Pressing

Gate Press Chase

Warm up with pressing actions

Pressing
Speed & Agility
Small-Sided Games
Premium

Warm up with pressing actions. Set up the area, follow the steps and use the coaching points below.

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Pressing
Speed & Agility
Small-Sided Games
Warm Up
Intermediate
Advanced
Full Squad
Minimal Equipment
Foundation Phase
Youth Friendly
library-original

Age

Under 5 to Under 14

Duration

12 min

Players

8-16

Area / pitch size

30 x 20 yards

Difficulty

Intermediate / Advanced

Equipment

Cones, Bibs, Balls

Coaching focus

Warm up with pressing actions

Objective

  • -Warm up with pressing actions
  • -React quickly to a moving ball
  • -Work as a pair when closing down

Setup

  1. 1Set up a 30 x 20 yard area with lots of cone gates scattered around.
  2. 2Split players into two teams, each wearing bibs.
  3. 3Give each pair one ball to start when needed.
  4. 4Have players begin in opposite corners.

How to play

  1. 1Players dribble freely around the area, moving through any gates they like.
  2. 2On the coach's call, one pair becomes the pressers and tries to win a ball from another pair.
  3. 3The pressing pair must work together: one closes, one blocks the exit.
  4. 4If the ball is won, the pressers dribble through a gate to score.
  5. 5Change the pressers often so the pace stays high.

Coaching points

  • -Quick first steps
  • -Work together as a pair
  • -Turn the ball carrier one way
  • -Stay light on your feet

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

  • -Jogging into the press
  • -Both players chasing the ball
  • -Ignoring the space behind

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