Defending the Long Throw
Organize the box against a long throw: who marks the flick, who guards the near post, who wins the second ball. Then attack the space it leaves.
Theme
Set Pieces
Difficulty
Advanced
Duration
16 min
Players (min–rec–max)
10–16–20
Area
44 × 35 yards
Session phase
Main
Age groups
U15, U16, U18, Adult
Equipment
goal, balls, pinnies, cones
Objective
Give the defending unit a clear plan for long throws: a marker on the flick target, a near-post guard, a keeper who commands the six, and a counter-attack outlet.
Set-up
Full goal and keeper. Attacking team's thrower on the sideline level with the edge of the box, with a flick target at the near post and four runners at the back post and edge of the box. Defending back four plus two midfielders set up in the box. A defending winger waits on the halfway cone as the outlet.
How it runs
- Set the shape: one defender goal-side of the flick target, one on the near post, the keeper on the front half of the six, two on the far-post runners, and one on the edge of the box for the second ball.
- The thrower launches. The marked flick target tries to head it on; the near-post guard attacks the ball first.
- Defenders clear high and wide, never across the goal. The edge-of-box defender wins any loose ball.
- After the clearance, the outlet winger receives and the two midfielders sprint to support a 3v2 counter to a cone gate at halfway.
- Eight throws, then swap the flick target and thrower. Score 1 for a clean clearance, 2 if the counter reaches the gate.
Coaching points
- Touch-tight on the flick target: body contact before the ball arrives.
- Keeper: own the six-yard box and shout 'Keeper!' early.
- Clear it high, long, and toward the sideline.
- The first clearance is the trigger to counter; sprint out as a unit.
Common mistakes
- The flick target gets a free run to the ball because the marker watches the thrower; the marker's eyes are on the target's chest, not the ball.
- Defenders clear the ball across their own goal and give up the second-ball chance; wide and high, every time.
- The counter never happens because everyone stays to admire the clearance; make the outlet pass a scored point so it matters.
Progressions
- Let the attacking team run a short throw option to test the near-post guard's decision.
- Add a rebound striker who attacks the edge-of-box second ball.
- Make the counter live against two recovering defenders.
Regressions
- Thrower serves by hand from 10 yards instead of a full long throw.
- Remove the counter and focus on the clearance only.
- Walk the marking assignments with no ball first.
Constraints
- Every clearance must go outside the width of the box or the attack keeps the ball.