Long Throw Launchpad
A rehearsed long throw-in routine: near-post flick zone, stacked runners attacking the second contact, edge recycler — then flip it and defend the same weapon.
Theme
Set Pieces
Difficulty
Advanced
Duration
18 min
Players (min–rec–max)
9–12–16
Area
50 × 35 yards
Session phase
Main
Age groups
U15, U16, U18, Adult
Equipment
goal, balls, bibs, flat markers
Objective
Turn attacking long throws into a repeatable routine — flick, stacked second-contact runs, edge recycle — and teach the defending unit how to break it up.
Set-up
Full goal with a keeper. The thrower stands on the touchline level with the edge of the box. Mark a flick zone in front of the near post with flat markers. Two runners stack behind each other 10–12 yards from goal, the flick target stands in the zone, and one recycler holds the edge of the box. Two defenders mark up.
How it runs
- The thrower launches a flat, hard throw into the flick zone — the target attacks it at the front of the zone, never waiting under it.
- On the throw, the stacked runners split: first runner attacks the space behind the flick, second runner holds for the back-post drop.
- The flick-on is glanced across goal into the path of the first runner for a first-time finish.
- Anything cleared loose goes to the edge recycler, who shoots or re-delivers.
- Play 6 attacking throws, then swap roles so the defending unit practises attacking the first contact and screening the stack.
Coaching points
- Throw flat and fast — a floated throw is a keeper's catch.
- Flick target: attack the ball at its highest point, glance it on, don't try to score.
- Stacked runners separate on the throw, not before — make the marker choose.
- Edge player stays a pass away, never sucked into the box.
Common mistakes
- The target stands flat under the throw and gets pinned — start three yards off the zone and arrive moving forward.
- Both stacked runners chase the same flick — first runner front space, second runner back post, every single time.
- Defenders ball-watch the flick and lose the stacked runners — assign one defender to the zone and one to track the stack.
Progressions
- Go fully live with a complete defensive unit plus counter-attack target gates at halfway.
- Add a second routine: a faked flick where the target dummies and the throw runs through to the stack.
- Pressure-test: routine must produce a shot within 6 seconds or the defence wins the rep.
Regressions
- Allow a shorter throw distance or let the coach serve by hand into the flick zone.
- Play without defenders until the flick-to-runner timing connects 3 times in a row.
- Use a bigger flick zone and let the target catch-and-volley for younger groups.
Constraints
- Maximum two touches for every attacker inside the box — first contact decides the rep.
- The defending team scores a point by clearing beyond the edge recycler's line.