| Name: | JOHN HUBBARD |
|---|---|
| City: | LOSSIEMOUTH |
| Country: | United Kingdom |
| Membership: | Adult Member |
| Sport: | Football/Soccer |

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Red starts on base line and moves only when B2 has rolled ball.
This ensures B1 scans for R1 proximity as he controls - before making the turn.
R1 cannot advance beyond half way - cones assist positioning.
B1 must receive between the large cones. B2 accuracy of pass crucial.
R1 provides pressure only up to that point i.e. not beyond half way. B1 maintains length.
B1 receives and turns as previous, scoring in either target goal.
*Encourage use of both turns pointing out dis/advantages of each
If red wins ball he can attack blues goals - DONT ALLOW THIS TO GO ON AT LENGTH
*protect ball during move
*don't run towards ball, maintain length
*R1 hold your line, only allow a turn if B1 controls forward. DONT GET SPUN.
Rotation : play for 1 min then reds attack
Play for 1 min each.

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
20x20 area. 2 teams of 4-5.
Progress by removing the half way restrictions ie R1 can press beyond this.
Blues will naturally start to pass early before reds are ready - encourage B1 to scan and do the turn anyway since he has time.
Discourage R1 intercepting pass initially , but as it starts to happen encourage better protection of space by B1. Reinforce the danger of R1 being rolled.

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
As previous but B2 is live once he has initially pased the ball.
2pt for B1 scoring alone, 1pt if he combines with B2 and either score.
Again 1 min each team.
Progress by suggesting receiver adjusts his position across the pitch, giving more space for supporting player - whether or not he does a turn or chooses to pass.
Rotation : B1 joins queue and B2 becomes receiver with next player passing in.

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
As previous with blues allowed 3 lives to score - but if R1 wins ball he can play out to any team mate who controls ball dead. B1 then goes off and B2 becomes 1st defender. R2 then plays in to R1 and reds attack.
If reds fail to score in 3 attacks feed reverts back to blue and vv.
Progress by reducing lives.

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
4v4 or 5v5 Target man game.
Only 1v1 in scoring zone unless target man lays off (b) to another player to make 2v1 - only 1 defender allowed in scoring zone. Scoring after a BTG turn (a) scores 2 goals.
Players may roam free at other times.
IF PLAYING 7v7 OR MORE USE 2 TARGET MEN vs 1 DEFENDER
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Developed with Partnership Developers, a division of Kyosei Systems.
Animation Controls (PCs, Macs, Laptops):
Play animation
Play step-by-step
Repeat (toggle)
Full Screen
Pause
Stop
Back/Forward: Drag timeline button
Bed in moves FK&T (5 mins)
10x20 area. 4-6 players. This can also be used as a warm up - especially at U13
A rolls first, to initiate B movement, then passes to B.
B controls forward and performs fake kick & turn (L is shown) taking ball with outside of R boot.
B then passes in to C and moves as if to recieve a pass back as decoy.
Rotation: A runs to take position on R of mannekin to take next pass from C, B joins A queue.
*on toes , arms up as A rolls
*when pass is make quickly move into line of ball
*take touch as if to pass to L, maintaining arm protection from behind
*hook ball behind with L and quickly spin to take it away with outside of R boot
*now protecting with L arm, make pass with r foot
Heel raise:
As previous but fake to pass with L foot by raising heel and swiftly turning R, taking ball away with inside of R foot.
Progress by revising any other BTG moves previously used - particularly the steparound in ISP10. Allow player to choose