Set Plays at a Throw-In (attacking) (3)
Attackers do not have to start in space to create problems for defenders at a throw in. Attackers who stand next to each other can give defenders a problem as to who marks who.
For example: -
X1 and X2 = Attackers, with Thrower T
D1 and D2 = Defenders
In the diagram X1 and X2 stand close together marked by defenders D1 + D2.
So X1 can faint to go down the right flank taking D1 with him – but he then checks backs and collects a throw in from T, on the inside of the field (marked F)
Alternatively, X1 can go through this manoeuvre, but then only acts as a decoy as X2 runs across the front of D2 and collects the throw from T down the right flank (marked E).
Running across the front of defenders gives the attackers that vital metre start.