Obj: Positioning's geometry — the ball-you-goal line, the arc's depth, and the angles that make saves unnecessary. Field: Goal + full-width shooting arc. Equip: Goal, balls, cones, two ropes (the teaching gold: ropes from both posts to the ball show the coverable cone). Org: Rope phase: the ball moves around the arc, ropes redrawn, the keeper places himself where his frame fills the cone — the geometry SEEN, not lectured. Live phase: shooters attack from arc points; the keeper's starting position graded before every strike (photo-freeze: "could you cover both ropes?"). Depth rules layered: tighter to the shooter narrows angles, deeper buys reaction time — the trade named and chosen by distance. CP: (1) Ball-you-center-of-goal: the line is home; (2) close distance to close angles when the shot is imminent; (3) deeper when the pass-over-the-top or square ball threatens (the angle's rival is the cutback — position for the LIKELIEST threat). Prog: Passing combinations shift angles fast (re-positioning at speed); wide-angle G-25 wars (their solutions vs. our architecture). Reg: Rope phase extended; announced shots. Mist: P: ball-watching drift off the line; C: teaching depth as one rule (it's a trade, always). Time: 14 min. Out: Positioning graded before saves; the geometry owned visually. Var: GK-pair coaching (one keeps, one holds ropes and coaches — teaching cements, 9.6's principle early). Diag: Goal with ropes from posts to three arc positions, the keeper's frame filling each cone, depth trade arrows (tight vs. deep) annotated.
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TL-I-05
Angle-Play Architecture
Goalkeeping · U11–U16
The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).