The Decoy Drive: Baseline Throw-In Play for Guaranteed Goal Circle Entry
Master this highly effective baseline throw-in set play that uses sharp decoy runs and split-second timing to isolate your Goal Attack for an easy feed into the Goal Shooter.

Equipment Needed
1. Overview
When your team is awarded a throw-in on the attacking baseline, it is a prime opportunity to score. However, many teams struggle to convert these chances because the defensive pressure in the goal third is immense. The Decoy Drive Baseline Throw-In is designed to pull defenders out of position, creating a clear channel for the ball to be delivered safely into the goal circle.
This set play relies on precise timing and a coordinated decoy run by the Goal Shooter (GS) to draw the Goal Keeper (GK) away from the post, leaving the Goal Attack (GA) isolated and ready to receive a direct pass or feed the GS under the post. It is most effective when your team has been awarded a baseline throw-in in the attacking goal third, particularly in the final quarter when a goal is needed under pressure.
2. Setup

To execute this play effectively, your attacking players must be set up correctly before the umpire blows the whistle. The court dimensions to keep in mind are 30.5m x 15.25m, with the goal circle having a radius of 4.9m.
| Player | Starting Position | Role |
|---|---|---|
| WA (Thrower) | On the baseline, slightly right of the post, outside the court | Delivers the throw-in |
| GS | Deep in the goal circle, close to the post on the left side | Executes the decoy run |
| GA | Top-left edge of the goal circle, facing the thrower | Primary ball receiver |
| C | Centrally on the transverse line, 10m from baseline | Secondary option / reset |
Equipment needed: 1 Netball, full Netball court (30.5m x 15.25m), standard Netball posts (3.05m high), bibs for two teams.

3. Step-by-Step Instructions

Timing is everything in this play. Ensure your players understand the sequence of movements and do not initiate their drives until the umpire signals the start of play.
- Set the formation. Before the whistle, the WA takes the ball to the baseline. The GS moves to the post. The GA positions at the top-left of the goal circle. The C holds the transverse line centrally. All attacking players must be still and composed.
- The Decoy Run (GS). As the whistle blows, the GS initiates a sharp, aggressive run from the post towards the top-left of the goal circle. This movement is designed to drag the opposing GK away from the scoring zone. The GS must sprint as if they are the primary target — this sells the deception.
- The Primary Lead (GA). Simultaneously, the GA makes a hard, diagonal cut from the top-left of the goal circle towards the right baseline corner, moving into the space vacated by the GS's run. The GA plants their outside (left) foot and pushes off powerfully to create a sharp angle.
- The Delivery (WA). The WA delivers a flat, fast chest pass or a perfectly weighted bounce pass to the GA driving into the right corner. The pass must be released within 3 seconds and should lead the GA into the space — not behind them.
- The Feed (GA to GS). Once the GA receives the ball, they immediately turn to face the post. The GS, having completed their decoy run, should now drop back sharply towards the post, presenting a clear target. The GA feeds the ball in for the GS to shoot.

4. Key Coaching Points

To ensure this set play is successful, focus on these critical coaching points during training sessions:
Sell the Decoy. The GS must sprint hard and look directly at the thrower during the decoy run. If they jog or look disinterested, the GK will not follow them, and the space for the GA will not open up. Remind your GS: "Make the GK believe you are the ball." A half-hearted decoy is worse than no decoy at all.
Sharp Angles, Not Curves. The GA's cut must be sharp and decisive — a V-cut, not a curve. A rounded run allows the Goal Defence (GD) to stay goal-side and intercept. Coach the GA to take 2–3 steps in one direction before planting and driving hard in the opposite direction.
Eye Contact Before the Whistle. The WA and GA must establish clear eye contact before the whistle blows. The GA should not start their drive until they see the WA is ready and looking at them. This split-second communication is what separates a rehearsed set play from a scramble.
Quick Release, Lead the Receiver. The WA must release the ball the moment the GA hits open space — any hesitation allows the defence to recover. The pass should be delivered slightly ahead of the GA, into the space they are running into, not at their current position.
GS Timing on the Drop. After the decoy run, the GS must time their drop back to the post precisely. If they drop too early, the GK recovers. If they drop too late, the GA has already been forced to hold the ball. Coach the GS to hold the decoy run for 1–2 seconds after the GA catches, then drop to the post.
5. Common Mistakes

Watch out for these frequent errors when running this play in training:
Moving Before the Whistle. Players initiating their runs before the umpire's whistle results in a penalty against your team. Emphasise patience and composure in the set position. Use a verbal cue in training — only move on the coach's whistle, not a clap or shout.
Weak Decoy Run. The most common error. The GS jogs instead of sprints, the GK does not follow, and the space never opens. Drill the GS in isolation: "Your job is to take your defender with you, every single time."
Slow or Loopy Pass. The WA delivering a high, arcing pass instead of a flat, direct one. A slow pass gives the GD time to read the play and intercept. Insist on flat, fast passes in all baseline throw-in drills.
GA Holding the Ball. The GA catching the ball and looking back towards the thrower or centre instead of immediately turning to face the post and feeding the GS. The GA's first look on receiving the ball must always be to the goal circle.
Crowding the Circle. Both the GS and GA ending up in the same area of the goal circle, eliminating the space the play was designed to create. Reinforce the rule: the GS drops to the post, the GA stays wide until the feed is made.
6. Variations & Progressions

Once your team has mastered the basic play, introduce these variations to keep the defence guessing:
Variation 1 — The Switch (If GK Doesn't Follow). If the GK does not follow the GS on the decoy run, the WA can pass directly to the GS at the top of the circle for a shot. This is the "read" option — the WA must scan the GK's position before releasing the ball. Coach the WA: "If the GK stays home, go to the GS."
Variation 2 — The Reset (If GA is Covered). If the initial pass to the GA is covered by a well-positioned GD, the WA looks for the C driving down the centre of the court to reset the play. The C receives the ball at the top of the goal third and the team attacks from a standard position.

Progression — Add Defensive Pressure. Once the play is running cleanly in unopposed practice, add a GK and GD to create realistic defensive pressure. Progress to a full 7-on-7 game situation where the set play is called by the coach during live play.
7. Age Adaptations

This play can be adapted for different age groups and skill levels to ensure it remains developmentally appropriate:
| Age Group | Adaptation |
|---|---|
| Under 10s | Focus only on the GA making a strong lead to the corner and the WA making a clean pass. Remove the GS decoy element entirely. |
| Under 12s | Introduce the GS decoy run. Emphasise the concept of "creating space" and walk through the sequence slowly before running at pace. |
| Under 14s | Add the C as a secondary option and introduce the "read" decision for the WA (pass to GA or GS based on GK position). |
| Under 16s / Opens | Full play with all variations. Expect faster execution, sharper angles, and the GA to make the correct decision on the feed without coaching prompts. |
