Create a chance from a long throw. Thrower: launch it flat and far to the near-post zone. Target: attack the ball with a hard run and head it down into the danger area. Runner: gamble on the knockdown and finish first time.
A thrower launches a long, flat throw into the near-post zone; a target man attacks it and heads it down or flicks it on, and runners crash the box to finish and gamble on second balls. Throw it flat and fast, not looped. The target starts three steps out and runs onto the ball. Rehearse it as a named routine and rotate roles.
Delivered flat and fast into the near-post zone, a long throw is effectively a corner that cannot be offside, and against sides that defend it badly it is one of the highest-value weapons a team can own. It is also badly misunderstood, because most players who can throw a long way throw it high.
Height is the enemy. A ball that loops gives defenders and the keeper time to judge it, position under it, and attack it with a run, which are all the things a defence wants. A flat, fast throw arrives on a trajectory people find genuinely hard to read, cannot be caught comfortably by a keeper who would have to come through bodies to reach it, and only needs a touch to become dangerous.
The target's job is the same as at a near-post corner. He is not trying to score, he is trying to make contact and redirect, flicking the ball on across the six-yard box or knocking it down into the crowd. A defence set up to deal with the throw is rarely set up to deal with the ball travelling on afterwards.
That is why the gamblers matter more than the target. Two players attacking the space behind the near-post contact, at the far post and around the penalty spot, convert most of the chances this routine creates. Without them the flick simply lands in an empty area and the throw achieves nothing.
If the team has no genuine long thrower, do not manufacture one. A short throw executed well beats a long one that reaches the first defender.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.