
Team of 5 or more. Blue team to attack grey team 3v4. if grey team win the ball they must outlet to either team on side of pitch who will attack other goal with 4 players vs 2 reamining blue. Other blue players to jump back quickly to defend. Grey team step in to empty side box. Blue team win ball then they outlet to either side team Continuous game get ball and jump back. Should always be a 4v2 plus jump back players. Any goal scored, team outlet from 16. play side lines hits. Any ball off backline is a hit out to defence. Play 4 x 8 min games. 3 points for goal scored at any time 1 point for successful jump back, win ball and outlet. Teams to keep own scores. Forfiet for losing side after each 8 mins.
Defensive turnover of ball controlled outlet to set coutner - no double turnover attacking team to deny space if ball lsot and stop go froward. 2 initial defenders to delay go forward and wait for jump back players.
This practice has no coaching points
This practice has no progressions
in more ways than one
The best hockey players in the world do not just react faster; they scan more frequently and process information before the ball arrives. This article explores the science behind scanning, how to coach spatial awareness as a habit, and practical drills that force players to lift their heads and read the game.
In hockey, you can only score from inside the circle. Getting the ball into the D with purpose and creating genuine shooting chances is the hardest part of attack. This article examines the different types of circle entry, why entry angle determines shot quality, and how to train your team to penetrate the most congested area on the pitch.
The best teams don't just press - they press at the right moment. Here's how to train your players to read the cues.