Youth Footballers Characteristics and Motivations Team Play and Game

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Youth Footballers Characteristics and Motivations Team Play and Game 18 YOUTHTEAM FOOTBALLERS PLAY AND CHARACTERISTICSGAME PLANS AND MOTIVATIONS Chapter 8 Team Play and Game Plans INTRODUCTION Football has undergone rapid change over the past five years. The rules of the game are continually evolving. Players too, have become more versatile with fitness and skill levels continually improving. Advances in the coaching area have seen an increased emphasis on tactics as coaches strive to gain an edge over their opposition. Before the start of a season, a coach should analyse the previous season, setting down the team’s strengths and areas for improvement and assessing all new players, as well as closely analysing the competition’s better teams before finalising a game plan. In considering the development of a game plan and tactics, it is useful to have a basic understanding of some of the concepts and terminology commonly used to describe areas of the playing field and roles of the players. ANATOMY OF TEAM PLAY Zones The ground is divided into three separate playing zones. DEFENCE MIDFIELD FORWARD The Corridor The Corridor is the area of the ground running from end to end, approximately the width of the centre square. It is the area within which most of the play occurs. It is of strategic advantage whether defending or attacking. C OFF-BALL O CORRIDOR R R I D ON-BALL CORRIDOR O BALL R AFL YOUTH COACHING MANUAL 79 LINES • Goal-to-goal Line WORK LINES Line that splits the ground lengthways into two equal halves • Contest Line A line across the ground in line with where the ball is. • Work Line Imaginary line between the ball and the goals at either end. CONTEST LINE FAT AND THIN SIDE • Thin side The side of the ground between the ball and the closer boundary line • Fat side The side of the ground between the ball and the further boundary line THIN FAT SIDE SIDE SCORING ZONE The area of the forward zone from which most goals are kicked. It includes the “hot spot” approximately 10-15 metres out from the goal square. The “no go” areas are the most difficult areas of the forward zone from which to score goals. SCORING ZONE HOT NO GO SPOT NO GO 80 AFL YOUTH COACHING MANUAL DANGER ZONE The reverse of the scoring zone from the defending team’s perspective. DANGER ZONE TEAM SET-UPS Traditionally, football has been played with five lines of three players BACKLINE plus three players running on the ball. The increased versatility of footballers today combined with the importance of the midfield area has led to a move away from the more established line-ups. One such variation is the five-man forward line. This formation allows extra space for a key forward while relocating an extra player in the midfield or defence. FORWARD LINE TERMINOLOGY The terminology in football continues to evolve, particularly when we refer to positions on the ground. For the purposes of the manual, we will refer to the traditional defender’s positions as; back pocket, half-back flank, centre half-back and full back, and the forward positions as: forward pocket, half-forward flank, centre half-forward and full forward. Midfielder will be the common term for what has traditionally been broken down individually as centre, rover and ruck-rover. The ruckman and wingman shall remain as positional terms. AFL YOUTH COACHING MANUAL 81 DEVELOPING A PATTERN OF PLAY Following is a simple approach to developing a pattern of play which can form the basis of a team plan. A pattern of play should be recognisable and applicable to all game situations and is generally developed in a series of stages. The table below is devised for implementing a longer kicking approach to the game. The emphasis builds on each stage as do the key terms. Emphasis Key Terms Stage 1 The development of the basic skills of the • Goal to goal line game need to be established to perfect any • Scoring zone game plan or pattern of play. Emphasis can then be applied to kicking the ball longer as a key requirement for the style of play a coach wants to implement. Stage 2 Fundamental to any game is the ability to win • Contest line the ball in a contested or neutral situation. • Contest set up – stoppages and general play And then having the capacity to give the ball • Corridors to teammates in better positions. Stage 3 Less possessions and longer kicking to key • Scoring zone marking players and then the organisation of • Kicking long player numbers to crumb the aerial contest is • Key marking targets a key feature of a long kicking game. • Front & square players • Run and carry Stage 4 Setting up in general play and the use of the • Switching the play ball and role of players. • Handball receives • Leading options • Creating space • Tempo of ball movement BASIC PATTERN To move the ball, out of the Danger zone, either by switching wide to outside corridors or using central corridor if players receiving are free and who can run and carry or at DANGER ZONE the very least maintain possession. Danger Zone • When opposition in possession there must be man on man in this area of ground to stop them marking or winning uncontested possession • In possession the ball should be cleared from this zone and not brought back into it unless player receiving is well clear SCORING • No risks in possession, particularly backward of centre ZONE • Disciplined and predictable ball movement and positioning NO GO • Key is to maintain possession NO GO Scoring Zone • Bring the ball into the scoring zone as quickly as possible • Look for key marking forwards or leading targets. • Hit the scoring zone with numbers if kicking long • Plenty of player movement to keep defenders guessing • Objective is to kick goals 82 AFL YOUTH COACHING MANUAL GOAL TO GOAL LINE THE GAME SET-UP OFF BALL CORRIDOR On-Ball corridor is the corridor where the ball is. As a general rule the following applies: • The bulk of players will move towards this corridor because that is where CONTEST LINE the play is setting up ON-BALL • The team not in possession will pressure the ball at the contest line and in CORRIDOR WORK LINE general play try and win possession back or pressure disposal • They will also cover the corridor or off ball corridor to stop switch of play to space in all situations, but particularly if team in possession is in a mark or free kick situation • Depending on the pattern of play of team in possession and part of the ground they are in possession this will determine how they will play the ball. • Long kicking teams forward of centre will kick to scoring zone, a run and carry team will often create confusion amongst the defending team by running at them and gaining ground till they can find a free target in the scoring zone. A possession based team will try to maintain possession and build more methodically until they can set up a shot at goal by working the ball around to find the best possible option. Work Line Once out of the Danger Zone, this is the direct path into the Scoring Zone. CONTEST SET-UP This basic set-up around a contest is relevant to: • Centre bounces. • Boundary throw-ins. • Marking contests. • Pack situations. BASIC PATTERN Players set up to cover all the options around a contest (where ball is). And where they can transition quickly to either defend or attack. CENTRE BOUNCE Specific roles Ruckman (R) Stands to face 12 o’clock. Using preferred (e.g. RH) hand, the target areas are 3 (see diagram): 1. 9 o’clock. 2. 3 o’clock. GOALS 3. 12 o’clock. 1 2 4.6 o’clock. Midfield 1 (M1) The Midfield 1 role is to: 4 • Never get in front of ball and remain behind the contest – play the sweeper role • Assist the defence by reading opposition ruckman’s target hit out areas • Present as a straight running option Midfield 2 (M2) The Midfield 2 role is to: • Be the primary target for ruckman’s tap work and move to target area • React to assist defence if team lose hit out AFL YOUTH COACHING MANUAL 83 Midfield 3 (M3) The Midfield 3 role is to: M1 • Cover the forward side of contest W W • Create a pathway for Midfield 2 by blocking • Be a target for 12 o’clock target area hit out • Use handball to any straight running option M2 R Wingers (W) The wingers need to: • Start and then run in behind contest HFF HFF • Once hit out is won, move forward and attack A A Defenders (D) As a general rule all defenders: • Start man on man M3 Half-forward flank (HFF) The half-forwards can start in either position A or position B (as per HFF HFF diagram in book).They can work together by starting in position A or B B B or they can alternate where one starts in position A and other in position B. Over time, teams can develop more detailed game plans based around specific situations such as which team has the ball (or is it neutral), which zone the play is in (forward, midfeild or defensive) and variables related to desired player and ball movement such as direction, distance and speed. GAME PLANS Game plan refers to a recognisable/predictable standard or style of play adopted by the coach that suits his/her football philosophy. A game plan is simply a plan for a match consisting of a few major parts.
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