Covertackle
Premiership Player
- Banned
- #1
no doubt more than a few black eyes have resulted from disputes in hotels about which code takes the most skill to play. so lets find the skills that both codes have in common and give a score to the level of skill required in each code.
both codes, tackle, kick, catch, pass, evade, etc. so we will stick to the skills both codes have in common...which is all of them for all intents and purposes. we will neglet other skills that both codes havent in common as they are really so few, and dont have a great impact on this survey. you could talk about NRL toughness or AFL shepherding. but all that does is serve to confuse the issue. we will stick to the basic skills need in both codes.
scores are awarded between 1 and 10.
tackling.
the nature of rugby league demands a high level of tackling ability. ALL players have to be of an extremely high standard. opposition will target small players, or suspect in defence. on an international, all code comparison, NRL players are most likely the best in the world. only half of an NFL (gridiron) team needs to tackle, and most of them merely block.
the level of tackling skill of AFL players is under rated. they can tackle, but it is much more difficult to actually nail a player. otherwise hunt would wreak havoc in every game. and he doesnt. still, they is little emphasis on tackling in AFL. even talent scouts player record sheet doesnt include a reference to a players ability to tackle.
NRL 10
AFL 3.
kicking.
NRL players generally dont kick. there are usually 2 designated kickers. one for goal, and the other for set plays. the two kickers are actually very skillful, but across the code it is not a big skill. regardless, each player CAN kick. rarely do they drop punt. usually a torpedo. players usually cant kick from both feet, nor do they kick usually on the run. (im not saying they cant, its just not a requirement).
AFL. probably the greatest kickers on the planet. soccer may have something to say. but soccer kicks along the ground in 2D, AFL kicks in the air in 3D. players kick both feet. must land a ball from an Arial kick on to a small target area and not over or undershoot. they must also kick accurately for goal, without any lateral miscuing.
NRL 2
AFL 10
fitness.
although not a skill, it does take commitment. we are looking at the codes, not individual potential.
NRL is explosive fitness. the interchange has detracted from the need for aerobic fitness. players often carry excess muscle and weight round the gut.
AFL are middle distance runners. supremely fit. they also train to be explosive. they cant afford to carry weight.
NRL 6
AFL 10
passing.
NRL players posses a wide variety of passes. the flat torpedo pass, the standard pass, flick pass, overhead, round the corner, one hand offload, etc. all are situational passes where a player must select it instantly. they must also do it accurately as there are harsh consequences for losing the ball in RL.
AFL. one type of pass. the handball. not many variations on the basic pass. however, learning to pass both hands is a challenge. perhaps no more so than a RL kid learning to pass from his non domminant side. i have taken into account that the ball is punched not guided, and that in itself is difficult. but there is little variation in the skill once learned.
NRL. 10.
AFL 7
evasion.
NRL with less space to move and the intense defense in front, RL players have incredible skills in evasion. they step off both feet, dummy, swerve, chip kick, hit and spin, draw and pass, and all of these put together in the one play. players need to be explosive off the mark, fast, strong, AND be able to defend at an elite level.
AFL. evasion is a requirement. but personal evasion isnt as critical, as players often promote the ball quickly. it is because of this that defence isnt such a high priority in AFL. some players are very elusive, but having to bounce the ball when running penalises players who do decide to run and be evasive.
NRL 8
AFL 5
catching.
NRL usually only the fullback and wings take 'marks' or catch kicked ball. players do however catch the ball when its passed by another player. they must not drop the ball, it is often passed very quickly, at full pace, and not always on their chest. however, the ball is synthetic, fat, round and has ripples on the surface to aid in ball handling.
AFL. the ball is leather, skinny, oblong, heavy, and slippery as soap. EVERY player has to have elite ball skills with this ball. they must catch the ball with just their hands, not just with the chest. they must catch on the run, at full pace, in contests, and under preasure. world class catchers.
NRL 6
AFL 10
awareness.
NRL. the game is largely controlled by the hooker (usually dummy half) the halfback and five-eight. sometimes other players will see opportunity and relate it quickly to the half. he will then instigate the move. players will see attack forming and move to compensate. wally lewis was said to be able to read a game and think 5 moves ahead of play, with the end result a try that he saw coming. however, it is a highly individual thing and it is mostly only the attacking halves and hooker that can act upon what opportunity they see. ball play is so structured that it takes individual opportunity out of it.
AFL awareness is the ability to read a game. again, we arent talking about individual potential, we are talking about what the game demands. what sticks out is that the need to read a game is governed by the the freedoms each code present and the restrictions. in AFL there is a broader scope for movement and imagination. defense isnt so structure and positional play is loose. you hold your position largely by making a man, not geographically, although you do have an area that is 'yours'. reading play correctly also helps you conserve energy, presents opportunity, and aids in defense. players are also tagged by their opposing player and have to think about them and try and see opportunity before them. players MUST be very aware.
NRL 4
AFL 10
if anyone has any other ideas of the tow codes have in common, please post and we will grade them.
TOTAL.
NRL 46
AFL 55
both codes, tackle, kick, catch, pass, evade, etc. so we will stick to the skills both codes have in common...which is all of them for all intents and purposes. we will neglet other skills that both codes havent in common as they are really so few, and dont have a great impact on this survey. you could talk about NRL toughness or AFL shepherding. but all that does is serve to confuse the issue. we will stick to the basic skills need in both codes.
scores are awarded between 1 and 10.
tackling.
the nature of rugby league demands a high level of tackling ability. ALL players have to be of an extremely high standard. opposition will target small players, or suspect in defence. on an international, all code comparison, NRL players are most likely the best in the world. only half of an NFL (gridiron) team needs to tackle, and most of them merely block.
the level of tackling skill of AFL players is under rated. they can tackle, but it is much more difficult to actually nail a player. otherwise hunt would wreak havoc in every game. and he doesnt. still, they is little emphasis on tackling in AFL. even talent scouts player record sheet doesnt include a reference to a players ability to tackle.
NRL 10
AFL 3.
kicking.
NRL players generally dont kick. there are usually 2 designated kickers. one for goal, and the other for set plays. the two kickers are actually very skillful, but across the code it is not a big skill. regardless, each player CAN kick. rarely do they drop punt. usually a torpedo. players usually cant kick from both feet, nor do they kick usually on the run. (im not saying they cant, its just not a requirement).
AFL. probably the greatest kickers on the planet. soccer may have something to say. but soccer kicks along the ground in 2D, AFL kicks in the air in 3D. players kick both feet. must land a ball from an Arial kick on to a small target area and not over or undershoot. they must also kick accurately for goal, without any lateral miscuing.
NRL 2
AFL 10
fitness.
although not a skill, it does take commitment. we are looking at the codes, not individual potential.
NRL is explosive fitness. the interchange has detracted from the need for aerobic fitness. players often carry excess muscle and weight round the gut.
AFL are middle distance runners. supremely fit. they also train to be explosive. they cant afford to carry weight.
NRL 6
AFL 10
passing.
NRL players posses a wide variety of passes. the flat torpedo pass, the standard pass, flick pass, overhead, round the corner, one hand offload, etc. all are situational passes where a player must select it instantly. they must also do it accurately as there are harsh consequences for losing the ball in RL.
AFL. one type of pass. the handball. not many variations on the basic pass. however, learning to pass both hands is a challenge. perhaps no more so than a RL kid learning to pass from his non domminant side. i have taken into account that the ball is punched not guided, and that in itself is difficult. but there is little variation in the skill once learned.
NRL. 10.
AFL 7
evasion.
NRL with less space to move and the intense defense in front, RL players have incredible skills in evasion. they step off both feet, dummy, swerve, chip kick, hit and spin, draw and pass, and all of these put together in the one play. players need to be explosive off the mark, fast, strong, AND be able to defend at an elite level.
AFL. evasion is a requirement. but personal evasion isnt as critical, as players often promote the ball quickly. it is because of this that defence isnt such a high priority in AFL. some players are very elusive, but having to bounce the ball when running penalises players who do decide to run and be evasive.
NRL 8
AFL 5
catching.
NRL usually only the fullback and wings take 'marks' or catch kicked ball. players do however catch the ball when its passed by another player. they must not drop the ball, it is often passed very quickly, at full pace, and not always on their chest. however, the ball is synthetic, fat, round and has ripples on the surface to aid in ball handling.
AFL. the ball is leather, skinny, oblong, heavy, and slippery as soap. EVERY player has to have elite ball skills with this ball. they must catch the ball with just their hands, not just with the chest. they must catch on the run, at full pace, in contests, and under preasure. world class catchers.
NRL 6
AFL 10
awareness.
NRL. the game is largely controlled by the hooker (usually dummy half) the halfback and five-eight. sometimes other players will see opportunity and relate it quickly to the half. he will then instigate the move. players will see attack forming and move to compensate. wally lewis was said to be able to read a game and think 5 moves ahead of play, with the end result a try that he saw coming. however, it is a highly individual thing and it is mostly only the attacking halves and hooker that can act upon what opportunity they see. ball play is so structured that it takes individual opportunity out of it.
AFL awareness is the ability to read a game. again, we arent talking about individual potential, we are talking about what the game demands. what sticks out is that the need to read a game is governed by the the freedoms each code present and the restrictions. in AFL there is a broader scope for movement and imagination. defense isnt so structure and positional play is loose. you hold your position largely by making a man, not geographically, although you do have an area that is 'yours'. reading play correctly also helps you conserve energy, presents opportunity, and aids in defense. players are also tagged by their opposing player and have to think about them and try and see opportunity before them. players MUST be very aware.
NRL 4
AFL 10
if anyone has any other ideas of the tow codes have in common, please post and we will grade them.
TOTAL.
NRL 46
AFL 55