Soccer Coaching Blog | Professional Soccer Coaching Advice


Ghost attackers can be the real deal

David Clarke

Young players often stand and wait for the ball to be passed to them, then wonder why they are either second to it or have nowhere to go once they have it.

I like to get my attackers moving around and thinking about where they can go to make it easier to receive a pass. In this tight 2v2 game tell them to behave like a ghost, appearing in a defender’s line of sight one second, then gone the next. It will give the defenders nightmares.

Use this exercise so your forwards ask questions of the defence. I like to make my practise sessions as game-like as possible so there is some form of soccer realism created.

Get your attackers to try and prise openings around the penalty area while your defenders are keenly marking and watching out for players dropping off and moving, creating 1v1, 2v1 and 3v2 situations.

Set up on the edge of your penalty area as in the diagram above. You need three attackers, two defenders, a goalkeeper and a few balls.

The middle attacker acts as server and plays the ball to attacker 1 who is marked by defender 1. Attacker 1 must break away from defender 1 and get the ball under control. He will be supported by the server, who is close by, and attacker 2 on the far side, who must try to lose his marker – defender 2.

The defenders must be aware of the attack building up around them. Defender 1 has two players to worry about – the server and attacker 1 – while defender 2 must stay with attacker 2 and not be drawn to the action.

There are a lot of situations developing here in a short space of time. The attackers need to move quickly to first take advantage of the developing 2v1 situation and then the 3v2 situation.

When you are coaching this, try to get attacker 2 to move inside defender 2 and not go wide. If he does go wide, it will create a difficult angle and allow defender 2 to get between him and the ball.

In the second diagram, both attackers must move quickly to the areas marked B and C to put distance between themselves and the defenders.

The server must quickly decide who to pass to – whichever attacker moves fastest – and then play develops from there. You want to see attackers moving quickly to areas B and C and away again, putting the defenders on the back foot.

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