| Name: | James Ross |
|---|---|
| City: | Sheffield |
| Country: | United Kingdom |
| Membership: | Adult Member |
| Sport: | Hockey |
Key Focus: Looking at the second phase of play.

See the guidance at the top of this page to understand why you are not seeing interactive Hockey images.
Puppies (14 minutes) GKs Included
At the start of every minute, sprint to the 25 line and touch it with your left hand, sprint back to the back line and touch it with your left hand, turn and sprint through the cones. For the rest of the minute; catch you breathe and walk back to the marker.
At the start of the next minute, repeat. If the sprints are taking you 15 seconds to complete, then you have 45 seconds recovery time.
Repeat a total of 6 sprints. Then time TWO minutes recovery before ANOTHER set. (2 sets of 6 sprints with a 2 minute gap inbetween).
You must do this at your maximum on EVERY sprint. Give 100%, whatever that looks like (we will get quicker over the coming weeks).
Smile that you completed it!

See the guidance at the top of this page to understand why you are not seeing interactive Hockey images.
Rondo (10 minutes) - GK kit and warm up with selected forwards
Get into your two groups. Rondo (piggy in the middle).
2 players in the middle holding bibs and sticks. If they get a touch on the ball (even if they don't get it under control) the player who made the pass replaces them in the middle.
Progress to the defenders gaining possession and having to make a pass between themselves before choosing the next two defenders.
GK - work with 2 forwards in the circle, who will rotate into the rondo.

See the guidance at the top of this page to understand why you are not seeing interactive Hockey images.
Overloaded Attacking Play (20 minutes)
Phase 1: Defender passes to attacker and it's a 1 vs 1. Once the attack has broken down (goal, ball off back line, defender win etc.) a new phase will start.
Phase 2: Attacker from phase 1 stays as a high attacker. Defender from phase 1 passes new ball to new attacker. 2 vs 1.
Phase 3: New defender passes new ball to a new attacker. Previous attackers and defenders stay in making it a 3 vs 2.
We keep adding players until everyone is involved. Once we've gone through this once, the defenders and attackers swap.
Key Focuses:
Attack
Defence

See the guidance at the top of this page to understand why you are not seeing interactive Hockey images.
Press v Outlet Game (20 minutes)
NUMBER DEPENDANT: Two teams 6v6 outfield with subs, 9 minute halves, 2 minute drinks break with team discussion.
5 players are to play within the throw down lines, and their 6th player is located in the right hand channel to create an overload on the strong outlet side. If the wide player receives the ball then they must play a pass/carry and enter the field of play within 5 seconds. Once they leave the wide area, another player should react and lead into this area for the next transfer.
Defending team is to try and limit this outlet. Can we set our press to reduce this option for the attacking team, forcing them onto our stronger side or turning over by passing into our spare wide player? Are we looking at stepping forward to win the ball back, front mark, etc?
1 point per goal. Any defensive foul in the circle results in a shuffle, and 30 second sinbin for that defensive player.
GKs - One point for every save clear out of the circle.
Keep building around quick play; side lines and free hits to be played within 5 seconds otherwise it is turnover of possession. There are plenty of balls located around the pitch to help this happen, just get it moving quickly!

See the guidance at the top of this page to understand why you are not seeing interactive Hockey images.
11v11; Full Pitch Game Play (40 minutes: 12 minute thirds with 3 minutes team talk)
Each team also has two GKs who are working together, and offering support/feedback throughout, whilst also managing their equal game time.
Team A - 3232
Team B - 235
Focus will be around outletting to helpside space, whilst the defenders are looking to press and influence the passing options. Discuss how we front side mark, when we look to go zonal, and the roles of those on the pitch.
When do we M2M mark? What movement can we do to influence the opposition?

See the guidance at the top of this page to understand why you are not seeing interactive Hockey images.
Puppies (6 minutes) GKs Excluded
At the start of every minute, sprint to the 25 line and touch it with your left hand, sprint back to the back line and touch it with your left hand, turn and sprint through the cones. For the rest of the minute; catch you breathe and walk back to the marker.
At the start of the next minute, repeat. If the sprints are taking you 15 seconds to complete, then you have 45 seconds recovery time.
Repeat a total of 6 sprints.
You must do this at your maximum on EVERY sprint. Give 100%, whatever that looks like (we will get quicker over the coming weeks).
Smile that you completed it!
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Warm Up: Tag
Warm Up: TAG (10 minutes). GKs included.
6v6 working in a small area. One team are trying to catch the other team. TIMED EXERCISE, maximum 60 seconds.
To catch them, the team has to touch the opposition players with a bib. They cannot run/move location whilst holding the bib, but they can move off it, and throw pass it to one another. To tag the opposition, the bib must be held (not flicked or thrown) in the hand.
If tagged, the player is out, and waits outside the area. If the bib is dropped on the floor then all opposition players are back IN THE GAME!
Winners are the first team to get the opposition out in the quickest time possible. If both teams take 60 seconds then the winner is the team with the least players waiting outside the area.
BEST OF THREE. Sprints for the losing teams!