Coaching the swarm

Most teams (and new coaches) are thrown into games after just a few practices – well before the coach has had any real chance to teach the players anything. Thus, new coaches often feel intense pressure to “perform” and may take early losses personally. This is silly – and it is important to address this issue with the parents and players at the start of the season. The first few games simply show the skills (if any), which the kids had been taught by any prior coaches – and show their natural athletic talent (if any).

So, the last thing on the mind of a new coach should be concern about early wins. Instead, the focus properly should be on long-term skill development. When this happens, the wins have a way of coming to the most skilled team on the field. Aha, but how does a new coach who knows nothing about soccer get these kids trained and organized, so that they will be the most skilled? The first thing is to use the natural instincts of the players to your best advantage, while working on improving those instincts/skills.

If young children are put onto a field with a soccer ball, divided into teams, and just told to use their feet to kick the ball into the goal of the opponent, they will instinctively play “swarm ball” (or “magnet ball” or take the “beehive approach to soccer”). Why? Because they all like to be together and to stay where the action is.

Is the swarm a “bad” thing? Not really. The swarm actually tends to be very effective at shutting down attacks by an opponent – at least until the opponent has learned to spread out on its attacks and has developed the skill to accurately pass the ball to open players. Kids adjust automatically as the swarm becomes less effective, so the size of the swarm becomes smaller over time – even without coaching intervention. In the meantime, there is no harm whatsoever in swarming an opponent when it gets the ball, if the opponent does not have the skill/sense to use the available field space to move the ball around your players.

Thus, the trick is to get your players to learn to spread out on attacks, and to learn to make quick passes to get rid of the ball before they can be swarmed. Simple keepaway games are one of the best tools available to show players that it is easier to keep the ball away from the other team if you spread out. But, before players can be successful at keepaway, they will need to be introduced to basic passing and basic shielding/ball- control. Obviously, no player can hope to move the ball around successfully until he has basic ball control skills, including the ability to stop or slow down/redirect a ball sent to him, shield the ball with his body/feet to keep it from being stolen, get his head up long enough to find an open target, and then have the skill to pass it with reasonable accuracy. Thus, the very first job of the coach is to develop these essential building blocks – as players simply cannot hope to be successful without them. Check out the Practice Plans section for practices which will help develop these skills.

So, what are you going to do while you are developing these basic skills – especially when your first game is next weekend? The first thing which you probably will be tempted to do is to assign fixed positions on the field in order to increase your scoring chances and minimize the risks of counter-attacks (and then to prod/cajole/fuss until the players stay in those positions). You need to avoid this temptation – at least until you understand the risks inherent in fixed positioning. Before addressing how to handle this issue, it is critical that you know the risks involved.

Even though some very good coaches do use positions as a temporary tool to help players to make decisions until they learn fundamental offensive and defensive skills and learn the principles of defensive/offensive support, they are very careful in how they use these tools. As a result, they set positional “rules” to coincide/complement fundamental offensive/defensive support principles, and regularly rotate players through all parts of the field so that they gain experience in applying these principles. Why? Because soccer is a fluid game – and the ultimate goal of any good coach is to develop players with enough knowledge, skill and flexibility to play “positionless” soccer.

Of course, as the age and skill of players increases, it will become clear that some players are better ball-winners than others, while others are better scorers. As a result, by high school age, it is likely that a player will “specialize” in one or two particular areas of the field which best suit his talents. At this stage, coaches will pay greater attention to adopting a formation and style of play which capitalizes on the special skills/talents available, while masking any weaknesses. Even at this age, however, coaches must be mindful of their obligation to work on correcting those weaknesses, instead of merely trying to cover them up.
1. Understanding The Principles of Support and Positioning
a. Basic Defensive Principles and Positioning

The basic job duties of a defender are: “No Get; No Turn; No Pass; No Shoot”. This means that the first job of a defender is to keep his mark from ever getting the ball; then to keep his mark from turning if he gets the ball; then to keep his mark from passing the ball off to a more dangerous attacker; and, lastly, to prevent any shot on goal.

There are 3 basic positions in defence, which are best described by the acronym “PCB” (Pressure-Cover-Balance). The person closest to the ball is called the First Defender, and his job is to provide pressure on the ball.

The second-closest person who is goal-side of the ball (meaning closer to his team’s goal than the opponent) is called the Second Defender. His job is to provide cover (as his job is to immediately become the pressure person if the attacker gets by the First Defender). In addition, the Second Defender frequently will have the additional job of guarding (called “marking”) another off-ball attacker to whom the ball might be passed for a shot. Typically, the Second Defender will chose to mark ball- side of his mark if possible (but will mark goal-side if he cannot provide proper support for the First attacker or if he knows that his mark is much faster than he is, so that he needs a lead to keep from being beaten).

The defender who is in the deepest position (closest to goal) if a line were to be drawn from the attacker to the goal is called the Third Defender, and his job is to provide balance to the defence. In essence, he is providing additional cover for the two primary defenders, and also watching out for additional incoming attackers making runs towards the center or far post areas of the goal.

Regardless of which educational approach is taken, all players should be taught these basic principles, and how to apply them in a game setting. If formations/positions are taught, it is very important that players understand their supporting duties to those players who are immediately around them (e.g., that someone who is a midfielder understands that they will be the pressuring defender if closest to the ball, and that they must loop around to provide cover for the defender behind them – and pick up his mark – if beaten by the attacker). Sometimes, young players mistakenly believe that, unless they have the job title of “defender”, they do not have defensive duties. Thus, it is very important that they clearly understand that these concepts apply to everyone, including those who are “forwards”.
b. Basic Attacking Principles and Positioning

In the attack, there are 3 basic positions. The person with the ball is called the First Attacker. His job is to retain possession while getting the ball as close to goal as possible through dribbling, passing or shooting.

The player(s) within an easy ground pass of the First Attacker are called Second Attackers. Up until the time when the ball is advanced to within scoring range of the goal, the primary role of the Second Attacker(s) is to prevent loss of possession, while still allowing the ball to be advanced forward if at all possible. Prior to getting into scoring range, a single Second Attacker typically will position himself so as to allow short relay passes between himself and the First Attacker (in order to move the ball around the defenders). Of course, the ultimate goal of the attackers is to get the ball past all of the defenders and into unobstructed space within scoring range of the goal. Thus, as the ball moves within scoring range, the role of the single Second Attacker switches from a “safety-first” orientation of keeping possession (which may even mean moving the ball away from goal in order to keep it) to the more active role of setting up a shot on goal by himself or the First Attacker. At this point, the Second Attacker’s objective is to move into a position which will allow the First Attacker to pass the ball into “scoring space” behind or to the side of the defenders (i.e., space from which an immediate shot can be taken). The positioning of the single Second Attacker will depend on the number of defenders to be beaten. Normally, however, a single Second Attacker will position himself on the far side of the defenders and set up within scoring range of the far post area, which allows him to distract and/or pull one defender away from the central goal area (or, if unobserved, to sneak in the “back door” while everyone is watching the attacker with the ball.

Where there are two Second Attackers (close supporters) available, they will position themselves to form a moving triangle with their on-ball teammate, by moving into space between or to the side of the defenders so that the ball always has a clear path to their feet. As the ball is moved into scoring range, one of these players often will abandon his close support role and will become a Third Attacker (although this job also may be taken up by any other off-ball teammate who can fulfill the duties).

The Third Attacker’s job is to unbalance the defence by making deep runs, usually to the far side of the goal. By doing this, the Third Attacker pulls defenders away from the goal mouth, distracts the keeper and defenders in front of the goal, and opens up space in front of the goal which can be exploited by incoming teammates.

All players need to be taught these basic principles of attacking support. In particular, they need to learn the concepts of setting support triangles (basic keepaway) and how to move to create basic 2-man and 3-man attacking support, because these tools are essential weapons used by all soccer players to maintain possession in tight spaces and create scoring chances.
2. Incorporating These Principles Into Your Training

With just a little direction, your players will be able to understand that, if their team sends everyone to the opposing goal, their own goal will be wide-open and vulnerable to a counterattack. But, of course, if everyone stays back to guard their goal, they won’t ever score (and, besides, this would be boring).

Ask them for their solutions for the defensive problem. One of the first suggestions which you probably will get is to leave somebody by the goal. However, when you ask for volunteers, you are likely to find that everyone will want to be in the attacking group.

Well, if nobody wants to stay to guard the goal, then what other solutions are available?

Well, one defensive solution is to have everyone pick one of the players on the other team to guard when the other team has the ball. Instantly, you have introduced the concept of marking – and following your mark. But, what happens if somebody loses his mark (either because he gets distracted or is slower than his mark)? Well, then you need to have the nearest available player jump in and cover for him, right? This is the second basic element of defensive support – and needs to be learned (and relearned) constantly. However, man-marking may be unsuited for players below u10s, as they tend to be very distractable. In addition, because of smaller player size/strength, most opposing players tend not to be scoring threats until fairly close to goal – so it may be a waste of defensive manpower to mark players outside of scoring range.

Another defensive solution is available which may be easier for younger players to execute. In this solution, you can send 1 player to slow down the person with the ball (and another one to back him up) in order to give time for everyone else on the team to get back and make a swarm in front of the goal area. This is called “low-pressure defence,” and is an approach which can work well with junior teams IF the pressuring players know how to do their jobs and IF the retreating players remain alert to the need to become the pressuring players themselves if the ball is played to an attacker who is close to them. Once attacking players are within scoring range, of course, they must be marked – particularly when opposing players have developed the leg strength to make lofted shots on goal.

What happens if the other team has some really fast players? Well, if you also have some really fast players who are good defensively, one easy solution is to man-mark these particular threats (even if you are using a low-pressure system overall). Bear in mind, however, even a slow defender can be quite effective in stopping a speedy attacker once he learns basic defensive footwork and positioning. Lots of players who have had exposure to other sports such as basketball already will have been exposed to these concepts. Essentially, the job of the initial pressuring defender is to slow the attacker down by getting in his way, steadily dropping back as slowly as possible – and not making any attempt to win the ball until cover has arrived. This is a job which anyone can do with practice, so do not allow your slower players to avoid learning these vital skills because of their lack of speed.

Once you have decided on how you will defend your own goal, then you are ready to decide the best way to attack the goal of the opposing team. At least initially, your best bet probably will be to permit most of the players to swarm (i.e., to play like midfielders), and choose one or two to stay outside and a bit ahead of the swarm (“Lead Bee” – or forward) and one or two to follow behind the swarm (“Ball Eater” or defender). Because the regular Bees tend to do the most running, you need to give them the right to switch out with the front/rear players if they get tired. Additionally, you need to give the front/back players the right to require a switch if they notice that somebody is getting tired. By adopting these rules, you introduce the idea of automatic observation and support for teammates – which is always a good idea. Of course, you need to watch that you don’t have one player who is always trying to be the back or front player (and, if needed, you may need to make a rule that everyone else must get a turn before he can go back – or place some other limits which require that the bulk of playing time be spent in midfield).

Initially, until you develop good passers, most of your goals are likely to come from individual efforts or a simple short lateral pass to a teammate. So, when a Ball Eater gets the ball, it is usually best to simply allow him to try to dribble it upfield (although you can ask him to try to pass the ball to the Lead Bee if he thinks that this will work). Of course, once a Ball Eater has gone ahead of the swarm, you need to have someone else become a Ball Eater until he can get back. Often, the best approach is to find a reliable observant player to act as Captain, and have this player keep a lookout for when someone else needs to take this job (either by doing it himself or asking someone else to do this).

As soon as possible, start to introduce your players to keepaway games. Once they can achieve 5-6 passes in 4v1 or 5v1 keepaway, start playing 3v3 games where everyone on the team must touch the ball before they can score. If one player starts dominating ball possession, add a restriction of no more than 5 touches before the ball is passed.

Once your players competently can play these games (meaning that they can pass/receive/shield), they are ready for training on 2-man attacking patterns. In the meantime, of course, they should be spending considerable time perfecting their individual dribbling skills, and learning how to take-on and beat defenders with basic cuts/feints.
3. How To Make “Fixed” Positions Work

The ideal format in which to teach fundamental principles of offensive/defensive support is 3v3 or 4v4 soccer, and to use the basic principles of offensive and defensive positioning to introduce players to the concept of “positions”. However, many coaches will find that their new team is playing 7v7, 8v8 or 9v9 soccer – even though their players lack the fundamental background and skills to be able to handle the complex decisions presented by such a large group.

Furthermore, many coaches will discover that their opponents rely on 2-3 big/fast players to dominate the game; relegate 2-3 slow/small players to the job of guarding the goal; and tell everyone else to just feed the ball to Johnny or Timmy if it comes to them. And, worse yet, these teams win lots of games – so it is likely that some parents will mount a campaign to take this same approach (especially if they see their own child as a potential superstar)!

As a result, one of your first tasks as a coach may be to explain to your parents that such coaches are merely using these players to feed their own egos – and are not doing any favours to any of their players. Over time, most of the non-superstars will quit soccer because of lack of fun (and those who want to stay in soccer will not have developed the skills which they needed to be successful, since they only got to touch the ball maybe 3-4 times in the entire game). Even the superstars are likely to face problems in the long haul, both from an emotional standpoint (when they finally face real competition from other stars) and from a skills standpoint (since they usually do not know how to pass or defend, and only know how to dribble/shoot).

But, unless you have solid credentials as a coach, many parents and players may start questioning your abilities if your team starts losing its games by big margins. And, your job of player development may be complicated by the fact that your team is blessed with at least 1-2 players who have little athletic talent/interest, or who have physical/mental impairments which make learning more challenging (so it is unlikely that these kids will become soccer players even if you spent every waking hour on the task). Sometimes, the kids on the team may have lots of overall athletic talent, but may be smaller/younger than average and cannot expect to win footraces or pushing contests with kids who are one foot taller and 50 pounds heavier, so you may have to face the reality that short-term wins are very unlikely, no matter what you do.

When you are facing these types of predicaments, it may become necessary to use some initial positioning assignments just to buy the time needed to work on the basic skills of the core group of players (bearing in mind that it may take 2 or more seasons to accomplish this). Here are some suggestions.

For the first few games at least, consider putting your best players on defence. While you probably will not score, at least you will avoid getting quite as badly clobbered. As quickly as you can, try to develop a few promising players to work in as wing defenders (which will allow you to rotate your more seasoned players into the central midfield or even into a forward role). It is generally considered that the hardest job on the field is sweeper (or central defender, if no sweeper); the second hardest is centre midfield and central defender (with a sweeper behind him), followed by centre forward, left defender, left mid, right forward, right defender, left forward, and right midfielder. Typically, for weaker or less-talented players, it is conventional wisdom to put them in one of the easier positions and sandwich them between two solid players (so that there is good cover if they run into problems).

Having started out with assigning players to particular positions in a formation, it may be difficult to try to abandon the positional approach later. All is not lost, however.

Why? Because you will set positional rules which allow maximum flexibility to participate in the play. For example, those players who are assigned to act as wing defenders will be given positional “rules” to cover the opposing attackers – but they will not have their feet nailed to the midline. Instead, they will be permitted to follow the opposing attackers anywhere (so, if their mark drops back to his own PA to try to get the ball, your defender will be on his heels trying to steal it back and put it in the net). Similarly, the sweeper will act like a trailing Ball Eater (and play around 10-15 yards off of his wing Ds – so he also can become a goal-scorer). Your centre mid will be assigned to act as the fill-in for the sweeper, and assigned to drop back to cover if the sweeper goes to goal. Other players will also be given support duties for the players beside, in front of, and behind them.

Additionally, you will create a plan to train your players so that, over the course of 1-2 seasons, most will be able to play in any position on the field. Finally, you will spend considerable time teaching the fundamental principles of support and defence (as well as the skills at their foundation). As a result, as your players gain the knowledge and skill to apply these principles, their “positions” ultimately will serve more as guidelines for their major area of responsibility while they are in this particular relative space.

What initial formation should you choose? The basic decisions involved in choosing formations are covered in the Advanced section, along with a discussion of various common types of formations. However, regardless of the formation which is chosen, you must remember that your ultimate goal is to develop every player to the point where he can do any job on the field with reasonable competence and that, to reach this goal, each player MUST know the basic principles of offensive and defensive support.

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.

Speed of approach. 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.

Eight soccer coaching warm ups for young players

warmupsman2Young children (up to the age of eight) hardly need to warm up at all – some jogging, swinging of the arms, twists of the hips or other movements to loosen up will suffice.

Older children need some easy stretches interspersed by some gentle jogging to warm their muscles and raise their heart rate.

Note: It is important to establish good training habits as soon as possible. Therefore, emphasis should be placed upon developing a consistent routine. Don’t have a warm up one week but drop it the next because you’re a bit short of time!

Stretching exercises at any age can be harmful if the muscles are cold so start your warm up with some gentle jogging (with or without a football) before moving onto appropriate stretching exercises.

Try one or more of these quick and simple games to get your kids focused and ready to work.

Reaction Warm-Up

This is a good warm-up exercise that warms up the brain as well as the feet. Having tried it out on my team you soon find out who can think quickly – and also who knows their left from their right!

Set-Up
Make a circle with markers – one for each player.

If you have a large number of players, make two (or three) circles.

The size of the circle will depend on the age of your team and how much of a work-out you want to give them – but even a small circle is good enough if you do the drill at pace.
Procedure

Couldn’t be simpler – you just shout out instructions!

“2 left”

“3 right, 1 left”

“2 right, centre, 1 left”

(Centre means run to the middle of the circle AND BACK)

Variations

The drill can be done with or without a ball.

Specify the type of steps they have to use between each marker, i.e., sidesteps or turn and run.

Have them sit down after each instruction – then they get to practice getting on their feet quickly (or get trampled!)
Points to Watch

Make sure your kids are on their toes ready to move – no standing flat-footed.

Every step touch the ball

Players dribble a football slowly in a defined area. Then tell them to try to touch the football with every step they take – (not as easy as it sounds!). On the command ‘Go’, the players must leave their ball and find another. Let them try this a few times then take one or two balls away. The players who end up without a ball have to run a lap of the activity area.

Spiders and bugs

Mark three lines 20 yards long and fifteen yards apart as shown by the x’s in the diagram below.

Warm up

Divide your children into two equal teams. Each team should stand along side the centre line about two yards apart and all facing forwards. Name one team Spiders (the ‘S’ in the diagram above) and one team Bugs (the ‘B’s). When you call ‘Spiders’! or ‘Bugs’! that team has to sprint for the end line nearest them. The other team tries to tag them. Anyone who is tagged joins the other team. Continue until there are only a couple of children left who haven’t been tagged. Don’t carry on until they are all exhausted!).

Pass and follow

A player in the centre of the circle passes to a player standing on the outside of the circle. She follows her pass and exchanges places with the player she passed to. That player then dribbles into the centre of the circle and passes to another player on the outside. As the players improve, put another ball into play and/or impose restrictions (one-touch play, alternate side-of-the-foot and lofted passes, etc).

You could also try putting half the players on the outside of the circle and half on the inside. The players on the inside look to the players on the outside for a thrown-in ball, receive it and one-touch it back (vary the service so that the ball is thrown to feet, to thigh, to chest, to head).

The Zipper Drill

Zipper drill

This drill is very good for observation and co-ordination.

Organisation

Grid can be determined by the age of the players. 20yds x 20yds is the normal.

Divide team into two groups here blues and greens. Players start on cone A and run down to cone B doing whatever is asked of them. When they pass cone B they run diagonally to the opposite corner and cross the other group, they now start from cone A again.

Progression

  • Players bump into each other in the middle and sprint to A
  • Turn before the Zip
  • Introduce a ball.
  • Exercises (from A to B)
  • Slow Jogging.
  • Stop, turn.
  • Skipping.
  • Skipping Sideways.
  • Skipping Backwards.
  • Faster Jogging
  • Striding Out.
  • Slight changes of direction. Three steps to the right then three steps to the left.
  • High Knees.
  • Heel Flicks.
  • Sprinting.
  • Jump and Head.
  • Turn and Sprint.
  • Backing Off.
  • Jockeying.

Quick reactions

Organisation

Players line up behind each other in a straight line with cones ten yards away on their left and right. The coach stands opposite them and shouts instructions. The players run to the line of cones indicated by the coach.

Moves:

  • Skip
  • Run
  • Dribble with ball (leave on line or take back).
  • Run with ball in hands (leave on line or take back).

Players can react from:

  • Voice
  • Signal
  • Shouting colours (blue is left, green is right).
  • Numbers odd numbers and even numbers.
  • Opposites

Switch Ball

Switch ball

Organisation

Grid is 30 x 30 yards, you can even use the centre circle. Use 10+ players.

Three players are in the middle of a 30 x 30 yard grid. The remaining players make a circle around the grid. Five of these players each have a ball.

Each player in the middle moves to a player with a ball, receives it, turns and switches it to a team mate who does not have a ball. Play continues in this fashion for a designated period.
Variations

Allow two touches for the players in the middle.

The switched ball has to be chipped in the air.

Add a defender to mark players in the middle.

Rotate middle and circle players.


Two final words about warm ups – NO LAPS!

I cringe whenever I see a coach watching her children run round and round the field. Why?

Because I know that I’m watching a coach who doesn’t know what she is going to do next – the children are running laps so that she can have a think.

Some coaches may say “Yes, but I make them dribble while they run the lap.”

Is this (as the Dutch would say) a ‘soccer like’ activity? No. Is it a situation that children are likely to encounter during a match? No, it’s not.

So…no laps!

And don’t forget the cool down!

Why play small sided games?

1. Because we want our young football (soccer) players to touch the soccer ball more often and become more skilful with it! (individual technical development)

2. Because we want our young soccer players to make more, less-complicated decisions during the game! (tactical development)

small sided games are fun!3. Because we want our young soccer players to be more physically efficient in the field space they are playing in! (reduced field size)

4. Because we want our young soccer players to have more individual teaching time with the coach! Less players on the field and less players on the team will guarantee this! (need to feel worthy and need to feel important)

5. Because we want our young soccer players to have more, involved playing time in the game! (more opportunity to solve problems that only the game presents)

6. Because we want our young soccer players to have more opportunity to play on both sides of the ball! (more exposure to attacking and defending situations)

7. Because we want our young soccer players to have more opportunities to score goals! (pure excitement)

Best of all, the game is simple, can be played without adult involvement and it’s FUN!

These are the reasons why we adults must foster “Small-Sided Games” in our youth soccer programs. The “Small-Sided” environment is a developmentally appropriate environment for our young soccer players. It’s a FUN environment that focuses on the young soccer player.

Moving with the ball for U6 – U9

Topic: moving with the ball

Warm up: Body Part Dribbling

In a 15 x 20 yd area, each player has a ball. The players dribble freely in the area. When the coach says “NOW”, the players must stop the ball with any body part. Keep it going

Variation: After the players try it a few times, the coach will yell out a specific body part. Each player must try to stop the ball with that body part. Keep it going.

The coach gives praise for creativity and asks each player what body part they used.

Red Light – Green Light

When the coach says “green light”, players dribble their ball with their feet. When the coach says “red light”, players must stop their ball and stand still. When the coach says “green light” again, the players begin to dribble their ball again. Have fun with their imaginations…have the players make “brake’ sounds when coach says “red light” and have them make loud “motor sounds” when coach says “green light”.

The coach gives praise for creative movement, whether the ball is being carried with the hands or dribbled with the feet. The coach applauds dribbling with the feet, change of direction, etc. The coach highlights players that are dribbling the ball with their feet and asks if everyone can try to dribble the ball with their feet.

Sharks and Minnows

Two players, the sharks, do not have a ball. The rest of the players, the minnows, each have a ball.

The minnows line up side by side along one of the 10 yd lines facing the other 10 yd line. The sharks position themselves inside the grid facing the minnows. When the coach says, “swim”, the minnows try to dribble their soccer balls past the sharks, safely to the other side of the grid. If a shark steals a soccer ball from a minnow or kicks a ball out of the grid, the minnow becomes a shark and the family of sharks grows. The minnows that make it safely to the opposite side get to swim again on the coach’s command. Continue until all the players become sharks.

If a shark steals a ball and can dribble it over any line of the grid, then the shark becomes a minnow and the minnow becomes a shark.

(These are games of inclusion…no one sits out.)

Minnows must keep ball close when being pressured by the sharks. Minnows must recognize open space so that they can speed past the sharks if the sharks are busy elsewhere.

Sharks must concentrate on stealing (tackling) the ball.

Get Outta’ There

Set up a 15 x 20 yd grid with a goal at each end. The goal is 3-4 steps wide using flags or cones. The players are divided into to teams colour coded with pennies. NO GOALKEEPERS.

The coach is located centrally on one side of the field, outside of the playing area. Each team lines up single file on both sides of the coach facing the field.

The coach kicks a ball onto the field. The first player from each team chases the ball and plays 1v1. The players shoot at the goal that is farthest from their starting position. If the ball goes out of bounds or is scored, the players must get off of the field immediately and return to the end of their line. If they don’t get off the field quickly, the coach yells,” Get Outta’ There!” Once the players are off the field, the coach kicks the next ball onto the field and the next 1v1 begins. The ball is the cue.

If the coach says, “ONE” before he serves the ball onto the field, then the game is a 1v1, like above. If the coach says, “TWO” before he serves the ball onto the field, then the game is a 2v2…2 players from each line play against each other.

The players get repetition on dribbling to beat an opponent. The players get repetition on shooting. They get the opportunity to defend 1v1. They get repetition trying to steal a ball from an opponent (tackling).

The coach must praise their effort and make the game exciting with his/her enthusiasm.

Cool Down Activity

Hit the cone

Cones are scattered around an large grid. Each player has his or her own soccer ball.

Players try to kick their ball so that it hits one of the cones that have been scattered around the area. They can start from various distances. After they hit one cone, they can try to hit another cone.

Coordinate this activity so that everyone isn’t kicking their ball at the same cone. Let them play and have fun.

Give generous praise for their effort and hard work.

A complete shooting practice

Age group: U8 – U12

Warm Up: 5 – 10 minutes. Activity level – increasing. Space: General. 1 – 2 Players per group.

Instep Warm Up

soccer coaching game

The Game

A good warm up for coaching sessions dealing with instep passing and/or shooting. Start with players sitting down and kicking the football out of their hands. Look for good technique – ankle locked, toe pointed, strike ball with laces, plant foot facing target, leaning forward, no spin on ball, head position.

Progression

Sitting
Two insteps in a row
Kick ball, stand up and catch it.
While standing (moving), kick ball and catch it.
Have the ball bounce in between touches, keep ball going.
Two touches without ball hitting ground.

Instep Passing

soccer coaching game

The Game

In pairs, players make instep passes back and forth.

Progression

Start with ball being kicked after a bounce, dropped from hands..
Ball kicked from the ground.
Increase distance.
Restrict player to 2 touches.

Small Game 20 – 25 Minutes. Activity level: Medium progression to high. Space: Defined space “smaller”. 3 – 5 players per group.

Instep Squares

soccer coaching game

The Game

Two squares are set up with two players in each square who are teammates. The more skilful the players, the smaller the squares are and the further apart they. are. The game starts when one team kicks the ball into the others’ square. The receiving team must control the ball without it going outside of their square. Each player is allowed to play the ball with one touch. The team has 3 touches to get the ball into their opponents square. The ball may not stop at any time. Play stops when a shot misses the other teams grid or is not controlled. Decide beforehand how high a ball may be played to be considered fair.

Coaching Points

“Drive” the ball into the other teams grid to make it difficult to control
Good shooting technique
Encourage an aggressive “shooting mentality”
To receive the ball, get in the line of flight, using your first touch to “kill the ball” for your partner.
Prepare the surface that will receive the ball early
Keep the body balanced, weight on toes.

Team Game 30 Minutes plus. Activity level: High. Space: Defined for the game = larger space. 7 – 11 players per team.

Steal The Bacon

soccer coaching game

The Game

Two teams, each player is designated a number. The coach calls out the numbers of the players. These players then run out from the endline to play the game. The coach serves balls from the sideline if the ball goes out of bounds or into a goal. Each group should play for a minute and a half of continuous action. Players waiting to come on should return loose balls to the coach, or act as “support” players, returning passes back to the team who made them. The number of players playing at one time depends on the coach’s objectives. This game is best played 2 v. 2 or 3 v. 3.

Coaching Points

Combination play
Seeking and taking shots
Attacking and defending principles of play

Bread & Butter

soccer coaching game

The Game

Three teams of 4 (A, B, C) and two keepers (X, Y). Team A attacks against keeper Y. If they score, they then quickly try to attack keeper X. At this time, team B leaves the field and takes the place of team C who were the supporting players on the endlines, supporting both teams. The supporting players support for both teams and can move along the end line. The are limited to one touch one the ball. Have an ample a supply of balls ready in each net.

Coaching Points

After scoring a goal, attacking players look to play quickly before the other team has a chance to come on and get organized.
Try to play the ball to target players.
Attacking and defending principles of play.

3 Goals

soccer coaching game

The Game

Start with two teams of equal number. Each team has 3 goals to defend and attack. Each team has one keeper who must defend all 3 goals. Play regular soccer rules.

Coaching Points
Attacking team should try to change the point of attack away from the keeper, then proceed to get a quick shot off.
Defending team must try to force the attackers in one direction so their keeper knows which goal to defend.

Central Goal Shooting

soccer coaching game

The Game

Player 1 starts in goal. Player A dribbles at speed to cone, stops the ball and shoots with the next step. After the shot, player A runs to become the new keeper waiting for player 2 to shoot. Player 1 gets ball and goes back to his side.

Coaching Points

Watch for players backing up or moving to the side before they shoot. There should be no extra steps.
Set up several fields and have contests.
Teams should not wait to advance ball to cone and shoot immediately after the opponent shoots.
The drill makes players follow their shot, and the group will coach and remind the players. If they do not get to the goal, the opposition will have an open goal to shoot at.
Teams can keep score themselves. A goal counts if only below the height of the keeper and in between the markers. First to 5 wins or 3 minutes. Players should get quality repetition in short periods of time.
Coach can vary repetition by the number of players in each line.
Vary distance to goal and size of goal so players have success, then make it harder by increasing the distance and making goal smaller.
Encourage players to hit hard.

Same game as before but the shooter must strike the ball before the cone and on the move.

Coaching Points

Watch for the plant foot being too far behind the ball, this will send the ball over the keeper’s head.
Make sure starting position to cone distance is great enough to allow other player time to get to goal.
Progress further, allow players to dribble around the cone and then shoot.
Hips and plant foot should be facing goal when shooting.
Players should strike the ball with a smooth swing. Don’t allow swing to be a sickle motion.
Players should look at ball when making contact.
Follow through on kicking foot and get to goal.

Player A now dribbles directly between cone markers simulating a defender (cones about one step apart). Player chops ball to either side and shoots ball back to far post.

Coaching Points

Kicking foot and hips should be pointing toward far post.
Follow through onto kicking foot.
Eyes on ball during shot.
Get to goal after shot.