Couple of teaching points or points of emphasis for all stickwork
1. Stickwork must be supervised, monitored, and coached
There is nothing more important to the success of your team than stickwork. Coaches need to plan practice prior to arriving to field. One rule you can implement is: Coaches do not stand near each other during drills. You are there to coach the players not socialize with coaches.
Walk around the drill; make all feel you are watching them. Give constant feedback to the players. Make sure they know you are aware of what they are doing. “If you want someone to take an interest in you, show a sincere interest in them”. If you don’t show an interest in coaching stickwork, the players won’t have an interest in stickwork.
Stickwork is not warm up time. Stickwork is practice time, is work time, fast pace time, time to get better time. Stickwork should be high intensity.
2. What coaches should monitor and reinforce to the players
- Run, Run fast
- No cradles
- Get the ball out of your stick: “Throw it,” “Move it.”
- Throw the ball, no lobs, no arcs, soft passes don’t get it done
- Run until you throw it, run until you catch it
- Everything, for the most part, is on the move: catching, throwing.
- Communicate; name, where, what
- “Billy, on your left, help”
- “Right away” = means throw the ball quickly someone is coming.
- “One more” = make the next pass, up field, towards goal.
- “Turn” = turn with the ball, no one is coming to you.
- “Help” = I am here if you need me.
3. Technique Aspect
- Shoulders turned on catch
- Rotate shoulders on throw
- Soft Hands; ball is an egg; give; no reaching for the ball
- Point butt end at target
- Hands up, Hands back
- Elbows up
4. Keep the players in positions/locations you place them. Use cones, use intersecting lines.
- Make them be disciplined always; can’t have it be loose then tighten it up.
- JV Soccer coach story.
5. No compounding errors
- When they miss a pass, go get it, chase it, get it.
- A missed pass is a GB opportunity
- Missing a pass is one thing; to stop playing is compounding your errors.
- Don’t be a player or team that Compounds there Errors
6. Be ready, be a good teammate,support yourteammate
If a player in line is not ready he is not supporting the teammate with the ball in hisstick; he is not being a good teammate. Not being ready is unacceptable. Not being ready is an indication of not being a good teammate, not focused, not caring about what is happening; we want caring players.
7. If you don’t know what to do with the ball, then run. Running will get you out of trouble.
Glossary of Terms
- Paint‐ Area 12 yards above GLE and just outside hash marks, 6 yards from each pipe. Only extend to this area if we are short a man defensively. Slide to any ball carrier at edge of paint.
- Rydo Line‐ Imaginary line from center of one goal to center of other goal, it splits field in half.
- Timeline‐ Line parallel to midline at top of restraining box
- “X”‐ Area directly behind goal
- Point‐ Area directly in front of goal just above timeline
- “7”‐ Area near faceoff “X”
- Island‐ Area of 5 yards above and to the side of each pipe. Island is a nice place for offense to be, defense don’t let offense get to island.
- Shade‐ If you drew a line perpendicular to timeline to the end line through the backside pipe, the area away from the ball is the Shade, No defenders should be in the shade taking a siesta
- Split Field‐ keep ball/ball carrier on one side of field, all situations
- Pole him/Force‐ use defenders pole to push or direct ball carrier
- Jam‐ same as above
- Look Away‐ post slide, after ball carrier is no longer threat to goal, one defender, usually the original on ball defender, should look away from the ball, allowing him to find open man.
- Recover‐ after ball carrier is no longer threat to the ball all players Recover to a man.
- Near Man‐ man adjacent to the ball, indicating he will be slide.
- Slice/Pole Pass‐ throwing ball across body and backwards, versus circling and throwing back
- Step back throw back‐ plant outside foot, swing inside leg back, back pedal towards sideline, throw ball
- Circle Throw Back‐ dodger circle out, changes hands, and throws ball. Change hands after the dodge.
- Screen‐ offensive player stationary allowing other offensive player to run off him to get open off the ball
- Pick‐ offensive player stationary for the purpose of ball carrier to runoff defender. A pick is set on a defender; a Screen is set in space
- Bingo‐ advantage out of the sub box
- Banjo‐ less than 5 second left in penalty
- Delta‐ 10 seconds left in count
- Boston‐ our open man is near sub box
- Diagonal‐ open man is at midline/sideline opposite sub box
- Cross field‐ open man is across field from you
- Deep‐ open man is deep down the sideline from ball
- Clear‐ we gain possession of the ball in our defensive end of the field
- Break‐ an uneven number of players with offense advantage; used offensively and defensively
- Paint‐ we are short a man, get into the paint and defend the paint
- Even‐ we have the same number of men as they do but not 6 defenders
- One‐ Person who is sliding
- Two‐ defenders (2) that have second slide
- Skip‐ adjacent defenders who are responsible to take away skip passes
- Force‐ man playing the ball
- Help‐ person is open
- Right Away‐ catch and throw ball as soon as you get it
- One More‐ move it forward one more
- Rebound‐ ball is loose in front of our defensive goal, everyone get in and defend the paint
- Check‐ ball is in flight, defense to check opponents’ sticks