Key area #1: Tackler move and first arrivers performing a positive action: cleanout out (attack) and attacking the ball not the ground (defence)Being accurate with big calls in the "red" zone. Latch players are OK if they get up straight away. Players on the ground must get up/move. First arrivers must attack the ball. Scrum halves must not be contacted when the ball is on the deck. This is a standard that must exist at all levels. Halfback contacted beyond the ball gives us terrible phases and may lead to foul play.
Key area #2: Make foul play a player problem not a referee problem. Same clip, but watch further. We must not accept cynical/dangerous actions:
Key area #3: ScrumStability: not perfect stillness. Even the best engineered sky scrapers tilt and sway. We must look for the feet to be stable before we call "Crouch" feet stable before "Bind" feet stable before "Set" feet stable before "Ball in." Once the ball is in we must reward the side moving forward and penalize collapses, twists or popping WHEN TEAMS ARE GOING BACKWARDS.
Key area #4:
Lineout: Big set-up. Large gap, no contact with lifters/jumpers. Maul must have contact with ball carrier (scrum if transfer is early). DO NOT GUESS. IF NOT CLEAR WE MUST PLAY ON.
Key area #5:
Offside: Keeping the pillars clear of the attacking team's space (all body parts behind the last feet)