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Crossing & far-post runs

Crossing & far-post runs (core) — U13-U14

Quality delivery and timed runs across the face. Timed phases for a 75-minute U13-U14 session.

U13-U14 Whole–Part–Whole Developing 65 mins 12–16 players Match intensity Crossing & finishing Attacking
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Practice timer

65:00

Pitch layout
Players Ball Pass / movement Cones / markers

How to use this session

  1. Set the learning intention before players arrive.
  2. Copy the pitch picture as closely as numbers allow.
  3. Protect ball-rolling time; intervene in natural stoppages.
  4. Use STEP live if challenge or success tips too far.

Session flow

Arrival · 8 mins

Arrival linked to Crossing & far-post runs

8:00

Ball-each or light rondo that previews crossing & far-post runs. Raise intensity gradually.

Organisation: Arrival grids as players arrive; continuous ball supply.

Coaching points
  • On toes, scan early.
  • Quality first touch under light pressure.
  • Compete with a smile.
Progressions
  • Add a second ball or time pressure.
Regressions
  • Bigger space, fewer touch limits.
Whole game · 18 mins

Conditioned game — Crossing & far-post runs

18:00

Directional game with a clear condition that makes crossing & far-post runs the easiest path to success.

Organisation: Pitch size matched to age; bibs and multi-ball restart.

Coaching points
  • Recognise when crossing & far-post runs is on.
  • In possession: create and use space.
  • Out of possession: organise early, stay compact.
Progressions
  • Tighten space or add a scoring bonus for the theme.
Regressions
  • Add a neutral pivot / bounce player.
Part practice · 18 mins

Part practice — Crossing & far-post runs

18:00

Isolated repetition of the key action for crossing & far-post runs, then rebuild toward the game picture.

Organisation: Lanes or grids; 1–2 coaches / helpers feeding balls.

Coaching points
  • Detail the technique before adding speed.
  • Disguise intentions where possible.
  • Recover shape after each action.
Progressions
  • Live defender / timed finishing.
Regressions
  • Unopposed patterns first.
Game · 16 mins

Transfer game — Crossing & far-post runs

16:00

Open or lightly conditioned game. Freeze only to reinforce one coaching point from the theme.

Organisation: Age-appropriate pitch; keep balls ready.

Coaching points
  • Can we transfer tonight’s theme without the condition?
  • Communicate the next action early.
Progressions
  • Remove all conditions.
Regressions
  • Reintroduce the theme condition for 3 minutes.
Plenary · 5 mins

Plenary review

5:00

Players answer: What was the theme? When was it hardest? What will you try next match?

Organisation: Team huddle.

Coaching points
  • Player voice first.
  • Link to upcoming fixture if relevant.

Related drills

Drill 73

Race > Dribble > Shoot: Team Race First place runs, collects a ball, dribbles then shoots into mini goal, as soon as they have scored next player can go, first team to score with all their balls wins.

Use in creator

Duplicate from left and right if numbers allow.

1 2 3 4 5 Shooting Build Up: P1 plays 1-2 with P2 then passes to P3 who “drops” the ball back to P2 to put it wide. P1 makes the run to get the cross in P2 & P3 both get in box crossing their run. - Aim for corner, concentrate on technique, Is there a rebound? Follow on Next 3 players straight in to go after the ball has went wide Do different job each time Coaching Points: Technique Use voice to get attention Duplicate from left and right if numbers allow.

Use in creator

Black lines initial runs, orange lines are runs/movement

Players all ready to go with the next 4 setting up to go quickly after last shot. Using the corridor: 1) Bounce pass to server, ball goes wide 2) Winger drives forward and puts ball back in the corridor between pen spot and 6yd box. 3) bounce player and other winger get into the corridor to score, server gets edge of box. - Finish with side of foot - Always hit the target GK: Don’t have to save every shot just pick 1 in 3. Black lines initial runs, orange lines are runs/movement

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1v1 rolling, attack/defend

1 2 3 Setup – 2 queues facing a goal each, everyone with a ball. Players from each queue alternate who’s go it is. Player scores in goal directly in front then immediately defends the second goal – player from alternate queue will be attacking. Retrieve ball and join the other queue to keep ball rolling. Reactions/Transition - How quick can you defend? Attackers – go as soon as they’ve shot/been tackled Intensity, always on toes and ready to go Ball must hit net - Should be - fun, engaging, exciting, high tempo 1v1 rolling, attack/defend

Use in creator

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