Louis Dallimore ·Strength & Conditioning
Essay—GPS Is a Receipt, Not a TargetAnalytics

GPS Is a Receipt, Not a Target

For years I judged a training week on whether the GPS numbers went up. Going back through six seasons of Kintetsu match data has changed how I think about that, so this is what the numbers actually tell you about a game, position by position, and how I'd use them instead.

I've sat in plenty of meetings where the GPS sheet gets walked through and the question is some version of "is the number going up?" If high-speed running is up on last week, the conditioning must be on track, and if it's down, something needs changing. I don't think that's a silly way to look at it, and to be fair I thought that way myself for a long time.

Where I've landed now is that match GPS is more like a receipt, it's descriptive, not prescriptive. It's a really good record of what the game asked of each player, but it doesn't tell you how well they played, and once you start turning those numbers into targets they get worse at telling you anything at all.

This piece is based on our GPS data from Kintetsu's league matches, 2019 to 2025.

When a number becomes the target

Goodhart's law says that as soon as you start using a number to control something, it stops behaving the way it used to. A better way of putting it might be "when a measure becomes a target, it ceases to be a good measure", and I couldn't agree with that more strongly.

You see this in rugby all the time. If a player knows his high-speed running is being watched, he'll find some, and it's usually jogging back into the line at a pace that looks great on the sheet and does nothing for the team. If a coach is told his session has to hit a number, the drill ends up being designed to produce metres rather than to look like rugby.

Many years ago, when we first really started analysing GPS, I got a little bit excited by metres per minute. We really wanted to see metres per minute high during certain drills, and unfortunately this pushed the running load in training so high that it became more of a fitness exercise than an actual rugby exercise. I remember discussing this with a coach, quite proud of what I'd achieved because the numbers were all going up and the graphs were going in the right direction. He simply said to me, "this is all too helter-skelter, there's no quality."

The number I see used like this more than any other is HMLD, which is the metres a player covers while running fast, accelerating or decelerating. As a record of what a session cost, I think it's genuinely useful, because I want to know whether Thursday was lighter than Tuesday. What bothers me is that it's now common to call a session "match intensity" because it hit a certain HMLD per minute, or to call a week good because the total went up. Sitting underneath that is the idea that more running means better rugby, and when I went looking in our data, I couldn't find it.

Does good rugby come with more running?

The fairest test I could think of was to split possessions by how they ended. Our analyst had tagged how every possession finished in 8 of the matches, and which ones had a line break in 11, so I could compare the running with what actually happened, allowing for how long each possession lasted.

In attack, possessions that ended in a try were run at about the same pace as ones that ended in a kick. When we made a line break, our backs ran about 20 metres per minute more in that possession, which makes sense, because the break is what created the running rather than the other way round.

Defence was the part I found most interesting. When the opposition broke our line, our defenders ran about 20 metres per minute more, because everyone was chasing back. When we forced an error or a turnover, we actually ran less, about 26 metres per minute less for the forwards and 40 for the backs. So our best defensive possessions had less running in them than our worst ones, and if we'd had a defensive HMLD target, the possessions where we got broken would have been the ones that looked best on paper.

Figure 01 — Does good rugby come with more running?extra metres per minute in a possession, by what happened in it
compared with a possession that ended in a kick, or had no line break · length of possession and match allowed for · the lines show the range we can be fairly sure of · faint = could be zero
When we had the ballWe made a line break (61 possessions): forwards 6.5 m/min (-2.8 to 15.8), backs 19.7 (9.4 to 30)We made a line break61 possessionsWe scored a try (31 possessions): forwards -1 m/min (-11.6 to 9.5), backs 1.4 (-14.2 to 17)We scored a try31 possessionsWe lost the ball (42 possessions): forwards -24.1 m/min (-34.3 to -14), backs -32.5 (-45.9 to -19.1)We lost the ball42 possessionsWhen they had the ballThey broke our line (29 possessions): forwards 20.6 m/min (12.5 to 28.8), backs 18.9 (11.9 to 25.9)They broke our line29 possessionsThey scored a try (9 possessions): forwards -38.9 m/min (-86.2 to 8.4), backs -45.8 (-97.3 to 5.7)They scored a try9 possessionsWe forced an error or turnover (43 possessions): forwards -25.9 m/min (-46.9 to -4.9), backs -39.5 (-64.4 to -14.5)We forced an error or turnover43 possessions-60-40-200+20← less runningmore running →forwardsbacks
Break the line and our backs ran about 20 m/min more. Get broken and our defenders ran about 20 more, chasing. When we forced an error or a turnover, we ran less. The running follows what happened in the possession.

The match results tell a similar story. Across Kintetsu's 2024/25 season, how much we ran per minute only had a weak link with the final margin, and when I built a model to explain the margin from everything on the match sheet, not one of the running numbers made it in. The things that did were execution and discipline. The wider league helps explain why. Across 194 Division 1 matches, the losing team made about 185 tackles and the winning team about 161, because if you haven't got the ball you're defending, and if you're defending you're running. Judging a team on its defensive running is a bit like judging a shop on how busy the returns desk is.

I should say I nearly built this whole piece on the wrong number. In my first go at it, attacking sprint distance in the second half lined up with points scored at +0.70, and I wrote that the signal was in attack. When I checked defensive sprint distance against points scored, it came out at +0.69, almost identical. What I'd actually found was how fast and open the game was, showing up on both sides of the ball, so I've taken it out.

The thing that did hold up sits further upstream, in fitness. Across 27 players, the fitter ones on the Bronco kept a higher floor of running late in games, and the fittest third of the squad was running more in the second half than the least fit third was running in the first. I can't prove from one squad that the training is the reason, but if I'm going to chase something, I'd rather chase the fitness than the match number.

What does a match actually ask for?

If match GPS shouldn't be the target, I think its best use is describing the game properly, so the training can be built around the right kind of work. This is what a starter in each position did in a typical league match for us.

Figure 02 — What does each position do in a match?starters · 75 Kintetsu league matches · 2019–2025
middle value for a player who played 60+ minutes · accelerations and decelerations are efforts of 2.5 m/s² or more, counted from 2020/21
PositionMetresper matchMetres a minutewhole matchMetres a minuteball in playHigh-speed metres18 km/h and overSprint metres25 km/h and overTop speedm/s · typical, fast gameAccels and decels2.5 m/s² and over
Prop45 games4,730709217006.5 · 7.433
Hooker21 games4,730729723006.8 · 7.149
Lock87 games5,2107198290107.2 · 8.341
Back row181 games5,63074100390107.2 · 8.057
Scrum-half49 games5,77080113710708.2 · 9.166
Fly-half75 games5,97079113640708.0 · 8.675
Centre129 games5,97077111670507.9 · 8.686
Wing110 games6,140761058501608.6 · 9.175
Full back71 games5,91075103590708.0 · 8.654
Props cover about 4,700 metres and never really sprint. Wings cover about 6,100 with the most high-speed running. Everyone runs about a third harder while the ball is live than the whole-match figure shows.

The totals are what people usually quote, but for training I think two other things matter more: how the running is spread through the match, and how hard it is while the ball is actually in play.

The ball was only in play for about 34 of the 80 minutes, and it came in fairly short bursts. The middle passage of play lasted about 30 seconds, about four in five were over inside a minute, and the longest passage in a typical match was a bit over two minutes.

Figure 03 — How long does a passage of play last?3,159 passages · 59 Kintetsu league matches
share of all passages in 5-second bins, with a smoothed curve over them · a passage runs from the ball coming into play until the next stoppage
31 sthe middle passage of play · the average was 39 s, pulled up by a few long ones
0%4%8%12%0–5 s: 0% of passages5–10 s: 9.75% of passages10–15 s: 10.22% of passages15–20 s: 10.83% of passages20–25 s: 9.53% of passages25–30 s: 9.02% of passages30–35 s: 7.25% of passages35–40 s: 5.76% of passages40–45 s: 5.44% of passages45–50 s: 4.87% of passages50–55 s: 4.31% of passages55–60 s: 4.18% of passages60–65 s: 3.17% of passages65–70 s: 2.91% of passages70–75 s: 2.25% of passages75–80 s: 1.49% of passages80–85 s: 1.74% of passages85–90 s: 1.42% of passages90–95 s: 0.82% of passages95–100 s: 0.85% of passages100–105 s: 0.54% of passages105–110 s: 0.7% of passages110–115 s: 0.41% of passages115–120 s: 0.35% of passages120–125 s: 0.28% of passages125–130 s: 0.38% of passages130–135 s: 0.32% of passages135–140 s: 0.19% of passages140–145 s: 0.19% of passages145–150 s: 0.19% of passages150–155 s: 0.19% of passages155–160 s: 0.13% of passages160–165 s: 0.06% of passages165–170 s: 0% of passages170–175 s: 0% of passages175–180 s: 0% of passagesmiddle 31 saverage 39 sover a minute: 19% of passagesbut 42% of the time the ball was in play0 s30 s60 s90 s120 s150 s180 s+
Most passages are short: half last between about 18 and 53 seconds, and about four in five are over inside a minute. The curve isn’t a bell, it has a long tail to the right, and that tail is where the worst-case passages live. The longest in a typical match was a bit over two minutes.

That's also why the ball-in-play column in the table is worth a look. Every position ran roughly a third harder while the ball was live than its whole-match number suggests, so a prop's 70 metres per minute is really about 92 when the game is actually on. Long passages weren't run much slower than short ones either, so what makes a long passage hard is that the pace doesn't drop off, rather than it getting any faster.

What the metres miss near the try line

Martin Buchheit has written recently about what he calls "GPS 3.0" in football, and one of his points is that speed-zone numbers miss a lot of the real work because they ignore changes of direction. In rugby I think the obvious gap is contact, and it's at its biggest near the try line.

The number I'd look at for this is acceleration density index. Catapult works it out as how much a player accelerates and decelerates for every 10 metres they cover, so it gives you a feel for whether the running is long and smooth or short and stop-start.

When our forwards were defending their own line, they covered about a third fewer metres per minute than when they were pressing high up the field, but they were accelerating and decelerating almost as much, so their acceleration density index went from about 3.1 to 4.6. It was higher on the goal line in all 11 matches that had field position tagged. Attacking inside the opposition 22 looked much the same, with nearly a quarter fewer metres and a higher index in 10 of the 11, and the backs showed the same pattern.

Figure 04 — What do the metres miss near the try line?forwards · 16 matches · 2024/25
metres per minute and acceleration density (accelerations and decelerations per minute), each set to 100 at the top row of its panel · on the right, acceleration density index: accelerations and decelerations per 10 m covered
Defending, from pressing high back to our own linePressing high: 106.3 m/min, acceleration density 0.553 m/s², ADI 3.12 (1412 player-windows)Pressing high100 · 106 m/min100ADI 3.1Midfield: 94.5 m/min, acceleration density 0.567 m/s², ADI 3.6 (4728 player-windows)Midfield89 · 95 m/min103ADI 3.6Our goal line: 68 m/min, acceleration density 0.524 m/s², ADI 4.62 (714 player-windows)Our goal line64 · 68 m/min95ADI 4.6Attacking, from our own 22 up to theirsExiting our 22: 101.5 m/min, acceleration density 0.529 m/s², ADI 3.12 (1494 player-windows)Exiting our 22100 · 102 m/min100ADI 3.1Midfield: 96.3 m/min, acceleration density 0.539 m/s², ADI 3.36 (4666 player-windows)Midfield95 · 96 m/min102ADI 3.4In their 22: 78.3 m/min, acceleration density 0.526 m/s², ADI 4.03 (637 player-windows)In their 2277 · 78 m/min99ADI 4.0metres per minuteaccels and decels per minute100 = top row of each panel
On our own line the forwards covered about a third fewer metres than when pressing high, but they accelerated and decelerated almost as much, so their acceleration density index went from 3.1 to 4.6. In the opposition 22 the metres fell by nearly a quarter and the accelerations and decelerations didn’t fall at all. The work doesn’t disappear near the line, it gets shorter and more stop-start.

So the work doesn't go away near the try line, it just gets shorter and more stop-start, and if you only looked at metres you'd think goal-line defence was a fairly light few minutes. One thing to be clear on is that acceleration density still comes from the GPS, so it's picking up the accelerations and decelerations rather than the collisions themselves. This works on any Catapult setup where possessions are tagged, and in a game where more of the contest happens close to the line, it's the first thing I'd want to check.

If you know a position's worst case, should you train to it?

This is a question I keep coming back to. Say you know the worst case for a position is some number, X. Wouldn't you want your players to have done X in training before they meet it in a match?

A few years after that helter-skelter conversation, worst-case scenarios became really popular in rugby, the idea being that you find the hardest stretch of a match and train for it. For us, realistically, the worst case was about three minutes of nonstop play, so for a while I thought we had to be training for three minutes all the time. But why would we train for something like that when it only makes up about 3% of the actual play? Wouldn't we want to train for the other 97% and get better at that? That's what made me rethink it and dig a lot more into the statistics of the game.

The first thing the data showed me is that X isn't really one number. Each position has a fairly clear typical worst case, with a back-rower's hardest three minutes around 115 metres per minute and a scrum-half's around 127. But across the 47 players with five or more games, the same player's worst three minutes usually moved by about 9% from one game to the next. Novak and colleagues found the same thing in football in 2021.

Figure 05 — Is a position’s worst case one number?most metres per minute in any 3 minutes · starters · Kintetsu league matches
one dot per player-match · the bar runs from the 10th to the 90th percentile · the tick is the median
about 9%the typical spread in a player’s own worst three minutes from game to game (47 players with 5+ games)
80100120140160180Prop: median 106.6 m/min, 10th–90th percentile 100.5–125.5, 45 player-matchesProp107Hooker: median 111.3 m/min, 10th–90th percentile 95.6–124.7, 21 player-matchesHooker111Lock: median 110 m/min, 10th–90th percentile 97.9–123.4, 87 player-matchesLock110Back row: median 114.6 m/min, 10th–90th percentile 99.6–130.8, 181 player-matchesBack row115Scrum-half: median 127.3 m/min, 10th–90th percentile 114.1–142.4, 49 player-matchesScrum-half127Fly-half: median 128.6 m/min, 10th–90th percentile 112–141.6, 75 player-matchesFly-half129Centre: median 122.8 m/min, 10th–90th percentile 108.9–138.8, 129 player-matchesCentre123Wing: median 126.2 m/min, 10th–90th percentile 109–140.9, 110 player-matchesWing126Full back: median 120.7 m/min, 10th–90th percentile 105.1–134.8, 71 player-matchesFull back121
Each position has a clear typical worst case, but it moves every week with the opposition, the weather, the scoreline and how long the ball stayed in play. The top dot in each row is a one-off, not something that happens most games.

The second thing is how rarely the true worst case turns up. If you go by the clock, passages over a minute made up about 40% of the time the ball was in play, so they definitely matter, but passages over two minutes made up only 8% of it, and anything around three minutes was more like 1 to 3%. The longest single passage I have on record is just over four minutes, and that only happened once. Most of a match is short, hard efforts with short breaks in between.

So I don't want to spend 90% of the training on something that happens 10% of the time or less. I'd want most of the conditioning to look like the common passage, so short, intense and repeated, with contact in it for the forwards. The long worst-case passage still gets done now and then, so it's never new to anyone, but it doesn't get to run the programme.

The one exception for me is top speed. Hamstrings need regular exposure to near-maximum speed, so there I would deliberately hit match numbers or higher most weeks. That's about getting the tissue ready rather than copying the game.

So how do you prepare players without chasing the number?

I do think we have to condition players to the demands of the game, whatever they turn out to be, because the match can't be the first time they meet them. For me the difference is what the number is being used for. If it helps you design the work, and you check afterwards that the session landed roughly where you meant it to, it's a guide. If players are judged on it, or get extra running because they missed it, it's become a target. A simple test is who gets to see the number and what happens when it's missed.

It's rugby first and quality first for me, not GPS first. A short, sharp, accurate session can be exactly the right session whatever the GPS says afterwards, and I'd much rather have that than a session that hit its metres by being sloppy.

So the demands shape the work rather than grade it. Most efforts should be somewhere around 20 to 50 seconds, which is where half of all passages fell. They should be at the pace the game is played when the ball is live, which for us was about 90 to 100 metres per minute for the forwards and 103 to 113 for the backs, with a bit more rest than work. The accelerations, decelerations and contact need to be in there too, especially for the forwards. The targets themselves go on things we can actually control and test, like the Bronco, top speed and strength, because the only way to game a Bronco is to get fitter.

Top-ups are where I'd lean on the numbers most, and the point is that bench players never drift below their own normal in the first place, rather than hitting a total. A player who's sat on the bench for three weeks still needs to be ready to play at any point, so we keep him topped up as we go, and a player who's just played the full 80 probably doesn't need anything. Buchheit makes the same point in football, that how much topping up a player needs depends on the minutes he's played and the turnaround to the next game, and that the top-up should look like the game rather than just adding metres to fill in the dashboard.

The extra conditioning in a top-up needs to be as close to the game as possible, which means thinking about change of direction, the metabolic demand and contact conditioning. If a player's HMLD is low and the answer is just to get him running and accelerating in a straight line, it's missing the point.

I had a big forward who was a key player for us. He'd win lineouts, break the line and dominate the contact, and his HMLD was always well below everyone else's, because he was 135 kilos. Does that mean he's unfit, or that he's a poor player? No. So stop judging him on his HMLD, stop trying to top it up to get him level with everyone else, and start conditioning him the way he actually needs for the demands of his job.

Then the check on whether it's working isn't the match GPS going up, it's the fitness markers moving: the Bronco times, and how much running each player can still produce late in games.

What this can still get wrong

This is one club's matches, and the result tests are based on 8 to 16 matches depending on what was tagged, so it tells you what happened for us rather than what's true everywhere. Only nine of the tagged opposition possessions ended in a try, which is why that row in the first figure is so wide.

The ball-in-play windows were tagged by our analyst, and the tagging changed a bit between seasons. The worst-case numbers only include players who stayed on for an hour, so props who came off early aren't in there. And none of these numbers sees contact directly, which for a forward is most of what makes a hard passage hard.

If I had to put one thing on the whiteboard on Monday morning, it would be that match GPS is for learning what the game asks of your players, and the targets should go on the things that make them able to do it.

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