Football/Soccer Session (Academy Sessions): Session 15 - Breaking the lines - Beating a man for man high press - SP 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 - Breaking the lines - Beating a man for man high press 

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

KEY FOCUS/TRIGGER POINT - Can the reds beat the Yellow's high man for man press? Can the Red Strikers make good attacking runs when the yellow press is broken in order to create 1 on 1 scoring opporunties?

Reds are considered successful if they are able to play around the Yellow's press and work their way up the pitch and create a goal scoring opportunity.

The Yellows are considered successful if they win the ball back high up the pitch and create a goal scoring opportunity.


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 - Breaking the lines - Beating a man for man high press

The ball starts with the Red goal keeper. All throughout the practice players for the yellow team are instructed to try and play man for man pressure.

The idea is that there should always be a spare player for Reds, and players try to draw the defending team onto them in order to play around them.

Reds are aiming to play out from the back, through the middle 3rd and to make a goal scoring opportunity.

Key Considerations: 

Every red player needs to want the ball and aim to affect the play at all times.

- The red GK needs to ensure they are providing a spare man option and must look to play a line breaking pass if possible. 

- Midfielder Movement must be quick and sharp 

- Strikers must avoid running in straight lines and must look to bend their runs around opposing CB's

- Players should make runs that take away opponents and stretch the pitch and players should be aware of not taking up the space their teammates are looking to use.

Breaking the lines

  • Play through

  • Play around

  • Play over

Yellow Team considerations

Can yellows choose the right time to press and remember key pressing triggers such as:

- Bad touch
- Ball played towards opponents goal
- Slow pass
- Asking for a pass not aware where their marker is

Defending the breaking of lines

  • Fast pressure on the ball

  • Protect the middle

  • Stay narrow and compact

  • Stop defence splitting passes

  • Protect the space behind


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 Yellow's mark really well, going man for man and completely close off the all short passing options with reds really close to their goal?

Solution 

Reds should consider the longer pass! There is an option to play it over the top to either the spare full back or if the player is technically able to a longer ball into the shaded grey area. The striker should look to go short first and then spin in behind in order to make the most of this scenario.


Football/Soccer Session Plan Drill (Colour): Specific Practice - What if? - Number 2

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Football/Soccer Session Plan Drill (Colour): Specific Practice - What if? - Number 2
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Specific Practice - What if? - Number 2

What if? - Number 2

What if one of the Yellow's CB begins to cheat a little bit and covers the space in behind (gray shaded area)?

Solution

This time the longer pass is to the Red number 9 who is free and makes a direct run. The space is now on the outside of the two CB's.


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

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Intial Set Up - SSG

18 players needed - 1-3-2-3 for reds vs 1-4-2-2 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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