Cathy Kyne
| Name: | Cathy Kyne |
|---|---|
| City: | Galway |
| Country: | Ireland |
| Membership: | Adult Member |
| Sport: | Football/Soccer |
Session plan to coach a tactical strategy used to create numerical superiority (e.g., 2v1, 3v2, or 5v4) in specific areas of the pitch. The goal is to outnumber the defensive unit to force a defender into a dilemma, eventually freeing an unmarked player to cross, pass, or shoot.

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Organisation
Area: 40m long x 30m wide. (Narrower pitch to force vertical thinking).
Blue Team: 6 players.
Red Team: 6 players.
Yellow Neutral (#6): 1 player (The Pivot).
4 small goals placed on the corners of the end lines.
4 x 4-min blocks (1min active recovery).
If the ball goes out, the coach pings a new ball in immediately to keep the intensity high.
Action
Blue attacks the two goals; Red attacks the two goals.
The Neutral Pivot (#6) always plays for the team with the ball.
The Trigger (The Turnover): The moment possession changes, the team that won the ball has 6 seconds to score in either of the two small goals they are attacking.
The Role of the #6: On a turnover, the #6 must move into a "Vertical Window" (a gap between defenders) to be the first outlet pass for the counter-attack.
Coaching Points
Once the ball is won, quickly T2A : The player must look for the Vertical Window to the #6 or the goals.
The players not on the ball must sprint to the sidelines to stretch the opposition defenders,
Good weighted pass must be flat and solid
Support Angles "Don't be flat": The #6 must not stand on the same line as the defenders. She must be "staggered" to provide a diagonal exit.
First touch directed away from the pressure and toward the target goals.

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organisation
Area: Attacking third.
GK in goals
2 Defenders (Red) starting on the 6-yard line.
3 Attackers (Blue)
5 x 4-min blocks (1-min recovery)
Coaching Points
First Touch: The player receiving the ball from the GK or sideline must take a positive, aggressive first touch into space.
Commit the Defender: The player on the ball must drive directly at the "seam" between the two defenders. This forces one defender to leave their position, opening a passing lane.
Support Runs: The two supporting players must sprint at 100% intensity to create width and depth
Width: Stretch the 2 defenders.
Depth: A runner behind the defence to "pin" the goalkeeper.
Quick Decision Making
The Overload: If the defender stays off, SHOOT; If the defender commits, PASSOverlap vs. Underlap:
If the winger stays wide, the 3rd player can underlap into the "half-space" to create a 2v1 on the ball-side.
The "Killer" Pass:
Look for the diagonal pass across the face of the defenders—it is the hardest ball for two defenders to track.
Transition
If Red defenders win possession, they must immediately pass into the small goals
If GK saves a shot, they must distribute to the CBs as quickly as possible to start the counter-attack
Blue team must T2D very quickly by nearest player pressing the ball carrier and teammates supporting the press

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organisation
Setup Half pitch
Attacking Team (Blue - 6): 3 midfield 3 (#6, #8, #10) and a forward 3 (#7, #9, #11).
Defending Team (Red - 5): Back 4 (#2, #4, #5, #3) and 1 Holding Midfielder (#6).
Start : Blue GK plays to the Blue #6 or #8 to initiate the attack.
Red Team: Stay compact, prioritise the central corridor, and on winning possession, attempt to score in under 10 seconds
Coaching Points
The Red Back 4 is staying very compact.
The Blue Winger (#7) stays wide to pull the Red Fullback (#3) away. The Blue #10 then makes a "diagonal run" into the space between the Red #3 and #5.
When the Red Fullback eyes the ball, the Blue #10 sprints into the blind spot.
Encourage the Blue #9 to drop short toward the ball.
Decision from CB - stay or follow?
If the CB follows, the Blue #8 or #10 must immediately "exploit the space vacated" (run into the space the CB left).
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Animation Controls (PCs, Macs, Laptops):
Play animation
Play step-by-step
Repeat (toggle)
Full Screen
Pause
Stop
Back/Forward: Drag timeline button
3v1 Inter-Grid Rondos (10mins)
Organisation
Area: Three 10m x 10m grids arranged in a large triangle, 5m apart from each other.
Players:
3 Grids: 4 players in each (3 Blue Attackers v 1 Red Defender).
(2 x 4-min rounds / 1-min rest).
Action
Possession: In each grid, the 3 Blues keep the ball away from the 1 Red. The goal is 5 consecutive passes.
The Trigger: On the Coach's shout of "SWITCH!", the blue player currently in possession in each grid must "Explode" (dribble) out of their 10x10 space.
The Link: They must find a player in a different grid.
The Reset: Once the ball enters a new grid, the 3v1 resumes immediately.
Defender Rotation: If the Red defender wins the ball, they immediately tries to "dribble out" of the grid. If they succeed, they swaps with the Blue player who lost it.
Coaching Points
Good weighted pass: Passes must be firm and low.
Good first touch : Cushion the first touch to stop the ball
Switch : Once coach shouts, the player must stop thinking about possession and start thinking about making the Killer Pass
Players must scan the other grids while playing the 3v1 so they know their exit route before the trigger.
Body Shape : Open when receiving, the player must be half-turned to play into the next grid with their second touch.
Progression
Players are limited to 2 touches inside the 3v1. This forces a high "Speed of Play."