Near-Post Flick-On: Corner Kick Set Play
A highly effective attacking corner routine designed to exploit space at the near post, drawing defenders out and creating a high-percentage scoring opportunity via a flick-on header.

Equipment Needed
1. Overview
The near-post corner kick is a staple in modern football, designed to exploit the natural blind spots of zonal marking systems and disrupt man-to-man coverage. By delivering an in-swinging or driven ball to the near edge of the 6-yard box, the attacking team forces the defence into split-second reactions. The primary objective is not necessarily to score directly from the initial header, but rather to execute a 'flick-on'—redirecting the ball across the face of the goal to runners arriving late at the far post or penalty spot. This routine is particularly effective when you have a strong, aerially dominant forward and aggressive runners arriving from deep positions.
2. Setup

Pitch Setup: Standard full-size pitch (100-110m x 64-75m). The corner is taken from either side, though an in-swinging delivery (e.g., right-footed player taking a left-sided corner) is preferred for maximum pace and trajectory towards the goal.
Player Roles & Starting Positions:
- Player 14 (Taker): Positioned at the corner flag. Responsible for a driven, flat delivery.
- Player 9 (Target/Flick-on): Starts deep, around the penalty spot or edge of the D, preparing to make a sharp, aggressive run to the near corner of the 6-yard box.
- Player 7 (Blocker): Positioned on the edge of the 6-yard box, tasked with impeding the near-post zonal defender or the goalkeeper's path.
- Player 10 (Far Post Runner): Starts near the penalty spot, ready to curve their run towards the back post to tap in the flick-on.
- Player 6 (Second Ball Runner): Positioned at the top of the penalty area (Zone 14) to collect clearances or arrive late for a cut-back.
- Players 3 & 4 (Defensive Cover): Positioned near the halfway line to prevent counter-attacks.

3. Step-by-Step Instructions
- The Trigger: The corner taker (Player 14) raises one arm to signal the near-post routine. This is the cue for all attacking players to initiate their movement.
- The Run: As the taker begins their run-up, Player 9 makes a sudden, explosive sprint towards the near edge of the 6-yard box, aiming to arrive exactly as the ball drops.
- The Block: Simultaneously, Player 7 holds their ground or steps slightly into the path of the primary near-post defender, creating a split-second of separation for Player 9.
- The Delivery: Player 14 strikes a driven, flat cross aimed at a height of 6-7 feet, targeting the space just outside the near post.
- The Flick-On: Player 9 meets the ball in stride, using the pace of the cross to flick the header backwards across the face of the goal.
- The Finish: Player 10 and Player 6 arrive at the far post and penalty spot respectively, anticipating the flick-on to finish with a first-time strike.

4. Key Coaching Points
- Delivery is Everything: The cross must be driven with pace. A floated ball gives the goalkeeper time to claim it and allows defenders to adjust their positioning.
- Timing of the Run: Player 9 must not arrive too early. The run should be explosive and timed so they meet the ball at the peak of their jump, maintaining forward momentum.
- Quality of the Flick: The target player must focus on redirecting the ball, not powering it. Use the crown or side of the head to glance the ball across the goal mouth.
- Anticipation from Runners: Players 10 and 6 must commit to their runs before the flick-on occurs. If they wait to see if the flick is successful, they will be too late to capitalize.
5. Common Mistakes
- Floated Delivery: The corner taker lofts the ball, making it an easy catch for the goalkeeper or a simple clearance for the near-post defender.
- Static Target: Player 9 starts their run from a static position near the 6-yard box, making it easy for the defender to mark them out of the game.
- Lack of Far Post Commitment: The far-post runners hesitate, meaning a perfect flick-on rolls harmlessly out of play because nobody is there to finish.
- Foul on the Goalkeeper: The blocker (Player 7) overly engages the goalkeeper, resulting in an offensive foul and turning over possession.
6. Variations & Progressions
- Short Corner Decoy: Have a player sprint short to offer a quick pass option. This draws a defender out of the penalty area, creating more space for the near-post run.
- Direct Shot: If the goalkeeper begins cheating towards the center of the goal anticipating the flick-on, the near-post runner (Player 9) can attempt to glance the header directly into the near corner.
- Double Near-Post Run: Send two players to the near post—one slightly shorter to clear out the front zone, and the primary target arriving just behind them.
7. Age Adaptations
- Under-10s: Focus purely on the delivery and a single player attacking the ball. The concept of a flick-on is often too complex; encourage the near-post runner to try and score directly.
- Under-12s to Under-14s: Introduce the blocker role and the concept of a secondary runner. Emphasize the timing of the run and the technique of the driven cross.
- Under-16s and Older: Implement the full routine with all complex movements, decoys, and variations. Demand high-speed execution and precise delivery.
