Pickleball · Tactics & patterns · Decision-making

Targeting a weaker side and the middle

Scout the opponents early, name a target (a backhand, a slower mover or the middle), and build the point towards it.

A1A2B1B2
Start / 5
Time
20 min
Players
4
Age
U16+
Area
Full court
Equipment
8 pickleballspaddlesprotective eyewearsmall whiteboard or cards

Setup

  1. Two pairs at the kitchen lines, starting points from a dink.
  2. Before each game, the coach gives one pair a secret limit, for example 'B1 may only block on the backhand' or 'B2 may not move more than a step left'. The other pair has to find it.

How it runs

  1. Scouting, first 3 points: pair A plays the ball to both opponents, both sides and the middle, and watches who struggles with what.
  2. After 3 points, pair A calls a time-out of 30 seconds, agrees a target and writes it on the board: a player, a side or the middle.
  3. Play to 11. Pair A scores a bonus point when they win a rally that ended on their named target.
  4. At the end, pair B reveals the secret limit. Did pair A find it? Swap roles and play again.
  5. Without a secret limit, play the same game against real tendencies: a weaker backhand, a player slow to recover, or a pair that leaves the middle open.

Coaching points

  • Down the middle is often the safest target: two players have to decide who takes it, the net is lowest there and the angles back are small.
  • Target with patience. Two or three dinks to the weaker side, then the attacking ball, not a speed-up on the first ball.
  • Ask small questions of the opponents: who takes the middle? who moves late? which side do they lob from?
  • Keep watching: if the target starts winning their rallies, change the plan.
  • Targeting is about the shot, not the person. Attack balls at the feet or below the shoulders, never at the face.

Common mistakes

  • Hitting every ball to the target so it becomes predictable and the stronger partner poaches.
  • Choosing the target from appearance instead of what the scouting points showed.
  • Going wide to the target and opening angles back for the opponents.
  • Forgetting the plan once the score gets tight.

Say it: “Scout, name it, build to it.”

Make it harder

  • Pair B has two secret limits, and only one is real.
  • No time-out: pair A must find and agree the target with signals during play.
  • Start points with a serve and return instead of a dink.

Make it easier

  • The coach tells pair A the target before play starts.
  • Target only the middle for the first game.
  • Score a point for every ball landed on the target, win or lose the rally.

Reviewed by the Sportdify coaching team.