Set Play System
@JNT_BA do we have any more indication on what the set play system will look like once implemented?
My thoughts are that the set play system is a potentially make or break moment for the game. I think if done correctly, it has the chance to revolutionise the gameplay with a single system addition.
I have never actually played the RLL series, but from some of the clips I’ve seen and the gifs shared a few posts up, it does present a much more crisp game model. It’s so frustrating to me that players passing the ball in RLL4 actually draw their hands to the side when loading up for a pass, but for some reason this system hasn’t made it to Rugby 25. It looks a million times better and actually allows some element of nuance with the timing of a pass release to open gaps. Anyway, I digress…
I think the major frustration with back play in Rugby 25 distills down to two main issues:
- Backs are often not in the right place
- They do not run coherent lines or patterns
This leaves you with a system where you simply pass across the line repeatedly, no crash balls, no loops, no misdirection, no timing, no nuance. This of course affects the AI play too, where they barely pass the ball at all.
A great set play system could fix this in one fell swoop, affecting the game positively in many areas. My sincere hope is that set plays are not confined to purely being used after a set piece (line out, scrum etc.). This would be a huge mistake!
Despite the obvious differences between Union & League, the modern version of Union uses a lot more shape & structure in ‘open’ play, I.e. from rucks. Often times this is only one or two structures per team, from which each set play carries a number of different variations and outcomes. This play is run repeatedly, but different choices are taken by the players to open up holes and attack space with misdirection. This is not that dissimilar to League, the big difference is that in open play you have to earn the right to run a play and give time for players to get into the right position.
My vision, and I hope Big Ant’s, is this:
1. Select a Set Play
Using the directional pad, pick your set play:
Favourite (assigned in team management, one button press to go to your standard shape)
Forwards Sub Menu
Backs Sub Menu
Kick Sub Menu
Examples to assign (obviously the options are endless!):
- Backs
- Play off 9 (classic France)
- Play off 10 (traditional)
- Loop 10 off 12 (e.g. Ireland, Gloucester)
- Forwards
- Pod (1-3-3-1)
- Pod (2-4-2)
- Pick & Go (9 cedes to forwards picking from the base of the ruck, pod in place to ruck immediately)
- Kicks
- Box Kick (kick chase & caterpillar)
- 10 in Pocket (kick chase & cross kick option)
2. Players into Structure
A key to Union, it may take time to get people in places.
Here, I would introduce a progress bar of some description. From the moment you select your play, the bar shows on screen and progressively fills as players move into position. Of course, when selected from a set piece your bar is immediately full and players are in position. However, in open play it’s more technical. Kicking & Forwards structures come together very quickly whenever selected, but back play requires more. The key is that you have to earn the right to attack in your structure, especially when you want to play expansively. This is where forward play becomes more important in the game.
If you select a Backs set play, your forwards become vital in setting it up. While the bar fills, you have to run at least a couple of phases to create a platform. This not only gives you time for the backs to set up in the background, but it also creates a genuinely important battle for momentum. If the forwards are dominant when carrying, the defensive line isn’t as organised and is on the back foot; a great platform to attack from. If they’re driven backwards or nullified, the defensive line is in a better shape and on the front foot.
3. Run your Play
Your shape is now ready, time to run your set play
With kicking & forward structures, it’s of course fairly simple, you kick and your players chase, you carry and your pod players ruck. I think you should stay in these structures until you press
(Favourite) to revert to your chosen standard structure. Just so if you’re in pick & go mode, you don’t have to select that at every phase.
With Backs plays, it’s all about the choices and variations of each play. As above, your success or failure in getting some momentum with the forwards affects the organisation and effectiveness of the defensive line in front of you. Though really, it’s about your choices, read the defence in front of you and try to find a gap or get your big centre carrying hard to make a gap.
4. Rinse & Repeat
It may work, it may not. You might lose 5 yards or make 50. You might score, you might cede possession. That’s the beauty of it!
From here, it’s simple. You go again, whether choosing another set play, kicking or running the same one again with a different choice.
In summary…
Like I said, this is a big system addition, but I think it takes the game to a genuinely good level in one fell swoop, affecting lots of areas and adding greater tactical nuance to the game.
Hopefully something of this nature is already in the works, but if not, I really hope something like this is taken into consideration. There’s so much that can be taken from previous Big Ant titles, repurposed and used to elevate this game, I just hope it’s done in a forward thinking way.
Also, any chance to bang the drum on greater customisation options, so I’ll mention that again!
Cheers ![]()