Football/Soccer Session (Academy Sessions): Strike

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Marsden Park Galaxy FC

Russell Ferrao

Profile Summary

Russell Ferrao
Name: Russell Ferrao
City: Marsden Park
Country: Australia
Membership: Adult Member
Sport: Football/Soccer
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Description

Session Objective: This session is designed to help young players develop their receiving and shooting (striking) skills. 

Level:

  • U9-12 (the session can also to be used for U13+ teams & advanced U8 teams)  

Principles of Play:

  • Penetration
  • Mobility  

Part 1: Warm up: (Engage 10-15mins)

  • The session begins with a simple yet super fun warmup game(s) of Snipper Strike. Players quickly and sharply manoeuvre their ball as they dribble to avoid getting struck whilst at the same time seeking to strike opponents.   

Part 2: Practice: (Educate 20-25mins)

  • With a series of technical ball striking drills/exercises, players practice their quick dribbling and striking skills. With the added element of a relay race, this practice will force players to play under pressure.   

Part 3: Game: (Explore 25-30mins)

  • As this small-sided game includes 6 goals, it is designed to increase the number of goal scoring opportunities players get. This game encourages players to strike the ball immediately after they have created space for themselves.  

Football/Soccer Session Plan Drill (Colour): Snipper Strike

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Football/Soccer Session Plan Drill (Colour): Snipper Strike
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Snipper Strike (10 mins)

Overview/Set Up:

  • Setup an area appropriate to the size of your squad/team e.g., 8 players = 20 x 20 yards; 10-12 players = 30 x 30 yards; 12+ players = 40 x 30 yards. 
  • Give each player a ball.  

Game Rules/Points:

  • This is a classic game of ball tag. 
  • Each player starts with 3 lives. 
  • The aim of the game is for players to strike the ball against the legs of opponents to gain a life. If they get struck they lose a life. All strikes MUST be below knee height. If players lift their strikes above knee height they lose a life
  • The player with the most points after each round wins that round and become the Arch Snipper. The Arch Snipper starts the next round with less lives (2 lives) to see if they can still become the Arch Snipper. 
  • If a player loses all their lives, they can gain a life back by performing 10 toe taps (or some other Ball Mastery skill for 10 secs).
  • Players don't need to use the ball they start with. In other words, it's a free for all.    

Work to Rest Ratio:

  • Each round is 1 min. Play 3-4 rounds.  

Coaching Points:

  • As this game is chaotic (in a good sense!), players will need be well aware of their surroundings by constantly checking their shoulders i.e., scanning.
  • Can players dribble with their heads up, looking for space to escape to, players to avoid or strike.  
  • Can players strike the ball with accuracy, hitting their opponents below the knee. 

Progressions:

  • If players kick their ball out of the playing area they lose a life. This forces players to be more careful/accurate when striking the ball.  

Regression:


Football/Soccer Session Plan Drill (Colour): Ball Striking: Technical Practice

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Football/Soccer Session Plan Drill (Colour): Ball Striking: Technical Practice
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Ball Striking: Technical Practice (25 mins)

Overview/Set Up:

  • Setup an area approx. 30 x 20 yards. 
  • As per the diagram, setup cones and training poles (or just cones) to resemble the diagram. 
  • Divide your squad into 4 teams (ideally even teams, but it's okay if one team has more or fewer players). 

Game Rules/Points:

  • To begin with, the first player from each team dribbles the ball as quickly as possible to perform a body feint skill past the central training pole/cones (either to the right or left - doesn't matter which side) and then quickly and accurately pass the ball to their waiting teammate who will repeat the action.  

Work to Rest Ratio:

  • Players perform this first drill for 3-4 mins. Give players a super quick 10 sec drinks' break. 
  • Then they move onto the 1st progression.  

Coaching Points:

  • Can players dribble at speed (driving runs), using simple but effective body feints and skills when dribbling past the central training pole/cones. 
  • When passing the ball to their teammate, can players pass with accuracy and correct power (not too hard, not too soft). 
  • When passing the ball, can players use different parts of their foot (inside, outside, laces). Challenge players to use their weaker foot too. 
  • Can players keep their passes along the ground i.e., not raised or lofted passes.
  • Can the receiving player take their first touch as they're already moving forward towards the ball - thus being able to be more direct in their play. 
  • Can the receiving player take first touches that are soft and well-controlled so that the ball doesn't bounce of their foot. 

Progressions:

  • Ask players to only use their weaker foot for the final 1-2mins of the drill.  

Regression:


Football/Soccer Session Plan Drill (Colour): Progression 1

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Football/Soccer Session Plan Drill (Colour): Progression 1
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Progression 1

Overview/Set Up:

  • Keeping the size of the playing area the same, add mini goals at one end, one per team (see diagram). 
  • Each player has a ball each with some spare balls per team.  

Game Rules/Points:

  • Being a relay race, players need to dribble at speed, quickly perform their 1 v 1 skill past the training poles/cones, and then strike the ball quickly with accuracy at the mini goal. Once completed, players quickly return to the back of their line. 
  • The team to first score 5 goals, wins.  
  • If a team runs out of balls, the whole team quickly collects their balls and continues OR you can ask players to collect their ball immediately after taking their shot (make sure they don't get in the way of their teammate who's following them!). 

Work to Rest Ratio:

  • Play 2 rounds with a quick drinks' break if needed.  

Coaching Points:

  • Can players dribble at speed (driving runs), using simple but effective body feints and skills when dribbling past the central training pole/cones.
  • Can players get the shot away immediately after dribbling past the training poles/cones. This is because in game situations attackers don't always get the luxury of having a lot of time on the ball. Actions often need to be perform at speed and precision.  

Progressions:

  • Play one round with players needing to use their weaker, less dominant foot to dribble and strike with.  

Regression:

  • If the skill level of your players is more basic, reduce the amount of goals needing to be scored e.g., 3 goals. 
  • You can also move the goal closer to the training pole/cones thus making it easier to score.  

Football/Soccer Session Plan Drill (Colour): Progression 2

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Football/Soccer Session Plan Drill (Colour): Progression 2
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Progression 2

Overview/Set Up:

  • Keep the playing area the same size.  
  • Place a 'target player' in-front of each training pole/cones facing their teammates. 
  • Each player has a ball. Each team should also have a couple of spare balls next to them.  

Game Rules/Points:

  • As per the diagram, the first player from each team passes the ball to their teammate who's the 'target player'. The target player with their first touch quickly pivots around the training pole/cones and then immediately strikes the ball to score. 
  • Once the 'target player' strikes the ball, they must quickly and carefully retrieve their ball and run to the back of their line, waiting for their next turn. 
  • The player who passed the ball into their target player now becomes the new 'target player' etc. 
  • As before, the first team to score 5 goals (or whatever number you decide), wins the round.

Work to Rest Ratio:

  • Play 2 rounds. Play the first round with the target player pivoting to their left and second round pivoting to their right.   

Coaching Points:

  • Can the 'target player' pivot quickly using either the 'outside' or the 'inside' of their foot without stopping the ball at their feet. This is to help them play with more directness and speed.   
  • Can the 'target player' strike the ball using the inside of their foot. This will assure greater accuracy when shooting at goal. Affirm this coaching point: Placement over Power. 
  • Can the playing passing the ball into the target player, deliver quality passes that are accurate and well-weighted (not too hard or too soft).  

Progressions:

  • same as before.  

Regression:

  • same as before. 

Football/Soccer Session Plan Drill (Colour): Progression 3

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Football/Soccer Session Plan Drill (Colour): Progression 3
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Progression 3

Overview/Set Up:

  • same as before.  

Game Rules/Points:

  • The only change is that the 'target player' stays as the target player until 5 goals have been scored. 
  • The first player per team passes the ball to their 'target player'. The 'target player' then with a first-time pass passes the ball into space for the approaching teammate. The teammate either strikes the ball first-time OR takes a quick first-touch and then strikes at goal. 
  • The team to first score 5 goals (or whatever number you choose), wins.     

Work to Rest Ratio:

  • As time permits, play 2-3 rounds. Change the 'target player' each new round. 

Coaching Points:

  • Again, passes must be the two P's: Precise (accurate) and Power (well-weighted, not too hard, not too soft).  
  • Can the 'target player' supply accurate, well-controlled first-time passes into space for his/her teammates. 
  • Can those striking the ball use the inside of their foot. Using the inside of the foot increases the chance of an accurate shot. Affirm this coaching point: Placement over Power.  

Progressions:

  • same as before.  

Regression:


Football/Soccer Session Plan Drill (Colour): 6 Goal Strike

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Football/Soccer Session Plan Drill (Colour): 6 Goal Strike
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6 Goal Strike (25 mins)

Overview/Set Up:

  • You might need to adjust the size of the pitch for the small-sided game? For 5 v 5 game = 30 x 40. For 6 v 6 game = 35 x 45. For 7 v 7 game = 40 x 50. 
  • Place three mini goals (or training poles or cones) at each end. 
  • Place spare balls with coach. 

Game Rules/Points:

  • Normal game rules and points. 1 Point per goal scored.  
  • If teams can score within 10secs (adjust the time limit for different players e.g., 15 secs for younger/less developed players; 7 secs for more advanced players) they receive a bonus point. This is to encourage teams to be more eager to score quickly (be more direct in their play). 
  • If teams manage to have ALL their players score, they receive 3 bonus points

Work to Rest Ratio:

  • Play two 10min rounds with a 1min drinks' break between.  

Coaching Points:

  • All the same coaching points but now made on the run without stopping the game too often. Stopping the main game for coaching points frustrates players who just want to play the game! Offer coaching points on the run (as they're playing) and during the drinks' break.  
  • Penetration: can attackers strike the ball as soon as they see an opening to goal. 
  • Mobility: when in possession of the ball, can teams use good mobility (clever, well-timed runs off the ball) to increase goal-scoring opportunities. 

Progressions:

  • Play the super 1 min round (within the normal 10 min round) where all goals are doubled - normal goals = 2 points, scoring within the time-limit = 2 bonus points, and when goals scored with the weaker foot = 3 points.    
  • Make pitch smaller, making it harder to score due to limited space. This forces/encourages players to be more precise and quick when striking at goal. 

Regression:

  • Make the pitch bigger, making it easier to score due to increase space and gaps to exploit. 




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