Football Ferns Support Ipp
Football Ferns Support Ipp
Football Ferns Support Ipp
Formation
4 -5- 1 4 2 (Plan B)
4- -2 Plan B
Zonal Pressing Direct/ Counter Attacking Build Up Play
This 4-5-1 is fundamentally defensive, zonal pressing, yet can be changed to provide more of an offensive threat through counter attacking football. The essential qualities of the 4-5-1 are a three man central midfield and a lone striker, typically a target man. The midfield intend to out number the opposition, with two screen anchor players, adding security and depth in defence. These players are a technically strong passing side. They are encouraged to build up play and be patient. When on the attack, the 4-5-1 is heavily dependent on the wingers supporting the lone striker. With overlapping outside defenders and midfielders it converts to a 4-2-4, 4-3-3, 3-4-3, 3-3-4 or 2-4-4 putting immense pressure on the opposing defensive units. The vulnerability of the 4-2-3-1 lies in its flat back defence which can be torn apart by diagonal runs through its centre. Transition to defending is easily forgotten with the mindset on attacking.
The 4 - diamond 2 contains an attacking and a holding midfielder, flanked by two wingers; who move in-field slightly to close up the gaps in the centre. To cover for the lack of width in the side, the full-backs are encouraged to become wingbacks and start slightly higher up the pitch. The defensive midfielder must sweep behind the Midfield. The offensive playmaking midfielder sits at the tip of the diamond. This diamond formation provides attacking flexibility down the sides and through the middle. The defence is strengthened by the defensive midfielder. However, this system is a more predictable system to defend against due to the more static positional play of the central midfielders. The vulnerability of the 4-4-2 lies in its flat back defence which can be torn apart by diagonal runs through its centre.
Strategy: Flexibility
4-5-1
This system is highly effective in attacking and challenging opponents defences. Opponents will find it difficult to respond to four attackers being unpredictable in their runs and positions. The weakness of the 4-5-1 lies in transitioning to defence because while providing attacking variability, midfielders might find it difficult to get into defensive position. On the other hand, the two central midfielders and four defenders should provide some security. A 3-5-2 system can out number it in central midfield, thus pulling out a central defender causing difficulty with the integrity of the flat back zone. A 3-4-3 system can also cause difficulties, particularly if its three forwards get additional support from overlapping midfielders. If struggling defensively in midfield, conversion to a 4- diamond-2/ 4-4-2 is the tactical response. Ultimately, the strength of the team will determine if the opponent is forced to make an adjustment to their system during the game or to adjust because the opponent's system is dominating.
4-
-2 (Plan B)
This system works well against similar diamond midfields and particularly against a 4-3-3. Against a strong zonal 4-4-2 the central midfielders might need to collapse to a flat zone as well. The weakness of this 4-4-2 lies in defence, particularly against a 3-5-2 system which can outnumber it in central midfield 3 v 1, thus pulling out a central defender, still being outnumbered and causing difficulty with the integrity of the flat back zone. A 3-4-3 system can also cause difficulties, particularly if a central defender needs to step into midfield causing a 3 v 3 situation at the back. Ultimately, the strength of your own team will determine if the opponent is forced to make an adjustment to their system during the game or if you need to adjust because the opponent's system is dominating. This 4-4-2 is a creative, attacking system with risks in central midfield during transition to defence.
The Players
Physical Attributes
Attributes Acceleration Description Acceleration is how quickly a player can reach top speed (pace) from a standing start. It therefore ties in very closely with the pace attribute. Agility reflects how well a player can start, stop, and move in different directions at varying levels of speed (pace). It ties in with the pace, acceleration, and balance attributes as they work together in the match engine, especially when a player is running with the ball. Balance reflects simply how well a player can keep his balance in situations both with and without the ball. With the ball, it refers to how balanced he is running with it and evading opponents. Without it, refers to his balance when facing a player running at him, or his stability when turning/jumping. This attribute relates to how high a player can jump from a standing start.
Agility
Balance
Jumping
Physical Attributes
Attributes Description This is the standard measure of a players fitness level. This affects how many games he is likely to be able to perform to peak physical fitness before becoming noticeably tired and susceptible to injury. Pace is a players top speed. Whereas acceleration reflects how quickly a player can attain their top speed, pace is that top speed and together with stamina and natural fitness, is how long they are able to maintain that pace in both short bursts and over the course of a match. A player will naturally be a shade quicker without the ball than with it. Stamina is a players ability to endure high-level physical activity for a long period of time. With the demands placed on a player over a nine month season, players with high attribute ratings for stamina will be able to perform at their top levels for longer. It ties in directly with natural fitness. A players strength is his ability to exert his physical force on an opponent for his benefit. A player with a high strength rating will be able to use it to his advantage against weaker opponents. Natural Fitness
Pace
Stamina
Strength
Psychological Attributes
Attributes Description
This reflects a players attitude in terms of playing mentality but is not necessarily a dirtiness indicator. A more aggressive player will look to involve himself in every incident and get stuck in, perhaps at the expense of a yellow card or two. A less aggressive player may shy away from situations and merely drop into his comfort zone. How well a player can predict and react to an event. If a player has a high attribute here he can read the game well and react to situations quicker than others. This attribute works well with Off the Ball. Aggression
Anticipation
Bravery
How committed and indeed, brave, a player is. Braver players will risk injury more in situations a lesser-minded player may shy away from. Theyll go in where it hurts and lay it on the line for the team. The players steadiness of mind and ability, particularly with the ball. When faced with a big goal scoring chance or heavy pressure defensively, a player with high composure will be able to keep his head and more often than not make an intelligent decision which is beneficial to the team. This reflects a players concentration on an event-by-event basis. A high rating here will mean the player can concentrate harder for longer and be able to respond to incidents late in the game just as well as he did early on. Lower concentration will see players lose focus and perhaps become liable for mistakes at crucial times in the match.
Composure
Concentration
Creativity
This refers to a players vision and ability to see a potential opening, not necessarily exploit it. A player might be able t o see something to take advantage of but also requires the technical proficiency to pull it off.
The ability of a player to make a correct decision a majority of the time. This attribute is important in every position but perhaps more so for central defenders and midfielders, who will see a lot of the ball and have a number of options when in possession.
Decisions
Psychological Attributes
Attributes Description
A commitment to succeed. A determined player will give everything in order to win. This ties in with Bravery players with a high attribute in one of these qualities may also be high in the other as the traits are similar. A natural talent for the creative and occasional unpredictability. A player with a lot of flair will be one of the key attacking components in any team but at the same time may need tactical restraint to get the best out of him. Flair and creativity work well together. Influence is the players ability to affect events or other players without any intentional effort. Players with high influen ce will be leaders on the pitch and team-mates will tend to rally around these players. Determination
Flair
Influence
A players movement without the ball. Similar to anticipation, this is how well players, particularly attacking ones, can assess a situation and then move off the ball, making themselves available to receive a pass in a dangerous position.
Positioning is the ability of a player to read a situation and position himself in the best possible position to deal with the unfolding events. Anticipation will help him in the first stage but in terms of his actual positioning, it comes down to this attribute. A higher rating will ensure the player takes up a better position.
Positioning
Teamwork
How well the player follows tactical instructions and works for and alongside his team-mates. A team full of players with a high rating here will work better as a unit. Players with lower ratings will not work as hard and not buy in to the team ethos.
This reflects the players mental drive to work hard. A high rating will ensure a player wants to work hard from start to finish, but he will need the necessary physical attributes to actually be able to pull it off. Nonetheless, it is an admirable trait to have in your team.
Work Rate
Handling Good handling skills are vital. A goalie with poor handling skills will be costly. They must be able to gather balls from different heights and speeds and perform confidently under pressure. Reflexes and Speed If a goalkeeper has good reflexes, he will be able to make quick saves from close range and be able to save powerful shots which may catch lesser goalkeepers by surprise. Aerial Ability Goalkeepers must be able to produce spectacular saves, diving across the goal and keep the ball out with one hand. Goalies must be confident to put their body on the line and not be beaten from long range shots. Agility Goalkeepers need to be agile in order to spring to either side to save shots, get down low to keep the ball out, save shots destined for the top corner and produce difficult saves. Agility is important. Some of the world's best keepers have trained at gymnastics to help their dexterity. Leaping high, diving sideways or springing out occurs during most matches, so agility with skill is an important requisite.
One on One During a match, there will be many occasions when goalkeepers are in a one on one situation, faced with an opposing striker dribbling towards them and no defenders in between. Goalkeepers must be confident to challenge and make decisions and prevent conceding. Positioning Goalkeepers must know how to position themselves correctly in different situations in order to be effective. Goalies with a good positioning ability will take up the best positions when defending set-pieces such as free kicks and corners. They will also position themselves correctly when anticipating a cross into the penalty area. They must control the 18 yard box. Jumping This attribute is important when defending crosses and set pieces. Goalies with a good jumping attribute can jump above other players and catch the ball or punch it to safety.
Short Passing AbilityAlthough many deep-lying playmakers have natural talent and creativity, they are expected to play short simple passes when deep in their half to avoid the possibility of a counter-attack. They are however given some degree of freedom in playing long passes deep into opposition territory, when a trigger is on.
Creativity/VisionThe deep-lying playmaker needs to spot openings and opportunities to build up play. A Good and Sure First TouchThey have the ability to control the ball when receiving passes under sustained opposition pressure. Strength in a Challenge When under pressure, the anchor midfielder must be strong enough to win the challenge/ tackle and screen/ protect the back four.
Creativity Attacking midfielders must be creative when they are on the ball in order to carve out opportunities for fellow team mates. A player who scores goals is valuable, but one who scores goals and creates them too is even more valuable. Technique Attacking midfielders need to have good technique in order to control passes to them from their team mates. Without good technique, they will rarely be able to get the ball under control and will often lose the ball when it is passed to them. Goal scoring opportunities may be lost and can make the difference between winning and losing. Forwards need a good first touch for the same reason. Off the Ball This is a very important part of a forwards game. He must be able to make intelligent runs /decoy runs, to get away from defenders and create space for a pass or team mate to run into. He must also be able to time his runs to perfection so he is not caught by the offside trap. Players who are efficient at moving off the ball are easier to pick out with a pass. Team work Attacking midfielders are constantly linking up with other players in the attack, therefore they must be good at team work. They need to have a good knowledge of the teams shape as they attack in order to know where their team mates are and recognise the triggers from varying thirds of the pitch.
Good Off-the-BallThey must have the ability when to read a pass from the midfield or from fellow attackers. Good timing and distance is essential. The modern winger should also be comfortable on either wing so as to adapt to quick tactical changes
Heading It is essential to have a striker who is strong in the air, because they will be able to feed off the crosses coming in from the wide areas. This is also useful if the team decide to play long passes up to the striker, he will have to be successful at heading to win the ball and combine with the attacking midfielder. This attribute goes hand in hand with jumping.
Technique Strikers need to have excellent technique in order to control passes from their team mates. Without good technique, they will rarely be able to get the ball under control and will often lose the ball when it is passed to them. Strikers need a good first touch for the same reason and be able to shoot quickly from close/ long range.
Executive Functioning
How Does Executive Functioning Affect Learning?
On the field, during training and at home we are called upon to self-regulate behaviour. Normally, features of executive functioning are seen in our ability to: Make plans Keep track of time Keep track of more than one thing at a time Meaningfully include past knowledge in discussions Engage in group dynamics Evaluate ideas Reflect on our work Finish work on time Ask for help Waiting to speak Seek more information when it is needed Experience difficulty planning a project Struggle to tell a story (verbal and non-verbal) Difficulties with mental strategies involved in memorization and retrieval from memory Initiate tasks or activities or generating ideas independently Cope with anxiety
Strategies to Help
There are many effective strategies one can use on the field and at training when faced with a player who has problems with executive function: Step- by step approaches to training Encourage the use of tools such as time organisers, watches with alarms, etc Prepare visual schedules and review them daily coaches to be encouraged to do this Plan and structure transitions in advance Create checklists and to do lists Organise workspace/desk Minimize clutter in their environment changing rooms etc Discuss organising principles and strategies (domain specific) analyse and plan and select an approach to a task, e.g. cause-effect, description, classification, sequence Teach self-talk key words such as analyse, plan, organise and regulate communication e.g. What do I want to say? How should I organise it? I am going too fast; slow down. Frequent and systematic conferencing with student to help them realistically appraise their academic and personal growth and set goals accordingly.
Wide Midfielder
Dribbling at Pace and Acceleration This is another very important attribute. If a winger is good at dribbling, he will be able to easily get past full-backs and other defenders to allow him space and time to deliver a cross into the area. A good dribbler of the ball is extremely effective as a winger if his dribbling skills are coupled with good technical skill, pace and acceleration to beat the full back one-on-one.
Stamina A wingers job involves a lot of running up the touchline. In order to cope with this, they need to have strong stamina. If they do not have this attribute, they will eventually fade out of the game. They must also be prepare to link with the FB and cover defensively. Agility This reflects how well a player can start, stop, and move in different directions at varying levels of speed (pace). It ties in with the pace, acceleration, and balance attributes as they work together in the match engine, especially when a player is running with the ball.
Height, Heading and Jumping Ability Many teams like to play a long ball game. Hoofing the ball directly over the top of the midfield and up to the big striker is a popular strategy with some lesser teams. If your centre-backs are good at heading, they will be able to win the aerial battles and clear up anything that is hit into the air. Centre-backs with good heading and jumping ability are a big threat at attacking set-pieces and can score many goals when attacking.
Lone Striker
Strength when competing for the ball This can be used to a strikers advantage when holding up the ball for other players. A strong player can use his physical presence to impose himself on the defence. He can use his body to hold off defenders while support from his team mates arrives. Pace This is a players top speed. Whereas acceleration reflects how quickly a player can attain their top speed, pace is that top speed and together with stamina and natural fitness, is how long they are able to maintain that pace in both short bursts and over the course of a match. A player will naturally be a shade quicker without the ball than with it. Acceleration This s how quickly a player can reach top speed (pace) from a standing start.
Progression 1
Task: 1b. i
Description Central Defender starts between three cones Side step, track back , move forward between the yellow cone. On call explode to numbered cone then back peddle to starting zone
15-20m
1 2 3 4
Desired Outcome
Conditions 1. Distance = 15-20 m 2. Rest Duration = 1 constant run with a 2 minute rest between each set 3. Intensity= Medium- High 4. Frequency = 3 sets of 5 reps 5. Velocity = Fast 6. Stimulus = Call of server to close the space (reactive)
To be able to press and close down the space between space and ball early Show weaker foot
Progression 2
Task: 1b. i
Description Central Defender starts between three cones jumping for height heading a ball for distance from a server Side step, track back , move forward between the yellow cone. On call explode to numbered cone then back peddle to starting zone
S
15-20m
1 2 3 4
Desired Outcome
Conditions 1. Distance = 15-20 m 2. Rest Duration = 1 constant run with a 2 minute rest between each set 3. Intensity= Medium- High 4. Frequency = 3 sets of 5 reps 5. Velocity = Fast 6. Stimulus = Call of server to close the space (reactive)
To be able to press and close down the space between space and ball early
Progression 2
Task: 1b. i
Description Central Defender starts between three cones jumping for height heading a ball for distance from a server Side step, track back , move forward between the yellow cone. On call explode to numbered cone and close down the attacker with the ball. Attacker must try and score between the blue gates. Defender clear through the yellow gates
S
15-20m
1 2 3 4
Desired Outcome
Conditions 1. Distance = 15-20 m 2. Rest Duration = 1 constant run with a 2 minute rest between each set 3. Intensity= Medium- High 4. Frequency = 3 sets of 5 reps 5. Velocity = Fast 6. Stimulus = Call of server to close the space (reactive)
To be able to press and close down the space between space and ball early Put on weaker foot Close down on first touch
Progression 2
Task: 1b. i
Description
1 server, 1 attacker and 2 defenders. -40 x 40 pitch. Attacker attempts to play the ball through the blue gates Defenders pass through the yellow gates Variation
The defender can drop off and let the other player do the pressing, she then herself tries to intercept on the blind side.
Desired Outcome 1. Work in pairs, make appropriate decisions when trying to win the ball back. The server plays the ball in low to striker. 2. The attacker aims to get away from the defender and make space, here she tries to move down the right wing. Meanwhile defender, after correctly judging the attacker's actions, moves across on the blind side to intercept. 3. Defender intercepts the ball and plays into target
S
Conditions 1. Rest Duration = 2 mins constant run with a 1 minute rest between each set 2. Intensity= Medium- High 3. Frequency = 3 sets and rotate position 4. Velocity = Fast 5. Stimulus = Call of server to close the space (reactive)
Progression 1
Task: 1b. i
S 2 3
30m
Description Wide midfielder accelerates between first set of cones and passes infield to server.
Accelerate to second set of cones and decelerate through and crosses the ball into the 18 yard box to 2 attacking players
Back peddle to third set of cones, quick turn and accelerate to end cones keeping an eye on the result of the crossed ball
Conditions 1. Distance = 50 m x 2 2. Rest Duration = 2 minute between reps 3. Intensity= Medium to High 4. Frequency = 6 reps 5. Velocity = Medium to fast 6. Stimulus = Deliver the cross as quickly as possible (proactive)
Desired Outcome To develop acceleration and speed of attack in wide areas. To control deceleration , backwards jockey and turn to accelerate and recover
Progression 2
Task: 1b. i
30m
Description Wide midfielder accelerates between first set of cones . Dribble at pace, accelerating to the bye line and cross the ball into the 18 yard box
Back peddle to second set of cones, quick turn and accelerate to end cones keeping an eye on the result of the crossed ball 2 defender s and 3 attackers in 18 yard box
Conditions 1. Distance = 50 m x 2 2. Rest Duration = 2 minute between reps 3. Intensity= Medium to High 4. Frequency = 6 reps 5. Velocity = Medium to fast 6. Stimulus = Deliver the cross as quickly as possible (proactive)
Desired Outcome To develop acceleration and speed of attack in wide areas. To control deceleration , backwards jockey and turn to accelerate and recover
Progression 3
Task: 1b. i
30m
Description Wide midfielder accelerates between first set of cones . Dribble at pace, accelerating to the bye line ,zig -zag and swerving around the cones, and cross the ball into the 18 yard box
Back peddle to second set of cones, quick turn and accelerate to end cones keeping an eye on the result of the crossed ball 2 defender s and 3 attackers in 18 yard box
Conditions 1. Distance = 50 m x 2 2. Rest Duration = 2 minute between reps 3. Intensity= Medium to High 4. Frequency = 6 reps 5. Velocity = Medium to fast 6. Stimulus = Deliver the cross as quickly as possible (proactive)
Desired Outcome To develop acceleration and speed of attack in wide areas. To control deceleration , backwards jockey and turn to accelerate and recover
Progression 1
Task: 1b. i
Description Anchor Midfielder P1 works with P2. Working in pairs, P1 faces P2 in side the inner coned zone P2 holds around P1 waist (use a towel) and creates some resistance as P1 back peddles to any inner cone
On call of a number, P2 releases P1 who explores into a turn and sprint to nominated outer cone
5m
P2
10m 1 2 3
P1
2m 6 5 4 Conditions 1. Distance = 15m 2. Rest Duration = Walk recovery between each rep. 3 minute between each rep 3. Intensity= Explosive 4. Frequency = 1 set of 6 reps 5. Velocity = Fast/ walk-back recovery 6. Stimulus = Turn and close down the opponent on the turn (proactive)
Desired Outcome To anticipate the direction of the pass, by keeping your eye on the ball, balance, while covering backwards. To turn, accelerate and cover quickly
Progression 2
Task: 1b. i
Description Anchor Midfielder P1 works with P2. Working in pairs, P1 faces P2 in side the inner coned zone P2 holds around P1 waist (use a towel) and creates some resistance as P1 back peddles to any inner cone
On call of a number, P2 releases P1 who explores into a turn and sprint to retrieve a ball played in by the server
5m
P2
10m 1 2 3
P1
2m
7 6
5 4
s
Desired Outcome To anticipate the direction of the pass, by keeping your eye on the ball, balance, while covering backwards. To turn, accelerate and cover quickly
Conditions 1. Distance = 15m 2. Rest Duration = Walk recovery between each rep. 3 minute between each rep 3. Intensity= Explosive 4. Frequency = 1 set of 6 reps 5. Velocity = Fast/ walk-back recovery 6. Stimulus = Turn and close down the opponent on the turn (proactive)
Progression 3
Task: 1b. i
Description Anchor Midfielder P1 works with P2. Working in pairs, P1 faces P2 in side the inner coned zone P2 holds around P1 waist (use a towel) and creates some resistance as P1 back peddles to any inner cone
On call of a number, P2 releases P1 who explores into a turn and sprint to player and tackle them, whose aim is to beat player 1 and dribble over the blue line
5m
P2
10m 1 2 3
P1
2m
7 6
5 4
Conditions 1. Distance = 15m 2. Rest Duration = Walk recovery between each rep. 3 minute between each rep 3. Intensity= Explosive 4. Frequency = 1 set of 6 reps 5. Velocity = Fast/ walk-back recovery 6. Stimulus = Turn and close down the opponent on the turn (proactive)
Desired Outcome To anticipate the direction of the pass, by keeping your eye on the ball, balance, while covering backwards. To turn, accelerate and cover quickly
10
Progression 1
Task: 1b. i
Description Lone Striker ( P1) is resisted by defender (P2) by holding a towel between cone A and B P1 stands on B and P2 on A P1 accelerates to cone C as hard a possible, swivels quickly and runs to cone A and tries to beat P2
P2
P1
10m
Conditions 1. Distance = 10m 2. Rest Duration = 3 minute recovery between sets 3. Intensity= Explosive 4. Frequency = 2 sets of 6 reps 5. Velocity = Fast on the turn 6. Stimulus = Beat partner on the turn (proactive)
Desired Outcome To peel off to get into a space quickly to receive a pass and shoot for goal
11
Progression 2
Task: 1b. i
Description Lone Striker ( P1) is resisted by defender (P2) by holding a towel between cone A and B P1 stands on B and P2 on A P1 accelerates to cone C as hard a possible, swivels quickly and runs to cone A
Server passes ball into the 18 yard box for P1 to shoot first time
A P2
P1
10m
Conditions 1. Distance = 10m 2. Rest Duration = 3 minute recovery between sets 3. Intensity= Explosive 4. Frequency = 2 sets of 6 reps 5. Velocity = Fast on the turn 6. Stimulus = Beat partner on the turn (proactive)
Desired Outcome To peel off to get into a space quickly to receive a pass and shoot for goal
12
Progression 3
Task: 1b. i
Description Lone Striker ( P1) is resisted by defender (P2) by holding a towel between cone A and B P1 stands on B and P2 on A P1 accelerates to cone C as hard a possible, swivels quickly and runs to cone A
Server passes ball into the 18 yard box for P1 to shoot first time
P2 becomes a defender
A P2
P1
10m
Conditions 1. Distance = 10m 2. Rest Duration = 3 minute recovery between sets 3. Intensity= Explosive 4. Frequency = 2 sets of 6 reps 5. Velocity = Fast on the turn 6. Stimulus = Beat partner on the turn (proactive)
Desired Outcome To peel off to get into a space quickly to receive a pass and shoot for goal
13
Task: 1b. ii
Description One player is nominated to stand in the middle of the designated area, the rest at one end On call, all players run, dodge and weave pass the player in the middle, without getting caught and attempt to get to the other side If caught, the player joins the middle and help capture the rest of the opposition
Conditions 1. Distance = 20-30 m 2. Rest Duration = 2 minute recovery 3. Intensity= Explosive 4. Frequency = 3-4 minute game 5. Velocity = Fast 6. Stimulus = Beat your opponent (reactive)
14
Task: 1b. ii
Description One player is nominated to stand in the middle of the designated area, the rest at one end On call, all players dribble, dodge and weave pass the player in the middle, without being tackled and attempt to get to the other side If tackled, the player joins the middle and help capture the rest of the opposition The ball is placed outside the grid
Conditions 1. Distance = 20-30 m 2. Rest Duration = 2 minute recovery 3. Intensity= Explosive 4. Frequency = 3-4 minute game 5. Velocity = Fast 6. Stimulus = Beat your opponent (reactive)
15
Task: 1b. ii
Description All cones are turned upside down The players are split up into two teams. On call team 1 turn over all the blue cones , tem two turn over the red cones. At the same time each team try to turn the oppositions cone up -side down. The winning team is the team with the largest amount of cones turn the right way up.
Conditions 1. Distance = 20-30 m 2. Rest Duration = 2 minute recovery 3. Intensity= Explosive 4. Frequency = 3-4 minute game 5. Velocity = Fast 6. Stimulus = Beat your opponent (reactive)
16
Task: 1b) iii Theme: Speed Training Small Sided Game Playing Model: 4-5-1 Starting Position Goalkeeper distributes wide Rules/ Conditions
6 v 6, half pitch This is a possession game that uses the keepers. Instead of trying to score, each team tries to pass the ball from one keeper to another. Keepers can play the ball with their hands. In attack : Attacking principles of play. Always look to get the ball forward and to the keeper. especially, right when you get it from the keeper. Counter attack often. Since the flow of play changes quickly, players get practice in the back and front. In defence: Must have pressure on the ball. Quickly get behind the ball when possession is lost. Prohibit counter attacks. Keeper distribute to wide areas. Wide players run one-on-one. Players must stay on own zone except for attacking midfielder who can play in both halves
2v2
1v1
Attacking midfield can play in both halves
1v1
Points Differential: Team players to goal keeper = 10pts Beat opponent for pace = 10pts Opposition intercept/ out runs opponent = -10pts Goal Keeper Receives 10pts Beat Opponent for Pace 10pts Opponent Intercepts/ Out Runs -10pts
3v2 R1 R2 R3
Wide Midfielder:
Must be adaptable to rotate position within the diamond. Able to take on the attributes of an anchor and attacking midfielder Not so important for the wide players to be quick as this formation encourages the full backs to advance and overlap
Anchor Midfielder:
Must be quick to accelerate back into a defensive position and support/ screen the back four. Can not rely on a second screen as in a 4-5-1 Keep shape and avoid the diamond becoming a flat 4-4-2
Striker:
Unlike the lone striker, the forward player in this formation must be able to link with the second Striker in close proximity Strong in the air to win the ball and lay-off, flick on to the advancing second striker Not required to drop in deep into the midfield to link with the attacking midfielder in the 4-5-1 formation
17
Task; 2a) 6 v 6 Small Sided Game, Aerobic High Training System Theme: Pace Playing Model: 4-5-1 Starting Position: GK plays wide Rules/ Conditions
Number of Players: 6 v 6+ 3 goalkeepers. Each goalkeeper defends one goal. Organisation: A team can not score in the same goal twice in a row, unless the other team has touched the ball. Description: Normal play. Both teams can score in all three goals. If a team scores a goal, it receives a new ball from one of the other goalkeepers. Time Intervals:2 min of exercise, 1 min of rest. Variations: Another team can be added. Then, each team is defending one goal and attacking two goals. The number of ball touches is limited to a maximum of two.
Goal = 10 pts
R1 R2 R3
18
Task; 2a) 6 v 6 Small Sided Game, Aerobic High Training System Theme: Strength and Pace Playing Model: 4-5-1 Starting Position: Wide player plays into the middle zone Rules/ Conditions Area: Half a soccer field divided with two small outer-zones and a large middlezone. Number of players: 6v6 Organisation: One player (outer-player) is positioned in each of the outer-zones whereas the other players are in the middle-zone. Description: The team must transfer the ball from one outer-player to the other. Rules: An outer-player has a maximum of two touches to pass the ball to a player from the team that it was received from. If he fails, or if the ball is played out of the playing area, the other team gets possession of the ball. Time intervals: 2 min of exercise, 1 min of rest. Points Differential:
If a team manages to transfer the ball form one outer -player to the other and then back to the first, without the ball being captured by the opposing team.= 10 points After scoring a point the team can continue and score another point by transferring the ball to the opposite outer-player.
R1 R2 R3
19
Task; 2b) 11 v 11 Small Sided Game Theme: Strength and Pace Playing Model: 4-5-1 Starting Position GK distributes wide Rules/ Conditions Area: Full football field divided with two outer-zones and a large middle-zone. Number of players: 11 v 11 Organisation: FB and WM (outer-player) is positioned in each of the outerzones only whereas the other players must stay in the middle-zone. Description: Each team must transfer the ball from one outer-player to the other. Rules: An outer-player has a maximum of three touches to pass the ball to an inner player Time intervals: 5 min of exercise, 2 min of rest
Points Differential:
If a team manages to transfer the ball form one outer -player to the other and then back to the first, without the ball being intercepted .= 10 points After scoring a point the team can continue and score another point by transferring the ball to the opposite outer-player or cross for scoring opportunity. Goal = 10 points
Goal = 10 points
R1 R2 R3