Paul Walshe
Name: | Paul Walshe |
---|---|
City: | Burgess Hill |
Country: | United Kingdom |
Membership: | Adult Member |
Sport: | Football/Soccer |
Organisation (Practice Layout & Transition)
1/2 PITCH SETUP for SSG.
9v9 (incl 2 keepers - 18 players).
2 blocks of 4 minutes (2x4mins for SP) game play. 1 minute in between each block for a terminal stop.
2 blocks of 4 minutes (2x4 mins for SSG)
BLUE TEAM (Coached) - 1-3-2-3 (from a 4-3-3)
RED TEAM (Oppo Management) - 1-4-2-2 (from a 4-4-2)
BLUE TEAM - Principles
Judge when and how to exploit a numerical advantage
Find the spare player
Player movement to create an overload
Interchange positions
Commit the opponent
Ball Speed
Roles & Responsibilities:
BLUE
RB / LB must play the ball wide & support RW / LW with overlapping or under-lapping run to receive the ball or to take the oppo RB / LB away to create space for RW / LW.
Number 8's (Right Central Midfielder / Left Central Midfielder) - Look to support the wide play by running into the space between CB and RB / LB down their side. This creates a 3rd man run to create more space or an opportunity to get in behind the RED TEAM.
Number 9 CF - Needs to stay between the width of the six-yard box and occupy RED CB's. Time runs from crossing opportunities. Mostly, stay high and pin CBs back.
CB / CDM - Stay as the pivot player to receive the ball & switch the ball out to the other side & combine with central players. OOP - rest defence and delay counter attacks.
GK - Offering an angle to receive the ball and play as a pivot player alongside CB / CDM. Be the out ball when REDS press high on BLUES.
RED TEAM - Principles
Protect the middle of the pitch
Press Quickly
Recognise Oppo Movement
Leave the furthest players
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
PROBLEM 1 -
Blues play the ball out to LB. LB takes a big touch to invite pressure from RED CDM. BLUE LW stays high and wide and receives the ball from LB before dribbling to engage the RED RB. BLUE LW has choice of playing the ball into overlapping LB.
S1 - RED RB reads the run of the BLUE LB. BLUE LW can dribble into space left by the RB tracking the outside run.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Adaptations (Progressions & Regressions):
PROGRESSION - RED TEAM can use an additional RED player to enter wide channel. Introduce a time clock of 20s for when the BLUES gain possession.
REGRESSION - BLUE TEAM can use a 3rd player in the wide channel during the first two blocks for a 3v1 (BLOCK 1) or 3v2 (BLOCK 2) overload.
Challenges, Conditions or Targets:
BOTH TEAMS - Condition - BLUES & REDS must have 1 player in the wide channels at all times.
Block 1 - Condition: Only the RED RB & LB can enter the wide channel to engage the wide players for the blue team. Blue team can only have 2 PLAYERS in the wide channels
Block 2 - Condition: 2 RED PLAYERS can now enter the wide channel. BLUE team can still only have a maximum of 2 PLAYERS in the wide channel.
Block 3 - Free play - no restrictions.
OPPO Team Condition - REDS must try to score within 10 seconds once they regain possession.
Challenges - BLUE RB & LB must take a big first touch when they receive the ball to draw pressure from the OPPO RED CDM/RB/LB.
BLUE RB/LB must try to overlap their RM/LM during BLOCK 1
BLUE RB/LB must try to underlap their RM/LM during BLOCK 2
Target - BLUE Team - If the BLUE team scores within two passes after an overlap or underlap using the wide channel - 2 goals. 1 goal for everything else.
Target - RED Team - If the RED team score within 5s of winning the ball back - 2 goals. 1 goal for under 10s.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
PROBLEM 2 -
Red CDM attempts to track BLUE RB run and closes the space for an overlapping run around the BLUE RW.
S2 - Space is closed off for overlapping run - RB makes a run into the half space between RED LB & RED CB.
Once that space is closed off for the underlapping run. Ball can be played back to pivot CDM to play over to the other side.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
PROBLEM 3 -
BLUE RB + BLUE RW have been matched up by the RED LB & RED CDM and there is no space to use an overlapping or underlapping run.
S3 - BLUE number 8 makes a run off of the right shoulder of the RED CDM and runs into the half space between RED LB & RED CB to get a cross into the box or have a shot at goal.
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Animation Controls (PCs, Macs, Laptops):
Play animation
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Back/Forward: Drag timeline button
Specific Practice Set-up (15 mins)
Adaptations (Progressions & Regressions):
PROGRESSION - RED TEAM can use an additional RED player to enter wide channel. Introduce a time clock of 20s for when the BLUES gain possession.
REGRESSION - BLUE TEAM can use a 3rd player in the wide channel during the first two blocks for a 3v1 (BLOCK 1) or 3v2 (BLOCK 2) overload.
Challenges, Conditions or Targets:
BOTH TEAMS - Condition - BLUES & REDS must have 1 player in the wide channels at all times.
Block 1 - Condition: Only the RED RB & LB can enter the wide channel to engage the wide players for the blue team. Blue team can only have 2 PLAYERS in the wide channels
Block 2 - Condition: 2 RED PLAYERS can now enter the wide channel. BLUE team can still only have a maximum of 2 PLAYERS in the wide channel.
Block 3 - Free play - no restrictions.
OPPO Team Condition - REDS must try to score within 10 seconds once they regain possession.
Challenges - BLUE RB & LB must take a big first touch when they receive the ball to draw pressure from the OPPO RED CDM/RB/LB.
BLUE RB/LB must try to overlap their RM/LM during BLOCK 1
BLUE RB/LB must try to underlap their RM/LM during BLOCK 2
Target - BLUE Team - If the BLUE team scores within two passes after an overlap or underlap using the wide channel - 2 goals. 1 goal for everything else.
Target - RED Team - If the RED team score within 5s of winning the ball back - 2 goals. 1 goal for under 10s.