Daniel Burrows
Name: | Daniel Burrows |
---|---|
City: | Derby |
Country: | United Kingdom |
Membership: | Adult Member |
Sport: | Football/Soccer |
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Blues line up as a 2-4-2
Reds line up as a 4-3-1
As the reds now have full backs, the blue wingers are no longer going to unmarked. This means that different combinations and movemetns are going to be needed for the blues to score goals.
As the blue wingers stay wide, the red full backs will either mark the wingers out wide or stay narrow with their defensive unit.
If they mark the winger out wide, there is opportunity for a pass to be made through the gap made between the red full back and CB, giving the winger the opportunity to score for 1 point in the wide goal, or cross the ball in for one of the blue ST's in the central goal for 3 points.
If the full back stays in with his defensive unit, this will allow the winger more time and space to receive the ball, and will make scoring in the wide goal easier.
If the red full back does stay norrow, it also gives the winger the opportunity to a movement from wide into the box by running round the back of the full back.
The blue winger has to run round the back of the red full back, as this makes it harder for the run to be tracked.
If the blue winger were to make his run in between the red full back and CB, it would easlier be spotted by the red full back, as he would be marked into the box.
Running on the outside of the full back means that the full back either has to look at the ball or choose to watch the run being made by the winger, as he can't look at both at the same time.
This is called making a blind side run.
As the blue winger is making this run on the blind side of the full back, and moveing into the box unseen, this is the opportunity for one of the blue teammates to maybe play the ball over the top of the reds, for the blue winger to cut in and score a goal.
Just to give a bigger target for the wingers to run in behind, it is also an idea for the blue ST's to both drop deep, forcing the red defenders to push away from their box, making it easier for the blues to find their midfield runners.
If the reds win the ball, they now have 15 seconds to try and score. If they are unsuccessful, the game restarts from the blue defenders.
Any goal the reds score in is worth 2 goals.
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Developed with Partnership Developers, a division of Kyosei Systems.
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Multi Directional Game
Blue 1 - LM
Blue 2 - CM
Blue 3 - CM
Blue 4 - RM
Blue 5 - ST
Blue 6 - ST
Red 1 - CB
Red 2 - CB
Red 3 - RCM
Red 4 - CM
Red 5 - LCM
Game starts with blue 2 passing to blue 3, as soon as blue 3 has received the ball, the game is live.
As blue 3 recieves the ball, blue 2 will drop to just behind blue 3. This is to give blue 3 an angle just incase he can't play forwards or out to the wings.
as blue 2 drops, red 3 will do one of two things. Either go with blue 2 to try and stop him getting the ball, which if this happens, means that there will be a space for blue 5 to drop into, and blue 6 could try and stretch the play and move into to a more central role as shown above.
The other senario is that red 3 will stay where he is and not follow blue 2, leaving him free to receive the ball.
The wingers in the game should mostly be free to receive the ball.
Because the goals in the wings are easier to score in, they are worth 1 point for the blue team, and the central goal is worth 3.
If the reds win the ball, every goal for them is worth 2.
This is to try and encourage the blue team to aways try and score in the central goal, as they would in an 11-a-side game.
As it is the central goal they are aiming for, they wil have to use different attacking combinations to try and achieve this, most combinations using the wide players are they are mostly unmarked.
If blue 1 were to receive the ball, red 1 would come across to try and stop him scoring in the wing goal for an easy point.
This will mean that red 2 would have to move across, as now he has both blue ST's to mark.
This is where the blue ST's can take the advantage, by splitting up, tey can make themselves impossiblre to mark by blue 5 moving into the left shaded area, and blue 6 moving into the right shaded area. As the red 2 has to stay and protect the goal, it means that the blue ST's can now each receive the ball unmarked.
If the red 2 should decide to mark blue 5, as he would be the easier pass for blue 1 to make, then this would leave blue 6 unmarked for an easy goal.
If this fails, there is also the big switch for blue 1 to blue 4 to consider.
When the blues score, can they try and then score in the other end of the pitch.
The blue players keep their positions, so the blue ST's have to try and get to the other end quickly as possible, as if trying to recreate their movement if they were trying to counter from an opposition corner, and blue CM's would have to come and get the ball, ready to play the other way, trying to recreate having to drop short and find space to receive from a GK in an 11-a-side game.
The reds don't have to keep their positions, as reds 1, 2 and 4 would become the new midfielders, and reds 3 and 5 would become the new CB's.
If the reds can win the ball, they have 10 seconds to try and score in one of the goals.
Points for the goals are listed above.