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TL-F-09

4v3→3v4 Waves

Transitions · U12–U19

Obj: The classic wave-counter decision engine — attack with numbers up, lose it, defend numbers down: both transitions in one continuous loop. Field: 50×35yd, two goals + GKs. Equip: Cones, balls, bibs, goals. Org: Team A breaks 4v3 at Team B's goal. The moment the attack dies (goal, save, miss, or turnover), THREE of Team A retreat while B breaks the other way 4v3 (B's bench player joins; A's most advanced player stays out — the rotation punishing the attack's most committed player with the recovery's longest run, exactly like matches do). Continuous waves, 90-second shifts. Scoring: goals = 1; goals within 10s of the wave's start = 2 (speed rewarded); defensive stands that force wide shots or delays until the wave expires = 1 (E-27's delay craft counted). CP: (1) Numbers up: attack NOW — every second converts your 4v3 toward their recovery's 4v4 (2.6.1's urgency, made arithmetic); (2) numbers down: delay, angle, protect the middle — the E-06 laws under real fatigue; (3) the retreat between waves is a sprint, not a stroll (E-13's religion at the session's heart). Prog: 5v4 waves; the trailing recoverer live (waves become 4v3+1 arriving). Reg: 4v2 waves; walk-back retreats early. Mist: P: attackers over-passing the numbers advantage away (2.6's three-second honesty — shoot the 4v3); C: ignoring the retreat's intensity (the session's hidden curriculum is the sprint between). Time: 16 min. Out: Numbers-up urgency; numbers-down poise; retreat-sprint culture. Var: GK-launch starts (waves born from I-09 throws — F-06 merged). Diag: Wave attacking 4v3 toward one goal with speed badge, attack dying and the counter-wave launching opposite with three retreat arrows sprinting back.

The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).