Hua Hin Harlequins
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System

Broken Arrows

TRY ZONETRY ZONEM1M2L1L2LWRWD1D2D3D4D5D6
Looping touch cycle: carrier sprints to the gain line, is touched. The touched player rolls the ball at the mark (ROLL) while the dummy half (DH) picks up and passes back to a support stepping into the new tip. Defenders retreat 7 m (shaded band) and re-form to the new line.

Broken Arrows is a movement system, not a set play. The structured first-touch strike off this shape is the Broken Arrows (base) set play — same name, different artifact: this page describes the ongoing pyramid; the set play scripts one specific strike off it.

The basic shape is a forward-pointing pyramid: the ball carrier is the point of the arrow, with two support players trailing slightly behind on the left and right. The shape moves straight up the field. The goal is not deception, lateral movement, or a pre-planned strike. The goal is continuous forward momentum with immediate support available on both sides after every touch.

Wherever the touch happens, the next pass should have options. If the carrier is touched, the two trailing supports are already positioned to continue play. This keeps the attack moving forward, prevents isolation, and reduces the chance of a dead rollball with no clean dummy-half option.

Broken Arrows should feel simple: run straight, support both sides, recycle quickly, keep the arrow moving. The system breaks down when players run sideways too early, get ahead of the ball, bunch too close to the rollball, or leave the touched player without balanced support.