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Hockey drills for technique defense

  • Player 1 runs with the ball to the head circle and hits the goal
  • Player 4 plays the ball to the left where player 2 and defender 1 come running in (2v1)
  • Player 4 plays the ball to the right where player 3 and defender 2 come running in (3v2)
  • Player 4 runs with a ball into the circle and plays off the attack (4v2)
  • There are at least 2 teams
  • The field is the 23, from marker to other marker
  • You may shoot on goal from any position in the field if not dangerous
  • After 2 goals by the same team the losing team switches (After 3 wins the winning team switches)

OrganizationField
: half field

Implementation

General

  • Play direction of the game
  • Goals in the middle of the field to stimulate awareness of the context of the game (from where do I defend, where do I score?).
  • 1:1 : the trainer plays a ball to Orange 1 or Blue 2. Defender's goal is to prevent a goal and score himself.
  • 2:1 : The trainer plays a ball to Orange 1 or Blue 2. When Orange 1 gets the ball, Orange 3 can join in the playing field of Orange 1
  • Orange 1 and 2 play a 2:1 on Blue 4 (same if Orange 3 gets the ball (Section B)).
  • 2:2 : Same as 2:1, but if Blue 2 gets the ball, Blue 4 may join the attack in the section of Orange 1 (Section A).
    Tips on ball possession
  • Perform a feint when passing.
  • Cut in after the passing action; protect the ball from the defender.


Tips on non-ball possession

  • Find your opponent as quickly as possible.
  • Keep your stick on the ball.
  • Keep the opponent in front of you (on the forehand).
  • ps changeover

At loss of ball:

  • Put direct pressure on the ball handler, cut the shortest path to the goal.


On winning the ball:

  • Perform a quick action/goal attempt towards goals.
  • Making it easier
  • Change the start location regularly.


Make it more difficult

  • Vary the speed of throw.


interfere-with-construction-of-own-half

Explanation

3 (4) against 2 + goalkeeper

OrganisationField
: demarcated space (on half a field)

General

  • The form starts when blue 1 passes to orange 1.
  • Orange 1, 2 and 3 ( possibly 4) try to score in the goal.
  • Blue 1 and 2 try, by working together, to take over possession of the ball on their strong side and then to score in one of the little goals on the centre field (circle size about 3 metres).


The form stops when:

  • Orange scores in the goal.
  • Blue scores in the conversion in one of the little goals on the half way line.
  • The ball goes over the back line.


Exceptions:

  • Ball over the sideline is a normal strike.
  • Foul is a normal free hit.


Tips on ball possession

  • Look before taking the ball (pre-scanning) and recognise space.
  • Take free hits and hits as quickly as possible.
  • Use push passes.


Tips on non-ball possession

  • Work together (cover each other's backs), give pressure on the ball, keep the ball on your defensive forehand side (fake space).
  • Force a pass to the back or force a pass wide; this is better than a deep pass.
  • Make sure you are always between the ball and your own goal


Switching tips

  • On losing the ball:
    • Keep pressure on the ball straight away
    • Get between the ball and your own goal as quickly as possible and help your team-mate
  • On winning the ball:
    • Look for the free space
    • Play a confident pass or accelerate strongly yourself.
  • Make it easier
    • Vary the method of passing (e.g. push pass) or initial pass to another player.
  • Make it more difficult
    • Increase Pressure:
      • Who scores the most goals in 10 ball starts);
      • can Orange 1,2,3 score within 30 sec.


delaying-the-build-up-in-the-opponent-s-half

Goal: Build up by moving the ball.

Instruction:

  1. 1 starts with the ball and plays it to 2
  2. 2 plays the ball back to 1
  3. 1 plays the ball to 3
  4. 3 plays the ball to 4
  5. 4 starts the attack and may choose how he does this


Point of attention: The defenders try to get rid of the ball as quickly and skillfully as possible

  • 2 equal teams, or in case of odd numbers with a joker,
  • try to keep the players on the team for as long as possible.
  • This can be done through short replay, the duel and then replay.
  • Two teams with substitutes, substitutions are made when a goal is scored.
  • Each person defends a goal, on each field there are 5 goals,
  • so there are also 5 people who defend these goals.
  • If a goal is scored in your goal, you have to sit on the sidelines and you become a substitute.
  • A new player (substitute) from the side enters the field and will defend the goal.
  • If a goal is scored, it is 1 point.
  • The team that has the most points at the end of the game is the winner.


game-with-substitutions-1

Overplaying to score

  • Two players continuously play the ball over
  • until one of them is so close to the goal
  • that he can score in the goal.


Variation 2-1 situation:

  • Under pressure from the defender, the attackers must now play together and try to score.
  • The defender can score a point by conquering the ball and then dribbling over the dead ball line.
  • This is the short side without a goal.

Goal
:As an attack is to get the most out of your attackAs a
defense is to defend smartly.

Set-up:

  • The field is up to the dotted line.
  • The attackers take the ball from somewhere on the dotted line and must try to score.
  • The defenders must try to defend the ball from the outside.
  • The attackers score 3 points when they score; 2 points when they force a corner and 1 point when they have a good scoring chance.
  • The defenders get 3 points when they defend the ball by playing in between the pawns; 2 points when they get a free hit and 1 point when they manage to play the ball over the touchline.
    NB When defenders score, the ball does not have to be run between the pawns or accepted behind the pawns.


party-inside-the-dotted-line-1

Variations:

  • Adjust the size of those teams according to the amount of players available. You can also have one team on the sidelines and play a 2 to 3 minute game each time. That way there is a break and the players have time to discuss and analyse.
  • The scoring pawns for the defenders can also be made smaller.
  • You can play with a 'chameleon' and thus give the attackers an overtal when scoring is not going well.


Points of attention:

  • Make sure it is clear who is picking up which man.
  • As defenders, try to keep a low profile and prevent fouls.
  • As the attackers, try to actively look for a foot.
  • Look for opportunities to double-team When you, as the defender, realise that your man is not being active enough in the attack, help your buddy defend and push the attacker into a corner
  • As the attacker, look for the backhand of your opponent. A right-wing attack is therefore often easier to execute than the other way around


Play a 2-1 and try to score in the goal.
If the defender captures the ball, he passes it to the next duo.
Alternate the defender.

Goal
:To be able to quickly switch between offense and defense.

Format
:The field between the 23m line and the halfway line is divided into two parts. There are three teams of 3 players. Two teams play against each other, the remaining team has a break.

  1. Team 1 and 2 play against each other. Goal of team 1 is to score, goal of team 2 is to get the ball to team 3.
  2. When one team scores, the other team has to start the next game as defender. E.g. Team 1 scores against team 2, then team 2 plays as defensive team against team 3.
  3. When team 2 has taken possession of the ball, they play it to team 3. Team 3 starts attacking team 1 as soon as they receive the ball. Team 1 must then switch from attack to defence. Team two now takes the place of team 2 and awaits the play between 3 and 1.

3-vs-3-vs-3

Variations:

  • The number of players per team can be adjusted.
  • The field can be made narrower.


Points of attention:

  • The game should continue as much as possible. To do this, it is useful to have a lot of balls with you as a coach so you can throw them into the exercise.

Goal
:As an attack is to get the most out of your attackAs a
defense is to defend smartly.

Set-up:

  • The field is up to the dotted line.
  • The attackers take the ball from somewhere on the dotted line and must try to score.
  • The defenders must try to defend the ball from the outside.
  • The attackers score 3 points when they score; 2 points when they force a corner and 1 point when they have a good scoring chance.
  • The defenders get 3 points when they defend the ball by playing in between the pawns; 2 points when they get a free hit and 1 point when they manage to play the ball over the touchline.
    NB When defenders score, the ball does not have to be run between the pawns or accepted behind the pawns.


party-inside-the-dotted-line

Variations:

  • Adjust the size of those teams according to the amount of players available. You can also have one team on the sidelines and play a 2 to 3 minute game each time. That way there is a break and the players have time to discuss and analyse.
  • The scoring pawns for the defenders can also be made smaller.
  • You can play with a 'chameleon' and thus give the attackers an overtal when scoring is not going well.


Points of attention:

  • Make sure it is clear who is picking up which man.
  • As defenders, try to keep a low profile and prevent fouls.
  • As the attackers, try to actively look for a foot.
  • Look for opportunities to double-team When you, as the defender, realise that your man is not being active enough in the attack, help your buddy defend and push the attacker into a corner
  • As the attacker, look for the backhand of your opponent. A right-wing attack is therefore often easier to execute than the other way around