One wall, one hour, and a first touch that stops letting you down

The Wall Never Lies

  • Hurling
  • U12
  • 60 min
  • 6–20 players (lanes scale to your wall)
  • 1 coach
  • Effort 3/5
  • Wall plus 10m of run-off — no pitch needed
  • wall-ball
  • first-touch
  • striking
  • control
The PitchPlans coaching teamGAA Award 1 & 2 coaches

Kit: A wall you're allowed to hit off (ball alley, gable end, gym wall), hurleys, helmets, a sliotar each plus a bucket of spares, 12 cones, chalk or tape for wall targets

Warm-up7 min

Wall Rally Arrivals

Setup: Cone out a lane per player along the wall, 3m wide, players standing 4–5m off the wall. Chalk a knee-high line on the wall if you can — strikes above it come back kindly. Helmets on before the first ball.

How it works: As each player arrives they take a lane and rally: strike the wall, control what comes back, strike again, their own rhythm, no counting yet. Once everyone is in, run ninety-second calls: CATCH — control to the hand off the bas before each strike. GRASS — kill it dead on the ground, jab lift, strike. WEAK — strike off the weak side, control any way you like. Finish with thirty seconds of their own choice at match pace.

What to say

  • Tell them: 'move your feet to the rebound — never reach and hope.'
  • Tell them: 'soft bas — meet the ball, don't fight it.'
  • Tell them: 'the wall repays exactly what you give it — hit it true and it's your friend.'

Easier

Stand 3m out; let the ball bounce once before every control.

Harder

No bounces at all; alternate strong side and weak side every strike.

Activity13 min

The Touch Ladder

Touch ladder — one lane per player, 5m off the wall, rebounds controlled out in frontWall3 m lanes — shout your rungStrikeRebound

Setup: Same lanes. Chalk each player's lane number by the wall. Everyone starts on rung one, standing 5m out with two spare balls at their feet so a loose touch never stops the work.

How it works: A six-rung ladder, and the wall is the examiner. Ten clean reps moves you up a rung; any wild miss drops you one. Shout your rung when you change so the group hears the climbing. Rung one: strike, let it bounce, catch. Two: strike, control to the grass, jab lift, strike. Three: strike, take it on the bas and into the hand, no bounce. Four: strike high, catch overhead at full reach. Five: everything off the weak side. Six: one-touch — return the rebound first time, five in a row. Coach floats, fixes one thing per player, and keeps the spare balls moving.

The technique, step by step

  1. Rung 1 — strike, bounce, catch.
  2. Rung 2 — strike, control to grass, jab lift, strike.
  3. Rung 3 — strike, bas to hand, no bounce.
  4. Rung 4 — high strike, overhead catch at full reach.
  5. Rung 5 — the whole ladder off the weak side.
  6. Rung 6 — one-touch returns, five in a row.

Common mistakes

  • Standing square and frozen — feet should be moving before the ball leaves the wall.
  • Stabbing at the control — the bas gives with the ball, like catching an egg.

What to say

  • Tell them: 'first touch out in front — if the ball is under your feet you're already beaten.'
  • Tell them: 'angle the bas back so the ball dies on it.'
  • Tell them: 'watch the ball onto the hurley — the wall punishes guessing.'

Easier

Stand closer; ten reps becomes six; stay on the rung you love until confidence comes.

Harder

STEPR: 7m out so the ball comes back hotter; a dropped control resets the count to zero; rung six becomes ten in a row.

Activity12 min

Pressure Pairs

Pressure pairs — alternate wall strikes, cone touch behind before your next controlWallABTouch your cone, then back to the ballB controls next

Setup: Merge into one lane per pair, 4m wide. Partners stand level, 5m off the wall, one ball between them.

How it works: Alternate touches: A strikes the wall, B must control the rebound and strike it back up, A controls, and on it goes. A rally of ten is a point; a wild ball or double-hesitation ends the rally. Play two-minute rounds and total your points. Round three add the squeeze: after your strike, you must touch the cone behind you before your next control, so both players are always arriving at the ball moving. Last round is Sixty-Second Fury — as many alternating touches as the pair can bank, count out loud together.

What to say

  • Tell them: 'strike it kind for your partner — a rally is a promise, not a contest.'
  • Tell them: 'arrive early, wait low — control is easier when you're set before it lands.'
  • Tell them: 'call it every time — MINE, loud, even off a wall.'

Easier

Allow a bounce before each control; drop the cone-touch squeeze.

Harder

STEPR: rebounds must be taken before the bounce; add a second ball for the last thirty seconds so someone is always striking.

Activity14 min

Wall Wars

Setup: Rank the lanes 1 to whatever you have, lane 1 nearest the door — the throne. One player per lane for singles, pairs if numbers are big. Chalk a target box in each lane at knee height.

How it works: King of the wall. Ninety-second duels in every lane: opponents alternate strikes at the target box, and you score when your opponent's control breaks down — ball past them, double-fumble, or a strike that misses the box entirely. Referee your own lane, honour system, coach settles nothing unless asked twice. On the horn, winners move one lane up, losers one lane down, new duel starts. Five or six rounds. Whoever holds lane 1 at the end is monarch of the wall until next session, and says nothing modest about it.

Rounds: 5–6 duels × 90 seconds, move on the horn. Track who climbs the most lanes in a night, not just who ends on the throne.

What to say

  • Tell them: 'serve to the box, win with your touch — wild strikes hand over the crown.'
  • Tell them: 'watch their hurley, not their eyes — the strike tells you where to move.'
  • Tell them: 'losing a lane means one thing: your next duel is winnable.'

Easier

Two-minute duels with a bounce allowed; bigger target boxes.

Harder

STEPR: no bounce anywhere; every third strike must go weak side; top lane plays one-touch only.

Cool-down6 min

Last Ten & Down

Setup: Back to a lane each, helmets stay on until the last ball is dead. Bucket by the door.

How it works: Ten easy touches each, softest rhythm of the night, strike-control-breathe. Then hurleys down and stretch what wall-ball works hardest: wrists and forearms (arm out, palm up, gentle pull), shoulders across the chest, calves against the wall itself. Balls counted into the bucket on the way out.

What to say

  • Tell them: 'finish on a good touch — leave the wall on speaking terms.'
  • Tell them: 'wrists and forearms now — they took every rebound tonight.'
  • Name the night's climbers out loud — effort at the wall must get seen.

Ask the players: Ask: what rung are you on, and what rung will you be on by Christmas? Every answer gets written inside their helmet strap in their head — a number to beat.

Next week builds on this: Same ladder to warm up — everyone starts one rung above tonight's finish and defends it.

PitchPlans coaching team

Free on PitchPlans — new sessions weekly.

Ran something like this before? There’s a full library of them.

Every account starts with 14 days of everything — no card, no wall on anything a friend sends you.