Netball
Baseline Throw-In: Circle Entry & Shot Creation
This play provides a structured baseline throw-in routine that creates immediate scoring opportunities by using decoy movements, a clear lead, and a secondary cut to unsettle the defensive unit.
What you need
Cones, Balls
Setup
- Position 7 players on court: GA, WA, C, WD, GD, GK, and one thrower (usually the GS or the player taking the throw-in). The thrower stands at the baseline, outside the court, with the ball.
- The attacking unit (GA, WA, C) sets up in a compact formation around the top of the goal circle, about 5-6 metres from the baseline. The defensive unit (WD, GD, GK) marks their direct opponents.
- Use cones to mark the starting positions for each player to ensure consistent alignment during practice.
- The goal shooter (GS) positions on the edge of the circle, closest to the thrower, but not directly in front of them.
- The remaining attackers (WA, C, GA) form a horizontal line across the top of the circle, with the GA on the left, C in the middle, and WA on the right (from the thrower's perspective).
- Ensure all players understand their roles: the thrower must be a confident passer, the first lead is the decoy, the second lead is the primary target, and the third player provides an outlet if the first two are covered.
Step-by-Step Instructions
- Signal & Start: The thrower calls a code word (e.g., "Circle") to initiate the play. All attackers begin moving simultaneously.
- Decoy Lead (GA): The GA, positioned on the left, drives hard towards the baseline corner, as if to receive a short pass. This draws the GD and WD towards the ball.
- Primary Lead (WA): As the GA makes her decoy, the WA, on the right, cuts sharply towards the top of the circle, using a change of pace. She aims to receive the ball at the top of the circle, about 1-2 metres outside the circle edge.
- Secondary Cut (C): The C, starting in the middle, delays for a beat then drives straight towards the goalpost, aiming to receive a pass if the WA is covered. This creates a second option.
- Thrower's Decision: The thrower reads the defence. First look is to the WA on the cut. If she is free, deliver a crisp, flat pass to her hands. If not, look to the C on the secondary cut, or to the GS who has repositioned on the circle edge.
- Shot Creation: If the WA receives the ball, she immediately looks to pass inside to the GS, who has sealed her defender on the circle edge, or takes the shot herself if she is inside the circle and has a clear path.
- If the C receives: The C drives to the circle, draws the defence, and either shoots (if close enough) or passes to the GS who has moved to the post.
- If the GA receives (unlikely): The GA uses the baseline drive to create space and looks for a long pass to the GS or a quick reset.
- Reset: If no pass is available, the attackers reset by moving the ball back to the thrower (if still on baseline) or by passing around the circle to maintain possession.
Coaching Points
- Timing of cuts: The decoy (GA) must go first to create space. The primary cut (WA) must time her run so she arrives at the top of the circle just as the decoy reaches her peak. This is a 1-2 rhythm.
- Change of pace: The WA should use a slow jog then an explosive sprint to lose her defender. The C should delay, then drive hard.
- Body positioning: All receivers should present a strong target with hands up and out, ready to catch. The thrower should aim for the leading hand (the hand away from the defender).
- Court vision: The thrower must scan the defence before the pass. Look for the defender's body position – if the defender is ball-watching, the cut is open.
- Communication: The thrower should call out the target's name as the pass is made. The GS should call for the ball when she is free.
- Follow-through: The thrower must use a firm, accurate pass – a chest pass or a bounce pass if the defender is close.
- After the pass: The thrower (if a player on court) must immediately move into the court to support, not stand still.
- Shot selection: If the WA receives, she should look for the GS first. If the GS is not free, the WA should be ready to shoot from the top of the circle (if she is a shooter) or pass to the C who is cutting.
Common Mistakes
- All players cutting at the same time: This clogs the space and makes it easy for defenders to switch. Emphasise the staggered timing – decoy first, then primary, then secondary.
- The decoy not committing: If the GA only jogs, the defence won't bite. She must drive hard to the baseline corner to draw defenders.
- The thrower telegraphing the pass: Staring at the intended receiver before the pass allows defenders to intercept. Teach the thrower to use a quick glance to the decoy first.
- Receivers not presenting hands: If the WA doesn't have her hands up, the pass may be dropped or deflected. Always show a target.
- The GS standing still: The GS must move along the circle edge to create a passing angle. She should not remain static in the same spot.
- Poor spacing: If the attackers are too close together, the defence can easily mark two players. Maintain at least 2-3 metres between attackers.
- No reset option: If the first two options are covered, players panic. Always have a third option – the C or a back pass to the thrower who has stepped in.
Progressions & Variations
- Progression 1 – Add a screen: Instead of a simple decoy, the GA can set a screen on the WD to block her from following the WA. This requires the GA to adjust her angle and the WA to run off the screen.
- Progression 2 – Double decoy: Use both the GA and the C as decoys, with the WA as the primary target. This creates more confusion for the defence.
- Progression 3 – Add a defender on the thrower: Have a defender pressure the thrower (simulate a turnover situation) to force quicker decisions and a more direct pass.
- Variation 1 – Baseline throw-in from the other side: Run the same play from the left baseline, switching roles so players learn to execute with both hands and feet.
- Variation 2 – Play without the GS: If the GS is not on court (e.g., during a substitution), the WA becomes the shooter and the C drives to the circle. Adjust the passing options accordingly.
- Variation 3 – Time pressure: Give the attacking team only 3 seconds to get the ball in play after the whistle. This forces faster decision-making and sharper execution.
- Variation 4 – Add a floating defender: Have a defender (e.g., the GD) play as a 'sweeper' in the circle to challenge the final pass. This teaches the attackers to pass with accuracy and deception.
