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U12 U16 Attacking The Goal Using Quick Combinations

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0% found this document useful (0 votes)
182 views8 pages

U12 U16 Attacking The Goal Using Quick Combinations

Uploaded by

vitodegiglio1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ATTACKING THE

GOAL USING QUICK


COMBINATIONS
AG E P H AS E : U 1 2 - U 1 6
SESSION PLAN
SESSION OVERVIEW ATTACKING THE GOAL USING QUICK COMBINATIONS

LEVEL PART 2: 2v2 WAVE GAME KEY


• U12-U16 • This is a 2v2 wave game designed to encourage lots Ball movement
of attacking opportunities in either 1v1, 2v1 or 2v2
scenarios. Player movement
SESSION OBJECTIVES • The attacking team has a maximum of 10 seconds in without the ball
which to score.
To develop both individual and team understanding • Once every wave has finished, four new players take to Player movement
of how to attack the goal using quick combinations, the pitch for the next wave. with the ball
including:

• Playing off one touch PART 3: THEMED SMALL-SIDED GAME


• Isolating opponents in 2v1 situations
Players
• Combination play • This is a 4v4 (plus goalkeepers) small-sided game
• Attacking movement that also includes four neutral players who play for
whichever team is in possession.
• The pitch is made up of one main central zone and two Cones
PART 1: BREAKOUT GAME narrow wide zones. One neutral player starts in each
wide zone, with all other players in the central area.
Flat marker
• This is a 6v6 plus goalkeepers breakout game played on • The constant overload in favour of the attacking team
a pitch split into thirds. should enhance the chances of quick combinations and
• All players start in the middle third, and the team in goalscoring opportunities.
possession must complete five passes before they are Cones with
allowed to break out into the attacking third. flat marker
• Players should be encouraged to play passes and make
forward movements that create combinations to break
through. Goal

Mini-goal

Mannequin Pole

Football

AGE PHASE: U12-U16


BREAKOUT GAME ATTACKING THE GOAL USING QUICK COMBINATIONS

FUNCTION
• This is a directional possession game played on a pitch
measuring 44m x 51m and split into thirds.
• It requires two teams of seven, inclusing goalkeepers. 7
• The coach (C) will always restart the game when the

18 metres
ball goes out of play, by passing into the team that
didn’t kick the ball out.
• When the coach serves the ball into the practice, all of
the outfield players should be positioned in the middle
third of the pitch – as shown in the diagram. 6
• The in-possession team – here, Team A – should
attempt to make five consecutive passes. Doing so will
open up an opportunity to play a through ball to one of B A

their teammates, who can make a run into the attacking A


third of the pitch and shoot on goal. An example of this
B
is shown in the diagram. B

15 metres
• Attacking players cannot be positioned in the attacking B 5

third and need to time their runs from the middle third A B
C
A
of the pitch to stay onside once five consecutive passes 1
2
have been made.
B
• The only way to break into the final third is for a player 4
A
to run on to a pass played there by a teammate. A
3
• Once the ball is played into the attacking third, the
attacking team should be encouraged to shoot quickly.
• One defender is allowed to recover back and attempt
to disrupt possession once the ball has crossed into
the attacking third.

18 metres
• If a defender regains the ball while stopping an attacker
scoring, the game stops and the practice resets and
resumes in the middle third.
• If a team scores, they regain possession of the ball in
the middle third.

44 metres

AGE PHASE: U12-U16


BREAKOUT GAME ATTACKING THE GOAL USING QUICK COMBINATIONS

COACHING DETAIL: COACHING DETAIL:


IN POSSESSION OUT OF POSSESSION
ONE-TOUCH PASSING PRESSING
• Players should recognise when to play off one touch to • Encourage the team without the ball to try and keep
move the ball quickly into space. Using one touch at the pressure on the ball and regain it as quickly as possible.
correct time will give the defenders less time to react. • Keeping the opposition engaged with pressing will
allow for more combination plays to come out.
CHANGING THE SPEED
• When looking to outplay an opponent with a TRACKING RUNNERS
combination, players should look to slow both their • When facing a player who is looking to run off the back
body and the ball down. of them to receive a one-two, defenders should try not
• This will make the defender slow down – at the right to turn and follow the ball as it is passed.
time, the attacker can change their speed and pass or • Instead, encourage them to keep their eyes on the
run quickly to accelerate away from the defender. player making the run off the ball and keep their body
goal-side to prevent passes being played into space.
COMBINATION PLAY
• Encourage players to identify opportunities to use one-
twos to outplay an opponent.
• After playing to a teammate, they should look to
continue their run off the back of the defender to
receive the next pass in space.

WEIGHT OF PASS
• Weight of pass when playing a through ball into the
final third is key. The player passing must ensure the
ball is played in front of the receiver but not too close
to the goalkeeper.

AGE PHASE: U12-U16


2v2 WAVE GAME ATTACKING THE GOAL USING QUICK COMBINATIONS

FUNCTION C

• This is a directional 2v2 wave game that gives the


1
players an opportunity to attack quickly. B A
• The available players should be split into two teams,
B A
each split evenly either side of the goal they will be
defending – as shown in the diagram. 2
• The practice starts with two players from each team
running past the defensive third line in front of them, as

20 metres
shown.
• As soon as the players cross the line, the coach will pass
the ball into the attacking team – here, Team A.
• Team A must attempt to beat their two opponents and
score in the far goal within 10 seconds.
• If a goal has not been scored within 10 seconds, the B A
wave finishes and four new players enter the pitch in
A
readiness for the next ball. B

• If the defending team – here, Team B – regains the ball,


they should attempt to score, also within 10 seconds.
• In this scenario, the next ball is then played into Team B, 30 metres
and they become the attacking team.
• Each block of work can last for around four minutes.

AGE PHASE: U12-U16


2v2 WAVE GAME ATTACKING THE GOAL USING QUICK COMBINATIONS

COACHING DETAIL:
IN POSSESSION
ISOLATING AN OPPONENT IN A 2v1
• Attackers should dribble or drive with the ball at an
opponent and look to get a supporting player around
them to create a 2v1.
• They should attempt to draw the defender towards the
ball before passing the ball to their teammate.

DIAGONAL PASS FOR A STRAIGHT RUN


• Attackers should also be encouraged to dribble or drive
with the ball between the two defenders and look for
the supporting player to make a penetrating run off the
back of the second defender.
• They should then attempt to play an angled pass
between the defenders for a straight run from their
teammate.

DISGUISED PASSING
• As the attacker meets the defender, a disguised pass
could deceive the defender and create a goalscoring
chance.

CREATING SPACE TO SHOOT


• As the attacking players approach the goal, they should
be looking to shift the ball quickly in order to create
shooting opportunities.

AGE PHASE: U12-U16


THEMED SMALL-SIDED GAME ATTACKING THE GOAL USING QUICK COMBINATIONS

FUNCTION
• This is a small-sided game set up with three sets of four
players – two opposing teams of four and four neutral
players (N). All four neutral players play for whichever
B
team has the ball and can be tackled by the opposition.
• All players operate within the main playing area, apart
A B
from two of the neutral players – they operate in the
wide channels, as shown.
N
• If either team scores in their target goal, they regain
possession and the ball restarts with their goalkeeper.
• If either team scores after combining with any of the A N
neutral players, the goal is worth two points. B
• All players are on a maximum of three touches to

45 metres
N N
ensure the game is played at a match tempo.
• If a team scores within 10 seconds of regaining
possession, the goal is worth three. This will hopefully A B A
encourage both teams to attack quickly.
• The overload in favour of the attacking team is in place
to ensure successful attacks.

30 metres

AGE PHASE: U12-U16


THEMED SMALL-SIDED GAME ATTACKING THE GOAL USING QUICK COMBINATIONS

COACHING DETAIL:
IN POSSESSION
MOVEMENT & SUPPORT PLAY
• The attacking team should constantly think about
providing height, width and depth while they are in
possession, to make the pitch as big as possible.
• This will keep defenders away from the ball and create
space for players to come towards the ball and create
2v1 situations.

SHORT SWITCHES
• Using the neutral players in the wide zones will stretch
the defenders and open up space to exploit. If a short
switch is available, it should be made quickly and with
good passing detail.

USING THE OVERLOAD


• The team in possession should make the most of having
an attacking overload. A passing option should always
be available, with quick combinations used to create
goalscoring chances.

IN-TO-OUT RUNS
• If the ball is in the wide channel, the players within the
middle channel should be looking to make in-to-out
runs to receive the ball behind the opposition.
• Defenders should get drawn into the wide areas, which
should create space to make these runs.

AGE PHASE: U12-U16

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