Football/Soccer Session (Academy Sessions): [UEFA B] - Switching Play (2) (Spec & SSG) - Martin Roberts

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Martin Roberts

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Martin Roberts
Name: Martin Roberts
City: Chester, England
Country: United Kingdom
Membership: Adult Member
Sport: Football/Soccer
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Description


Football/Soccer Session Plan Drill (Colour): Specific Practice: Switching Play (2)

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Football/Soccer Session Plan Drill (Colour): Specific Practice: Switching Play (2)
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Learning Objectives

Technical
Technical
This requires accurate, weighted long-range passing (the switch) and a high-quality first touch from the receiving winger to immediately secure the ball and utilize the open space.
Technical
Tactical
Players must recognize when the central area is congested and make the tactical decision to execute the long pass to the opposite wide zone, exploiting the space to create a numerical advantage.
Technical
Physical
The session demands sharp, quick movements in the central zone to comply with the passing rule and subsequent high-speed linear runs from the wide players after receiving the switch.
Technical
Psychological
Players need the vision to identify the switch opportunity and the confidence to attempt the difficult, high-reward long pass over the central players without conceding possession.
Technical
Social
Clear verbal cues and non-verbal signals are necessary to coordinate the central touches and communicate the imminent switch to the opposite winger who is ready to receive the ball.

Specific Practice: Switching Play (2) (5 mins)

Primary Focus:

  • Switching Play

Setup:

  • Half pitch, zoned spaces down each wing.
  • 6v6 (5+1 v 5+1)
  • Blue (IP): 3-5-2, remove #2, #3, 4, #6, #10
  • Yellow (OOP): 4-3-3, remove #2, #3, #4, #6, #10

Timings:

  • 10 Mins

Block 1:

  • 3v3 in the middle, 1v1 on each wing. Wingers can't come out of their zones, but contact is allowed. Players can use wingers to create a 4v3 or 5v3. 
  • If the winger can play a direct ball across the top to the other wing that it worth 2 goals.
  • Yellow #7 & #11 can't score in the wide goals, but if they score on the main pitch, that is worth 2 goals.

Conditions:

  • Only wide players (#7 & #11) allowed in the wide zones.
  • IF the player can make a long pass to the opposite size and score in the mini goal, worth 2 points.
  • Score in the normal goal, worth 1 point.
  • Ball restarts from the team that just scored (to have players spread out and increase intensity).
  • No throw-ins. No corners. Instead of a Throw, ball must be placed on the floor and kicked in, active for all 4 sides.

Challenges:

  • Can the wingers switch the ball directly.
  • At least 2/3 players on the inside of the pitch must touch the ball before playing it to a winger.
  • Wingers in play live, just like Goalkeepers, and can play a switch, but if rule above hasn't been activated, goal is only worth 1.

Who, What, When, Where, Why, What IF

  • Who - BlueTeam (In Possession)
  • What: Switching Play
  • When: The ball is played to a wide player who has space and time. When the field looks like there is a lot of pressure on one side of the pitch.
  • Where: Midfield third when attacking
  • Why: To create space, make the pitch big, and exploit the space on the attack
  • What IF: Yellow team put players in front of the winger receiving the ball to stop them getting it. Change the value of the goals scored in the net from 1 to 3. Add a goal for every5, 10 consecutive passes, anything to pull the players centre. 

Football/Soccer Session Plan Drill (Colour): SSG - Switching Play (2)

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Football/Soccer Session Plan Drill (Colour): SSG - Switching Play (2)
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Learning Objectives

Technical
Technical
This requires accurate, powerful long-range passing to switch play, ensuring the ball bypasses the entire midfield, and a high-quality first touch from the wide player to maintain attacking momentum.
Technical
Tactical
Players must recognise the precise trigger moment when the opponent (Yellow) has overcommitted to the ball-side, and immediately execute the switch to exploit the large, open space on the weak side of the pitch.
Technical
Physical
Demands rapid, high-speed sprints from the far-side player to maintain maximum width and exploit the space after the switch, matched by the immediate recovery runs of the central midfielders.
Technical
Psychological
Demands rapid, high-speed sprints from the far-side player to maintain maximum width and exploit the space after the switch, matched by the immediate recovery runs of the central midfielders.
Technical
Social
Clear, long-distance communication is vital, using loud calls to confirm the switch is on and guiding the pass toward the correct position of the isolated teammate.

SSG - Switching Play (2) (10 mins)

Primary Focus:

  • Switching Play

Setup:

  • Half pitch, 2 Full goals, mini-goals removed.
  • Wide zones removed, but field tapered for Blue defensive unit.
  • 8v8 (5+1 v 5+1)
  • Blue (IP): 3-5-2, bring back #4, #10
  • Yellow (OOP): 4-3-3, bring back #3, #4
  • Ball starts at either end, no corners, yes throw-ins.

Timings:

  • 10 Mins
Block 2:
  • 8v8
  • Blue #1 plays the ball to Blue #5 who can play the ball wide to Blue 6 and then onto Blue 7. At this point, all yellow players will have shifted to their left to put pressure on the wide Blue player. As they are leaving the player on the far side unmarked because the ball is on the opposite end, this leaves a gap to exploit, so that's when the switch can take place.
  • IF, Yellow team are able to prevent the switch from taking place, Blue need to maintain possession and build through the middle to go for goal. If the opportunity arises again to get the ball wide and look to switch, that needs to be encouraged/coached.
Interventions:
  • Walkthrough.
    Explain why certain players can returned and what the objective is. Make it clear how to score goals.
  • Concurrent:
    Using the coaching process, either 'stop, stand still' the game, or talk to an individal quietly
  • Terminal:
    At the end, do a quick recap of the session and declare whether the objectives have been met.
Conditions:Half field pitch, tapered towards the Blue team's goal.Balls dotted around the outside of the pitch to keep up the intensity
Challenges:Can IP team keep the ball and get it wide, to draw in the Yellow team before unleashing a long ball to the other side, switching play.Can IP team evaluate the game in real-time and decide when to go for the actual goal to get some goals on the scoreboard

Who, What, When, Where, Why, What IF

  • Who - Blue team (IP)
  • What - Switching Play
  • When - When the opponents have overcommitted to the side of the pitch the ball is on and left the opposing teammate but plenty of space to all.
  • Where - Midfield to Final Third
  • Why - Exploiting the space by maintaining space
  • What IF - Yellow team (OOP) are pressing quicly and quite tight, how do you get out? Then you ignore the wingers and try to maintime possession of the ball and play down the centre to go for goal. When the OOP team are back to pressing, then you can go wide and switch play again.


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