Skip to content

Box Kick, Chase & Recovery Drill

Site: eaglesrugbycoach.co.uk | Club: Effingham & Leatherhead RFC | Date: 12 April 2026


Description

A structured, progressive drill that develops the scrum-half's box kick technique alongside coordinated chase lines and kick-recovery skills for chasers. Working across a divided grid, players rehearse the full box-kick sequence — kick, chase shape, catch or compete — before facing live defensive pressure. The drill builds width and depth in attack, sharp decision-making under pressure, and the self-organising chase patterns that unlock territory at set piece and breakdown.


Purpose

The box kick is a high, over-the-shoulder kick most commonly used by scrum-halves at scrums, line-outs, and breakdowns to put the ball into less-defended aerial space. When executed well — and chased with purpose — it pins opponents inside their own 22, creates contest situations, and generates front-foot possession. This drill isolates and joins all three phases of that sequence: kick mechanics, chase line organisation, and aerial/ground ball recovery.

Why box kick?

At professional level the average box kick spends approximately 3.5 seconds in the air. In that time a tracking winger can cover roughly 25 metres. Practise the chase and the kick becomes a genuine attacking weapon at any level.


Learning Outcomes

  • Execute a technically sound box kick — consistent height, direction, and hang time
  • Organise and communicate a coordinated chase line from kick initiation
  • Arrive at the landing zone in a legal, safe, and competitive body position
  • Compete effectively for the ball in the air (two-handed catch or contest)
  • Recover a grounded ball quickly and present or recycle cleanly
  • Apply offside laws correctly during kick and chase (remain behind the ball at kick)
  • Make real-time decisions: kick or carry, chase or hold width
  • Self-organise as a unit when the kicker's cue changes

Equipment

  • Balls: minimum 6 (size appropriate to age group)
  • Cones: 24 (to mark the grid and nine inner boxes)
  • Tall poles or air shields: 2–4 (optional, for kick-target hanging)
  • Coloured bibs: 2 sets (attackers and defenders)
  • Tackle bags / contact shields: 2–3 (for Phase 3 progression)
  • Stopwatch or coach timer
  • Flat open grass area: minimum 40 m × 30 m
  • First aid kit: accessible at pitch-side at all times

Setup

Grid Layout

Divide a 30 m × 30 m square into a 3 × 3 grid of nine equal boxes (each box approximately 10 m × 10 m). Add a kicking channel — a 10 m deep strip — along one end of the grid. This gives an overall playing area of approximately 40 m × 30 m.

+----------+----------+----------+   ← Landing / Contest Zone (boxes 7–9)
|    7     |    8     |    9     |
+----------+----------+----------+
|    4     |    5     |    6     |   ← Mid-chase Zone (boxes 4–6)
+----------+----------+----------+
|    1     |    2     |    3     |   ← Chase Start Zone (boxes 1–3)
+----------+----------+----------+
|       KICKING CHANNEL          |   ← Scrum-half kicking position
+--------------------------------+

Player Numbers

  • Minimum: 8 players (1 scrum-half, 3 chasers, 2 catchers/receivers, 2 coaches or passive defenders)
  • Recommended: 12–16 players to allow rotation and rest intervals
  • Maximum per grid: 16 (split into two groups and run on parallel grids if numbers exceed this)

Timing

Phase Activity Duration
1 Unopposed kick and chase (technique focus) 10 min
2 Kick, chase and contest (catcher added) 10 min
3 Live kick, chase and recovery (defenders introduced) 10–15 min
Rest intervals Between phases 2 min
Total 32–37 min

Step-by-Step

  1. Mark the full 40 m × 30 m area with cones. Clearly mark the kicking channel line and the boundary of each of the nine boxes.
  2. Scrum-half starts in the kicking channel at the centre of the grid's width.
  3. Three chasers align in boxes 1, 2, and 3 (Chase Start Zone), one in each box.
  4. On the coach's whistle, a ball is fed to the scrum-half simulating a ruck or line-out scenario.
  5. Scrum-half executes the box kick, calling a pre-agreed cue word (e.g., "BOX").
    +----------+----------+----------+
    |    1     |    2     |    3     |   ← Kick Origin Zone (boxes 1–3)
    +----------+----------+----------+
             KICKING CHANNEL
             [SH stands here]
    

Player Numbers

Role Number Notes
Scrum-half (kicker) 1–2 Rotate every 4–6 kicks
Chasers (attackers) 3–4 Wings / back-three players
Receivers / defenders 2–3 Start in boxes 7–9
Feeder (coach or player) 1 Delivers ball to SH at pace

Minimum group size: 7 players
Ideal group size: 10–14 players (allows rotation and rest)

Session Timing (40-minute block)

Phase Activity Duration
Warm-up Dynamic mobility (SOL), footwork, wrist/shoulder prep 8 min
Phase 1 Unopposed kick and chase — shape only 8 min
Phase 2 Passive defenders — contest introduced 10 min
Phase 3 Live defenders — full competition 10 min
Cool-down & review Stretch, Q&A, delegate debrief 4 min

Step-by-Step Instructions

  1. Mark the grid using flat cones. Number each box 1–9 (or use coloured cones per row).
  2. Position the scrum-half in the kicking channel, just beyond box 2. Use a ruck pad or a cone to simulate the base of a ruck or the back of a scrum.
  3. Position 3–4 chasers in boxes 1–3, spaced across the width, behind the kicker. They must be behind the ball at the moment of the kick — reinforce this constantly.
  4. Position defenders (passive to begin) in boxes 7–9, spread across the width.
  5. The feeder rolls or passes a ball to the scrum-half at pace, simulating a ruck feed.
  6. The scrum-half executes the box kick — aim for boxes 7–9, targeting box 8 initially for height and direction consistency.
  7. Chasers read the kick and accelerate, organising into a spread chase line. The inside chaser calls "middle," outer chasers call their widths.
  8. Defenders begin with arms folded (passive), then progress to competing for the ball.
  9. Recovery options for chasers on landing:
  10. Ball caught cleanly → retain possession, play continues
  11. Ball contested in air → compete legally, clear ruck or maul
  12. Ball grounded → chaser jackal attempt or clean pick-and-drive
  13. **Rotate