Hockey drills

The player with the red pilon is ready for the long corner. This player plays the ball to the left and gives the ball to the player coming from the white pilon. The player of the white pilon plays the ball as hard as possible into the circle (towards the goal). 

When the long corner is taken, the players try to run into the blue and orange pilon and intercept the ball. The player who intercepts the ball scores on the back line and the other player scores on the 23-m line. It becomes a 1 to 1.

Swap: Red - White - Blue - Orange - Red

Attention: The player who takes the long corner stands ready as if he himself is going towards the circle. Pass the ball hard and low towards the dot. 

  • Put out the columns as shown in the figure
  • Spread the balls over pylon C and D.
  • In this exercise you place a player at pylon C and D.
  • The rest of the team will line up at pylon A.
  • From A onwards, the player walks around the pylon
  • From the post, the player makes a sideways movement facing the ball (facing C).
  • Player C plays the ball in the forehand of A
  • A takes the ball and turns right open
  • A runs in the direction of the circle and finishes at goal. 
  • From here he runs to D and receives another ball. 
  • The player turns open to the left and finishes on goal again.hockey-exercise-1

                                                                                           
hockey-exercise-1

  • Make groups of 2.
  • No. 1 must try to hit the ball of
  • no. 2, staying in a designated area. How often does No. 1 succeed? After some time, switch around and No. 2 may try to hit the ball of No.1.


tagging-with-a-ball

  • The tagger should try to tap as many children as possible.
  • If you are in danger of getting tapped you can call a television show and then the tagger is not allowed to tap you.
  • You have to stand with your legs wide.
  • The rest can be relieved by crawling between your legs.
  • When you are tapped, you stand by the trainer.


television-tagger

  • 2 players give each other a hand and start tapping together (don't let go).
  • Player who is tapped gives a 3rd hand and when another player is tapped they form another twin pair.

    (each group of four splits).

twin-tagger

  • Groups of 2 in a row.
  • There is one tagger and one runner.
  • The one who has to run away, because otherwise he will be tapped, will quickly stand in front of 2.
  • The last one of these two has to run away quickly in order not to be tapped, because 3 is too much! If you get tapped, you become the tagger.


3-is-too-much

  • 1 or 2 taggers.
  • On the spot where you are tapped, the tagger must hold his hand, for example, a hand on his shoulder.
  • With the other hand another has to be tapped.


bad-luck-tagging

  • There are 3 or 4 gates in the indicated area.
  • To score a point you have to pass the ball to a team-mate through a gate.
  • After scoring, the other player can score if they are in possession of the ball.


game-with-multiple-goals

  • Run with the ball and pass the pylo, then play the ball to your fellow player.
  • Take the ball on the forehand and run to the pylon and pass.
  • At the end of the exercise run back to the beginning
  • Change sides after every turn.


controlling-the-ball-while-running

  • defense intercepts the ball
  • the ball is played to the right back
  • the middle right pulls in so that the flank is open
  • the back right plays the ball into the depths to the striker 
  • the striker pulls out to take the ball along the line
  • The purpose of the exercise is to make players understand that you have to step in front of your opponent
  • and the quick passing of a ball is essential in an attack
drawing building up an attack from midfield
  • Have 5 attackers practice with the penalty corners
  • goalkeeper in goal
  • vary with declarers
  • different variants
  • At the end of the session, discuss 3 variants that can be used in the competition