Name: | Steven Spurway (B2) |
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City: | Carnes Hill |
Country: | Australia |
Membership: | Adult Member |
Sport: | Football/Soccer |
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Instructions
8v8 Small sided game working on breaking up play to go forward and counter.
Both teams are playing the same 4-2-3-1 system. Yellows with 2 FB's, 2 CM's, 3 AM's and a striker. Blues with a back four, 2 CM's and a #10. The wide goals are the would be wingers.
The yellow team are a team that like to get their full backs forward to attack and therefore the wide players come infield to allow the space for the full back and create an overload centrally.
Condition for the yellows is that the play has to materialise through the central zone before scoring - therefore everyone outside is inactive until the yellows reach 5 passes in the middle zone.
Blues want to allow the play to materialise as this leaves spaces to attack in wide areas.
Points
Restrict - allow all passing to be infront.
Deny - no balls allowed through, don't be made to turn.
Contain - #10 pressures the two yellow CM's or any AM that drops deeper, blue CM's to mark zones and cut off passing lanes to yellow AM's.
Communicate - Blue CM's to communicate over men and space and direct #10 to pressure.
Allow space for yellows move to materialise before adding pressure with each pass and ultimately nicking the ball when wide areas are exposed.
Considerations for players
When yellows finish with play centrally and can play wide, how can we manage the 7v8 outfield?
What is the role of the #10 in this situation? (See later screen)
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
When yellow full backs are in place, we can look to be more aggressive in pressing and play ball into wide areas when we win it.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
When the ball is successfully transferred out by the yellows.
Everyone to slide across to ball side.
Ball side FB to be 1v1 with yellow FB.
Ball side CB to be 1v1 with same side winger or striker.
Other CB to be 1v1 with yellow #10 or striker.
Other FB to deny space for opposing winger and be able to get across quickly if ball transferred to opposing FB.
Ball side CM to be covering yellow #10 or same side winger, whilst cutting off space for pass into 1v1 with ball side CB.
Other CM to deny space for opposing winger, #10 and be in a position to get across to support FB if ball is transferred.
#10 to block pass back to nearest yellow CM which would initiate in a switch of the play. Allow space for other CM but be in a position to get back across.
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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
Multidirectional Game
Instructions
Multidirectional game working on breaking up play and setting up a counter attack.
Blues are outnumbered 3v5 and look to win the ball and pass into any of the surrounding goals for a point.
Yellows get a point if they can reach 5 passes.
Points
Stay compact as a team, work as a unit and work on triggers.
If one blue is pressing the ball, then another blue must recognise a nearby player as a receiver as a trigger to pressure.
Progressions
Blues get 1 point for gaining the ball and dribbling it out of the grid.
Blues get 3 points for passing into a goal.
Introduce red zone (middle box), if yellows pass through here the Blues lose all their points.
Points
Stay compact and avoid penetration. Allow yellows to pass infront and around before taking the ball and finding a goal.