch defenders off-guard.
  • Variation 2: Back ball: Jumper at back, thrower must throw a longer, flatter pass.
  • Variation 3: Fake lift: Lifters pretend to lift, jumper stays down, then quick throw to another jumper. Develops deception.
  • Variation 4: Add a maul: After catch, jumper and lifters form a maul, scrum-half feeds the ball, and players drive forward 5m.
  • Variation 5: 7-man lineout: Use all players to simulate full lineout, with defenders matching numbers.