Offense Possess the football Progress the football Produce
Offense Possess the football. Progress the football. Produce the points. Produce the victories.
Offensive Philosophy • The Pro Style Offense will be a ball control offense that keeps defenses off-balance by a mixture of run, play action pass, quick passes, draws and screen passes. • We will become a ball control offense by aligning our efforts to the following principles. • • We will run the football effectively at least 60% of the time. To run the football effectively, we must: – – – • • We will pass the football effectively, but no more than 40% of the time. To pass the football effectively, we must: – – – • • Incorporate at least one play action pass for every base running play. Limit the number of running plays in an active season or game plan. Teach multiple blocking schemes for each run play. Use run checks at the LOS based on defensive alignments. Use multiple formations, shifts and motions to create defensive stress. Pass on traditional run downs. Use a mixture of horizontal and vertical patterns. Use multiple launch points and multiple timings. Use a variety of screen passes to slow the defensive rush. Use a variety of draw plays based off of existing run plays. Use multiple protection schemes. We will run at least 60 offensive plays per game. To run 60 offensive plays per game, we must: – – – Eliminate turnovers Eliminate offensive penalties. Play field position when necessary.
Desired Offensive Mixture Percent of Play Type Total Plays 50 Play Game Run 50% 30 Pass 30% 18 Draw 10 % 6 Screen 10 % 6
Topics • Offensive Summary – Run Offense – Summary of the run game – Pass Offense – Summary of the passing game – Mayday – End of half/game offense • Forming the play call – Formations – Motions • Operations – Audibles – No huddle
Assumptions, Guidelines, and Parameters • Every play we have assumes that our players have the ability to block and properly execute the play. – There is a limit to the number of plays, techniques, rules, and skills that can be mastered by the players and the coaches. • Bread and butter plays – Rely on bread and butter plays (Sainted Six) and do not invent new plays each week. This gives our players confidence, allows them to improve each week, and enables them to play aggressively. • Simplicity – Be as simple as possible. This enables our players to perform with confidence and enables them to perform with a high degree of efficiency in pressure situations. • Lean, no fat – Every formation and play has a reason, a purpose. We won’t add a new formation or play unless it serves a function that we don’t already have. We’re not going to add formations/plays just to have a big playbook. • We’re going to run an offense, not a string of plays that don’t build on each other. This will be series-based football, not grab-bag football.
Concept and Philosophy The core concepts of our offense are: • We base our offense on the triple option series – Not the triple option play, the triple option series – We will take a few complimentary plays and learn to execute them very well • Our passing attack is varied and will be executed at a high level • Our QB’s will use audibles to get us out of bad plays • We use no-huddle to allow us to control the tempo of the game • The defense calls the plays for us – Check the “If-Then” sheet • We will attack the entire field with the run and the pass • When in doubt, call the triple option
Why Triple Option? • Why Option? – – – Limits the defensive stunts and alignments Great flexibility for the offense Exploits the mental part of the game • How they play us, and how do we adjust and take advantage of it • Judo concept – use their training against them – • Option is difficult to defend, but is not overly hard to teach and implement Why Triple Option? – – Very few teams run the offense Defenses must balance Takes advantage of defensive mistakes Personnel easier • Works with shorter, quicker linemen • Do not need big strong-armed QB – – Versatile – Can be used in all situations Mental and physical toughness • Can’t practice the option at half-speed – – • Forces single-coverage on all 4 -receivers Likely to see few blitzes Why Midline Option? – – Controls 3 -technique defender Read best defenders not block them • 3 -tech and DE – – – Different blocking angles Combined with triple (and double) hits each gap Difficult to coach the defense in short time
Offensive Landmarks • Rush for 200 yards per game • Rush the ball at least 60% of the time • Average 36 points per game • Average at least 65 plays per game • Complete at least 55% of passes • Average less than 1 turnover per game
Strategy & Talent Notes and comments about running the spread option offense. From the “Coaching The Spread Option Offense” book.
Strategy & Talent • If we have a great running attack or passing attack, stay with it until we are stopped. If our offense is not really outstanding in either passing or running, we need to run and pass to leave a question in the defender’s minds. That question can be all the hesitation we need to score. • Be patient running the ball. If our opponent has an outstanding offense, take some time off the clock and run the ball. Running sets up the big play-action pass. • On first downs, stay with quicks, stops, and play-action passes. We want to avoid second and long, or third and long situations. • Use screens on second and long situations, but not on third and long. • On third and long situations, always pass the ball past the firstdown markers. • Do not call a bootleg in passing situations unless we are using it as roll protection and we have a back to cancel the ripper.
Strategy & Talent • Play-action passes work best after we’ve had success running the ball. • If we can’t run against 5 in the box, try the double-flanker and ace formations for extra people and better angles. • Save the 5 -step passes for third downs to stay out of third and extra-long situations. • Pay attention to how the defense reacts to motion, what types of slants and pinches the defense runs, and who comes on blitzes. Keep these factors in mind when calling plays. • When setting up plays, wait a couple of plays or a quarter. The defender is not stupid. • Don’t use a trick play on long situations. • Remember that when we are inside the 50 -yard line, we are in 4 down territory, and we will still have an extra down to run the ball. • Stay on our game plan. Remember, if we are down two touchdowns in the fourth quarter we still have a chance to come back. If we are three touchdowns down in the fourth quarter it becomes very difficult to even the score.
The race is not always to the swift, but to those who keep running. From a play-calling standpoint, if it's working, you are going to have to show me you can stop it. We are not going to stop running the play because we already ran it twice. . If we get 10 yards, then it's coming at you again, and again. If you see me comin', better step aside A lotta men didn't, a lotta men died One fist of iron, the other of steel If the right one don't a-get you Then the left one will. Sixteen Tons - Tennessee Ernie Ford Lyrics RUN OFFENSE
Concept of Operations – Running the Ball • Run Play Inventory – Base Runs – Sainted Six • • • Sweep Trap Counter Blast Dive – Secondary • • • Veer Outside Veer Belly Power G • Base blocking schemes – – – Base (Dive, Lead) G (Sweep, Counter) In (Triple) Midline Pass protection • Quick/Fire • Base • Sprint
Same Defense, Different Variations Midline Option PS TACKLE- OUT, CLOSEST BACKER PS GAURD- INSIDE BACKER CENTER- BACKSIDE A, BACKSIDE BACKER BS GAURD- SCOOP BS TACKLE- SCOOP Speed Option $ F C C B E Y 2 B B T T 1 E X 4 3 Sweep (Rocket, Jet, Toss) PST-REACH OUTSIDE (BLOCK ANY OPPOSITE COLOR THAT GETS IN YOUR PATH TO THE SAFETY) PSG- PULL (BLOCK ANY OPPOSITE COLOR THAT GETS IN YOUR PATH TO THE BACKER) C- PLAYSIDE A, BACKSIDE BACKER BSG- SCOOP BST-SCOOP
Same Defense, Different Variations Trap $ F C C B B Y E T T E B X 1 2 4 3 Trap Option $ F C C B E Y 2 B B T T 1 E X 4 3 Triple Option (Inside Veer) PST- CLOSEST BACKER PSG- GAP, INSIDE BACKER C- PLAYSIDE A, BACKSIDE BACKER BSG- SCOOP BST- SCOOP
Balance, hell! Pass! PASS OFFENSE
Concept of Operations – Passing • Base passing – – Timing – 1 -, 3 -, 5 -step drop-back passing Sprint out Play-action Screens – Left, Middle, Right • 14 ‘foundation’ combinations – Cover the base defensive coverages • May change the combinations week to week, but only to 10, self-limit the possibilities – 4 combinations are for 1 -step drops – 6 combinations are for 3 - and 5 -step drops – 4 are sprint-passing
References • Coaching Football’s Spread Offense – This file has the passing diagrams from the book – They would be inserted here and possibly in the overall Passing file.
The scheme leads to the play, the play leads to the combination, the combination leads to the play call, and the play call is what the player(s) receive from the coach and execute on the field FORMING THE PLAY CALL
Summary • The triple option scheme has a number of plays that are primary and that work well with the option – The plays are Triple, Midline, Lead, Sweep, Trap, and Counter • Each of these has a corresponding blocking scheme • A play is a concept that defines the blocking assignments for the OL and the actions for the backfield/skills players – If I say that we are discussing an Iso/Lead or Triple Option play then we all conceptually know what that means – These plays are really conceptual in nature and are not generally specific enough for telling the players what to do • The Iso or Triple concept remains the same regardless of the method the program uses to identify the POA or player positions or formation names • Merging the play concepts with our naming conventions gives us the combination • A combination is the result of formalizing the play with the formation, backs, POA, blocking assignments, tags, etc. – The players may or may not ever be aware of the combinations, they may never see them • The play call, what is communicated to the player(s), may be the full combination, a shorthand version (a name or signal), or a mix of both
Combinations • We use a standard method for identifying our plays and each contains the information needed by the players to identify their assignments and know where the ball is going • All option plays start with a 1, with the exception of trap option • The construct we will use for running plays is: – Formation + Strength + Back + Hole + Play + Motion + Modifier(s) – This will result in play calls like the following: • Blue Right 17 Triple Load • Brown Left 13 Triple Mary Load • For passing the construct is the same, but with the addition of the passing information: – Formation + Strength + Route(s) + Motion + Modifier(s) – This will result in play calls like the following: • Slot Right 83+ S Lobo • Blue Right X Cross • There will be few plays that are “named” in their entirety. Special plays, that are run for specific games or specific purposes will be named, but these are not the norm. – Examples of these include the following: • PIZZA – Trips left, “Hail Mary” pass. • BOISE – Twins right 69 S Lou Y 2 Ladder
Combinations vs. Play Call • A combination is the full description of the play – These can be quite wordy and lengthy • The play call is what is signaled into the player(s) – Since we will use audibles and be no-huddle, it is advantageous if the play call, the message sent to the QB/players, is as short as feasible • Examples of this might be: – Combination: Blue Left 13 Triple Arc M 20 – Play call: Victor Arc – The name ‘Victor’ equates to the ‘ 13 Triple xxx M 20’, and the tag ‘Arc’ would tell the player(s) affected that there is a modification to the base call – For all variations that have the ‘Victor’ name the OL would block the same way each time • Adding tags would normally affect the skills positions
“Ice” • A possible addition to the play calling is the “Ice” call where everyone freezes and will not move on the cadence • This is to attempt to draw the defense offside • Can also add the ability to change the play if the Ice call doesn’t work – Get to line, call the cadence, the defense doesn’t jump, then audible to another play *** Need to confirm the rules about the QB placing the hands under the center – can he pull them out again?
Using Combinations • Because our program is no-huddle and provides for the QB to audible, we use a naming convention for communicating the combination, the play call, to the players • While the coaches work with the full combinations the players will use a shorthand method for understanding their assignments • For naming the run plays we will use names – Male names to the left, Victor, Larry – Female names to the right, Victoria, Lisa • We use female names to the right because they are always right… • For naming the pass plays we will use the names of football teams – Pro mascots to the left, Raiders, Niners, Seahawks – College names to the right, USC, Nevada, Stanford • The combinations, and resulting play calls, will not have the formations or strength in them, the staff will signal/yell the formation to the players separately
Naming Convention Run Theme Left Right Names of People Male Female Triple Victoria Midline Mike Mary Lead Larry Lisa Sammy Suzie Dive Dave Donna Counter Solly Sally Pro College 1 -Step (18/19) Seahawks Stanford 3 -Step (38/39) Niners Nevada 5 -Step (58/59) Raiders Rutgers Sprint (98/99) Chargers Colorado Sweep Pass Team Names Notes Inside veer
Combinations and Play Calls Left Play Triple Midline Lead Sweep Dive Counter Right Combination Play Call 13 Triple Arc M 20 Victor Arc 12 Triple Arc M 20 Victoria Arc 13 Triple Bob M 20 Victor Bob 12 Triple Bob M 20 Victoria Bob 13 Triple Load M 20 Victor Load 12 Triple Load M 20 Victoria Load 11 Midline M 40 Mike 10 Midline M 20 Mary 43 Lead M 40 Larry 22 Lead M 20 Lisa 23 Lead M 23 Larry 2 42 Lead M 42 Lisa 4 33 Lead M 23 Larry 3 32 Lead M 42 Lisa 3 13 Lead M 40 Larry 1 12 Lead M 20 Lisa 1 49 Rocket M 40 R Sammy Rocket 28 Rocket M 20 R Suzie Rocket 49 Jet M 40 J Sammy Jet 28 Jet M 20 J Suzie Jet 39 Toss M 40 J Sammy Toss 38 Toss M 20 J Suzie Toss 19 Toss M 40 J Sammy Keep 18 Toss M 20 J Suzie Keep 31 Dive M 40 Dave 30 Dive M 20 Donna 45 Counter M 20 R Solly 24 Counter M 40 R Sally
The formation is the foundation of the play and determines where the players are placed in relation to each other. This placement in turn controls what the individual players can do and what the offense can do. We will use a few base formations, with variations, to run the triple option series. OFFENSIVE FORMATIONS AND POSITIONS
Line Splits 3’ Y 3’ T 3’ G 3’ T Y • The line split is the distance between the outside foot of a lineman and the inside foot of the next linemen between he and the sideline. The split is used to spread the defense out and make their alignments very clear. • For our run offense, our linemen will follow these rules: – We need the splits to spread the defense so we have room – We also want the DL & DE’s to play in ‘air’, make them uncomfortable – All line splits are at least 3’, all the time. • May want to consider going 4’ for G-T • May also want to ‘Boil the frog’ to widen the defense – We cannot close the splits down, no “herding” • Linemen Depth – We want the OL to align as deep/off the ball as possible. We want the top of the helmet even with the belt of the center. – This will help with the pulling and zone/scoop blocking
Point of Attack (POA) Numbering 9 8 7 6 5 4 3 2 • The holes are used to tell the players where the ball is going (POA) and to provide us with a consistent way of referring to the play • All holes are based on the centerline of the player • In this scheme we will number the holes from the right outside to the left outside, using 1 -9 to identify each POA • 1 is the far right, 9 is the far left, and are used identify the sweeps and very wide plays 1
Formation Identification • The strength of the formation is called to the Y/wide receiver side – In a Right call the Y is on the right of the formation – In a Left call the Y is on the left of the formation – The X is always away from the Y • Player Identification – – – 1: Quarterback 2: Fullback, aligns to the Y 3: Halfback, aligns away from the Y 4: Slot Receiver, Wing X: Wide receiver or tight end, aligns away from the Y Y: Wide receiver or tight end – Strength call
Formation Calls Call Description / Purpose Right Base formation, Y on the right side Left Base formation, Y on the left side Over 4 aligns with the X, away from Y Zing 4 aligns as wing to the Y Zing Over 4 aligns as wing to the OT away from Y TOR Tackles over to the right. Y and 4 go opposite. X follows the tackles. TOL Tackles over to the left. Y and 4 go opposite. X follows the tackles. Ace 3 moves out as slot away from Y Trips 3 moves to slot to Y Trey 3 and 4 move as slots away from Y. 4 is always the outside receiver Zing 4 aligns as wing to the Y Double 4 and 3 align as wings Flex Y splits out as wide receiver Tight X moves down as TE Heavy X moves to same side as the Y Weak 2 aligns on the opposite side, away from the Y Trade 2 and 3 trade positions Switch 4 and 3 trade positions Ring Empty 3 aligns as wing away from the Y 2 lines up as slot or wing opposite the R
Setting the player alignments for the passing game FORMATIONS
Right, Left Right T X G G 1 Y T 4 3 2 Left Y T G G 1 4 2 T X 3 Right Over T X G G 1 4 3 Y T 2 Left Over Y T G 2 1 G T X 4 3
Zing Right Zing T X G 1 3 G T Y 4 2 Left Zing Y T G 4 1 2 G T X 3 Right Over Zing T X G 4 1 3 G T Y 2 Left Over Zing Y T G 2 1 G T X 4 3
Tackles Left (TOL), Tackles Right (tor) Tackles Left X T T G 1 3 G Y 4 2 Tackles Right Y G 4 1 2 G T T T Y X 3 Right T X G 1 3 G 4 2 Left Y T G 4 2 1 G 3 T X
Ace Right Ace T X G G 1 3 Y T 4 2 Left Ace Y T G G 1 4 T X 3 2 Right Ace Ring T X G G 1 3 Y T 4 2 Left Ace Ring Y T G 4 2 1 G T X 3
Ace Zing, Double Right Ace Zing T X G G 1 3 Y T 4 2 Left Ace Zing Y T G G 1 4 T X 3 2 Right Double T X G G 1 3 Y T 4 2 Left Double Y T G 4 2 1 G T X 3
Trips, Trey Right Trips T X G G 1 Y T 3 4 2 Left Trips Y 4 T G 1 3 G T X 2 Right Trey T X 4 G 1 3 Y 2 Left Trey Y T G 2 1 G T X 3 4
Trips, Trey Right Trips T X G G 1 Y T 3 4 2 Left Trips Y 4 T G 1 3 G T X 2 Right Trey T X 4 G 1 3 Y 2 Left Trey Y T G 2 1 G T X 3 4
Trips, Trey Right Trips T X G G 1 Y T 3 4 2 Left Trips Y 4 T G 1 3 G T X 2 Right Trey T X 4 G 1 3 Y 2 Left Trey Y T G 2 1 G T X 3 4
Gun Right Gun T X G G Y T 4 3 1 2 Left Gun Y T G G T X 4 2 1 3 Right Gun Over T X G G Y T 4 3 1 2 Left Gun Over Y T G G T X 4 2 1 3
Gun Zing Right Gun Zing T X G G T Y 4 3 1 2 Left Gun Zing Y T G G T X 4 2 1 3 Right Gun Over Zing T X G G T Y 4 3 1 2 Left Gun Over Zing Y T G G T X 4 2 1 3
Ace Brown T X G G Y T 3 4 1 2 Ace Black Y T G G T X 4 3 2 1 Ace Orange T X G G Y T 3 1 4 2 Ace Teal Y 4 T G G 3 2 1 T X
Ace Gun – Trips, Wing Ace Red T X 4 G G Y T 3 1 2 Ace Blue Y T G G T X 4 3 2 1 Ace Green T X G G Y T 3 4 1 2 Ace Gold Y T G G 4 T X 3 2 1
The positions of the defensive personnel are identified using the standard nomenclature. This identification mechanism is used throughout the football world and will form a common basis for our team communications regarding the positions of defensive personnel. IDENTIFICATION OF DEFENSIVE ALIGNMENTS
Defensive Expectations • Based on what we have seen the past few years we can reasonably expect that we will see a odd-front as the base look (8 in the box) with a cover-3 type of arrangement (2 corners, 1 -safety). – We will probably see this type of defense about 75% of the time. – The rest of the time we will see an even 4 -4/4 -3 front or a 33/3 -5 look. – We will probably never see 2 safeties playing deep in a cover 2/-4 arrangement. • The defense may start in this alignment, but they will usually rotate the safeties to the motion to have the extra defender there – We can run our base offense against any of these formations, but each gives us things and each takes things away. • Because we run the option, which has explosive potential on each play, defenses want to crowd the box area so they bring their safeties up close and will often play a safety as a linebacker. This puts a lot of bodies into the box area, which makes it hard for any team to run against. – To combat this we will sometimes split 3 receivers out making the defense vulnerable to other attacks. – We will also use the “over” adjustment to shift the defense
Defensive Expectations – II • While teams might blitz in the middle, they tend not to blitz outside because they don’t want to risk the pitch man getting out. – We also run the cadence very quickly which has not allowed the defenses much opportunity to stem the defensive fronts. – Teams have tended to line up against us and play straight-up. – Teams will slant either to field or to strength, and we haven’t done an outstanding job of using that action to our benefit. • So, the net effect is that we will plan our playbook on the basis that we will be facing 8 -defenders in the box, 2 -corners, 1 -safety, with the DL shaded to the TE/strong/field side. When we expect see the other defenses we will make weekly adjustments as necessary.
Defensive Numbering 4 i 2 i 0 1 2 3 4 5 7 6 9 • In this structure the position that is head-up on the C is the 0 position. – The numbering is replicated on each side of the C • Even numbers to each side - 2, 4, 6 are head up on the G, T, and TE respectively. • 1 is the A-gap • 3 is the B-gap • 5 is outside shade of the OT • 7 is inside shade of the TE • 8 is outside the wing/slot player. • 9 is D-gap, between the TE and Wing • A “i” tag is used to indicate that the defender has an inside shade, usually on the 2 (G) or 4 (T) positions 8
Defensive Numbering Technique Description Responsibility 0 N head up on the center, responsible for the physical play side 1 DL inside eye to outside shoulder of the center. Also called a shade technique A-gap 2 i DL outside eye to inside shoulder of the OG A-gap 2 DL head up on the OG in a pre-slant alignment. A-gap 3 DL inside eye to outside shoulder of the OG B-gap 4 i DL outside eye to inside shoulder of the OT B-gap 4 DL head up on the OT in pre-slant alignment B-gap 5 DL inside eye to outside shoulder of the OT C-gap 6 DL head up on the tight end in pre-slant alignment C-gap 7 DL outside eye to inside shoulder of the tight end C-gap 8 DL on the LOS outside the OT in a hip position, or walked off, halfway between the OT and wide out Contain 9 DL outside eye to outside shoulder of the tight end Contain Either A-gap
Telling the OL what their assignments are BLOCKING SCHEMES
Blocking Schemes • In every offense, every play has some kind of blocking pattern, the “scheme”, that is called with the play • For us the Blocking Schemes are a collection of the most common schemes with a method for identifying the defender(s) to block • The objective is to define a set of blocking schemes that will remain constant for all levels of the program – If we say the scheme is Lead or G, everyone will know what the OL assignments are • The objective is to train the OL in a few base schemes but vary the backfield action to increase the number of combinations without adding to what the OL has to learn
Use motion to put the defense in an alignment that is advantageous to our offense. Either by having their guys play while running, or creating bubbles, or causing misdirection we will put their defensive players in places and positions they do not want to be. MOTIONS AND SHIFTS
Motion • After the play is called the next words will be the motion instructions, if any • We will use the back identifier and the offensive hole numbering system to specify what player we want to be where at the snap – The player number/letter will be first, followed by the hole/location where the ball will be snapped – The call will be “Mary 40” or “M 40” meaning that we want the 4 -back to motion to the 0 -hole behind the FB • The ball will be snapped when the motion back gets to the position called • Motion will be called for running plays as well as passing plays
Types of motion • Bow/Orbit – Regular (default) arc-like motion to the heels of the FB. This motion is not at full-speed, more like 3 rd gear. This is not included in the play call – Blue Right 12 Triple Mary 20 (M 20) • Jet – Full speed sprint across the formation between the QB and FB – Blue Right 49 Sweep Mary 40 Jet (M 40 J) • Rocket – Full speed sprint behind the FB (Bow). This is a 4 th gear all-out sprint. This will be used mostly for the Rocket Sweep – Blue Right 49 Sweep Mary 40 Rocket (M 40 R) • Twirl – Motion one way and reverse course back along the original path. – Blue Right 32 Lead Mary 44 Twirl (M 44 T) • Wham – Motion from outside to trap on an inside DL – Slot Right 32 Lead Mary 44 Wham (M 44 W) – Note: This considered a “crack” block so all downfield blocking rules apply (head in front, etc. )
Coaching Points for Motions • QB must let the entire offense be set for one full count prior to initiating the motion. • Motion man must be aligned legally off the LOS prior to going in motion. His helmet cannot intersect any part of an offensive lineman’s (or Tight End’s) hip or leg. • QB must understand where he wants the motion man to be as the ball is snapped. Motion man needs to know this as well. • Motion man must move parallel to, or away from, the LOS. • Motion man will keep eyes up field, reading defensive adjustments to his motion. Read point of attack on run plays. Be aware of who might cover you or the zone you are attacking on pass plays • On all motion calls, the motion man control his location by chopping his feet prior to snap. This prevents him from overrunning area. • All motion schemes demand that the motion man go fast but under control – • Jet and Rocket require that the motion be a full sprint, not a jog All motions will be initiated by the QB. If under center, QB will lift his near foot to trigger motion man. Motion man must wait until QB’s foot hits the ground before starting. If in the gun, QB will point to the motion man.
Coaching Points for Motions • To insure that the entire offense is set for one full count, the motion man can delay going in motion for one full count after QB triggers him. • Must allow all shifts to be complete and offense set for one count before starting any other motion. Again, to insure that the entire offense is set, the motion man can delay going in motion. • If the designated man, while in motion, sees another offensive player move, he should come to a complete stop. He should allow offensive player to set then begin motion again. • All motions are off if an audible is called or the play is changed from the sideline. • Leave late and leave fast
Motion • After the play is called the next words will be the motion instructions, if any • We will use the back identifier and the offensive hole numbering system to specify what player we want to be where at the snap. – The call will be something like “Mary 40” meaning that we want the 4 -back to motion to the 0 -hole behind the FB. • The ball will be snapped when the motion back gets to the position called. • Motion will be called for running plays as well as passing plays.
Changing things at the line of scrimmage Used to get us out of a bad play, not necessarily from a good play to a better play. AUDIBLE
Audible • The QB’s will have the authority and responsibility to change the play call at the LOS • The intent of the audible calls is not to run a better play, rather it is to get the offense out of a bad play • There are several methods to do this including the “Riverside” call, the “<team color 1>/<team color 2>” calls for new plays, and “Check With Me” when the play is up to the QB
Audible: Riverside • Changes play to the other side of the formation • If a play is called and the defense is not where we want them, the QB has the ability to change the side to which the play is going by using the term “Riverside” • For example, if we have the Triple called to the right, but it would be better to run it to the left, the QB will call “Riverside, Riverside”, wait a couple of seconds for the offensive line to adjust calls, and then execute the play • This permits our offense to take advantage of the defensive alignments without calling a new play
Audible: Change the Play • “Gold” or “Blue” (Or some other scheme) • If the QB wants to call a different play he can use the “Gold” and “Blue” calls. – These calls alert the offense that a new play is being called – A “Gold” call is for a run play, a “Blue” call is for a passing play – A likely operation would be for the QB to continually call colors and plays throughout the game, but only the teams colors are live • Example: The QB brings the team to the LOS and sees that a different play would be better than what is called. – If he wants to change the play to a lead to the left, he would call “Gold 24, Gold 24” to both sides of the line. – If he wanted to call a pass he would call “Blue 93, Blue 93” to indicate a pass and that the outside receiver is to run a 9 route, and the inside receiver is to run a 3 route.
Audible: Check With Me • Play is called but QB will choose the playside at the LOS • This is a play call made by the coaches and tells the QB and players that the QB will call the play at the LOS. • This will usually apply to the Lead or Triple Option plays • When this play is called it will be in the form of “Twins Right Triple Check With Me” and means that the coaches want the team in the Twins formation, X to the right side, that the Triple Option will be run, and it is up to the QB to determine to which side it will be run.
The No-Huddle Offensive concept is an excellent way to take advantage of other teams for many reasons. However, it does not override the importance of a sound offensive system NO HUDDLE
No Huddle Summary • Running the no-huddle offense presents challenges to everyone involved. The coaches have to adjust, the offensive players have to adjust, and the defense has to adjust. It is a different thing to prepare for an offense that runs the no-huddle as the mode of operation and not just as part of the 2 -minute drill. • The biggest benefit that having a huddle offers our offense is the opportunity to meet and regroup. However this offers the defense the same opportunity so there is little to be gained by this. Huddles offer no other benefits to the players and are not part of the competitive event. We don’t get points on the scoreboard for having the best organized huddle at the game. • We don’t use the no-huddle as a tool against the defense as much as we use it to help ourselves. – We want to be an aggressive, coming-at-you type of offense. By using the no-huddle we impart a sense of urgency to our offense. – This is something that we are known for, our “thing”, what we do. We run the triple, we come at you, we never stop, and we do it very quickly.
No Huddle Summary • Need to be average or better offensive team • Cannot worry about total time of possession • Cannot worry about defensive statistics • Players must be in great physical condition • Offensive staff has to be prepared to make quick decisions • Have to be committed to the philosophy
Why Run the No-Huddle Offense? • Creates Defensive Anxiety • Change Game Tempos (Coaches control the Tempo) • Fun to Watch and Play • Conditioning • Speed up the game • Lengthen the game • Mentally and physically wear down the opponent – – – – – Fast pace increases anxiety levels tremendously. Coaches and players are not used to the rhythm of the game. Confusion often occurs during hurry-up tempo Regular Mode Slow Pace (Turtle) Hurry-up tempo (Warp Speed) Players increase ownership with invention of terms and signals. Players feel superior with their “secret language”. Spectators enjoy the fast-paced game. 25% more plays = 25% more game. No-Huddle team is used to longer game. Practices are laced with intense conditioning periods. Nobody has to run back and forth to the huddles. Many teams fatigue during the fourth quarter. Snap the ball within 5 seconds from the spot Motion will impact that by a couple of seconds Equivalent to the basketball fast break for the whole game Playing time, not time from start to finish Will need to be aggressive on defense as well - can’t let the opponent set the tempo Constant pressure
Can we run it? q Does our offensive scheme enable us to execute successful plays against any defensive formation? q Is our offensive scheme simple, consistent, and easy for players and coaches to learn and understand? q Do we have rules in our system allowing our players to recognize an unsuccessful play? q The play call isn’t a good match to the defensive alignment - Ex: Midline to a 1 -tech. q Do we have the ability to change the play at the LOS after we recognize a bad play?
Centennial Corona No-Huddle Advantages • Centennial Corona – – – – – Disturbs defensive communications Shorter playbook Shorter vocabulary Practice tempo - more plays in less time No need to work the 2 -minute offense Limits defensive energy and leadership Fun Wears teams down Eliminates defensive substitution packages Limits defensive 2 -way players. Too tiring. Play against his sub or he will wear down – Defense can’t replicate tempo in practice – Reduces defensive ability to disguise fronts and coverages • Other Sources – – – – – Practice is fun and fast-paced (Offensive reps nearly double) Opposing coaches must prepare for the added dimension Helps keep defenses in base fronts and blitzes Limits number of defensive dogs and blitzes Limits defensive substitutions Decreases defensive communication and team unity 2 -minute offense is standard (No anxiety on offense) Snap count and play memory loss are reduced The Coach has more control of the game rhythm Players must pay closer attention in games and especially practices
A Partial List of disadvantages • If our team is poor defensively, an increase in more plays could mean a bigger loss • Poor team communication/cohesiveness • Defensive Coaches on our staff may not like more plays per game • Practice organization is less structured • Warp Speed might force the play calling to be more structured so the play can be called rapidly – Pick the plays from a list – On 2 nd and short we will call these 3 runs, these 2 passes, and this special play – Offered as suggestions • Will have to defend more plays • Defensive numbers/expectations will need to be adjusted – More plays leads to more yards, catches, etc. • Does limit offensive communications – Can only call what’s on the cards – Half-time adjustments may be more difficult to implement
Program Operation • No-Huddle all the time • Done at all levels • First play of each series is on sideline • Freeze (Ice) – Line up, call the cadence, try to get the defense to jump – If they don’t jump, then call another play, still have plenty of time • Keep it simple, play fast, execute well • 7 -7’s/team - 1’s run a play – As 1’s clear the field, 2’s come on and run a play – As 2’s clear the field, 1’s come and run a play – 1’s start on left hash, move to middle with next play with 2’s, then to right with 1’s, then left with 2’s, and so on • Everything is scripted
Operation of the No Huddle • Each offensive player will have a 3 -panel wrist coach that has the plays listed on the inserts – – – • There will be two coaches with Magna Doodles – • Yes, this is the infamous etch-a-sketch offense The Play coach will show the play number – – – • The current wrist coaches have space for 99 entries The OL will have a version that has the play name and the direction The skills players will have the full play call • Positions 0 -9 will have the primary route combinations • Positions 10 -99 will have the play callout After the play is chosen, a 2 -digit code number will be shown to the players using a Magna-Doodle The master playlist has the plays numbered from 10 -99 The coach enter the number onto the Magna Doodle The Pass coach will show the number that corresponds to the route combination – – – Will look up the play number and determine if it is a pass or another play If it is a pass that requires “real” pass routes he will enter the combination number (or the routes if something special) onto the Magna Doodle. The routes will be coordinated with/provided by the play caller If the play is not a pass play then he will look up the dummy combinations from the master playlist and enter those onto the Magna Doodle • Both coaches will show numbers for each play at the same time • The players look up the play number and execute the play
Tempo • Tempo refers to the overall speed at which the offense executes the plays • There are 3 speeds possible: Normal, Warp, and Slowdown • The times shown below use the referee’s play clock hack, when he blows the whistle – Tempo Warp-Speed From experience it takes 3 -5 seconds for the players to recognize the play after it is signaled in, and another 2 -3 seconds to get set and ready to go. It is likely to take another couple of seconds for any motion to be executed Signal The Play As fast as possible Snap (after spot) 5 -10 sec. , as soon as feasible Note • • Normal 8 -12 sec. 10 -18 sec. • • Slow Down (Turtle) • 12 -15 sec. 20 -24 sec. • Use at start of game When we are ahead by less than 2 TD’s When we are behind Probably the least often used tempo Get the plays into the players in a comfortable speed Use when ahead by 2+ TD’s When running out the clock at the end of the game. Must coordinate with the referee play clock
Warp-Speed Tempo • Warp-Speed refers to running the plays as rapidly as possible. – This means getting to the LOS, getting the play, getting set, and snapping the ball. – There is usually sufficient time after a play ends and before the referee starts the play clock to signal the play and get the team set. • We will use the Warp-Speed if: – If it is the start of the game – We are ahead by less than 2 touchdowns – We are behind • The objective is not necessarily to run the two-minute offense, rather it is to put a lot of pressure on the defense, get them off-balance/out of rhythm, and not let them recover. • During this time the players will know that we are trying to get as many plays as possible and to play accordingly – get out of bounds, hand the ball to the referee, unpile quickly, get back to the LOS and look for the next play.
Slowdown (Turtle) Tempo • The objective is to run the offense in such a manner that as much time as possible is taken off the clock during each play – This means gathering at the LOS, signaling the play late, getting set, and snapping the ball. – The OC or other coach will need to have a stopwatch that is coordinated with the time hack by the referee • Usually signaling the play at about 12 -15 seconds, will result in the players being ready at 18 -22 seconds • The play must be run by the time the clock hits 25 seconds • The ‘Time Coach’ uses arm signal to show the countdown to the 25 -second mark • We will use the Slowdown if: – We are ahead by more than 2 touchdowns – We need to run out the clock to end the game • The outcome of the game has been decided • During this time the players will know that we are trying to get as few plays as possible and to play accordingly – use run plays, stay in bounds, leave the ball on the field, unpile slowly.
Practice Organization • Be Flexible • Scripting plays is difficult, it requires a lot of thought and planning • Checklist your plays in run, skelly and team periods • Use Wristbands for efficient practice in scout • Always use signals in practice • The plays can be shouted during practice to increase reps • Coach “on the run” in most periods – Write down coaching points or adjustments for player or coach discussion after practice or replace player to coach in practice – Do not stop the flow to teach the player – Hopefully we will be able to video our team sessions for review • Have written and oral tests often on signals and terms during spring and summer
Pre-Calling a “Series” • Run a set of plays that are “pre-called” during the week – Example: After a turnover we will run Triple right, sweep left, Midline right, or something similar • Choose High Success plays to develop rhythm and success. • Have them sequenced accounting for field and hash position. • Make sure play #3 is a good 3 rd and short/medium conversion tool. • Name and change the “series” each week. • Practice the “series” each day for five minutes. • This is a great tempo changer.
Using the QB Sneak as a Weapon • Run especially while in regular or slow tempo • Running a series right after a sneak helps tempo up • Use on key 3 rd downs in slower tempos • Practice the QB sneak in practice
Signaling the Play Run Board Pass Board 21 67 “ 21” is signaled in. Players check their wrist inserts and see that this is a run to the right. The skill players know to ignore the pass board. “ 67” is signaled in – this is a dummy call. Because the run board has a run play, the skill players know to ignore the pass board. 32 34 “ 32” is signaled in. Players check their wrist inserts and see that this is a 3 -step pass to the left. The skill players know to they have to check the pass board. “ 34” is signaled in. This confirms to the skill players that this is a 3 -step pass to the left (3) and that the combination to run is #4. 55 82 “ 55” is signaled in. Players check their wrist inserts and see that this is a sprint pass to the right. The skill players know to they have to check the pass board. “ 82” is signaled in. This confirms to the skill players that this is a sprint pass to the right (8) and that the combination to run is #2.
Thus spake the master Coach: It is time for you to leave.
PARKING LOT
Executing the Snap • After the play is signaled in/called, we will execute the snap using the following process: – Players get to the LOS • Players take initial positions • OL assume 2 -point stance – QB reviews defense, calls audible if appropriate – QB calls for shift, if any • Includes “Over” for the OT to change sides – QB places hands under C • Must wait at least 1 sec. before any further shifts, motions, or snap can occur – QB calls “Down”(*) • OL snap into 3 -point stance – OL can no longer move once their hands are down – QB calls “Set” – QB calls for motion, if any • Heel Flick • Backs may start motion on “t” of “Set” – QB calls for the snap – Play is executed * The snap can be on “Down” so the OL will need to be aware of the snap and ready to attack from a 2 -point stance
Playcalls Will Include • Blocking scheme for the OL – Normally this is defined by the play name, Midline or Lead or Blast – But that often carries substantial variation based on opponent • Backfield/skills action • Tags
Play Calls • For play-action passing the construct will be: – Formation + Strength + Back + Hole + Play + Motion + “PASS” + Route(s) – This will result in play calls like the following: • Slot Right 17 Triple Pass 99 Quick Max • Slot Right Open 17 Triple Pass 96 S Lobo
Plays vs. Combinations • A combination is the full play call and would require a unique slot on the wrist coach – A play may have any number of combinations – A combination is a specific variation of a play • A combination usually has all of the instructions in the form of – Formation + Back + Hole + Tag(s) – Ex: Blue Left 12 Triple Arc M 20
Same Defense, Different Variations Belly $ F C C B B B Y E T T E X 1 2 4 3 Counter Dive LE LT LG TB C RG RT RE WB Q FB Lead $ F C C B E Y 2 B B T T 1 3 E X 4
Same Defense, Different Variations Triple Option (Outside Veer) $ F C C B B Y E T T E B X 1 2 4 3 Zone Dive $ F C C B B Y E T T E B X 1 2 4 3 Zone/Stretch $ F C C B E Y 2 B B T T 1 3 E X 4
Same Defense, Different Variations Spread Wing-T: 28 Sweep $ F C C B B Y E T T E B X 1 2 4 3 Spread Wing-T: 30 Trap $ F C C B B Y E T T E B X 1 2 4 3 Spread Wing-T: Waggle Pass $ F C C B E Y 2 B B T T 1 3 E X 4
Same Defense, Different Variations Spread Wing-T: Waggle Throwback $ F C C B B Y E T T E B X 1 2 4 3 Spread Wing-T: 34 Belly $ F C C B B Y E T T E B X 1 2 4 3 Spread Wing-T: 14 Belly Option $ F C C B E Y 2 B B T T 1 3 E X 4
Same Defense, Different Variations Spread Wing-T: 34 Belly Pass $ F C C B B Y E T T E B X 1 2 4 3 Spread Wing-T: 34 Belly Pass Fly $ F C C B B Y E T T E B X 1 2 4 3 Spread Wing-T: 14 Belly Load Option $ F C C B E Y 2 B B T T 1 3 E X 4
Same Defense, Different Variations Spread Wing-T: 21 Counter (Sally) $ F C C B B Y E T T E B X 1 2 4 3 Spread Wing-T: 34 Down Keep Pass $ F C C B E Y 2 B B T T 1 3 E X 4
Tags and Calls Call Description / Purpose SOX S & X switch places SIZZLE S & Z switch places EZ Z & X switch places Notes BUNCH All WR’s are tight except 1 WR side or Pro side CLOSE Bunch rules, but middle WR lines up on inside of number, others are 3 yards inside and outside of middle Used when on the hash and still want to spread field Standard QB position, never called QB at 5 yards SHOTGUN I QB under center Pistol QB at 2 -3 yards STRONG WEAK FB shade to Y side FB shade away from Y side
3/4 Receiver Sets
2 TE Sets
2 RB Sets
Bunch / Tight / Close / 5 Wide Sets
Formations Base (Corvette) Y X S Z 1 T Viper Y Z X S 1 T Mustang Y Z X S 1 T
Formations Tundra Y X S Z 1 T Doubles Q X Z S 1 T Invert Z Q X 1 T S
2 - TE Formations King Y X S Z 1 T Queen Q X Z S 1 T Ace Z Q X 1 T S
2 - TE Formations Duece Y X S 1 Z T Tres Q X Z S 1 T Quatro Z Q X 1 T S
2 - TE Formations Cinco Y X S 1 Z T <OPEN> Q X Z S 1 T <OPEN> Z Q X 1 T S
2 - RB Formations Rocket Y X S 1 Z T Shuttle Q X Z S 1 T Bullet Z Q X 1 T S
2 - RB Formations Rocket I Strong Y X S 1 Z T Bullet I Q X Z S 1 T <OPEN> Z Q X 1 T S
Bunch / Tight / Close / 5 -Wide Formations Viper Bunch Y X S 1 Z T Viper Empty Q X Z S 1 T Empty = TB away from slot Tundra Quad Z Q X 1 T Quad = TB to Trips side S
Bunch / Tight / Close / 5 -Wide Formations Doubles Tight Y X S 1 Z T Tight = All WR’s tight Viper Close Q X Z S 1 T <OPEN> Z Q X 1 T S
$ F C C B B B T T E E X Y 1 2 4 3 Pos Assignment Technique PST PSG C BSG BST 1 Y Align Motion Assign Description/Notes: xxx 2/BSW 3 4/PSW X
Same Play, Different Defenses Description F C C E $ B B T Y X 1 2 E T N 4 3 Description F C C B B B E T $ T Y E X 1 2 4 3 Description F $ C C B B E Y 2 T B T 1 3 E X 4
Same Defense, Different Variations Description $ F C C B B Y E T T E B X 1 2 4 3 Description $ F C C B E Y 2 B B T T 1 3 E X 4
Operation of the No Huddle • Each offensive player will have a 3 -panel wrist coach that has the plays listed on the inserts • After the play is chosen, a 3 -digit code number will be shown to the players using a Magna-Doodle (or signaled in) – – – The first number is between 1 and 3 and identifies the panel to use, the next 2 numbers (between 4 and 9) identify the play to run. For example a signal of “ 349” would mean to look at panel 3, and find play 49. The players look up the panel and the number, get into formation, and run the play. There any number of variations on the wrist coaches and the numbering schemes. • I used this same system when coaching in the FFL with players from 8 -12. It works very well. The Magna-Doodle is waterproof and has sufficient size to allow 3 digits, approximately 8” tall and 1” thick. This is easily viewable from either end of the field. • Another aspect of the no-huddle is bringing the team to the LOS and getting set to go, for instance in a very low 2 -point stance, and then staying that way. We may have to run a couple of plays from the 2 -point to show that we can, and will run from that stance. This forces the defense to get into their stances for prolonged times. While this won’t necessarily affect the defense at the start of the game, continued use of this will add to the fatigue level of the defensive linemen and will reduce their effectiveness in the 4 th quarter.
Operation of the No Huddle – B • Each offensive player will have a 3 -panel wrist coach that has the plays listed on the inserts. • After the play is chosen, a 2 -digit code number will be shown to the players using a wrestling scoreboard (4 numbers, in 2 colors) (or signaled in) – The options to identify the live numbers are: • • Red – Use the 2 red numbers Green – Use the 2 green numbers Inside – Use the 2 inside numbers Outside – Use the 2 outside numbers • The numbers on the panels are sequential – For example a signal of “ 25” would mean to look on the panels until #25 is found – If it’s not on panel 1 then it’s inside and will be easy to find • There are two options for the entry for #25 – The full play call – The player alignment, motion, and assignment (what Gilroy does)
Operation of the No Huddle – C • After the play is chosen, the play number is signaled into the players – Signals can be themed, or developed by the players • Bringing the hands together might be the signal for “trap” • Hand vertical from nose to forehead might mean “midline” • Would probably need 2 coaches to do the signals, 1 live and 1 dummy
Strategy & Talent Notes and comments about running the spread option offense. From the “Coaching The Spread Option Offense” book.
Strategy & Talent • If we have a great running attack or passing attack, stay with it until we are stopped. If our offense is not really outstanding in either passing or running, we need to run and pass to leave a question in the defender’s minds. That question can be all the hesitation we need to score. • Be patient running the ball. If our opponent has an outstanding offense, take some time off the clock and run the ball. Running sets up the big play-action pass. • On first downs, stay with quicks, stops, and playaction passes. We want to avoid second and long, or third and long situations. • Use screens on second and long situations, but not on third and long. • On third and long situations, always pass the ball past the first-down markers. • Do not call a bootleg in passing situations unless we are using it as roll protection and we have a back to cancel the ripper.
Strategy & Talent • Play-action passes work best after we’ve had success running the ball. • If we can’t run against 5 in the box, try the double-flanker and ace formations for extra people and better angles. • Save the 5 -step passes for third downs to stay out of third and extra-long situations. • Pay attention to how the defense reacts to motion, what types of slants and pinches the defense runs, and who comes on blitzes. Keep these factors in mind when calling plays. • When setting up plays, wait a couple of plays or a quarter. The defender is not stupid. • Don’t use a trick play on long situations. • Remember that when we are inside the 50 -yard line, we are in 4 -down territory, and we will still have an extra down to run the ball. • Stay on our game plan. Remember, if we are down two touchdowns in the fourth quarter we still have a chance to come back. If we are three touchdowns down in the fourth quarter it becomes very difficult to even the score.
Signaling Pass Routes • The Play coach will use a Magna Doodle to show the 3 -digit number for the play to run – This is the mechanism currently in place • This Pass Route coach will signal the route in on each play, regardless of run or pass – On pass plays he will signal in the route combinations – On non-Pass plays he will use the combination shown in the “Pass Route Signals” • Or he can make up his own if he is quick • The signals will use the same construct as our regular play call: – – First signal is for the outside receiver Next is for the next inside receiver Third signal is for the motion back/Next receiver Can tag the backside receiver by using the “Y” call and a signal
Offensive Hierarchy Offense Run Pass Power Series Drop Back Option Series Roll-Out Triple Series Screens Midline Series Freeze Series
Run Hierarchy Run Offense Option Series Triple Option Series Sainted Six Power Series Midline Option Series Freeze Option Series Lead Counter Midline Freeze Trap Speed Option Midline Dive Freeze Trap Triple (Inside) Midline Trap Freeze Dive Wedge Triple (Outside) Midline Pitch Freeze Pass QB Sneak Dive Midline Rocket Sweep Pop Pass Midline QB Keep Rocket Series Flip Reverse Midline Pop Pass Rocket Sweep Flip Reverse Pass Midline Lead Rocket Dive Midline Drive Rocket QB Keep Midline Belly Rocket Pass Midline Counter Option Rocket Counter Trap Option
Pass Hierarchy Pass Offense 1 -Step (1 xx) Drop Back Roll Out (2 xx, 8 xx) 3 -Step (3 xx) 5 -Step (5 xx) Screens FB at 3/7 Fade-Out 2/4 at 5 Smash Triple Screen Mesh Quick/Bubble Verticals Curl/Flat
Casey’s Offense • No huddle – Everyone has wrist bands • OL have the blocking scheme • Others have the full play call – Use Magna Doodles or hand signals for the numbers – Turtle, Warp-Speed tempo’s • Flexbone as the primary scheme – But with multiple formations and enhanced passing – Can go with pistol/gun as well • Use defined blocking schemes – Build play combinations off of the base blocking scheme – Implement the schemes at all levels, adding more each level
• Audibles – QB’s can audible to a new play, but only from a short list – Examples: • • Rocket (Ricky, Rhonda) Lead (Larry, Lisa) Midline (Mike, Mary) Triple (Tommy, Tracie) – Good solid plays that should be well known and will work against most defenses • *** Use the 1 st 10 slots on the OL wrist inserts to list the audible names – Mike Midline Mary – So the OL will have no question on what the blocking
Kinds of Option Teams • There two kind of option teams out there: – Those that run the option – Those that dabble in the option. • The teams that RUN the option are to be feared. • The teams that DABBLE in the option are NOT to be feared. • You can't be good at a lot of things AND the option. • You can be good at the option and then dabble in other things. • I don't understand why this is, I just know that it is. • That's just how it is.
Concept of Operations – Overall • Flexbone/Spread Option as scheme – Triple option is basis – High-level of competency in passing • No Huddle – Each player has wrist coach • Skill players have full play call • OL players have blocking scheme – 2 boards for signaling plays (Magna Doodle) • Both boards show 2 -digit number • Run board – shows the play the team will run • Pass board – shows the passing combination the skills players will run
Ace Left X Y 1 2 4 3 Ace Right Y X 1 2 4 3 00 00 2 1 4 X 00 00 3 00 00 Y 00 00
Point of Attack (Hole) Numbering 9 7 5 3 1 0 2 4 6 • The holes are used to tell the players where the ball is going (POA) and to provide us with a consistent way of referring to the play • All holes are based on the outside hip of the player • In this scheme we will number the holes from the center out, using 0 -9 to identify each hole • The 0 -hole is over the right hip of the center, the 1 -hole is over the left hip of the center • 9 is the far left, 8 is the far right and are used identify the sweeps and very wide plays 8
Formation Hierarchy Slot 4 to slot, 2 to I-back Trips Off-side wing splits difference between WR and Wing Two wide receivers, 2 wings, single back Blue 2, 4 move deep Brown Ace 2, 4 move out wide, Y goes OPEN Y moves down to the TE Set Bone Double TE offset power I
Formation Summary Formation Description / Purpose Notes Spread formation. 2 wides, 2 slots, single back Spread the defense and run the option. Can still use motion and the majority of the offense. Flexbone formation. 2 wings, 2 flanker, single back The FB is more of a 3 rd tailback than the typical Guard playing FB 3 -Back power formation The standard formation for the past 5 years Short yardage Double-tight power-I with offset back. Run 1 play – lead speed option 2 -back, 2 receiver formation (wide and a slot) Mostly passing formation, but alignment does not preclude any aspect of the offense. Both wings align to playside. Backside wing goes to slot. Used to break the 3 -3 stack Primary Ace Blue Bone Set Slot Trips Secondary Beast Red Zone +25 - GL Black Goal line/short yardage Load Line Short Yardage/Goal Line/2 -pt. Mayday An ‘End of Game’ formation Wing X/Y Over Tackle Over Moving the X/Y to the other side of the field, forming ‘dead trips’ Move an OT to the other side and bringing the X/Y down as a TE, forming an unbalanced line
Blue X 2 1 Y 4 3 • Blue is our base 1 -back formation, designed to pressure the defense by spreading them out across the field • By applying speed we can stretch them vertically as well using a variety of motions • All schemes and plays in our playbook are available in Blue
Tackle Over Right (Tor) X 2 1 3 • xxx T Y 4
X Over, Y-Over 2 1 X 4 3 X Y 2 1 3 • xxx 4 Y
Heavy X 2 1 3 • xxx Y 4
Set – Short Yardage X Y 1 3 4 2 • xxx
Heavy X 2 1 3 • xxx Y 4
Ace X 2 1 Y 4 3 • ACE is a 1 -back formation, designed to pressure the defense by spreading them across the field • By applying speed we can stretch them vertically as well • We can still run the Speed option, Midline, Sweep, 13/17 Lead, and 15/34/36 Wedge • We can use motion to run Triple, or Rocket Sweep, or go Trips
Twins Right X 2 1 3 • xxx Y 4
Trips X 1 3 • xxx Y 4 2
X-Over 2 1 3 • xxx X 4 Y
Tackle Over X 2 1 3 • xxx Y 4
Blue – Base Alignments Blue Heavy NOTE: The alignment of the 2 & 4 should be on the outside foot of the EMLOS. The diagram will be corrected.
Blue – Base Alignments Flex Trips Right NOTE: The alignment of the 4 should be on the outside foot of the EMLOS. The diagram will be corrected.
• The formations shown can be flipped
Sainted Six • The “Sainted Six” are the six plays that we will execute to perfection before we add any more plays • Our 20 xx Sainted Six – – – – Triple Option (Inside Veer) Midline Option Lead – Base power play Sweep – Rocket, Jet, Toss Counter – Off of Rocket sweep Trap – Off of Midline action Dive • Willing to negotiate on the plays in the 6, but not the concept • All levels will run these plays before implementing any other plays
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