Benjamin Sohier
| Name: | Benjamin Sohier |
|---|---|
| City: | Telford |
| Country: | United Kingdom |
| Membership: | Adult Member |
| Sport: | Football/Soccer |
Protecting and defending Zone 14 with a Back 4 and Two Deep CDM screeners.

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Coaching Points
- Nearest Screen presses the ball. Shows inside if possible - into supporting screen. How? Fast then slow upon approach, bend knees, body shape forcing inside pitch, not allowing pass down the outside, touch tight if possible
- Second Screen shuffles across and drops deeper than First Screen. Preventing split pass forwards into striker. Checking Shoulder/Scanning to see where opposition Strikers are. In Between Ball and Man.
- CB's can squeeze up the pitch and get tight. Nearest CB - First Screen is blocking Pass down the outside, so CB can mark inside Shoulder. Furthest CB, Second Screen is blocking inside pass, so CB can mark outside shoulder.
.- If ball is then played to opposite CM - Second Screen becomes first screen and shuffles across then presses the ball - showing inside if possible. First screen then becomes second screen so must drop deeper and shuffle across to prevent split forward pass into strikers feet. CB's adjust their positions accordingly, marking outside shoulder.
- What If? - Screen can't get across and show inside? - Screen will show outside if they can't get across and show inside, Nearest CB MUST get touch tight and can mark outside shoulder this time hoping to nick the ball if possible or force ST back out of Zone 14. Furthest CB MUST mark inside shoulder now.
- Communication - This is vital. If Screens aren't in the right place then CB's can see the whole picture, so they need to talk to the screens (right shoulder, left shoulder, drop, squeeze). Also, if screens can't get across to show inside then CB's need to adjust positions and this needs to be communicated. Communication will make everything a lot easier.

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organisation
17 Players
8v9 (Attacking Overload)
Defending team (Blues) setup in a 1-4-2-1 formation
Attacking team (Reds) setup in a 1-2-4-2 formation
Setup; Half pitch plus 15m depth.
Zone 14 to still be indicated
Play from either GK
Aims;
Reds to play out from GK and try to score. Supply incentive to play through Zone 14.
Blues to protect Zone 14, defend and try to counter and score into opposite goal.
Coaching Points
Working in conjunction with Function CPs
- Full backs to tuck in and become narrow with CBs. Forces opposition wide players to play outside rather than into Zone 14. Adds secondary cover for the outside pass for nearest CB (to the ball).
- ST to screen and play central in front of Zone 14. Aim to block/negate pass from opposition CBs into CMs.
- Recognise triggers to press the ball/play i.e. sideways/backwards pass, poor touch, poor pass.
- Press as a unit/team and not individuals
- 'Screen'; delay play and force opposition to play into areas defending teams wants to.
- If repossess ball; break quickly and efficiently but be aware of both transitional demands.
Questions
What if?
What?
Why?
When?
Where?
Who?
How?
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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
Function (20 mins)
Organisation
12 Players
6v6
Defending team (Blues) setup with GK, CB, CB, CM, CM, ST (Target)
Attacking Team (Reds) setup with CB, CB (Both servers), CM, CM, ST, ST
Half Pitch
Serve from Half way line
Indicate (by cones or flats) Zone 14 (shaded)
Only play to width of 18yd box
Red serve into any red player and aim to play through Zone 14 and score
Blues to prevent reds playing/entering into Zone 14 then force out, disposses and hit target player
If ball goes dead - restart from red servers
Progression(s)
CB servers can switch between themselves to create different playing angle into Red Zone 14 players
Add time limit for attacks