Delay – Slowing Down the Attack
Basic Defending Principles: Delay
Objective: Players learn to delay an attack after losing possession to allow team-mates to recover.
Outcomes
- ✓Players can slow their defensive approach to delay rather than dive in.
- ✓Players can channel an attacker away from goal using their body angle.
- ✓Players can recognise when they are outnumbered and must delay rather than press.
- ✓Players can hold a delay position for five seconds while team-mates recover.
Equipment
- 12 cones
- 8 bibs
- 6 balls
- 2 small goals
- 1 full-size goal
Run of show
1. Arrival Ball Mastery
8mSet up: Pairs in open space, one ball per pair.
How to run it: One player dribbles forward, the other shadows from two yards away without tackling — mirroring every movement. On 'Tackle!', the shadowing player can win the ball. Count how many seconds each player can delay before 'Tackle!' is called.
- ›Stay on the balls of your feet — ready to move in any direction.
- ›Watch the attacker's hips — they tell you the direction before the feet.
- ›Two yards away is close enough to delay, far enough not to be beaten.
Free dribbling grid — every player a ballConeAttackerBallDribble (with ball) 2. Dynamic Warm-Up
10mSet up: 1v1 gates game. Six cone gates spread across a 20×20 yd grid. One attacker, one defender per pair.
How to run it: Attacker tries to dribble through as many gates as possible in 60 seconds. Defender delays and channels but cannot tackle — delay only. Count gates scored. Rotate roles. Increase to two defenders for round two.
- ›Defender: stay between the attacker and the gate — not chasing from behind.
- ›Channel toward the line — not toward the middle.
- ›When outnumbered, channel toward a touch line to reduce options.
Small-sided game — attack either of your two goalsAttackerBallDefenderPassDribble (with ball)Shot 3. Technical Practice
15mSet up: 1v2 break scenario. One defender, two attackers, one full goal. Defender starts 5 yards ahead of the two attackers.
How to run it: Defender must delay the two attackers long enough for a second cone defender (coach counts to five then releases them) to join. Defender must channel, not tackle. Progress: release the second defender at three seconds only.
- ›One defender against two: pick up the ball-carrier, not the runner.
- ›Show toward the side away from the goal — make them go wide.
- ›Hold your shape until help arrives.
4. Skill Game
15mSet up: 3v3 on a 25×20 yd pitch, one full goal. Defending team earns a point if they prevent a goal for 10 seconds after losing possession (delay point).
How to run it: When possession changes, coach starts a loud count to ten. If no goal is scored in ten seconds, defenders earn a delay point. Normal goals earn a point for attackers. Delay points are tracked.
- ›Delay buys time — that is its only job.
- ›Don't panic when outnumbered — slow it down.
- ›Ten seconds of delay often means the goal chance is gone.
Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot 5. Small-Sided Game
17mSet up: 5v5 including keeper, 40×30 yd, full goal and two wide gates.
How to run it: Free match. Coach pauses twice to highlight a player who delayed well — plays the clip back verbally ('Who was it? What did they do? What happened because of it?').
- ›Delay is invisible in the highlights — but it wins games.
- ›Praise the player who holds their nerve, not just the one who tackles.
- ›Keeper: communicate when to delay and when to press.
Small-sided game — attack either of your two goalsAttackerBallDefenderPassDribble (with ball)Shot 6. Cool-Down & Review
5mSet up: Players seated, legs straight, ankle rolls.
How to run it: Static ankle and hip stretches. Coach asks: 'When is it better to delay than to tackle?' Players give concrete examples from today's session.
- ›When outnumbered: always delay.
- ›When in the right position with cover behind: delay, then tackle.