Defending

Gate and Guard

Stay between player and target

Defending
Pressing
Team Shape
Premium

Stay between player and target. Set up the area, follow the steps and use the coaching points below.

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Defending
Pressing
Team Shape
Technical Practice
Beginner
Intermediate
Advanced
Full Squad
Minimal Equipment
Foundation Phase
Youth Friendly
library-original

Age

Under 7 to Under 14

Duration

12 min

Players

6-10

Area / pitch size

20 x 15 yards

Difficulty

Beginner / Intermediate / Advanced

Equipment

Balls, Cones, Bibs

Coaching focus

Stay between player and target

Objective

  • -Stay between player and target
  • -Force play away from danger
  • -Tackle when the touch is loose

Setup

  1. 1Mark out two end zones with a cone gate in each end.
  2. 2Use one ball for the group and bib two defenders.
  3. 3Attackers start in the middle with the ball, defenders begin one yard away facing them.

How to play

  1. 1The attacker tries to dribble through either gate.
  2. 2The defender stays low and delays, aiming to show the attacker away from the stronger side.
  3. 3If the defender wins it, they dribble out through the nearest gate.
  4. 4After each turn, swap roles quickly so everyone defends often.
  5. 5Keep the rounds short and lively.

Coaching points

  • -Side-on stance
  • -Small quick steps
  • -Tackle on the touch
  • -Protect the middle

Progressions

  • +Switch To Score: two switches before scoring
  • +Five Second Counter-Press: three seconds to win it back
  • +Target Zone Bonus: only goals started from a pocket count
  • +Add a competitive scoreline for the last round

Regressions

  • -Switch To Score: switch earns a bonus point rather than being compulsory
  • -Five Second Counter-Press: eight seconds and fewer opponents
  • -Target Zone Bonus: widen the pocket zones
  • -Simplify the area or the service until success returns

Variations

  • -Switch To Score — A goal only counts after the ball has been switched from one side of the pitch to the other.
  • -Five Second Counter-Press — On losing the ball the team has five seconds to win it back before dropping into shape.
  • -Target Zone Bonus — Extra points for playing into marked pockets between the lines before finishing.
  • -Overload Rotation — One team plays with an extra player for two minutes then the overload rotates.
  • -Restart Realism — All restarts are played as in a match — throw-ins, goal kicks and corners rather than a coach ball.
  • -Two-Goal Decision — Each team attacks two small goals, so defenders must decide which threat to cover.
  • -Limited Touch Build-Up — Maximum three touches in your own half, unlimited once you pass the halfway line.
  • -Flip the practice to the opposite side of the pitch

Common mistakes

  • -Charging in too early
  • -Standing square and flat-footed
  • -Letting the attacker come inside

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