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Vicksburg Bulldogs JV Soccer · 2026

Welcome, Bulldogs · 2026 JV Season

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 Opener Template C
Season Snapshot
14 Games
15 Practices
4 Theme Blocks
Aug 19 – Oct 12 · Mon / Wed / Fri
This Week's Focus
Presence"Nothing exists outside this field for 80 minutes."
Install Week Routine + 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. Game Practice Other Today

Key
Game — Match day Practice — Training session Other — 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.

Attacking Structure · 4‑4‑2 Base

Dynamic midfield 3 · recognition‑based penetration

Philosophy

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.

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.
4. Build-Up Shape4-4-2 base — circulate to move the opponent, break a line the moment it opensFBCBCBFBCDMSTSTStay high — occupy both CBs, stretch the fieldWWHold widthHold widthCMCMDouble pivot — angles off each CBFBCBCBFBCBs split wide — FBs push to midfield heightGKThe +1 in circulationThe pass that matters: breaking a line into the pocketUs (11, building out)Opponent (5)CirculationLine-breakRule: we do not force the ball forward from the back. 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
5. Rotation — Forming the Midfield 3Paired triggers only — one striker drops, one CM steps. Never both.FBCBCBFBCDMSTSTCMCMWST“Check!” — dropping into the pocketST“Pin” — holds the last lineCM“Stepping” — joins the 3CM“Base” — covers, stays connected to CBsWBall-side wide mid tucks inWFar winger stretches the lineFBCBCBFBGKBack four + holding CM = the platformUs (11)Opponent (5)Rotation moveMirror of the defensive pivot rule: one steps, one covers — never both. Recognition, not a script, decides who.
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
6. Penetration PicturesFive release triggers — recognize one, call it, play it. Any player can call any of these.FBCBCBstepped outFBCDMCMspace between their lines2"Pocket!" — free between their lines3"Line!" — back four disconnectedST4"In behind!" — space behind the stepped CBSTW1"1v1!" — winger isolated vs. their FBFBWCM5"Overload!" — numbers wide, combine through themFBCBCBGKUs (11)Opponent (5)ReleaseRecognition is distributed — the player who sees the picture calls it. The system attacks on information, not one playmaker.
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.

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.
1. Defensive Block ShapeDefault state — compact mid-block, 4-2-3-1 compressing into 4-4-1-1 / 4-5-1Compact block: ~25-30 yd deep, ~35 yd wideFBCBCBFBCDM9Screens central lane117Tucked, protects half-spaceTucked, protects half-space10Sits on deepest CDM86Zonal pivot — always connectedFBCBCBFBFlat, connected back fourGKSweeper start — owns ball in behindUs (11)Opponent (5)BallRule: we ALLOW their CBs the ball — an unpressured CB with no forward option is the least dangerous player on the pitch.
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.
2. Trigger PressA trigger fires — only the front two engage, everyone else slides and compressesFBCBCBFBCDM9Curved press — shows CB wide10Jumps to CDM / screens pass back7Steps to FB only if ball travels there1186FBCBCBFBEveryone else: slide + compress toward the ball. No man-chasing.GKUs (11, pressing)Opponent (5)Press runSlide / shiftRule: no trigger, no press. Triggers: back pass · bad touch · receiver turned · ball pinned wide · slow looping pass.
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.
3. Recovery / ResetPress broken — recover inside first, drop 10 yards, reset the block in under 6 secondsFBCBCBFBCDMCBPress broken — ball advancing91079107Recover inside first — protect the middle86Pivot drops with the line — zonal, connectedFBCBCBFBWhole line drops ~10 yards together11GKReset block — under 6 secondsUs (11) — recoveringOpponent (5)Recovery runBlock drop"Broken press" is a planned outcome, not a failure state — it is reset from in under 6 seconds, every time.
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.
T‑30 → T‑18
Phase 2: The Connection (12 min)
Partner passing (6 min) — 2‑touch calling names, 2‑touch calling colors, 1‑touch focused silence.
Rondo with communication (6 min) — passer calls receiver's name; receiver answers "yes" / "here".
T‑18 → T‑4
Phase 3: The Ignition (14 min)
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.
Goalkeeper Track
  • T‑30 → T‑21 — Footwork + handling (ladder, low‑mid‑high, collapse dives)
  • T‑21 → T‑9 — Distribution + shot‑stopping (kicks, throws, progressive shots)
  • T‑9 → T‑4 — Rejoin team for live finishing
Rejoin for Phase 4 & 5.
Mental Focus Rotation
  • 8/17 — Presence: "Nothing exists outside this field."
  • 8/24 — Voice: "If you're not talking, you're not playing."
  • 8/31 — Composure: "First touch settles, second decides."
  • 9/7 — Aggression: "Win the first five 50/50s."
  • 9/14+ — Recycle: captains choose from the list
In‑Game Toolkit
Physical reset cue
Deep breath · shirt tug · tap the ground
Reframe phrase
"Next play." · "Reset." · "Again."
Between‑play scan
Every dead ball: mark, space, next action

Position Roles · responsibilities by position

Your role in attack and defense — know your job, own your space.

Goalkeeper #1
  • In possession: +1 in build‑up, always an angle for a back pass
  • Distribution: short when time, driven to fullback when press commits
  • Defensive: sweeper behind the line, own everything played in behind
  • Primary switch: receive and play to far CB or fullback when trapped
  • Calls: "Step" / "Drop" — leads the line with the whole picture
Center Backs #4 · #5
  • In possession: split wide, aggressive first touch forward
  • Line‑break: pass into the pocket (dropped striker or stepped CM)
  • License to carry: drive forward if unpressured, release when committed
  • Defensive: flat, connected line; move as one on every pass
  • Calls: "Step" / "Drop" / "Gap" / "Cover"
Fullbacks #2 · #3
  • In possession: push to midfield height, provide width
  • Ball‑side FB: wide outlet, underlap/overlap runner
  • Far‑side FB: tuck slightly, balanced for switch and counter
  • Defensive: engage wide only when winger is beaten or occupied
  • Calls: "Shift" / "Tracking" / "Show"
Central Midfielders #6 · #8
  • Paired pivot: one steps, one holds — never both
  • Stepping CM: find half‑space, receive beyond first pressure, link with dropped striker
  • Holding CM: metronome and insurance — switches, recycles, screens transition
  • Defensive: zonal in front of back four, slide together, never split
  • Calls: "Stepping" / "Base" / "Shift" / "Cover"
Wide Midfielders #7 · #11
  • In possession: hold maximum width, stretch the block horizontally
  • Primary 1v1 weapon: attack the fullback when ball comes to feet
  • Far‑side winger: pinch toward the box, arrive at back post
  • Defensive: tuck into half‑spaces, engage FB only when ball travels wide
  • Calls: "1v1!" / "Overload!" / "Screen"
Strikers #9 · #10
  • Paired front: one drops, one pins — never both drop
  • Dropping striker: receive back to goal, link, play wall pass or turn
  • Held striker: pin the last line, threaten in behind, keep CBs honest
  • Defensive (ST): screen central lane, curve‑press CB on trigger
  • Calls: "Check!" / "Pin" / "Screen" / "In behind!"
Paired Rules — Every Position
Strikers: one drops, one pins
CMs: one steps, one holds
CBs: one presses (front), one covers (behind)
Fullbacks: ball‑side goes, far‑side tucks
Wingers: ball‑side attacks, far‑side pinches

These paired rules are the same in attack and defense — learn them once, apply them everywhere.

My Player Card · personal toolkit

Your private pregame cues and in‑game tools. Tap any blank to edit — saves automatically on this device.

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Quick Reference

Review your position roles to see what's expected of you in attack and defense.