every player should wear a wristband!!!!!!!
One serious rule I want to see completely gotten rid of - blockers. This garbage of running players off the ball, which then randomly get penalised is garbage. Block a player anywhere else on the field it's a penalty. Let the attacking players actually get a chance to attack the ball and make the defending players do their jobs. Make the contest an actual contest.
Some can defend further forward than others? Flip, sounds ridiculous, sorry.
We already have that. The two markers are able to defend in front of the 10 metres.
If my idea is too radical, start by allowing 3 markers. Then allow them to defend anywhere (i.e. dont have to be square), and bring back the rule that the player playing the ball can tap it forward and run if he wants - even if there is a marker.
One serious rule I want to see completely gotten rid of - blockers. This garbage of running players off the ball, which then randomly get penalised is garbage. Block a player anywhere else on the field it's a penalty. Let the attacking players actually get a chance to attack the ball and make the defending players do their jobs. Make the contest an actual contest.
The idea has some merit but takes the running hooker out of the game and teams will just spam inside ball to the fullback plays all day to try to get into the hole behind these players.
teams will just spam inside ball to the fullback plays all day to try to get into the hole behind these players.
nice personWatched the fumblers go round yesterday. On fast-forward, couldn't sit through that rubbish game at normal speed.
Took away a few points we could use:
1) Immediate handover - On a change of possession, the player with the ball immediately gave it to his opponent or put it on the mark. No delay, no idiot opponent rushing in to get it and starting a melee. Presumably a 50m penalty has brought this attitude. The game proceeds so much quicker. RL should require the player to release without disadvantage immediately and penalise if not.
2) Far less arguing decisions. Captain can ask, be told, after that it's just arguing for advantage. Decision's not going to change, play on. He can argue next time they have the ball, providing no disadvantage to the opponents.
3) A pet point of mine, reduce restarts at scrums and dropouts by 5 seconds, let teams get used to i then repeat until we reach a point where players are not standing around winding the clock down.
The first two are already in play in Touch and they would help the spectacle of RL enormously.
Thoughts?
2) Far less arguing decisions. Captain can ask, be told, after that it's just arguing for advantage. Decision's not going to change, play on. He can argue next time they have the ball, providing no disadvantage to the opponents.
3) A pet point of mine, reduce restarts at scrums and dropouts by 5 seconds, let teams get used to i then repeat until we reach a point where players are not standing around winding the clock down.