Grade Playbook 7 th Coach Bailey Chanhassen Storm
Grade Playbook 7 th
Coach Bailey Chanhassen Storm Football Goals • Create a culture of family and togetherness for all the communities we serve: Carver, Chanhassen, and Victoria. • Teach life skills (more than football) to our athletes so they can reach their full potential • Build a fun and rewarding TEAM experience that players of all ages want to be part of
Offense
Offensive Philosophy The Storm offense will: • Patient and Disciplined! • Control the Ball and dominate the Time of Possession! • Be kept Simple! • Play Fast and with tremendous Effort. • Place our athletes in spots where they feel Confident and can be Successful. • Prepared to attack any and all defensive fronts and coverages. As an Offense…… • Speak the Same Language, and relay the same message to players. • Trust and Listen to each other. • Find Creative ways to get the ball into the hands of our playmakers! • Attack the Weaknesses of the defense by having plays that attack every gap, stretch defenses Vertically as well as Horizontally.
Offensive Positions Y LT LG C RG RT Q Z F H • C Center • Q Quarterback • RG Right Guard • F Fullback • RT Right Tackle • H Halfback • LG Left Guard • X Wide Receiver • LT Left Tackle • Z Slot Receiver • Y Tight End X
Hole Numbering System Holes are numbered odd to the left and even to the right 7 5 3 1 2 4 6 8 Backfield Alignment – 2 back/veer F is generally on the LEFT and H is generally on the RIGHT. However, they can be interchangeable. Y Z Q F H X
Backfield Alignment – I Formation (River/Lake) Z Y Q F H X
Layout Splits Line Gaps = 3’ 8 yards X Y Q Z H F 3 yards F 1 yard H Backs line up directly over Guards Y 3 yards 8 yards X H 4 yards Q 1/2 yard F F Z
Huddle The QB will be in the back of the huddle facing the team. He will be the only one to speak in the huddle. QB will call the play one time, C will sprint to the line get into the down position. The QB calls the play a second time. On completion the team will yell break, clap and sprint to line and get into down position. Line of Scrimmage LT LG C RG Z Y X F QB H RT
Cadence The biggest thing to stress is to vary the cadence so the defense can’t guess when the ball is being snapped. The goal by the end of the season is to allow the Q to change the cadence every play or two- which will be done in the huddle. “Down” “Color + Number” (for example: Blue 42) “Ready” “Go” Snap Counts: On 1: “GO” On 11: “GO, GO” On 21: “GO, GO…. . GO” On 12: “GO…. . GO, GO” On Color: snap the ball when “Blue” of “Blue 42 is called. On FREEZE: “GO, GO, GO…Ready GO”. Q can call “Go as many times as they choose, and the ball when be snapped on the next GO following READY.
Audibles The use of the color in the cadence will have meaning. The following can be used. “Down” “Color + Number” (for example: Blue 42) “Ready” “Go” Colors: Blue: Blue is used most often. It means that we’re running the play as called in the huddle. Red: The play is being run to the Right side of the formation. BLack: The play is being run to the LEFT side of the formation. Number: The second number called in the cadence refers to the hole being run. For example: RED 74 - the ball is being run to the RIGHT Side of the formation and to the 4 hole. BLACK 63 – the ball is being run to the LEFT side of the formation and to the 3 hole.
Storm Football Motion and Tags
Philosophy Our offense will have the ability to use motion on every play and from multiple positions. The goal behind motion is to help disguise looks and create mismatches. We will use motion to flip formations and create new formations.
Who Will Motion? Z: Zip H: Hair, Hell, and Hit F: Far and Full Z, H, or F: Jack and Jill
Zip (Z) ● Z is crossing the formation. . . should leave on the 1 st COLOR in the QB’s cadence Z
Hit (H) ● H will motion into the backfield. . . he will become a lead back on Power, Blast, Lead, etc. Play call will dictate his landmark. H
Hair (H) ● H is crossing the formation. . . should leave on the 1 st number in the QB’s cadence H
Far (F) ● F will motion to the right to create twins, trips, etc. F
Full (F) ● F will motion out to the left to create twins, empty, etc. F
Jack/Jill (F or Z) ● Jet motion. . . leave on 2 nd number to ensure timing with QB F
Jack/Jill (F or Z) ● Jet motion. . . leave on 2 nd number to ensure timing with QB Z
Tags KEEP: –It tells QB that no matter what the running play is called, he will pull the ball and KEEP it himself (QB FOLLOW). MAX: –Tells both Tight-ends to stay in and block. TED: –Tells the backside TE to stay in and block. Go: –Tells WRs that we want to fake the route called and get vertical. Example: 544 GO - The WR would fake the 4 route (hitch) and go deep. Flat: –Tells the tagged player to run a pass route that is flat (parallel) to the line of scrimmage.
Storm Football Formations
Philosophy Our ability to create and operate successfully out of several different formations allows for us to expand our playbook. For example… 6 Power out of 6 Different formations = 6 different plays for the defense to prep for.
Formations (8) Split Backfield: Veer Pro Right/Pro Left Slot Right/Slot Left Tight Right/Tight Left * These formations can be run out of shotgun as well I Formation: Pro River/Pro Lake Slot River/Slot Lake Tight River/Tight Lake Shotgun: Gun Pro Right/Pro Left Gun Slot Right/Slot Left Gun Tight Right/Tight Left And Duece Wing Right/Wing Left
(GUN) Pro Right X Y Q F Z H GUN (GUN) Pro Left Y X Z Q F GUN H
(GUN) Slot Right X Y Z Q F H (GUN) Slot Left X Y Z Q F H
(GUN) Tight Right Y Y Z Q F H GUN (GUN) Tight Left Y Y Z Q F GUN H Tight R & L will be likely used in short yardage situations. It is a double TE (Y) set. X will come out, and a second TE(Y) will come in.
Slot River X Y Z Q F H Slot Lake X Y Z Q F H
Pro River X Y Z Q F H Pro Lake X Y Z Q F H
Tight River Y Y Q Z F H Tight Lake Y Z Y Q F H Tight R & L will be likely used in short yardage situations. It is a double TE (Z) set. X will come out, and a second TE(Y) will come in.
Wing Left X Y Z H Q F Wing Right X Y Z H Q F
Duce Y X H Z Q F
Run Game – Install List Under Center Gun Run Base & Base Choice – A Gap Veer & Veer Choice – B Gap Lead & Lead Choice – A/B Gap Power & Power Choice– C Gap Toss – Edge Pitch- Edge Base & Base Choice – A Gap Veer & Veer Choice– B Gap Q-Lead & Q-Lead Choice– A/B Gap Power and Q-Pow & Choice– C Gap Speed - Edge Flow – Edge Jet- Edge Misdirection Scissors (slot counter) – Edge Reverse – Edge Misdirection Scissors - Edge TAG– Edge/B Gap (Keep) Reverse 34
Run Play Summary Under Center • Power - 5 Power and 6 Power & Power Choice • Base - 2/4 Base and 1/3 Base & Base Choice • Toss - 7 toss and 8 Toss • Pitch - 7 Quick Pitch and 8 Quick Pitch • Veer - 3 Veer and 4 Veer & Veer Choice • Lead - 3 Lead and 4 Lead & Lead Choice Misdirection • Reverse - 78 Reverse and 87 Reverse • Scissors - 45 and 36 Scissors Shotgun • Power and Q Pow (power) - 5 Power and 6 Power & Power Choice • Base - 2/4 Base and 1/3 Base & Base Choice • Veer - 3 Veer and 4 Veer & Veer Choice • Q Lead - 3 Q Lead and 4 Q Lead & Q Lead Choice Speed • - 7 Speed and 8 Speed • Flow - 7 Flow and 8 Flow • Jet – 7 Jet and 8 Jet Shotgun Misdirection • Tag - 74 Tag and 83 Tag • Scissors - 45 and 36 Scissors • Reverse -78 Reverse and 87 Reverse
1 & 2 Base, 3 & 4 Base *Base Plays are quick hitting. Running backs need to explode through the hole 36
R 1 Y T G C G Q Mess Point Tight Right F 1 Base T Y Z H
R 1 Y T G C G Tight Right Y X Q H T F 3 Base
R 1 Y T G C G T X Q H Tight Right Y F 3 Base - Keep
R 1 Y T G C G Z Q F Slot Right X T H 2 Base
R 1 Y T G G Q Z F Tight Left C H 4 Base T Y
R 1 Y T G G T Q Z F Tight Left C H 4 Base - Keep Y
3 and 4 Veer Triple Option. QB reads the end. Can be run out of shotgun as well. 43
R 1 Y T G G Q Z F Pro Left C H 4 Veer T X
R 1 T G G Q Z F Pro Right C H 3 Veer T Y X
5 and 6 Power * Power plays involve a lead blocker. TE or T double teams down on defensive tackle (depends on 4 -4 46 or 6 -3). Lead blocker kicks out defensive end.
QB reverse pivots R 1 X T G G C T Y Z Q F Gun Pro Right H 6 Power
QB reverse pivots R 1 Y T G G C T Y Z Q F Tight Right H 6 Power - Keep
QB Reverse Pivots R 1 Y T G G C Z Q F Gun Pro Left H 5 Power T X
R 1 X T G G C T Y Z Q F Gun Pro Right H 5 Power - Keep
5 and 6 Q- Power * Power plays involve a lead blocker. TE or T double teams down on defensive tackle (depends on 4 -4 51 or 6 -3). Lead blocker kicks out defensive end.
QB reverse pivots and follow lead blockers. R 1 T G C G X Y Z H Q Wing Left T F 6 Q- Power
QB Reverse Pivots and follows lead blockers R 1 Y T G C H X T Z F Duece G Q 5 Q-Power
7 and 8 Toss *Toss is a quick pitch to get to the outside fast. 54
R 1 Y T G G C Tight Right Y Z Q F T H 7 Toss
R 1 X T G Z Q F Slot Left G C 8 Toss H T Y
7 and 8 Pitch * Same concept as Toss, but Pitch requires a lead blocker. 57
R 1 X T G G C Pro Right Y Z Q F T H 8 Pitch
R 1 Y T G Z Q F Pro Left G C 7 Pitch H T X
R 1 X T Z G C Q F H Slot Lake 8 Pitch G T Y
R 1 X Y T G C Q F H Pro Lake 7 Pitch G T Z
36 and 45 Scissors 62
R 1 T X G C G H Z Q Storm Left Y T F 45 Scissors
R 1 Y T G G C T X Z Q F Gun Slot Right Zip H 36 Scissors
3 and 4 Lead 65
QB Reverse Pivot R 1 X T G C Q F H Pro River 4 Lead G T Y Z
QB Reverse Pivot R 1 X T G C Q F H Pro River 3 Lead G T Y Z
3 and 4 Q-Lead 68
QB Reverse Pivot R 1 X T G C G Y H Z Q Wing Right T F 4 Q Lead
QB Reverse Pivot R 1 X T G C G Y H Z F Wing Right T Q 3 Q Lead
7 and 8 Speed 71
QB sprints directly at DE. R 1 T X G C G Z Y H Q Wing Right T F 8 Speed
QB sprints directly at DE. R 1 T Y G C H T X Z F Duece G Q 7 Speed
Z receiver go in full sprint on second Blue 42. Fake to F back and hand-off to Z. 7 and 8 Jet 74
R 1 Y T G C G Z Q F Gun Pro Left 8 Jet H T X
R 1 X T G C G T Y Z H Gun Pro Right Q F 7 Jet
Flow 77
R 1 T X G C G Y Z H Q Duece T 7 Flow F
R 1 T X G C Y T Z H F Duece G Q 8 Flow
TAG 80
R 1 T Y G C G H Z Q Duece Y T 74 TAG F
R 1 T Y G C H X T Z F Duece G Q 83 TAG
Reverse 83
R 1 X T Z G C G Q F H Slot Lake 78 Reverse T Y
R 1 T X G C G Y Z H Q Duece T F 78 Reverse
R 1 T X G C G Y Z H F Duece T Q 87 Reverse
Passing Game – Install List Play Action Pop Pass/High Low Power Pass Boot Pass Tag 300 Series 333 312 344 800/900 Rollout Sprint Series 804/904 817/917 874/974 876/976 879/979 852/952 873/973 813/913 Quick Passes Quick Pass Bubble In/Bubble Out • • 300 Series = 3 step QB Drop 800/900 = Sprint series - 800 rollout right and 900 rollout left 87
Passing Series • All base passing plays will be based on a numbering system. • First number tells the QB drop and the O-line blocking scheme • Second number tells the inside or slot WR what route to run • Third number tells the outside WR what route to run • All Routes mirrored on both sides of the formation Pro Right 312 3 = QB/O-line 1 = slot WR out route 2 = outside WR slant route Deuce 534 5 = OB/O-line 3 = slot WR fade route 4 = outside WR hitch route
Storm Football Passing Tree
Passing Tree (0 -9) 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. Bubble Out Slant Fade Curl Out and Up Dig Corner Slug-go Slam #3 #8 #7 #5 #6 #2 #9 #1 #4 #0
#1 Out • Attack DB • Break will depend on passing series • 300 Series = break on 2 nd step to make flat player make a decision • 800 and 900 series - Outside WR break on th 8 step or 10 to 12 yds - Slot WR break on 4 th step or 5 to 7 yds • Get head and hands around • Work flat to the sideline • Do not drift up-field
#2 Slant • Attack DB • Break on third step • Inside release • 45 degree angle • Attack LB depth • Route run the same for all passing series
#3 Fly/Fade Attack the DB Break on third step Outside release QB coached to throw high and outside • Attack the ball at high point • Route run the same for all passing series • •
#4 Curl • Attack the DB’s outside shoulder • Great arm action • Break will depend on the passing series. • 300 series = break on 3 rd step (5 yds) • 800 and 900 series = break on 7 th step or 12 yds back to 10 yds. This route will protect the fade. • Attack the ball • Keep defender on your back 300 series 3 steps 700 series 12 yds
#5 Out and Up • Sell the out route • Show head and hands on the out cut • Convince the DB to play the out • QB’s will throw high and outside • Route run the same for all passing series
#6 Dig • Attack the DB • Seven step route (1012 yds) • Sell the fade (#3) • Route will help protect the fade • Make the DB turn his hips to defend the 3 route • Route run the same for all passing series
#7 Corner • Break route at 8 yds • Ball should be caught at 20 -22 yds • Route will be run differently out of slot and wide position • Always look over your outside shoulder • Route run the same for all passing series Slot Wide * Break both routes at 8 yds
#8 Slug-go • Sell the slant route • Show head and hands on the slant cut • Convince safety to play the slant • Route run the same for all passing series
#9 Slam • Show the slant route • Break flat to the sideline on outside foot • Keep defender on your back • Must have great arm action and feet • Route run the same for all passing series
Quick Passing Game
Deuce Bubble Out X Y H Z
Deuce Bubble In X Y H Z
Pro Right Quick Pass
300 Series Passing Game
Tight Left 312 Z
Slot Right 333 Z
Slot Right 333 - Running Back Flair Z
Deuce 312 X Y Z H
800/900 Sprint Passing Game
Why Sprint Game? • Allows our QB to get out of the pocket • Puts pressure on the defensive edge players • Allow the QB to be a run or pass threat • We can attack the defense at all 3 levels
Sprint Rules • 800/900: QB sprint out to the Left (900) and Right (800)…. QB should get 8 yds of depth • Routes will attack the defense at three levels • Route tree and tags will set routes on the sprint side • Backside WR will always run backside post • F/RB: Help set edge • O-Line: 800 = Strong RT Hinge LT 900 = Strong LT Hinge RT
QB Reads • Eyes to #2 defender…if he attacks level 1 look to level 2. • If he drops to level 2 take the flat • If defense takes away level 1 and 2 look to level 3 route or become a runner
Deuce 813 X Y H Z
Slot Left 913
Gun Slot Right 874
Gun Slot Left 974
Deuce 874 Flat Y H X Z
Play Action Passing Game
Why Play Action? • Protects our run game • We must be a great play action team!!! • Provides the QB with routine and high percentage throws • Keeps the defense honest • Can be run out of a variety of formations
Concepts • Each play action pass is based on concept routes • The routes in each series will be depend on formation • WR/TE/RB must know all of the routes • Routes set off of the widest WR on play side
3/4 Pop Pass /High Low • Play Action off of veer • We are forcing the safety to make a decision • QB reading the FS – FS gets depth look for the shoot route – FS attacks the shoot route attack vertically • Will run vs. aggressive safeties • Can be run under center or out of the gun Rules • Play side WR: Deep Skinny Post…Get vertical and behind the FS • Play side WR 2: Shoot route…attack the FS vertically and sit at 12 yds. Find a hole behind the LB’s. • Backside WR: Fade
Pro Right 4 High Low
Gun Pro Left 3 High Low
5/6 Power Pass • Power Pass provides us an opportunity to protect 5 and 6 power • We have to be a successful power run team to be able to throw power pass • Will be run out mostly from Pro, Right/Left, and Tight • • • Rules QB: Great fake on power and get depth and get outside…read level 1 to level 3. If Level 1 opens up give him the ball ASAP!!! Routes set by the widest WR/TE on the Power side Play side WR: runs 12 yd hitch 2 nd WR/TE play side: runs a corner/push to 8 yds Backside WR/TE: runs a backside post * Lead RB runs a 1 yd flat route
Pro Right 6 Power Pass Y Z
Pro Left 5 Power Pass Y Z X
Boot • Boot provides us an opportunity to protect 5 and 6 power • We have to be a successful power run team to be able to throw Boot • Will be run mostly out Pro, Right/Left, and Tight • • • Rules QB: Fake power away from boot side. Read level 1 to level 3. If Level 1 opens up give him the ball ASAP!!! Routes set by the widest WR/TE on the Boot side(RT or LT) Outside WR/TE on boot side: runs fade or corner…depending on alignment 2 nd WR/TE: runs 8 -10 yd drag Backside WR/TE: runs a backside post * Lead RB runs a 1 yd flat route on boot side
Pro Left Boot Right Y Z X
Pro Right Boot Left X Y Z
7/8 Tag Pass • Tag Pass will help us protect Tag and Flow • We need to be a great gun run team to get FS/SS to commit to the box • Ran out of STORM • Similar concept to Hi-Lo • • • Rules QB: Great fake on 7/8 Tag. . . get depth. . . and get eyes to Safety H: Shave Route Z: Corner X: 6 yd Out Y: Fade
Duece 7 Tag Pass S FS Y X H Z
Duece 8 Tag Pass S FS Y X H Z
Storm Defense E. A. R. N. I. T. #bluebelief
Chan Defensive Pillars * Chan Varsity Runs a 3 -4 Defense! SWMF allows either a 6 -3 or 4 -3. We will incorporate Chan terminology and adapt accordingly. • Make the Offense Earn Points • We are a Control Defense (control where the offense goes and how they get there) • Flexible • Attack Offensive Tendencies • Mob Pursuit & Tackling • Man to Man for Corners and Safeties
6 -3 Defensive Positions • E Defensive End • T Defensive Tackle • G Defensive Guard • M (Mike) Middle Linebacker • S (Stud) Strong Side Outside Linebacker • B (Buck) Weak side Outside Linebacker • C Cornerback
Base 6 -3 Front B E T G C G T M E S C
4 -3 Defensive Positions • E Defensive End • T Defensive Tackle • M (Mike) Middle Linebacker • S (Stud) Strong Side Linebacker • B (Buck) Weak side Linebacker • C Cornerback • SS Strong Safety • FS Free Safety
Base 4 -3 Front E C T B E T M S C FS SS
D-Line Play (End, Tackle, Guard) • Key your man • Play with Hands • Shoulders Square • Tackle the ball carrier in your gap • GET TO THE HEALS OF THE OFFENSIVE LINEMAN!!
OLB Play (Stud & Buck) • Key end man • Collision TE • Defend Multiple Gaps & Help Contain • Play run first • Rush QB Contain • Pass Drop Eyes to Near WR
ILB Play (Mike) • Read and Fly to the Ball • Play run first • Pass Drop Eyes to Near TE/WR • Eyes to QB, See Ball Out
Defensive Calls Base- Bull Rush your man- READ and REACT Pinch- Slant to Inside gaps Angle- Slant Weak Slant- Slant Strong Mike, Will, Stud Blitz- Can be added to any Defensive Line Call
6 -3 Base E G T E T G B M C S C
6 -3 Slant E G T E T G B M C S C
6 -3 Angle E G T E T G B M C S C
6 -3 Ice (pinch) Stud and Buck are responsible for hard contain. E G T E T G B M C S C
6 -3 X Stud and Buck are responsible for hard contain. E G T E T G B M C S C
4 -3 Base C B E T FS M T E SS S C
4 -3 Slant E C B T FS M T S SS E C
4 -3 Angle E C B T FS M T S SS E C
4 -3 Ice (pinch) E C B T FS M T S SS E C
4 -3 X E C B T FS M T S SS E C
Special Teams
Special Team Considerations • General Advice: – – Minimize chance for turnovers. Field position is less important in youth football. Most returners are right handed and will run to their right. Consider resting lineman during special teams • Kickoffs: – The easiest way to give up a TD is to Kickoff deep to your opponent’s best and fastest player. – Consider squib (ground ball every time unless you have a comfortable lead. – Use on-side kicks only if necessary. • Kick Receiving – Teach your players to fair catch a short one "in the air". – Cover up onside kicks on the ground. – No Clipping • Punting – Punts are another way to give up an easy TD. – Consider not ever punting unless you have a very comfortable lead or very deep in your own territory. – Put a talented athlete at long snapper. – Cover the backward bounce. – Punt away from the returner. Punt Receiving – One good athlete Medium deep is enough. – Teach all players to leave the punt alone unless they have a lot of room. “YELL POISION”.
Kick-off and Receiving K RCB ROLB RE RT RG X X X LG LT LE X Note: Lane Discipline is a Must. LCB X X LOLB X X X
Punting and Receiving X X X X LE LT LG C FB X X RG RT RE WB QB Note: Lane Discipline is a Must. HB
- Slides: 156