Drill Library
PressingCounter PressingTransition To DefendDecision Making

Six-Second Win-It-Back

Lose it, win it back inside six seconds — or recognise the press is beaten and drop to a mid-block line. Scoreboard keeps the counter-press honest.

Open diagram

Theme

Pressing

Difficulty

Advanced

Duration

20 min

Players (min–rec–max)

10–12–14

Area

35 × 35 yards

Session phase

Main

Age groups

U16, U18, Adult

Equipment

cones, balls, bibs (3 colours)

Objective

Train the two decisions of the moment after losing the ball: swarm the regain inside six seconds when the trigger is good, or recognise the press is broken and sprint to a compact mid-block line instead.

Set-up

35x35 grid with a mid-block retreat line marked across the bottom 5 yards. 5v5 plus two neutrals who always play with the team in possession. Coach on the side with spare balls and a loud six-count.

How it runs

  1. The team in possession keeps the ball 7v5 with the neutrals.
  2. On any turnover, the losing team counter-presses: they have SIX seconds (coach counts aloud) to win it back.
  3. Win it back inside six: 1 point on the counter-press scoreboard and they keep possession.
  4. If the new possession team escapes the first wave (two clean passes or a dribble out of the cluster), the pressing team must break off and sprint behind the mid-block line before they can defend again.
  5. Failing to retreat once the press is beaten concedes a penalty point.
  6. Play 4 x 4-minute blocks; most counter-press points wins, penalty points subtract.

Coaching points

  • Nearest player presses the ball in the first second — no hesitation.
  • Second and third players cut the escape passes, not the ball.
  • Press the touch — pounce the moment the ball leaves his foot.
  • Beaten? Call it, turn, and sprint to the line together.

Common mistakes

  • The whole team chases the ball and the first escape pass beats five players — only the nearest man presses, the rest screen the exits.
  • Players press at half-speed to conserve energy and arrive too late — better to commit two flat-out pressers than four joggers.
  • Nobody calls the broken press so half the team presses while half retreats — appoint one voice per block to shout 'OUT'.

Progressions

  • Cut the count to five then four seconds.
  • Remove a neutral so the counter-press faces an even number.
  • Add two mini-goals the escaping team can score in, punishing a soft press.

Regressions

  • Extend the count to eight seconds.
  • Add a third neutral so the regain is easier.
  • Let the coach trigger turnovers with a fresh ball so reps are predictable.

Constraints

  • Six-second count on every turnover — regain inside it scores, retreating late costs a point.

Tags

counter-presssix-secondsmid-blockrest-defence-decisionscoreboard