Connected before the touch
D3 calls “MINE!” and steps out to initiate the touch.
D3 identifies himself before closing, so a second defender does not jump with him and open a hole. The other five stay connected behind the touch.
After every touch, all six defenders retreat seven metres, get onside and then advance as one connected line.
Read the reset
Follow the defenders through one complete touch. A red ring means the player is still offside and must retreat; blue means they are onside and may advance when the ball is picked up.
Position review
The key decision is individual: the pickup releases only defenders who have reached seven metres. The “BALL” call identifies the lead defender; it never excuses a late teammate from retreating.
D3 calls “MINE!” and steps out to initiate the touch.
D3 identifies himself before closing, so a second defender does not jump with him and open a hole. The other five stay connected behind the touch.
D3 makes the touch; the orange mark and blue line are fixed.
Every defender immediately turns and retreats toward the blue seven-metre line. Nobody waits to see whether the half is ready.
The call names the lead defender; it does not make anyone onside.
D3 is nearest to the ball and calls “BALL!” while completing the retreat. The other defenders stay connected and keep moving to seven metres.
D2–D4 may advance; D1, D5 and D6 must still retreat.
By the pickup, D2–D4 have completed their retreat to seven metres. D3 turns first; D1, D5 and D6 are still short and cannot follow yet.
D3 pressures first; teammates close the space without firing past him.
D3 is the point of the V because he advances fastest toward the ball. D2 and D4 form the shoulders while the outside defenders trail and fold back in.
At training, make the MINE and BALL calls loud enough for the whole line, and check that every defender reaches seven metres before advancing.
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