Defending – the basics

1v1 defending

This session is suitable for players aged 8 and upwards.

Skills required: the players should be able to control and pass with some confidence

Equipment required: cones and footballs.

Number of players: groups of three, four and five.

Start the session with a suitable warm up and finish with a SSG.

Organisation

Grid size: 20m x 10m
1 server and 1 receiver face each other on opposite sides of the grid. A defender (player 1 in the diagram below) waits just outside the grid halfway along the side line.

The server (player 2 in the diagram) passes the ball to the receiver (player 3). The player waiting outside the grid runs into the grid to defend and stop the attacker passing the ball back to the server.

The receiver must try to beat the defender and return the ball to the server.

1v1 defending

Rule

The defender only moves after the receiver has touched the ball.

Coaching points

The defender must start with good strides and end with short steps.

He should show the attacker the side he wants him to go, (the defenders best foot).

Key Points

Switch on, concentrate (attitude). When and where does defending commence? As soon as possession is lost you must be mentally prepared to defend. You must be able to read the situation, the player in possession and other attacking and defensive players activity. We are at our most vulnerable when the ball is lost because players have been drawn out of position.

Nearest man to the ball should apply pressure on the ball by moving into a position within 2-3 yards of their opponent.

Angle of approach in order to adopt the correct challenging position the defender must make up ground while the ball is travelling (travel as the ball is travelling) and get into line between the ball and the goal or target area.

The defender’s job is to reduce passing angles and space for the man on the ball to play in and to make passing targets predictable.

The defender should approach his opponent as fast as he can while the ball is travelling in order to make up ground. It is important, however, for the defender to have slowed his approach by the time the football has reached the opponent.

If he continues at speed when the the opponent has the ball under control he will find it difficult to change direction, so the attacker will be able to beat him with a trick or a sudden side movement. The approach by the defender should be slowed, and a balanced position should be adopted, just before the ball is brought under control.

Quick closing down can force technical and tactical errors by making opponents perform quicker than they are capable of. Make sure he doesn’t beat you on the first touch, therefore don’t close down too close or too fast or he will nick it past you. Be aware of give and goes with supporting players.

Closing down the last few yards by slowing down (small strides). If the defender is five to six yards away from the attacker when the ball is brought under control, his task is to close down the last three to four yards.

Side on approach, inch in, face the same way. Slightly crouching, the defender should adopt a sideways on position and edge in slowly towards the attacker. Gain the initiative by pretending to tackle or feinting so the attacker looks down and the ball and tries to defend it.

Force him one way, onto your best foot, into players, down the line or across the field. Make play predictable. Show where you want him to go and make him go by getting there early.

Closing down. Get in position with a gap between your legs, get down and stay down and resist putting first foot forward. Is he too tight too soon or too loose so that the attacker can easily control the ball?

Jockey the attacker. The idea of jockeying is to delay or break up the attack by preventing the player on the ball from playing forward (or sometimes sideways) by keeping in front of him or by getting your body between the attacker and the goal.

The defender backs off slightly and waits for the attacker to commit himself, keeping their eyes focused firmly on the movement of the ball and not the player. The defender must get low, slightly half turned and stay balanced on their toes with their body weight evenly distributed between both feet so they can edge close to the ball, have the option of tackling or springing off if required.

Keep your opponent at arm’s length so you are a good distance to tackle if possible. You don’t need to tackle the important thing is to prevent them playing forward. Don’t make it easy for the attacker by diving in or moving too fast or too close, be patient and track the attacker who is in front of you.

Be Patient, don’t jump in and wait for the Cavalry. Time, in these situations, time always favours the defender. If the attacker has control of the ball, the temptation to try to win the ball must be resisted by the defender. Remember, fools rush in, usually fall over, and present the opposition with a numerical advantage.

End product. Intercept and create, spoil and recover, contain and stick and tackle.
Clearances you must you be first by meeting the ball as early as possible with determination. Look for height, distance or width. Height favours the defence and buys time.

Recovery Runs with lots of positive attitude: recovering defenders should understand their lines of recovery. The run should be a direct line to their own goal. When the ball is put into wide areas wide full back furthest from the ball should run in line with the back post, far post should run mid goal, mid goal should mark near post, near post should go to the ball. Once goalside the options are can I win the ball, can I cover a challenging player, can I mark someone or can I mark space.

Remember…if you can win the ball, tackle decisively but don’t jump in.

Progression 1 v 2

1v2 defending

Try to hold them up so players can get back and help. So don’t dive in, keep your distance to give you time and ease toward the side of the ball. Open your body so you can see both attackers and the ball and listen to communication around you.

  • Organisation as above except now two attackers.
  • Defender must look to retreat and recover. Line of recovery.
  • Keep distance to give time.
  • Ease toward side of the ball.
  • Open body stance.
  • Show where you want the ball to go.
  • Angle and distance between players.

Progression 2 v 2

2v2 defending

Organisation as above except, the extra defender stands on the other side opposite the first defender.

Defenders should wear bibs.

Look at forcing play in one direction, angle of approach.

Support for challenging player. Communication, angle and distance.

Recovery runs.

Key terms

  • Closing down

This involves reading the situation, the player in possession, your immediate opponent and any other players’ movements. When preparing to close down you should focus on the ball and your opponent and get your stance, movement and readiness to react right. The timing of closing down is important, you should be aware of when the pass is certain and as it is released so you can travel as the ball is travelling. The approach should be fast as the ball travels but slow on approach, where do you want to show him with your angle of approach and observation of receiving players touch or movement. Don’t jump in but approach with controlled deceleration.

  • Pressing

Move quickly into a position within 2-3 yards of an opponent so you reduce his passing angles and space which to operate in. Make passing targets predictable by showing him one way and force technical and tactical errors by making opponents perform quicker than they are capable of. Supporting players must move into position quickly to reduce his decision making.

  • Jockeying

This involves the defenders intention to show or hold up the player. It takes into account the characteristics of the opponent:

If he is better on his right or left foot,
Does he like to come inside or outside
Does he like to shoot, dribble or pass

This depends on If the play is overloaded and how far are we from goal. It also involves limiting the operating choices and options as well as gaining control of the situation by having correct distances, angles and changes of position. The defender must be aware of possible, and speedy changes of position and balance. Making play predictable by patience and decision making. Decisions to push the opponents in which direction and why, and to work the opponent and when to tackle.

  • Marking

Marking involves allowing an opponent to receive a pass under limited and controllable conditions as well as preventing him from receiving a pass. Preventing an opponent turning and discouraging the man on the ball to pass to the man your marking. You will have to be aware of marking distance, angle, stance and movement, changes of position as well as body shape. The marker will have to make the following decisions:

Can I intercept and then create
Spoil and recover
Contain,
Push back and stick
Tackle

  • Recovery runs

Central areas. Get goal side in the most direct route to goal and then reassess your situation. Can you challenge, mark another attacker, cover space or prevent the player running directly at goal.
Wide areas. Your run should be in a line with the near post if you are out wide and not at the wide man if he is going to cross and you can’t get there. If you run in a line towards the near post then you can prevent him from coming inside and maybe you can block the cross.

  • Stance

Use your arms for balance, you should crouch as low as you can so that you are ready to spring. Your weight should be over your toes so that you can move quickly into action.

  • Delaying

A very important way of preventing an emergency situation from happening is to delay your opponents as long as possible.

Basic goalkeeper training – footwork and positioning

Footwork

Footwork training starts off every season. Basic footwork drills and warm-ups are used throughout the rest of the season for warm-ups and repetition. Even when training other topics, don’t let them forget good footwork.

Warm Up (10 min)
After jog & stretch, and introduction of basic steps (shuffle and crossover) if necessary, do footwork mirroring. Coach or leader move back and forth with good footwork, varying speed and with quick changes of direction, players mirror the leader. Using a speed ladder can also be a great warm-up for this or any other session.

Make sure players stay light on their toes, knees bent, and keep their shoulders square to the leader.

For beginners, here’s a great demonstration of why keepers need to be on their toes. First, have the players stand lightly on their toes and tell them to jump as high as they can. They should easily be able to get off the ground. Then, tell them to put their weight on their heels and jump again. This time they won’t go anywhere!

Ready Position (5 min)
Do footwork mirroring again, but now the coach or leader will call “Shot!” every so often. When he does, keepers must instantly come to the ready position. Then keep moving. Then, the leader gets a ball and dribbles back and forth with the players tracking the ball; occasionally the leader fakes a shot and the keepers must come ready.
Make sure keepers are still light on their toes when in the ready position, not on their heels.

Footwork to cones (20 min)
Players in pairs, each pair with two flat cones. Place cones 6 paces apart. Players face each other across an imaginary line between the two cones; one player is the leader, the other is the follower. Leader uses good footwork and attempts to touch just outside either of the cones before the follower can touch just inside; if they are successful, they get a point. After a set length of time (30 sec for younger players, 60 sec for older), rest, and then switch leader and follower. Winner has the most points after the two rounds. Rotate winners so players get different match-ups.

Keep shoulders square. Do not stretch for the cones — keepers should use quick footwork to get all the way behind the cone. Use the crossover step to accelerate away from the follower. This is an exhausting drill, so allow a good amount of time between rounds for rest.

Warm Up Hands (5 min)
Now we get the goalkeeper’s hands involved. Again in pairs, with a ball, players simply shuffle back and forth over about 10-15 yards tossing the ball back and forth. Simple throws for the first couple of minutes, then have the players intentionally throw the ball just off to the side of the other keeper.
Don’t allow poor hand position on catches. Adjust shuffle steps so the body is behind the ball; even if the keeper has to reach for the ball, they should quickly use the feet to get the body behind it.

Footwork Through Cones with Catch (20 min)
Set up a line of 6-8 cones (use multiple lines if you have more than three or four keepers). Coach or server is 5 yards from end of the line; players at other end. Each player quickly shuffles side to side through cones, finishing by saving a ball hand-served slightly off target. Next, move the cones into a zigzag with 2-3 yards in between. Now keepers must use a crossover step between cones, with a quick shuffle around them, finishing with a save. Progress to finishing with a save off a out-of-hand volley or shot off the ground.

Footwork should be quick, and keepers should come ready for the shot as they round the last cone. Once ready, keeper should be light on their feet and able to still quickly get their body behind the ball for the save. Balls should be served within “footwork” distance; do not allow dives.

Mirroring with Saves (15 min)
Players in groups of three (each group in front of a net, if possible). One keeper stands in front of net, or cones marking an 8-yard long line. Shooter stands 10 yards away with ball on the ground, third player stands behind shooter. Third player begins side-to-side footwork with the keeper mirroring. At a random point, shooter strikes ball at the keeper. Keeper, while moving, must time the shooter, come to the ready position, and make the save. Keeper gets three shots, then rotate positions. You can make this a competition to see who gets the most saves.

Shooter should serve the ball within “footwork” distance of the keeper; do not allow dives. Similar coaching points to previous exercise.

Shots on Goal (15 min)
Take shots on goal from 14-16 yards out and have keepers make saves using good footwork (no diving). For young keepers, you can stipulate that shots must be below waist level, or even on the ground. Give each keeper one or two shots, then rotate keepers/shooters. Challenge the keepers as a group to see how many saves they can make.
Encourage quick feet, and insist the keepers get all the way behind the ball — no reaching out, and if they must, they should finish the motion by ending with the body behind the ball. Make sure keepers start on their toes before the shot comes; small “training bounces” will help.

POSITIONING

Simply being in the right place at the right time is critical for successful goalkeeping. The positioning demo can be dropped (or briefly reviewed) for more experienced keepers; use the time for more of the game-like exercises at the end.

Warm Up (10 min)
Jog and stretch, light footwork mirroring exercise, simple catch in pairs to warm up the hands.

Positioning Demo (15 min)
Have three ropes set up beforehand; one tied to a stake at the center of the goal line, one tied to each post. Place a ball out near the edge of the penalty area, off center, and explain the center line and covering the posts. You can move the ball and ropes around the edge of the penalty area to demonstrate the goalkeeper’s arc (see the Positioning page for a brief description of this). Don’t forget to point out they need to be “outside” the near post on shots from an angle.

Make it clear that this positioning is a general starting position for facing shots; crosses and breakaways are handled a bit differently. It is helpful, but not absolutely necessary, to have the field markings on the grass for this demo.

Two-Sided Saves (15min)
Keepers in groups of three, with two cones 6 yards apart. One keeper stands between the cones, the other two players are about 8 yards away, one on each side of the cone “goal”, with balls. Keeper faces one player, who shoots a ball at keeper who makes the save. While the keeper is making the save, the player behind them is moving their ball to a new position. After keeper makes the save, they must turn, find the ball and the other shooter, get in good position and save the shot from the second shooter. The keeper immediately turns and find the other ball and shooter, who has also moved to a varied position, and save the next shot. Each keeper makes 5 saves in succession, then rotate positions. Encourage shooters to serve balls from all angles.

The keeper’s arc for this 6-yard “goal” is smaller, but keepers need to quickly check the posts and find good position, along the center line and far enough out to cover the posts. Make sure the keepers, after turning, move through and out in front of the cones, off the goal line, to make the save.

Colour-Coded Shots (20 min)
Place four differently-coloured cones, bibs or other objects in an arc around the goal, about 16-18 yards away from the goal. At least one should be at an acute angle close to the goal line. At each cone, there is a shooter and several balls. Keeper starts at one goalpost. The coach calls a colour. The keeper must quickly find that colour object, get in good position along the arc, and make the save. Coach calls next colour, and so on until the keeper has faced four shots. Then rotate keepers. First time through, have the shooters evaluate the keeper’s position and help adjust them if they are not properly positioned. The second time through, the colour call and the shot come immediately after the previous save. If the shooter thinks the keeper is out of position, they should try to take advantage of it.

Make sure the keepers check the posts as they move to be sure of their positioning. Keepers need to be off the goal line and outside the near post, along their arc. Footwork comes into play here too; the keeper should try to be in proper position before the shot is taken, if possible. Don’t hesitate to “freeze” the keeper after a shot and correct their position if necessary.

Follow the Bouncing Ball (15 min)
This is similar to Colour-Coded Shots, except now the keeper must track a moving ball. Put 3-4 players in a similar arc around the penalty area, and one keeper in the net. There is one ball. Players pass the ball around the arc; the keeper must use footwork and positioning to track the ball. At any point after 3-4 passes, a player may elect to take a shot, particularly if they feel the keeper is out of position. Each keeper saves three or four shots, then rotates out.

Similar coaching points to the previous exercise. The field players should try to quickly move the ball side-to-side to try to get the goalkeeper out of position.

Moving Ball plus Defenders (15 min)
Take the “Follow the Bouncing Ball” exercise, and now add one or two players as defenders who can pressure the ball but not tackle it away or intercept it. This adds a match-related condition to the exercise.
This exercise is a good one to use in a team training environment, and make it a more match-condition exercise, by adding more players in a larger area. The offence should always be numbers up (e.g. 5v2+K or 6v3+K) and encouraged to quickly switch the point of attack.

You’re outa here!

Outa here

Outa here

This is a small sided football coaching game that can be varied from 1v1 to 4v1. It is fast paced and requires good dribbling, passing, shooting skills and teamwork.

Cone off a small rectangular area just a little smaller than the penalty box. Divide the players evenly into 2 teams of about 4 to 6 players.

Start with a player from each team in the area, toss the ball in and have them play 1v1 until one player scores or the ball goes out of bounds. Each score is worth one point and you play to 10 or 15.

Here is the twist. When one player scores not only do they get one point but they also get a teammate to join them in the next scrimmage thus making it a 2v1. If they score again that time they get another point and another teammate to go 3v1 the next time. This continues until they succeed at a 4v1. Then you start over at 1v1 again.

Change the lone defender each time the other team scores with a new player.

Yes, the defender is at a progressive disadvantage as the other team scores because they get an additional player, but remember all that defending player has to do is kick the ball out of bounds (clear the ball) and all the players leave the area to start over at 1v1.

It will amaze you how many times the team with 3 or 4 players will waste their numerical advantage by not passing well, or fumbling the ball out of bounds. They might not talk to each other and sometimes a “ballhog” may lose it to the lone defender while all the others watch. Furthermore, it is refreshing to see the outnumbered lone defender “rise” to the occasion, stop the “odd-man” rush, and clear the ball thus returning the game to 1v1. The team with numbers will have to learn to pass quickly with 1 or 2 touches or “THEY’RE OUTTA HERE!“

There is lots the coach can impart in a drill like this especially emphasizing 2 touch passing, teamwork and patience.

If you really want to emphasize the passing game, make it a requirement that each player touches the ball before they can shoot and score. They will learn to work it around the area with square passes and trail passes before they work it in for a shot.

The only real disadvantage to this game is that your kids will want to play it all the time!

Wrestlemania

Have all team members choose a partner. Use markers to define a playing area about the size of a centre circle or smaller if you have few players. One ball between two.

One of each pair sits on ground, randomly placed in the area. Those that remain standing are to dribble around in the area, keeping the ball away from seated players. Those seated can grab any ball that comes within their reach. If a seated player gets a ball then they play keep away with other seated players – throwing the ball from seated player to seated player.

Standing players who lose the ball must retrieve it with their hands and resume dribbling. Encourage them to physically wrestle the ball from the seated player. Cheer them on!

Switch the seated with the dribblers after about 2 minutes.

Options: Have the dribblers only use only one foot or have them dribble at a seated player and cut the ball in with either the inside or the outside of their foot. Or the dribblers can dribble at a seated player and use the sole of their foot pull the ball back and make a 180 degree turn.

Coaching point: Dribblers should use soft touches so the ball stays close to them at all times and under control.

We need help!

We need help

We need help

Set up

Grid 20 x 30 yards. This is a football coaching drill for eight players. Use two goals.

There are two teams of four football players. One team wears bibs. Two cones, 1 yard apart, mark the goals at each end of the 20 x 30 grid.

Play starts with one player from each team going 1 v 1 attempting to score. Each time a goal is scored the team not scoring adds a player until there is a 4 v 4 set up. At this point, each time a goal is scored the team scoring takes away a player. Play ends when one team gets all of its players off the field.

Scoring System

1 point-goal with more players

2 points-goal with even number of players

3 points-goal with less players

5 points-bonus for first team to get players off

War!

War!

War!

Setup: 20×40 grid with both ends of the grid open. Place a set of cones about 3 feet apart in the middle of both ends. These are your goals. After you have set up the field, divide your players into two equal teams.

The teams line up outside the grid opposite each other. Assign each player a number.

How to play: The coach starts the game by tossing the ball inside the grid and calling a number.

The players of that number from each team run into the field of play and try to score through the opposite goal.

If you want to emphasise close control, make it a condition that a goal can only be scored if they have control of the ball and be no more than two steps away from it when the ball crosses the line. If they do not have control or are more than two steps away from the ball, the goal does not count.

Alternatively, you can encourage quick shooting by allowing the children to shoot as soon as they get a sight of goal.

Defending techniques, (closing down, positioning between the attacker and the goal, not ‘diving in’), can also be emphasised and reinforced in this fun 1 v 1.

If the ball goes out of the grid, throw another ball in to keep the game flowing. Try throwing it in high so your kids can practice controlling a bouncing ball.

Once a player scores, award that team 1 point. First team to score, say, three points wins.

After players are back into position call out another number.

To make the game more interesting, call out a second number while the first pair are playing. Now you have a 2 v 2 team situation. Now you can focus on defensive techniques, communication, quick passing and running off the ball.

You can add an element of conditioning if the children have to run right round the marked out area when their number is called, entering the field of play through the opposite goal.

Ensure both teams stand in the goalmouths while they wait for you to call out a number!

Trick or treat?

This simple dribbling drill was suggested by Ivan Mann, a coaching colleague from the soccercoach-l mailing list. It also makes a good warm up exercise for younger children.

Set Up and Execution

Make a square with pretty small sides – players line up on each side. Put an adult in the middle of each side (that means four adults) holding a dozen or so flat cones (you could use anything else similar size and shape). 50 cones or 50 slips of construction paper will do.

On a go signal, players dribble across the square, stop the ball with a foot on it, say “Trick or Treat”, take a cone from an adult, turn the ball, dribble back across, take a cone, etc. When all the cones are gone, who has the most?

This requires dribbling at speed, avoiding the clump in the middle, controlling the ball around an opponent, but minimal coordination holding the cones.After a few rounds dribble across the square, dribble around the coach, and then stop the ball, say “Trick or treat,” etc. Or place the adults randomly in the square, moving at a walking pace. This makes them keep their heads up and look for the target (i.e. the adult)

Triangle tag

Objective: To require participants to protect and take responsibility for their teammates, co-operate with group members, use strategic deception to gain competitive advantage and project a confident appearance throughout the contest.

Equipment: none

Space: several 10-yard grids (as in a football field)

Numbers: groups of four

The Game:
Three of the four players for a circle or a triangle. They link arms at the wrist, shoulders or elbows, and are never allowed to break that connection. The 4th participant is outside the circle/triangle and is designated the tagger. One of the 3 in the triangle is designated the target and the job of the other two members is to shuffle, move, spin and otherwise protect the target from being tagged. This competition continues for 15 seconds and then someone else is designated the tagger and the game continues. The goal is to have everyone take turns being a protector and one turn being a tagger. Keep track of wins and losses as a protector and as a tagger so that all four players are competing for the best win-loss record.

Lesson:
This is a game of intense physical competition. Players have to act as if they’re doing one thing and then do another, fake one way and then go another. They have to act as if they are going to sneak over the back when they’re really coming up from the bottom.

Debriefing:

  • How competitive were you in this game?
  • How competitive was your team?
  • How did you react when a teammate was tagged?
  • How did that teammate react?
  • What does this exercise teach about winning and losing?
  • How did the tagger act when she was successful? When she was unsuccessful?
  • How do these lessons apply to the ‘Act as If’ principle? (playing with confidence … acting as if you’re confident, as if you’re in control, as if you are the dominant player)