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Throw-In Towers

Use heading from long throw situations

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Receiving
Team Shape

Use heading from long throw situations. Set up the area, follow the steps and use the coaching points below.

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Receiving
Team Shape
Technical Practice
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Quick 10 Minutes
library-original

Age

Under 12 to Adults

Duration

10 min

Players

6-12

Area / pitch size

24 x 16 yards

Difficulty

Beginner / Intermediate / Advanced

Equipment

Balls, Cones

Coaching focus

Use heading from long throw situations

Objective

  • -Use heading from long throw situations
  • -Time movement from a restart
  • -Link throw-ins to aerial duels

Setup

  1. 1Mark a throw-in lane down one side of a small pitch.
  2. 2Set one thrower, two attackers and two defenders in the box area.
  3. 3Use cones to show a safe landing zone.

How to play

  1. 1The thrower sends a long throw into the marked area.
  2. 2Attackers and defenders compete for the first header.
  3. 3The ball must be headed on before anyone can finish a goal.
  4. 4After each restart, players return to their marks and try again.
  5. 5Rotate the thrower every few turns.

Coaching points

  • -Move early from the restart
  • -Attack the flight, not the bounce
  • -Use arms for balance and space
  • -Head on to a teammate or target

Progressions

  • +Two-Touch Limit: drop to one touch in the central area
  • +Weak Foot Only: add a defender to raise the pressure
  • +Tempo Clock: cut the clock to four seconds
  • +Add a competitive scoreline for the last round

Regressions

  • -Two-Touch Limit: allow three touches while the picture is learned
  • -Weak Foot Only: static, unopposed reps before adding movement
  • -Tempo Clock: extend the clock to ten seconds
  • -Simplify the area or the service until success returns

Variations

  • -Two-Touch Limit — Players are limited to two touches — one to control, one to release.
  • -Weak Foot Only — Every touch, pass and finish must be with the weaker foot.
  • -Tempo Clock — The ball must reach the end action inside six seconds or the rep restarts.
  • -Scan and Cue — The coach shows a colour or number and the receiver must call it before their first touch.
  • -Shadow Pressure — A shadow defender applies half pressure and can win the ball only after the first touch.
  • -Score Challenge — Run it as a timed competition — pairs or teams count successful reps and compare scores.
  • -1-to-1 Session — Run as an individual session: coach serves, one player works through the reps with rest built in.
  • -Flip the practice to the opposite side of the pitch

Common mistakes

  • -Waiting flat-footed for the throw
  • -Crowding the thrower too soon
  • -Trying to score without a first contact

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