Football/Soccer Session (Academy Sessions): Session 10 - Creating and Exploiting Overloads - Wing Overload - Specific practice into SSG

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Christopher Diaz

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Christopher Diaz
Name: Christopher Diaz
City: London
Country: United Kingdom
Membership: Adult Member
Sport: Football/Soccer
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Football/Soccer Session Plan Drill (Colour): Initial Set Up - Specific Practice

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Football/Soccer Session Plan Drill (Colour): Initial Set Up - Specific Practice
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Initial Set Up - Specific Practice

Specific session plan - Creating and Exploiting Overloads - Wing Overload

16 players needed - 3,2,3 for reds vs 1,4,1,2 for yellows (including GK)

KEY FOCUS - Can the Red's use their central Midfielders to create overloads on the wings?

The reds are considered successful if they are able to pull yellows out of position and create an attacking opportunity (eg a cross, shot or pass into a dangerous area).

If the Yellows win the ball back they can score in the two mini goals at the halfway line. Can Yellows take advantage of the Red's when they are out of position and play in the spaces they leave behind?


Football/Soccer Session Plan Drill (Colour): Specific Practice

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Football/Soccer Session Plan Drill (Colour): Specific Practice
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Specific Practice

Specific Practice - Wing Overloads

The ball starts with the number 6 (hybrid defender/midfielder). All throughout the practice players for the red team are instructed to try and create overloads by having their midfielders make runs towards the wing and make short and sharp passing interchanges with the Winger and Full Back.  

It is important that as this is developing that the Red Midfielder covers the center of the pitch and the Red attackers begin to try and make attacking runs into the box in anticipation of a cross or pass. 

Yellows are allowed to defend how they choose but to try and keep their shape. 

Reds are trying to move the ball quickly to players with time and space. 

Specific build up

Red always have 1 spare players outfield. It is crucial they are patient in the build up and try to find a spare player. 

It is important that Red's move the ball quickly on the wing and make the use of their overload quickly.  Red's should always aim to be positive and create an attacking chance and not be satisfied just keeping the ball. 

It is crucial the Red 6 makes the field big by staying deep and making supporting runs to switch the play if needed. 

Creating and exploiting the overload considerations

  • When and how to exploit a numerical advantage

  • Find the spare player

  • Player movement to create the overload

  • Interchange positions

  • Commit the opponent

  • Ball speed

Yellow Team considerations

If yellows are able to win the ball back they must try to play out from the back and score in the goals on the halfway line.

If the yellows win the ball back can they find a spare player? Can their full backs make their own attacking runs and progress the ball by dribbling? Can the Cb's help to make their own overload by stepping into midfield or getting close to their fullback?

Defending the overload

  • Recognise opposition movement

  • Press quickly

  • Protect the middle

  • Leave the furthest players


Football/Soccer Session Plan Drill (Colour): Specific Practice - What if? - Number 1

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Football/Soccer Session Plan Drill (Colour): Specific Practice - What if? - Number 1
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Specific Practice - What if? - Number 1

What if? - Number 1

What if the Yellow striker and Yellow midfielder help their fullback and come across to prevent the overload?

Solution 

Reds recognise this happening and use that to their advantage to switch the play quickly and find a player in time and space. 


Football/Soccer Session Plan Drill (Colour): Intial Set Up - SSG

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Football/Soccer Session Plan Drill (Colour): Intial Set Up - SSG
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Intial Set Up - SSG

17 players needed - 1-2-3-3 for reds vs 1-4-2-2 Narrow for Yellows. Goalkeepers needed for each team.

Throw in's are allowed. There are no corners but the team that has the throw in can take it from where they choose but the throw-in must be taken within 6 seconds for realism.


Players are allowed to play and then a terminal break will be delivered with key information as to what can be improved.


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