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Just a couple of ideas that I've been nurturing. I'm a big scrummaging fan, but the current state of this set-piece is embarrassing at times.
Firstly, vertical angles and collapses:
Front rows are now setting up close to parallel with the ground - this is a very strong pushing position, but it is also very unstable if you are pushing against a dynamic object (i.e. a fat man).
This has shown itself to be a fundamentally flawed technique. Players simply cannot maintain that position - it is the primary reason for both unintentional and intentional collapses.
They need to be forced to scrummage higher - there are two possible "cues" or "checks" that a ref could use in order to enforce a position that is less likely (unlikely) to collapse.
i) They define an angle of scrummaging (between the hips and shoulders/head (X)) that is deemed to be high enough to stop collapses and check for it on the "set" and ensure that no prop is attempting to go below said angle on/after the engage.
ii) Distance (horizontally) between hips and feet. As with the angle mentioned above, a distance is determined that is conducive to not falling on your face.
Secondly, scrummaging for penalties:
I think the scrum's purpose as a means of restarting the game needs to be re-emphasised, whilst still allowing for an advantage to be had by dominant scrummagers.
In order to stop teams from trying to win penalties you need to remove the motivation for defensive sides to stop the scrum illegally.
In my mind the only way to do this is to put a limit on how far back a scrum may be pushed, as is the case in junior rugby.
If the worst that can happen to a weak scrum is that their team concedes 5 metres then I think that you will see a lot more teams accept the opposition dominance rather than trying to collapse or wheel.
Scrum are not mauls. It is (IMO) practically impossible for a scrum to not break up after being pushed back more than 2-3 metres - the position that the tight 5 players are in during a scrum makes it incredibly difficult to walk backwards whilst trying to push forwards. This inevitably means that players will stand up, fall over or the scrum simply disintegrates as the dominant side pushes through at a very fast pace.
I think the distance should either be set at 5 metres, a not inconsiderable gain for the attacking side (and still allows for pushover tries) or even better the initial centre line of the scrum (about a 3m~ gain).
Once the number 8 of the dominant side has reached/gone past the line then the ref should call "use it" and just as in mauls and rucks the team then has 5 seconds to use the ball (or realistically, a reasonable amount of time to use the ball as long as they aren't time-wasting or milking it).
The red side is the dominant scrum in this diagram, and they are successfully pushing the blue side backwards:
Once the number 8 crosses the centre line of the scrum, then the ref calls use it:
Once the ref calls "use it" the dominant scrum can continue to drive as normal, but if the team with the ball fails to use it then the ball is turned over and the opposition have a free-kick, as happens in mauls.
A penalty cannot be awarded for scrum infringements after this call has been made, except for in cases of foul play.
This further encourages teams to actually ****ing use the ball.
Whaddaya think?
Firstly, vertical angles and collapses:
Front rows are now setting up close to parallel with the ground - this is a very strong pushing position, but it is also very unstable if you are pushing against a dynamic object (i.e. a fat man).
This has shown itself to be a fundamentally flawed technique. Players simply cannot maintain that position - it is the primary reason for both unintentional and intentional collapses.
They need to be forced to scrummage higher - there are two possible "cues" or "checks" that a ref could use in order to enforce a position that is less likely (unlikely) to collapse.
i) They define an angle of scrummaging (between the hips and shoulders/head (X)) that is deemed to be high enough to stop collapses and check for it on the "set" and ensure that no prop is attempting to go below said angle on/after the engage.
ii) Distance (horizontally) between hips and feet. As with the angle mentioned above, a distance is determined that is conducive to not falling on your face.
Secondly, scrummaging for penalties:
I think the scrum's purpose as a means of restarting the game needs to be re-emphasised, whilst still allowing for an advantage to be had by dominant scrummagers.
In order to stop teams from trying to win penalties you need to remove the motivation for defensive sides to stop the scrum illegally.
In my mind the only way to do this is to put a limit on how far back a scrum may be pushed, as is the case in junior rugby.
If the worst that can happen to a weak scrum is that their team concedes 5 metres then I think that you will see a lot more teams accept the opposition dominance rather than trying to collapse or wheel.
Scrum are not mauls. It is (IMO) practically impossible for a scrum to not break up after being pushed back more than 2-3 metres - the position that the tight 5 players are in during a scrum makes it incredibly difficult to walk backwards whilst trying to push forwards. This inevitably means that players will stand up, fall over or the scrum simply disintegrates as the dominant side pushes through at a very fast pace.
I think the distance should either be set at 5 metres, a not inconsiderable gain for the attacking side (and still allows for pushover tries) or even better the initial centre line of the scrum (about a 3m~ gain).
Once the number 8 of the dominant side has reached/gone past the line then the ref should call "use it" and just as in mauls and rucks the team then has 5 seconds to use the ball (or realistically, a reasonable amount of time to use the ball as long as they aren't time-wasting or milking it).
The red side is the dominant scrum in this diagram, and they are successfully pushing the blue side backwards:
Once the number 8 crosses the centre line of the scrum, then the ref calls use it:
Once the ref calls "use it" the dominant scrum can continue to drive as normal, but if the team with the ball fails to use it then the ball is turned over and the opposition have a free-kick, as happens in mauls.
A penalty cannot be awarded for scrum infringements after this call has been made, except for in cases of foul play.
This further encourages teams to actually ****ing use the ball.
Whaddaya think?
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