Tag Archive for back row attack

Game: Dig or Die Back Row Speedball

Synopsis:  This is a variation on the Speedball Winners idea as applied to a game with back row attacks only. The difference is that point scoring is collective and defensive intensity is highly encouraged.

Age/Skill Level: This is a game for intermediate to advanced players

Requirements: 12+ players, full court

Execution: Players are split, with half on each side. Those teams are then split into at least two groups. One group from each side starts on the court, with one of them serving to begin the rally. Once the rally plays out – back row attacking only – the losing team rotates out, with a new group from that same side serving to the winners and coming on. Points are earned for rally wins, with each side being a single team on the score board. If a team lets a ball drop without a touch, they lose all their points and go back to zero.

Variations:

  • For a higher tempo game you can start each play with a coach-initiated ball.
  • Depending on your numbers and training focus you can have fixed setters or not.
  • Again, depending on your level of play you can loosen up the must touch the ball requirement to must make a legitimate effort.

Additional Comments:

  • Playing multiple shorter games is probably better than playing one longer game. That way a single ball dropping isn’t quite so demoralizing (think being at 20 and going back to zero).

Game: Virus

Synopsis: This is a game which encourages better out-of-system play and decision-making on one side, and good recognition of play development on the other side.

Age/Skill Level: This game is for all levels.

Requirements: 2 teams, full court, a few balls

Execution: This is a coach-initiated game. Rather than starting with the serve, the coach puts in a ball which represents either the first or second contact. The side receiving the ball then has the remaining contact(s) to get the ball over the net. Play is as normal from there.

Variations:

  • The ball can either be initiated to the winning team to make it similar to standard game conditions (and to benefit the rally winner), or balls can be initiated on an alternating basis if there’s an imbalance between the teams.
  • You can rotate when a team wins a rally after having lost previously (like siding out) or after a specified number of rally wins.
  • Bonus points can be incorporated.
  • This game is suitable for small-sided play.

Additional Comments:

  • If a variable number of contacts is to be allowed to the receiving team, the coach should yell that out when initiating the ball.
  • Only allowing teams a single contact will tend to work on good free ball and down ball execution (assuming a good initiation). Allowing two contacts can bring in attacked 3rd balls if the initiated ball does not require too much scramble/chase.
  • If you’re looking to encourage aggressiveness in the 3rd ball (get a swing or down ball rather than free ball) make sure failure of execution is not overly penal.
  • If you’re looking to discourage certain types of plays (free ball to the libero, for example), you can have a penalty.
  • Make sure to not just focus on the ball-receiving side and what they are doing with the third ball, but also on the other side in terms of their recognition of free ball, down ball, or attack and the appropriate defensive positioning.
  • By only rotating when a team is able to win a given number of rallies, you can focus most of the playing time on the weakest rotations.