Football/Soccer Session (Academy Sessions): Breaking lines

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Emyr Williams

Profile Summary

Emyr Williams
Name: Emyr Williams
City: Pwllheli
Country: United Kingdom
Membership: Adult Member
Sport: Football/Soccer

Description

Technical details

- 18 players (2 teams of 9 with keepers)

- 60m long x 50m wide

- 3 blocks of 2 minutes for the specfic practice and 3 blocks of 4 minutes for the Small sided game

- 2 goals, 3 mini goals, 10 footballs, 6 white flats,10 red cones and 18 bibs (8x white, 8x green, 1x pink and 1x yellow)


Football/Soccer Session Plan Drill (Colour): First part practice

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Football/Soccer Session Plan Drill (Colour): First part practice
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Learning Objectives

Technical
Technical
Think about weight and speed of pass
Technical
Tactical
Details of scenarios are in the plan
Technical
Physical
Speed and Aerobic fitness
Technical
Psychological
Resilience, being able to keep going even if not being successful
Technical
Social
Communication

First part practice

Welsh way Princliples- Playing Through, around or over

Organisation/ Area Size: The area size for this first part of the session will have an area size of 55m x 40m. It will be a 9v8 with a feeder which will be the player in yellow.

Play will be broken up into 3 x 2 minute blocks with a minute break and then two minutes at the end to transition to the SSG.

Explanation: The reds will be the team coached and the blues will be managed and will create problems for the reds. The objective for the reds will be to break the lines of the blues attacking and midfield unit. The practice will start with the feeder who will play a long pass for the reds keeper. Then the reds will have to build play up and try and score in one of the mini goals. The blues will be trying to stop the reds playing and breaking lines, if they are able to win the ball back, then they will have 7 seconds to try and get a shot off. Ball will always reset with the feeder.

Problem 1: The first problem i want the blues to set to cause is I want to the blues to press from the front. To beat this problem, as soon as the keeper gets the ball, that will be the trigger for the centre backs to hit the corner of the box, the full backs to get as wide as possible. The number 6, to drop in a bit deeper, be inbetween the centre backs but don't be in line with the full backs, be deeper. The two 10's will get a bit wider and take a position inbetween the fullback and centre back and the striker stay high for now. If the ball hits one of the centre backs, then they will have mulitple options, the number 6, one of the tens or the full backs. If the ball goes to the number 6, full back can make a run inbehind the defence, one of the tens goes short for an option and the other will go higher. If the ball goes to the full back, can the nearest 10 make a 3rd man run and striker drops. Keeper should always come to the side the ball is on to offer support. If the blues go so high could the reds just play just through. Opposite 10 come more centrally to be an option, when ball is out wide. Opposite full back get as wide as possible in incase of the chance to play over.

Problem 2: For the second problem i want to the blues to set off and defend to make it harder for the blues to break the lines. To beat this problem i want the same starting set up as the first scenario. If the ball goes to the centre back i want them to step in and take the ball up the pitch, this should shift the other reds up the pitch. I want the number 6 to pin in the striker to make it harder for the striker to get to the ball. This can draw in either on of the wingers or the number 10 for the blues. This can mean the closest numner 10 can be played in, when this happens, the full back make a run behind, the other 10 push up higher, these can be option for the player on the ball. I want to striker to make a run in behind the defenders, this can mean that the striker can be played or they drag the defender out of position and the number 10 can play straight through. Make sure the blues are narrow and compact.

What if the reds are struggling to play through the blues, can they slow the game down and try and draw the blues out of position.

Challenges, Conditions and Targets:

If the blues win the ball back, then they will have 7 seconds to get a shot off.

If the reds score in the middle goal then they will get three goals or if they score in the wide goals they will get 1 goal.

If the blues are able to score they will be given 4 goals.

Key Coaching Points:

Ball Speed can it be fast and slow

Limited touches

Playing through, around or over depending on what the picture is on the pitch

Receiving in between lines of the units

Movement off the ball

Patence

Don't force a pass

Pull playe


Football/Soccer Session Plan Drill (Colour): SSG

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Football/Soccer Session Plan Drill (Colour): SSG
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SSG

Welsh way Princliples- Playing Through, around or over

Organisation/ Area Size: Area size for this small sided game is will be 70m x 40m. The small sided game will be a 9v9 including 2 keepers. The session will be broken down into 3 x 4 minute periods with a minute break inbetween each session.

Explanation: The reds will be the team coached and the blues will be managed and will create problems for the reds. The objective for the reds will be to break the lines of the blues attacking and midfield unit. Before the small sided game can begin the mini goals must be moved off the pitch. The practice will start with the feeder who will play a long pass for the reds keeper. Then the reds will have to build play up and try and score in one of the mini goals. The blues will be trying to stop the reds playing and breaking lines, if they are able to win the ball back, then they will have 7 seconds to try and get a shot off. If the ball goes out it will be given to one of the keepers to restart the practice. The pitch will be cut off at the goal and the blue keeper will be given space and an area to work with

Problem 1: The first problem i want the blues to set to cause is I want to the blues to press from the front. To beat this problem, as soon as the keeper gets the ball, that will be the trigger for the centre backs to hit the corner of the box, the full backs to get as wide as possible. The number 6, to drop in a bit deeper, be inbetween the centre backs but don't be in line with the full backs, be deeper. The two 10's will get a bit wider and take a position inbetween the fullback and centre back and the striker stay high for now. If the ball hits one of the centre backs, then they will have mulitple options, the number 6, one of the tens or the full backs. If the ball goes to the number 6, full back can make a run inbehind the defence, one of the tens goes short for an option and the other will go higher. If the ball goes to the full back, can the nearest 10 make a 3rd man run and striker drops. Keeper should always come to the side the ball is on to offer support. If the blues go so high could the reds just play just through. Opposite 10 come more, centrally to be an option.

Problem 2: For the second problem i want to the blues to set off and defend to make it harder for the blues to break the lines. To beat this problem i want the same starting set up as the first scenario. If the ball goes to the centre back i want them to step in and take the ball up the pitch, this should shift the other reds up the pitch. I want the number 6 to pin in the striker to make it harder for the striker to get to the ball. This can draw in either on of the wingers or the number 10 for the blues. This can mean the closest numner 10 can be played in, when this happens, the full back make a run behind, the other 10 push up higher, these can be option for the player on the ball. I want to striker to make a run in behind the defenders, this can mean that the striker can be played or they drag the defender out of position and the number 10 can play straight through.

If there is no chance to play through or round. Can play over and get the striker to run inbehind or switch it to the opposite full back.

Challenges, Conditions and Targets:

If the blues win the ball back, then they will have 7 seconds to get a shot off.

If the reds are able to break a line and then score they will be given 3 goals

Key Coaching Points:

Ball Speed

Limited touches

Playing through, around or over depending on what the picture is on the pitch

Receiving in between lines of the units

Movement off the ball

Patence

Don't force a pass

Pull players out of position

Interventions:

Concurrent

Terminal

Coaching Process


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