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« Here's the Problem with Speed Training | Main | U10-U12 Coaching Manuel Part VII TACTICAL TRAINING FOR U-9 THROUGH U-12 »
Monday
Nov052007

U10-U12 Coaching Manuel Part VIII PRACTICE PLANS FOR U-9 TO U-12

F. PRACTICE PLANS FOR U-9 TO U-12

Organization of Practice Areas

As mentioned before, one of the key problems observed with U-10/U-12 programs is the

lack of emphasis of 2v2/3v3 play in practice. Most sessions tend to comprise a

fundamental technical activity (or technical stations), followed by a big game of 6v6 or

8v8. WHAT IS GLARINGLY MISSING IN PRACTICES IS A SUFFICIENT DIET OF

2V2/3V3 GAMES TO BRIDGE THE TECHNIQUE WORK WITH THE 6V6/8V8

GAMES. Clubs that train their players in large pools are especially guilty of relying on

large scrimmages to avoid the extra planning and work necessary to organize large

groups into 2v2 grids. But the extra planning is worth the effort.

Wherever possible, clubs should look into setting an area of their training complex

specifically for 2v2/3v3 activities with permanent markings of multiple small grids

enough to accommodate their player pools. Such configuration can take either one of the

following approaches: (i) set an area exclusively for the U-10/U-12’s, or (ii) set an area

specifically for 2v2 to 4v4 grids that can be used by all the age groups on a rotation basis.

Such a dedicated area could conceivably look like the example below:

4v4 grid with

goals

Grid for large group technical

warm-up or for working on

individual moves and fakes or for

passing and receiving activities

(can be re-configured as

additional 4v4 or 6v6 game area

when needed)

6v6 grid with

goals

50

The large grid area can be divided into small grids by placing cones where lines intersect.

The grids with permanent goals can be used by groups that include keeper activities or

finishing activities.

The technical warm-up grid can be used to ingrain certain good habits. For example, if

every dribbling warm up activity is done there with a constant reminder to use

feints/creativity and every passing warm up activity done there is executed with emphasis

on deception, players associate that grid with creativity and it becomes habitual in that

area. In time, deception will become ingrained and used by the players in all the grids, as

well as in the games.

Activities with Numbers Up versus Numbers Even

As stated previously, Academy Players must spend a lot more time solving tactical

problems in 2v2 and 3v3 activities. MOST OF THE TIMES, THESE ACTIVITIES

SHOULD INVOLVE EVEN NUMBERS. Playing 5v2 or 4v2 will guarantee success,

but the built-in multiple passing options allow players to be tactically lazy with no urgent

need to adjust support angles and distances. When the numbers are even, players have to

work harder at supporting each other and the major weakness of support play can be

improved. Playing 5v2 is more suited for recreational players who are still struggling

with the simple techniques of passing and receiving.

Designing Practices

As an example, let’s look at a few variations of a 90 minutes practice plan that focuses on

possession involving a pool of 20 players:

PRACTICE PLAN #1

Fundamental Stage (40 minutes):

Activity 1: Players in pairs working on unopposed short passing.

Activity 2: Players in 5 groups of 4 working on unopposed short and long

passing.

Match Condition Stage (50 minutes):

Activity 3: Scrimmage 8v8, with 4 players sitting on the bench.

Verdict: A very weak plan. Although this practice has some technical value, there is

very limited tactical benefit. The fundamental stage has no realism since it is unopposed,

and the 8v8 has too few learning moments for each player, hence limited tactical impact.

Furthermore, it is not recommended to have players sitting on the bench at a practice

scrimmage. They already have to share playing time at games. Scrimmages should be

organized to avoid bench players.

51

PRACTICE PLAN #2

Fundamental Stage (30 minutes):

Activity 1: Players in pairs working on unopposed short passes.

Activity 2: Players in 5 groups of 4 working on medium passing.

Match Related Stage (30 minutes):

Activity 3: Three groups, each playing 5v2 or 4v2 possession.

Match Condition Stage (30 minutes):

Activity 4: 8v8 scrimmage with 4 bench players.

Verdict: Slightly better than Plan #1, but still far short of what they need tactically. The

numbers-up Match Related stage is still too easy and doesn’t force the players to quickly

adjust position and work hard and early to offer good support angles. It also doesn’t

challenge their first touch and quick decisions on the ball.

PRACTICE PLAN #3

Fundamental Stage (30 minutes):

Activity 1: Players in pairs working on unopposed short passing

Activity 2: Players in 5 groups of 4 working on medium passing.

Match Condition Stage (60 minutes):

Activity 3: Four groups. Each group playing 3v3 or 2v2 to two goals.

Activity 4: Two 5v5 games side by side.

Verdict: Good practice plan. It provides ample technical training at the start. It doesn’t

waste time in numbers up activities that have built-in success. It challenges the players to

adopt quick support angles and break pressure in tight situations. Everyone is always

engaged.

PRACTICE PLAN #4

Fundamental Stage (20 minutes):

Activity 1: Players in pairs working on unopposed short and medium passes.

Match Related Stage (20 minutes):

Activity 2: Four groups, each playing 3v2 (2v2+1) possession.

Match Condition Stage (50 minutes):

Activity 3: Four Groups, each playing 3v3 or 2v2 to two goals.

Activity 4: Two teams playing 6v6 and two team playing 4v4 to small goals.

Verdict: Another good plan that has everything: technical work, numbers up possession,

and numbers even small-sided games.

52

PRACTICE PLAN #5

Match Related Stage (20 minutes):

Activity 1: Three groups play 5v2 or 4v2 possession in small grids.

Match Condition Stage (40 minutes):

Activity 2: Five games of 2v2 to two goals at the same time in small grids.

Shadow Training (30 minutes):

Activity 3: Four groups of 5, each group doing a shadow training session of

passing/movement patterns to one goal (2 groups working, 2

groups resting/reloading).

Verdict: Another good session, where the 2v2 games ‘kill two birds with one stone’, by

providing both the technical repetitions and the tactical challenges. The numbers-up

warm up allows a soft introduction to the rigors of the 2v2. The shadow play is used to

teach team shape in a 3-2 formation and build good habits of passing and movement and

interaction between two lines.

Tournament/Festival Format in Practices

Young players love competition. Any time you can make an activity into a competition,

you will generate an extra buzz with the players. Every effort should be made to dress up

every activity with a competitive objective. For example, a coach’s dare to see “which

group can do the most successful repetition in a set time?” or “who will get to the finish

line first?” is guaranteed to increase motivation. When given a choice between practicing

a technique and playing a game, we all know what they would rather do.

To that end, every so often, we can ‘reward’ the players by doing a little tournament

instead of a regular practice. This will excite and motivate them. If properly organized, a

mini-tournament can combine all the benefits of a practice
and a game. There are endless

permutations and ideas for doing just this. Below is one example:

Lay out game grids side by side, as shown below:

CHAMPIONS

LEAGUE

NATIONAL

LEAGUE

CITY

LEAGUE

HOUSE

LEAGUE

53

The Champions League grid will be the only one with a set of goals and keepers. All the

other grids will have small goals and no keepers. Split the group into teams of 2 or 3

players and play mini-games of 10 minutes each. After each game, the winning team

moves up a grid and the losing team moves down a grid. Teams that win in the

Champions League grid remain there. At the end of the tournament, see which teams are

playing in the Champions League. Obviously, all the players will want to win and move

towards the Champions League. If the teams are split by ability, start with the weakest

team in the Champions League and the strongest team in the House League.

Samples of Recommended Activities

The following pages contain examples of activities for training U-10/U-12 players. As

explained before, coaches should mix and match activities to produce a session high on

repetition, high on technical emphasis, and with a dose of tactical lessons focusing on the

player, the ball, and his/her immediate surrounding.

The activities illustrated in the next few pages incorporate opponents and are not meant

for the warm-up stage. There are countless other books and manuals containing warm up

activities and match related activities. The purpose of the activities in this manual is to

show a few examples of how to teach some of the points discussed and how to keep the

ratio of players to ball as small as possible, to maximize touches and learning moments.

54

ACTIVITY 1: 1V1 TO GOAL

X

X

X

Organization: Area 20 yds wide by 30 yds long, split by a half line and two gates on the

half line. Players arranged with three defenders and three attackers. Defender passes the

ball to attacker and comes out to challenge. Attacker must dribble through one of the two

gates and then he can score on the big goal against the keeper. If defender is beaten

through the gate, he cannot chase attacker into the attacking half. Players return to their

original line and the next defender serves the ball. After 10 turnovers, the teams switch

roles. The team with the most goals wins.

Objectives: Players learn to dribble using feints and deception. Finishing on goal is

always a great motivator and adds the finishing practice to the activity.

This activity can be preceded by a dribbling warm up without opponents, where players

rehearse a couple of feints and tricks. Coach can challenge players to try the tricks they

practiced against live opponents in this activity.

∆ ∆ D ∆ ∆

D

D

K

55

ACTIVITY 2: 3v3 DRIBBLE TO END ZONE

Organization:
A game of 3v3 to large goals with keepers. The field is 25 by 40 yds,

with two end zones 10 yards deep. Players cannot enter their own end zone and can only

dribble into the opposite end zone and can only score from inside the end zone.

Defenders cannot chase players into their own end zone, making it 1v1 against the

keeper. The keeper cannot score but can help with the build up play. If ball goes out of

bounds, it is restarted with a dribble at the point of exit. If ball goes out of bounds in the

end zone, the keeper restarts.

Objectives: Players learn to dribble and execute combination plays. They learn to read

the cues for when to dribble and when to combine with teammates and learn deception.

It’s also a finishing activity 1v1 on goal.

K

O

X

O

X

K

56

ACTIVITY 3: 2V1 POSSESSION

12-15 yd Square

O

Organization: Two teams of 2 in each grid. One team keeps the ball against one

defender while his partner stands outside the grid. When the defender gets tired, he can

switch with his partner on the fly. After 10 turnovers, teams switch roles. Ball going out

of bounds counts as 1 turnover. If defender wins the ball and can pass it to his outside

partner, it counts as 2 turnovers (this feature highlights the element of transition which is

crucial for soccer). This could be a physically tiring activity for some players. Provide

active rest (working on juggling, etc) after every 5-10 minutes if needed.

Objective: To teach support, support angle, most economical movement, read pressure

on the ball.

Diagram 1 Diagram 2 Diagram 3

One of the lessons that young players find hard to learn is
when and how to pass andmove. Our players have been repeated told to ‘pass and move’ that they are conditioned

to doing it without thinking of the consequences. Often it is better to ‘run smart’ rather

than ‘run hard’. The three diagrams above illustrate this point. In diagram 1, X passes

and runs to the other side of the grid. But his run might get him behind O and not easily

available for X2. Depending on how O closes down on the ball, X2 might be in trouble

and under pressure. Diagram 2 shows an alternative move by X, based on the pressing

angle of O. Now X2 can play the ball back to X and run across the grid, using O’s

momentum against him and getting the ball with plenty of time and space (Diagram 3).

Players need to learn when to run across the grid and when to stay close to receiver.

X•

O

X

X•

O

X2

X•

O

X2

X O

X2

57

ACTIVITY 4: 2V2 POSSESSION

15-20 yd square

Organization: Two teams of two, playing possession in a grid. If the O’s win the ball,

they keep playing and the X’s become the defenders. Count how many one-touch passes

each team makes in a 5 minutes game. One-touch passes don’t have to be consecutive.

The team with the most one-touch passes is the winner, or the team that gets to 20 onetouch

passes first is the winner. Variations: The team with the most split passes is the

winner.

Objective: Teach to open body to see pressure and space relationship. Quick support,

support angle, when to drop square and when to run behind defenders for a split pass.

When to fake a pass and dribble instead.

Players learn how to stay close to each other and constantly adjust their support angle as

they pass back and forth or dribble. Once they get pressed too tight against a grid line,

they must find a way to spring the ball into the open space and regroup without losing it.

Again, as in Activity 3, running ‘smart’ instead of running ‘hard’ is the key. Also, there

is plenty of scope for deception here, both for the player off-the-ball and the player onthe-

ball.

X• O

O

X

58

ACTIVITY 5: 2V2 TO END ZONE

10 yd 15 yd 10 yd

X2• X1• X3

Organization: Groups of 6. Grid is 15 yds wide by 35 yds long, split into three areas as

shown. X1 dribbles the ball into the middle area, where he can combine with Neutral

player N against the two defenders D to get the ball into the end zone. If he succeeds, he

passes the ball to the waiting X3 and takes his place. X3 dribbles the opposite way to get

the ball into the opposite end zone. If defenders win the ball, they pass the ball to one of

the X’s waiting outside. After 5 turnovers, the two defenders and the neutral player

switch roles with the X’s. The Neutral player and the Defenders must stay in the middle

zone. Only the X players can enter the end zones. One variation that makes it a bit

harder is to allow X to enter into the opposite end zone only with a dribble. This means

that N must combine with X within the confines of the middle zone and cannot just pass

it into the end zone.

Objectives: This activity is ideal for working on support, combination plays, and

deception. The X’s can use N to combine and get a return pass into the end zone or fake

a pass and dribble through instead. The Neutral player learns to open body and provide

correct support angle. The X’s can dribble towards the middle zone without pressure,

which helps prepare for the combination play and gives N more time to get into good

positions. If X is under pressure, he can always dribble back into the safety of the first

zone to regroup.

D

D

N

59

ACTIVITY 6: 2V2 TURN TO GOAL

30-40 yds

●●●● C X O X O

●●●

20 yd

(third attacker) X X O X O

Organization: Sequence starts with four players running into the field, two attackers (X)

closely marked by two defenders (O), and Coach serves a ball to the attackers as they run

towards him. The two attackers try to control and turn and attack the goal with the

Keeper. The two defenders try to win the ball and pass it to the Coach. When play ends,

players return to the back of the line and the next four players run in. Rotate roles after

the X’s had a few turns.

Objectives: Players learn to show for the ball, receive under pressure and combine to

turn and beat defenders. Player without the ball needs to read pressure on the ball. If

partner has back to goal and under pressure, supporting player needs to drop. If partner

has turned and is facing goal, supporting player needs to decide which combination play

is on (wall pass, crossover, or over lap). Players learn deception in receiving pass from

Coach with back to goal, to facilitate turning. Players learn how to escape pressure.

Players learn not to turn into pressure, when to shield the ball and find partner and when

pressure is loose enough that turning is possible.

Variation: A third attacker is added. The third attacker cannot cross the half-way line or

score and is used as a safe drop pass option by the two attackers, allowing them to turn

and get into better positions. This variation could be used to prepare for a progression to

3v3, with a third defender joining in.

K

60

ACTIVITY 7: 2V2 TO GOAL

D D2 D1 D

X X2

C X1

X

Organization: Use a grid of approx 20 yds by 30 or 35 yds, split into two halves.

Defender D1 serves the ball to attacker X1 and closes him down. As soon as the ball is

served, defender D2 and attacker X2 join in to make it 2v2. The attackers try to score on

goal. The half line is the off-side line for this game. When the ball goes out of bounds,

everyone returns to their original lines and the next group goes. Attacking team gets 1

point for each shot on goal and 5 points if they score. Defending team gets 1 point each

time they clear the ball outside the grid and 3 points if they can win the ball and pass it to

the Coach (C). No one gets any points if the attacking team shoots wide. The first team

to reach 20 points is the winner. Switch roles for the next round.

Objectives: Activity ideal for learning combination play. Players learn to read the cues

for a wall pass, a dribble, an over lap, etc. Support angle and distance is crucial for

success. If the two attackers are too close to each other or too narrow, cannot do wall

pass. If too far apart, defenders can easily intercept the wall pass.

One of the most common errors X2 will make is run diagonally to the other side of the

grid and leave X1 stranded. This run will also result with X1 getting a pass right against

the side line, facing the side line with nowhere to go but shield. Players can learn

deception in making decoy runs to shake off pressure and create space for combination

plays.

K

61

ACTIVITY 8: 2V2+1 POSSESSION

15 or 20 yds sq.

Organization: Groups of 5 play 2v2 possession with a neutral player who always plays

with the team in possession. Teams score a point every time they make 5 consecutive

passes.

Objectives: Players learn support, support angle, and when to hold on to the ball and

when to pass first time.

Variations:

1. Neutral player only has one touch. This teaches the players to quickly support the

neutral player.

2.
Neutral player has unlimited touches, but all other players have only two touchmax. This teaches the neutral player to provide quick support and be constantly

involved and dictate the rhythm of play by holding the ball when appropriate and

playing and supporting when appropriate.

3. Play 3v3 plus neutral and neutral player cannot pass the ball back to the player

who passed it to him.

X

O

X
O

N

62

ACTIVITY 9: 3v3 WITH SAFE ZONE

20-25 yds

10 yds

15 yds

10 yds

Organization: Game of 3v3 with small goals and no keepers. One player from each

team is in the safe zone near his goal and 2v2 in middle zone. Players can play it back to

the safe zone if they wish, to help with switching of play. If player in safe zone gets a

pass, he can dribble into the middle zone to make it 3v2. Once a goal is scored, the ball

starts with the safe zone player. Players in the middle zone cannot enter the opposite

team’s safe zone. If possession is lost, the extra player must retreat back to his team’s

safe zone.

Variation: If the player in the safe zone gets a back pass, he cannot dribble into the

middle zone and can only join the attack if he passes the ball.

Objectives: Keeping possession by using support behind the ball. Players learn when to

drop the ball and go wide. How to maintain a good team shape, with depth and width.

Safe zone X

X

O

X

O

O

Safe zone

63

ACTIVITY 10: 4v4 ELIMINATION

30 by 30 square

Organization: Two teams of 4 playing possession. If a team makes 5 consecutive

passes, the defending team must take one player out of the grid to make it 4v3. If the

attacking team makes another 5 consecutive passes, the defending team loses another

player to become 4v2. The team that eliminates all the opponents wins the game. The

defending team can bring outside players back into the grid by winning the ball and

passing it to the outside player. If an outside player gets the ball, he can dribble inside

and continue play. Teams can only eliminate opponents when they are at full strength.

Note to coach: each time a team makes 5 consecutive passes, the coach should stop play

and let the defending team take a player out before serving a new ball to the attacking

team. As numbers of defenders reduce, coach can demand a higher number of

consecutive passes or demand one-touch passes from the numbers-up team.

Objectives: Players learn support angles, distances, when to hold the ball, when to play

first time, team shape and transition from attack to defense and vice versa.

This is a fast pace game that requires the coach to be more of a referee than a teacher.

The coaching points can be reviewed at natural breaks and at water breaks since players

will get irritated if stopped while trying to make successive passes.

X O

O X

X
O

O

X

64

ACTIVITY 11: 3v3 TO ONE GOAL

S

20 yds

Organization: A game of 3v3 in an area 30 by 20 yards, with one goal and a keeper.

Both teams attack the same goal. Server (S) serves ball randomly and team that wins the

ball attacks goal. If defending team wins the ball, they must first pass back to the Server

who will serve the ball back to them. If ball goes out of bounds, the Server serves a new

ball to the team based on which team touched it last before it went out.

Objectives: Receiving, turning and shooting. Players learn to open their body and

when to shoot first time and when to set teammate for a shot. Team shape for

combination plays. Transition from attack to defense and vice versa.

X

O X

O

X O

K

65

ACTIVITY 12: PRACTICE SCRIMMAGE

Organization:
Recommended field size and numbers for practice scrimmages for each

age group. This doesn’t mean that we can’t play 2v2 at U-12 occasionally, or that we

can’t play 4v4 at U-9. This is simply a recommendation for the most common training

environment at each age. There are many possible variations to these games:

Variations:

1. Play to small goals with no keepers.

2. Play to big goals with keepers.

3. Play to big goals with no keepers, but ball must be chipped into the goal for it to

count (works best with U-11/U-12’s).

4. Play to wide but low goals where can only score with ground shots.

5. Play to targets standing on the end lines.

6. Play without goals and score by dribbling across end lines.

7. Play with 4 goals. Each team defends two goals (3v3 and 4v4).

8. Play with 4 goals placed on each of the four perimeter lines of the grid.

9. Play with 4 goals and each team has a keeper that defends two goals

simultaneously.

10. Play with multiple goals placed randomly inside grid and teams score by passing

to teammate through any goal.

11. Play with only one goal located in the center of the grid and can score from any

side.

12. Without goals, and players score by hitting tall cones located on end lines.

13. Cannot pass forward (except if a keeper is used, he is allowed to pass forward).

This encourages dribbling and/or longer throws from keeper.

14. Cannot pass back. This also encourages dribbling and penetration.

15. Can only score with left foot.

16. Cannot dribble across the half line (ball must be passed into the other half). This

works best with 4v4.

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