Philip Assadourian
| Name: | Philip Assadourian |
|---|---|
| City: | River Vale |
| Country: | United States of America |
| Membership: | Adult Member |
| Sport: | Football/Soccer |
Organisation (Practice Layout & Transition)

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Adaptations (Progressions & Regressions):
- In this block, Red team second line face two '6's - therefore, 11, 8, 7 adopt a hybrid defensive scheme
- Starting position between oppo players zonally
- Red 7 & 11 cues / trigger to jump ahead to full-backs is when CBs release the ball out wide (beware of disguise pass)
- When the pass gets played, Red '8' picks up nearest '6' / Red '11' marks furthest '6' in blue
- Red '5' & '6' maintain man-marking scheme (Rest Defense)
Challenges, Conditions or Targets:
- If second line players (Red 7, 8, 11) disrupt to prevent progression or recover the ball = 3 points
Coaching Points:
- Anticipate ball carrier
- Maintain distance & communicate with '9' & '10'
- Split the field in half (overload on strongside)

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Adaptations (Progressions & Regressions):
- Open the pitch full width
- Shift mini-goals 5 yards wider
Challenges, Conditions or Targets:
Red Team
- Score Within 8 Seconds = 3 Points
- 8 Seconds or more = 1 Point
Blue Team
- One touch finish or combination with '9' combination = 3 points
- Two touch finish = 2 points
- Solo goal = 1 points
© Copyright 2026 Sport Session Planner Ltd.
Animation Controls (PCs, Macs, Laptops):
Play animation
Play step-by-step
Repeat (toggle)
Full Screen
Pause
Stop
Back/Forward: Drag timeline button
Block 1 - Pressing vs Solo 6 (Narrow Width)
Pressing With Two Forwards
Organization: 3 Sets x 6 Minutes - 2 minute rest (MD-3)
Description:
- GK + 8 vs 7 Half pitch (narrow width) with 2 mini-goals (represent 7 & 11)
- Game starts with GK play out and look to score into mini-goals (2 touch play up until ball arrives into Blue CF)
- Red team aim to set trap in order to recover the ball back high up the pitch and transition to full-size goal as swiftly as possible.
- Red CB + Blue CF are restricted inside center circle.
- Blue CF can bounce the ball to any player who plays the ball to him.
- 3 Points = Red '9' or '10' Disrupt / Intercept / Regain The Ball
- 2 Points = Ball Regain For Second Line of Pressure (Red 11, 7, 8)
- 2 Points = Score Within 8 seconds
- 1 Point = Score Within 15 seconds
- If Red team do not get a shot off within 20 seconds, game restarts with blue team.
Defensive Principles - High Press
- Angle of approach
- ASET (All Out - Sprint - Engage - Trust)
- Cut the game in half; force them towards outside channel
- Cues & triggers
Individual Player Behaviors
Center Forward 9 & 10 - hybrid marking system (zonal & man-to-man)
- Angle of approach (tilted, curved run)
- force CB towards outside channel
- when to jump vs when to stay (poor first touch, negative pass from FB to CB,
- split responsibilities between furthest CB & GK (2nd '9' or '10')
Adaptations (Progressions & Regressions):
- Red team play 2-touch; if they break past blue team last line; unlimited touches to finish.
Coaching Interventions: walk-through, terminal, concurrent, coaching process
Challenges, Conditions or Targets:
Red Team
- 2 Points = Ball Regain
- 2 Points = Score Within 7 seconds
- 1 Point = Score Within 15 seconds
- If Red team do not get a shot off within 30 seconds, game restarts with blue team.
Blue Team
- 1 Point = score in mini-goal
- 2 Points = score by combination