15 practices · 14 games · One identity. Check the Calendar for dates, and dive into the Attacking & Defensive systems to know your role.
Next Match
vs. Gull Lake (Richland, MI) — Home
Wed · Aug 19 · 5:00 PM · Vicksburg High School
Season OpenerTemplate C
Season Snapshot
14Games
15Practices
4Theme Blocks
Aug 19 – Oct 12 · Mon / Wed / Fri
This Week's Focus
Presence — "Nothing exists outside this field for 80 minutes."
Install WeekRoutine + Duel Calls
Quick Tip
Mistakes happen. The next action matters.
That's our rule. Own it.
📌 Install Plan: Three practices before Game 1 (Wed 8/12, Fri 8/14, Mon 8/17).
We install the pregame routine, duel-call vocabulary (man on / time / turn),
and our identity: win the ball, play forward fast.
Know Your Role
Every position has specific responsibilities in attack and defense. View position roles →
Season Calendar · 2026
All games & practices, per the official MaxPreps schedule. GamePracticeOtherToday
Key
Game — Match dayPractice — Training sessionOther — Tryouts / Labor Day / etc.Today — Current date
Template types: A = Teaching (90 min) · B = Recovery + Theme (75 min) · C = Pre‑Game Light (60 min)
Game dates, times, and locations sourced from the official MaxPreps Vicksburg JV schedule.
Possession with purpose. Circulate to move the opponent, release into feet the moment a favorable 1v1 or gap is recognized. Patience is a weapon — every side‑to‑side pass is a question we ask their defense.
1 GK2 RB5 CB4 CB3 LB7 RW6 CM8 CM11 LW9 ST10 ST
Base 4‑4‑2 · morphs to 4‑3‑3 / 4‑1‑3‑2 via paired rotations
Phase 1: Build‑Up
CBs split wide, fullbacks push to midfield
GK is the +1 in circulation
Both CMs start as a double pivot, offering angles
Strikers stay high, occupying both CBs
Rule: If nothing is on, circulate again. The gap will come.
Phase 2: Rotation
Striker drop — one striker drops into the pocket ("Check!")
CM step — one CM advances to join the attack
Held striker pins the last line
Holding CM stays as the platform
Paired rule: one steps, one holds · one drops, one pins
Phase 3: Penetration — Recognition‑Based Release
Attack the moment you see one of these pictures:
1v1!Winger isolated vs. fullback
Pocket!Player free between lines
Line!Back four disconnected
In behind!CB stepped out, space behind
Overload!Numbers wide
Position Responsibilities
GK — +1 in build‑up, primary switch
CBs — split wide, break lines into pocket
FBs — width, underlap/overlap runners
CMs — paired pivot, one steps one holds
Wingers — max width, 1v1 weapons
Strikers — one drops, one pins, swap roles
Attacking Vocabulary
"Check!"I'm dropping into the pocketStriker
"Stepping"I'm joining the midfield 3CM
"Base"I've got the holding spotCM
"Pin"I'm holding the last lineStriker
"Time"No pressure on youNearest
"Man on"Pressure arrivingNearest
"Turn"You can face forwardBehind
"Switch"Far side is openFar side / CM
Connection to Defense
Same one‑steps‑one‑holds logic governs both phases. Rest defense is built in: back four + holding CM + far‑side balance. After a regain, first look is vertical — if it's not on, circulate and reset.
Mid‑Block Defense · Carrick‑Style
Compact shape · selective pressing · point‑and‑call communication
Philosophy
Control through shape, not chaos through chasing. We defend as a compact unit in the middle third, invite the ball into low‑danger areas, and press selectively — only when a trigger appears, and only with the front two or three players.
1 GK2 RB5 CB4 CB3 LB7 RM6 CDM8 CDM11 LM10 CAM9 ST
4‑2‑3‑1 out of possession · compresses to 4‑4‑1‑1 / 4‑5‑1 in the mid‑block
Phase 1: Block Shape
Compact in the middle third: ~25–30 yd deep, ~35 yd wide
9 & 10 screen the central passing lane
Wingers tuck inside to protect half‑spaces
Double pivot zones in front of back four
Back four holds a flat, connected line
Design: We allow their CBs to have the ball. That is not a failure.
Phase 2: Trigger Press
9 presses — curved run, show outside
10 screens — nearest CDM or pass back
Near winger — steps to FB only if ball goes there
Everyone else — slide & compress ball‑side
Rule: No trigger, no press. If you press without a call, you're just running.
Phase 3: Recovery / Reset
If press wins the ball → immediate transition
If press is broken → recover inside first, drop 10 yd, reset block
"Broken press" is not a failure — it's a planned outcome we reset from in under 6 seconds.
Line‑by‑Line
ST (9) — screen central lane, curve‑press CB
CAM (10) — sit on deepest CDM, screen entry
Wingers — tuck into half‑spaces, engage FB wide
Double Pivot — zonal, slide together, never split
Back Four — flat connected line, move as one
GK — sweeper, own the in‑behind
Defensive Vocabulary
"Step"Ball going backwardGK / CB
"Drop"Runner in behindGK / CB
"Gap"Hole in our lineAnyone
"Cover"I'm behind youSupport
"Screen"Blocking passing lane9 / 10 / wingers
"Shift"Ball switching sidesPivot
"Back!"Back pass — pressAny
"Touch!"Heavy touch — pressAny
"Turned!"Back to goal — pressAny
"Wide!"Pinned to touchlineAny
Evaluation Hooks
✓ Pressure recognition
✓ Communication rate
✓ 1v1 defending quality
✓ Cover discipline
✓ Line movement
✓ Trigger calls made
Every breakdown localizes to one player and one decision — that's the development tool.
Pregame Routine · T‑40 to Kickoff
Same sequence every game. The anchor that steadies the team.
T‑40 → T‑30
Phase 1: The Shift (10 min)
Silent solo ball work (5 min) — inside‑inside, sole rolls, toe taps, scissors, weak foot, juggling. Dynamic mobility (5 min) — leg swings, lunges, high knees, carioca, hip openers.
High‑speed pattern (4 min) — diamond / Y with decision trigger. 1v1 to small goals (5 min) — "first contact wins." Finishing / final‑third (5 min) — live service, cutbacks, rebounds.
T‑4 → T‑2
Phase 4: The Reset (2 min)
Box breathing (60‑90 s) — 4 in, 4 hold, 4 out, 4 hold · 4‑6 cycles, led by a player. Water / equipment check (30 s) — shin guards, jerseys, phones away.
T‑2 → T‑0
Phase 5: The Final Huddle (2 min)
Coach — 60 seconds: tactical reminder, mentality point, the mistake line. Player — 30 seconds: captain gives the final word and breaks the huddle.