3. After a successful or unsuccessful penalty goal attempt, play is restarted with a scrum to the non-kicking team at the place of the penalty.
This is the one that I think is absolutely terrible. How on earth did this get through. Hey, lets put the two parts of the game that people complain about the most together several times a match. Take up a minute or two of game time with a penalty attempt and then another minute or two in completing a scrum. That'll be attractive to viewers!
Can you imagine what will happen in games where one scrum is very dominant!? Penalty 30 metres out straight in front. Kick the goal. Scrum. Team feeding the ball collapses, penalty. Team with the dominant scrum keeps opting for scrums until penalty goal option allowed. Kick goal. Scrum. Team feeding the ball collapses, penalty. Kick goal. Scrum. Repeat until the end of the game.
Seriously, how does a panel with so much rugby expertise put this through?
Edit: Sorry just saw #1 Tah said the same thing with regards to a team with a dominant scrum.
Have another think about it. If implemented, it would only be in concert with
- not being able to goal a PK from a scrum (avoids the scenario you pose)
- time limit for scrum
- time limit for goal.
What it would do is:
a) Discourage optimistic PK attempts from long range (you're better off kicking for touch) because if you miss, opposition has the ball in reasonable field position.
b) Discourage the defending team from giving away PK inside their own 22m. Currently, you save 4 points (or potentially 6 if they reduced PG to 2!) AND at the restart on half way you get to kick the ball way down into the opposition 22m, have them kick to touch and you have an attacking line out, all from giving away a PK!
Under this your return from giving a PK away is that you're still under pressure, you kick to touch and now the attacking team is still attacking.
If what pisses off most fans is:
- long range PK attempts contributing the lion's share of point scoring, and
- when your team starts to attack, the defending team just gives away a PK and two mins later your team is under the pump again.
This suggestion tries to address both issues.