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United Hearts · Block 3 · Attacking Play & Set Pieces

Week 37

Two sessions this week · 170 total minutes

Session 185 min

Q3 Technical Review – 1v1 Attacking Duels

Q3 Review & Individual Skill Focus

Objective: Players consolidate Q3 attacking themes through individual 1v1 duel practice, focusing on committing defenders and creating space for combinations.

Outcomes

  • Players can beat a defender 1v1 in the wide channel using a step-over and acceleration
  • Players can use a body feint to create a shooting lane in a central 1v1 situation
  • Players can recover from a failed 1v1 duel and immediately press to win the ball back
  • Players can apply Q3 combination play immediately after a 1v1 win to create a goalscoring chance

Equipment

  • 12 cones
  • 4 bibs (2 colours)
  • 4 balls
  • 2 full-size goals
  • 2 goalkeepers

Run of show

  1. 1. Activation & 11+ Warm-Up

    15m

    Set up: Two lines of 6 in a 30×20 yd grid. Cones mark two 1v1 channels (wide and central).

    How to run it: FIFA 11+ warm-up then a 1v1 activation: in the wide channel, attacker performs a step-over and accelerates past a passive defender to the byline (5 reps each). In the central channel, attacker uses a body feint to create space and shoots on a mini goal (5 reps each). Finish with two 25-yd acceleration sprints.

    • Step-over: plant the standing foot firmly, step over with the other, then burst with the foot that stepped over
    • Body feint: drop the shoulder convincingly before the push away – sell the direction
    • Acceleration after the move must be explosive; jog and the defender recovers
    GKW911
    Get to the byline and deliver — attack near & far postKeeperAttackerBallDribble (with ball)PassRun (off ball)Shot
  2. 2. Technical/Functional Practice – 1v1 Duel Circuit

    15m

    Set up: Four 1v1 channels, each 15 yds long and 8 yds wide, arranged in a 2×2 block. Each channel has a mini goal at one end. Four pairs work simultaneously.

    How to run it: Attacker starts at one end, defender at the other. Attacker has 6 seconds to beat the defender and score. If the defender wins possession, they counter-attack the mini goal at the opposite end. Rotate attacker/defender roles every rep. Progress in sequence: (1) passive defender (2) semi-active (3) fully live. 6 reps per pair.

    • Drive at the defender with pace – don't stop in front of them
    • Make your first move decisive; multiple feints give the defender time to recover
    • Defender who wins possession: counter immediately – don't reorganise
    • If the duel is won but the shot is missed, attack the rebound
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  3. 3. Skill/Phase Game – 1v1+1 (Attacker has support)

    15m

    Set up: 25×20 yd grid. 1v1 with one support player for each attacker (behind them, 5 yds). Mini goal at each end.

    How to run it: Attacker plays 1v1 against a defender. If the attacker is stopped, they can play back to their support player and use a combination to bypass the defender. Support player cannot enter the 1v1 zone until the ball is played back. Play for 8 minutes, then rotate roles. Award 2 points for a solo duel goal, 1 point for a combination goal.

    • Attempt the 1v1 first – don't immediately look for the support option
    • If you use the support, make a quick combination (wall pass or third-man) to maintain speed of attack
    • Defender: if the attacker plays back, press the support player immediately to disrupt the combination
    AD
    Defend 1v1 — jockey, stay patient, win the ballAttackerBallDefenderDribble (with ball)Run (off ball)
  4. 4. Conditioned Tactical Game – 1v1 Into Combination

    20m

    Set up: Full 60×44 yd pitch. 9v9 with goalkeepers.

    How to run it: Normal 9v9. Any goal that starts with a 1v1 win in the wide channel counts double. Players call '1v1!' to identify the duel opportunity. After winning the 1v1, they must use a combination from Q3 (cutback, third-man, overlap) before shooting. Coach freezes once to show a 1v1 opportunity that was passed up.

    • Wide attackers: receive the ball and attack the fullback directly – don't pass sideways
    • The 1v1 win stretches the defence; the combination after exploits the space it creates
    • Defending fullback: jockey and delay; don't dive in on the 1v1
    • Central midfielder: move into a combination position as soon as the 1v1 starts
    GKW911
    Get to the byline and deliver — attack near & far postKeeperAttackerBallDribble (with ball)PassRun (off ball)Shot
  5. 5. Scrimmage – Free Play

    15m

    Set up: Full pitch, 9v9, goalkeepers.

    How to run it: Open scrimmage. Coach observes 1v1 confidence and whether players are initiating duels or avoiding them.

    • Confidence in 1v1 duels is a culture issue as much as a technical one – celebrate attempts
    • Note which players are consistently winning their 1v1s
    AD
    1v1 — beat your defender and finish in the goalAttackerBallDefenderDribble (with ball)Shot
  6. 6. Cool-Down & Debrief

    5m

    Set up: Circle, static stretching.

    How to run it: Stretching while discussing: 'When is the right time to take on a 1v1 versus using a combination?' Close with homework.

    • Reinforce: 1v1 duels are a weapon – a team that can win them individually is also stronger collectively
    • Preview Session 2: game intelligence and decision-making under pressure
🏠 Take-home challenge: Do 15 minutes of 1v1 duel practice in the garden or against a wall – step-over, scissor, and chop moves, 20 reps of each.
Session 285 min

Game Intelligence Under Pressure – Decision-Making Review

Q3 Review & Individual Skill Focus

Objective: Players demonstrate and develop game intelligence by making the correct attacking decision under realistic match pressure, applying all Q3 themes.

Outcomes

  • Players can identify in real time which Q3 attacking tool to apply (combination, switch, overload, or 1v1)
  • Players can speed up or slow down their decision-making based on the defensive situation
  • Players can communicate the intent of their next action to teammates before executing
  • Players can maintain composure under intense defensive pressure and execute the chosen action at match tempo

Equipment

  • 10 cones
  • 6 bibs (3 colours)
  • 4 balls
  • 2 full-size goals
  • 2 goalkeepers

Run of show

  1. 1. Activation & 11+ Warm-Up

    15m

    Set up: Full squad in a 40×30 yd grid. 7v3 rondo.

    How to run it: FIFA 11+ warm-up then a 7v3 rondo for 8 minutes: possession team earns a point for 10 consecutive passes; defenders earn a point for a turnover. The twist: the coach calls a Q3 concept name ('switch!', 'overlap!', 'third man!') and the possession team must execute it in the next two passes. Finish with two 30-yd acceleration runs.

    • Decision speed: the concept must be executed within two passes of the call – no delay
    • Accurate execution is more important than speed; don't rush into a sloppy switch
    • Defenders: press as a unit – one presses, the other two cover
    123456D
    Keep-away rondo — quick passing around the defenderAttackerBallDefenderPass
  2. 2. Technical/Functional Practice – Decision-Making Under Pressure

    15m

    Set up: Half-pitch. 5 attackers vs 5 defenders. Coach stands beside the attacking team and holds up a card showing a Q3 attacking concept (written on a card: 'Switch', 'Third Man', '1v1', 'Cutback', 'Low Block').

    How to run it: The attacking team builds from the goalkeeper. When the ball enters the middle third, the coach holds up a concept card. The attacking team must attempt to execute that concept before shooting. If they execute it successfully, they earn a bonus point regardless of whether they score. Run 8 sequences, showing different concept cards.

    • Recognition speed: players must look at the coach's card and communicate the concept to each other
    • Execution: precision over panic – it's better to reset and try again than to force a poor execution
    • Defenders: adjust your defensive focus based on what you see the attackers attempting
    X123
    Press as a unit — pressure the ball, cut passing lanesDefenderBallAttackerRun (off ball)
  3. 3. Skill/Phase Game – Intelligence Game

    15m

    Set up: Full pitch. 6v6 with goalkeepers. One team wears bibs. Coach calls a concept at the start of each 3-minute round.

    How to run it: Each 3-minute round, coach assigns a Q3 concept to the team in bibs: they must attempt to execute that concept at least once per minute. Non-bib team defends normally. After each round, switch the concept and switch which team is 'assigned'. Play four 3-minute rounds. Score goals normally.

    • Communication: bib team must verbalise the concept before attempting it
    • Defend intelligently: if you know the opponent is trying a switch, press the pivot player
    • Fluidity: assigned concepts should not make play robotic – adapt to what the game presents
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  4. 4. Conditioned Tactical Game – Q3 Intelligence Showpiece

    20m

    Set up: Full 60×44 yd pitch. 9v9 with goalkeepers. No conditions – full free play.

    How to run it: Full match-intensity 9v9. Coach observes and does not intervene. After the game, coach identifies two moments where a player made an excellent decision and two moments where a better option existed. These become the debrief discussion points.

    • Let the team self-organise – this is the test of the Q3 curriculum
    • Note overall game tempo: is the team playing with confidence and fluidity?
    • Assess: are players choosing the right tool for each moment, or defaulting to one or two habits?
  5. 5. Scrimmage – Free Play

    15m

    Set up: Full pitch, 9v9, goalkeepers.

    How to run it: Continue the showpiece scrimmage or play a reward game (the team that scored more in the conditioned game starts with a 1–0 lead).

    • High energy, high intensity close to the session
    • Celebrate effort and skill displayed throughout the session
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  6. 6. Cool-Down & Debrief

    5m

    Set up: Circle, static stretching.

    How to run it: Stretching while asking each player to name their single biggest improvement this Q3 quarter. Coach summarises the block's themes and previews that Q4 will build on these attacking principles with defensive shape and transition work.

    • End Q3 on a high – reinforce that the players now have a full attacking toolkit
    • Set a week-off or light training week before Q4 if applicable
🏠 Take-home challenge: Before Q4 begins, take 20 minutes to write down or mentally review: your three strongest Q3 concepts and the one concept you want to improve. Be ready to discuss it with your coach.