Professional Documents
Culture Documents
UW-Platteville
Offense Offensive Philosophy
1) Attitude: A.M.F. 2) Spread the Field: Formations or Motion
A. B. C. D. 3) Forces the defense to declare their coverage and blitzes. Easier for the Quarterback to read coverage. Helps the run Game (5 to 6 simple plays). Create mismatches.
Throw to Uncovered Receivers A. By Alignment. B. By Motion and Adjustment. C. By Play-action. **This forces defensive adjustments that help in protection and in running game.
5)
Game Planning A. Must be able to adjust during game. B. Routes must be adjustable. C. Must have the right tools in the toolbox.
Offensive Goals
Offensive Goals:
1. 2. 3. 4. 5. To outscore our opponent which will ensure a VICTORY! To score six times a game. To out-hit and punish every defense we face. To average 400 yards of total offense. To be one of the Top 5 DIII offenses in the nation.
Offensive Objectives:
1. ATTACK: We will play a fast break, up-tempo attack. We will force each opponent to react and adjust to our offense. We will always use intelligence and conditioning to our advantage. 2. GATA: We will GET AFTER THEIR ASS! principle of Platteville Football. This is the cornerstone
3. ELIMINATION OF SIWs: Its tough enough to beat your opponent. Take away the negative plays to ensure that we dont beat ourselves. TURNOVER RATIO is the number one factor in winning and losing college football games. 4. SCORE: The object of the RUN-n-GUN offense is to score. We will score first, fast, and we will finish the fourth quarter. We will maximize the Red Zone and we will take advantage of every turnover that our defense creates by scoring points. 5. TEAM: Foremost, we must be come a true team. On and off the field, we act as one, united as a whole group, where together we can accomplish greatness.
UW-Platteville
Offense
Offensive Mechanics
Our offense begins with Offensive Organization. With our simple organizational tools we are able to implement a very multiple offense. Organization is the key to our success within our system. Our mechanics are simple, yet effective. Our play calling is a simple approach that allows us to tell different players certain things to change the look we give the defense. Each player has words that affect him or himself and another player working together. We have two rules to our basic communication system.
1. Focus Only On The Words That Affect You- this is the key to our simple
play calling, do not get caught-up by all the words in the play call, listen to only those words that speak to you. 2. Learn To See The Big Picture- You will master our system once, and only once, you get past the stage of trying to figure out what you are supposed to do, and get to the point that you understand and can visualize the entire play and concept of the play.
Huddle Procedure
LOS
5 YDS. QB
X W R Y Z
HUDDLE PROCEDURE
Center sets the huddle 5 yards from the ball. Linemen will bend down slightly, with hands on knees. Tackles will turn in at a 45-degree angle to face the QB. The back line, the Receivers and R back, will stand straight up. As the QB steps in front of the huddle, all talking will STOP. All eyes will focus on the Quarterbacks mouth. QB will then call the play. Focus only on those words and terms that specifically apply to you. Learn to see the BIG PICTURE, visualize the entire play
Play Calls
At UWP we try to keep play calling very simple and short in length. We implement two different types of play calls in our normal huddle situations. Our run game is all called by using words, i.e. the name of the play. Our passing game is called using a simple numbering system. We also use words in our passing game to tag and adjust our base plays, but the call will always use numbers in combination with the words.
Run Game
Dive Right
Tells us the running play we are running. Tells us the direction we are running the play to.
Passing Game
The following is an example of one our play calls within our passing game and also an explanation of what the each word means:
The last number indicates what concept we are running in our routes. It also indicates where the strength is located (odd = left, even = right)
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The second number indicates the formation and the series that we are running.
I.1
Phase one: Quick count or First Sound snapTo keep the defense off balance we use a First Sound command as a quick count. The First Sound is DOWN. 1 The QB will merely call the snap as on the First Sound which means DOWN. 2 Everyone must get up to the L.O.S. quickly and get set in your stance. No shifting or motion will take place when a play is called on the First Sound. Example: Toss Right/Toss Right on the First Sound. Phase Two: Color phase 1 The ball can be snapped on the color is called by the QB. He merely calls the play and says on the color, the second color is used as the snap count. 2 No motion or shifting 3 Good to use vs. defenses that stem or jumps from defense to defense Phase Three: Non-rhythmic snap counts 1 Go is the term used as our snap count even, though the QB will call the count on 1-2-3- or 4 as a huddle call. 2 If called on 1, the QB will pause for at least one full second after the second color and then shout GO. 3 If the snap count call was on 3, the QB will call Go 3 times on the L.O.S. and the ball is snapped accordingly. 4 This phase of the cadence is non-rhythmic Phase Four: Repeat (second cadence) 1 QB will go through the cadence once, IF no one jumps offsides he starts the 2nd cadence always on one. 2 Purpose is to try to draw the defense offsides. 3 Purpose is also to help determine front and coverage. Phase Five: Hard Count 1 This is designed to specifically draw an opponent off sides. 2 The Quarterback will use a non-rhythmic count. Phase Six: No Play No Snap 1 Purpose is to try to draw the defense offsides. 2 QB will call in the huddle no play, no snap. Unless the defense penetrates across the neutral zone, the ball will not be snapped. 3 If movement, QB sneak 4 If no movement, QB will either take the penalty or call time out. Depends on the situation.
I.2
I.3
I.4
I.5
I.6
II.
Initiating Motion 2.1 2.2 Any time any category of motion is called, the snap count cannot be a phase one or phase two call. The man called into motion will initiate his movement on the first color, and the QB will be responsible for controlling the distance desired.
III.
Audible Mechanics 3.1 Basic Philosophy: We will audible merely to get us out of a bad play. We will not attempt to mastermind the game on the Line of Scrimmage with an audible. 1 Box- Number of defenders on the defensive front. 2 Side to Side- Number of defenders either side of the center. 3 Personnel- Where a specific player is located. 4 Looks- Specific front or coverage look. 5 Any time a play is changed at the L.O.S. the snap count is automatically one. 6 Disregard the audible. QB calls the play in the huddle and then says disregard the audible. This is to keep the defense off balanced when we do and audible and when we dont.
IV.
Check With Me Mechanics Basic Philosophy: Check with me is where we package 2 plays given in the huddle and one will be called at the L.O.S. 1 Example: Run Dive at the 1 tech tackle. 2 Color will give direction.
CADENCE
Examples: On Down Down
Offensive Terminology
Personnel:
Split Ends- The two outside receivers in our doubles formation. Wings-The two inside receivers in our doubles formation. X- Split End on the left side. W- Wing on the left side. Y- Wing on the right side. Z- Split End on the right side. R- Running back (R-Back). N- Nickel, may be substituted for R in our No-back formations.
Terms:
Wide Side (Field)- Wide side of the field when the ball is on the hash. Short Side (Boundary)- Short side of the field when the ball is on the hash. Front-Side- The side of the play. Back-Side- Away from the play. Split- How far a players alignment is from a landmark on the field. Landmark- Certain places on the field or another player on the field. Trouble- Alerts to offense to a potential blitzing player. Run / Quick Check- A packaged call where the QB is given a running play and a quick pass to choose from, he will read the front and choose the best play for the situation. R.A.C.- Run after the Catch. A.M.F.- Coach Emendorfer will explain. D.A.- Coach Emendorfer will explain. Sight Adjust- Refers to the adjustment a receiver makes when he is the Q Receiver, he will break off his route to a quicker to fill the void created by the blitzing player. Six Second Rule- A pre-snap rule for the QB, WRs, and RB, in which they mentally go through their respective assignments on the upcoming play.
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UW-Platteville
Offense
One of the defining characteristics of our offense is that we are a very MULTIPLE formation and motion offense. This allows us to gain better angles and leverage for certain types of plays, to maximize the use of our personnel that lets them get in the most favorable match-ups, creates uncertainty and confusion on the part of the defense, and allows great flexibility within the things we do.
A few simple terms allow our offense to change its look. Memorization is minimized, and basic can be combined in numerous ways to give us the possibility of a nearly endless number of different looks. More importantly, it allows us to put our best people or combination of people in positions on the field where they have the BEST chance of succeeding. 12
Formations
Formations allow our offense to spread the field. We like to make our opponent defend the entire field. We will stretch the defense both vertically and horizontally. Using different formations also allows us to put our best athletes against lesser athletes and weaker defenders. Our formations depend on landmarks, both on the field and in relationship to our own players.
DOUBLES
X W R Y
TRIPS RIGHT
TRIPS LEFT
X W R Y
X W Y R
X R W Y
X W Y R
X R W
Y Z X
Z Y R
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CLUSTER RIGHT
CLUSTER LEFT
X W
Y Z X
W Y
3-4 YD
R R
ROY
LEE
Z Y Y
FB A
FB
CIRCUS RT
UNBALANCED
CIRCUS LT SPREAD
UNBALANCED
H X Y
LT
RT R
X R
LT
RT
H Y Z
GATOR
COUGAR
X W R
LT
RT Y
LT W R Y
RT
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Formation Adjustments
Tight- Tells the front-side
Squeeze
X W Y
Tight
Z
Flip
Y
Bunch
R
Z Y
align 1 yard form the SE. This can apply to the frontside or the back side or both of any play. This will be game planned.
Spread
R
Z Y
15
Ghost
X W Y R Z
Ace
W X
X W Y
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Motions
Motion is the second part of how we want to align before we want the ball snapped. We use motion in our offense for specific, defined purposes some of which include: 1. 2. 3. 4. 5. 6. To disguise our intentions/delay defensive recognition To gain a blocker at the point of attack To create personnel advantages To force the pass coverage to declare man or zone To create coverage problems or checks To force the coverage to bump, changing personnel and alignment 7. To help circumvent the jam The basics of our motions will be first in the play call. A player and a type of motion will be the few words before the play call. We will designate WHO we want to be in motion and we will designate WHAT type of motion we want. The QB will control final destination with the snap count. It is vital to our offense that our WRs, RBs, and QBs know who has to be on the line of scrimmage and who has to be off.
X W
Ram
R
X W Y
Lion
R
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Ex.- X Mo, 39. X lines up in trips and motion to his normal split, then runs a vertical
W X Y Z
Z Out
X W Y
wide and motion in toward the formation, he will not cross another player.
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Y Trace
X W
across the formation and begin breaking down near the opposite guard, ending just outside the tackles hip at the snap, then seal the defensive end man on the line of scrimmage.
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Shifts
Shifting is a type of motion we will use to change our alignments before the ball is snapped. Shifts and Motions different because when we shift all players will reset before the ball is snapped. We use shifts in our offense for specific, defined purposes some of which include: 1. 2. 3. 4. To disguise our intentions/delay defensive recognition To create personnel advantages To create coverage problems or checks To force the coverage to bump, changing personnel and alignment
The basics of our shifts, like our motions, will be first in the play call. All shift are player specific. We will designate WHO we want shift and WHAT shift we want. The QB will control when he wants the shift. It is vital to our offense that our WRs, RBs, and QBs know who will be shifting their alignments on each call.
X W Y
W Stem / Y StemW Stem- Tells W to align away from the formation call and then shift to his alignment. R will do so also. Y Stem- Tells Y to align away from the formation call and then shift to his alignment. R will do so also.
X W Y
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UW-Platteville
Offense
Defensive Recognition
Our first key to our success is to recognize the defense. Our offense will see many defensive schemes. Some teams will prefer to play zone coverage against most of our formations. They may play a 2 deep or 3 deep zone with four or five defenders underneath. Other teams will play a man scheme against us. They will also do so from a 1 deep or 2 deep look. These teams will also blitz from all points on the field. We will see various fronts also. A majority of the time the defense will have 5 defenders in the box. This will include down linemen and linebackers. For our offense to be successful it is important for our players to recognize and understand what the defense is doing. We will have tools in the toolbox for everything we will see, but we have to know what they are doing.
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Fronts
Defensive Line Techniques
9 6 6I 5 4 4I 3 2 2I 1 0 1 2I 2 3 4I 4 5 6I 6 9
We label defenders on the line of scrimmage with numbers and call them Techniques. We identify the alignments of the defenders using their technique.
Defensive Gaps
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Defensive Fronts
4-1 4-3
M E T T E E
W T
M T
S E
4-2
50
M E T
S T E E
W N
M E S
3-2
3-3
M E N
S E
W E
M N
S E
BEARS
MINI BEARS
M E T N T E
M E
W N E
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Coverage
We identify the defenses coverage by first finding the safeties. We want to know if they are in a 2 deep look or in a 1 deep look. Once we have identified the safeties, we will next look at the technique of the defenders over the split ends and the wings. We will look for alignment keys. These keys allow us to determine a few basics of the coverage we will see. We should be able to determine if it is man or zone, and also where a potential blitz man happen.
One Deep
FS & SS:
One deep, aligned in the middle of the field or formation, 10 yards deep, eyes on the QB. SS head up to inside of #2, 5 yards or less from LOS, eyes on #2.
Cover 1
Corners:
eyes on WR.
Aligned head up or hold inside leverage on #2, 4 to 6 yards from LOS, eyes on #2. One deep, aligned in the middle of the field or formation, 10 yards deep, eyes on the QB. SS head up to inside of #2, 5 yards or less from LOS, eyes on QB. Corners: Aligned head up to outside of WR, 8 to 10 yards deep, eyes on the QB.
Cover 3
Weak OLB:
QB.
FS & SS:
Cover 0
No one deep, usually aligned 4 to 6 yards from LOS, head up to inside of #2 or #3, eyes on #2 or #3.
Corners:
Aligned head up or hold inside leverage, 5 yards or less from the LOS, eyes on WR.
Weak OLB:
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Two Deep
FS & SS:
Cover 2 Two deep, aligned on or outside the hash, 10 yards deep, eyes on the QB.
Corners:
Aligned 5 yards or less from LOS, head up or hold outside leverage, eyes on the QB.
Aligned head up or hold inside leverage on #2, 4 to 6 yards deep, eyes on the QB. Two deep, aligned 10 yards on hash, eyes on the QB. They will play deep s
Cover 4
Weak OLB:
FS & SS:
Cover 2 White
Two deep, aligned on or outside the hash, 10 yards deep, eyes on the QB. (man under)
Corners:
Aligned head up or hold inside leverage, 5 yards or less from the LOS, eyes on WR.
Weak OLB:
Aligned head up to inside of #2, 4 to 6 yards deep, eyes on #2, may be a rusher if no #2.
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COVER 0
This coverage is man to man. Usually both safeties will cover down for a LB who has blitzed or b/c of the formation. Usually no safeties deep is the base read to this coverage. The corners and safeties will both key a WR.
DOUBLES
C
SS W E T
M T E
FS
TRIPS
C SS FS S E T M T
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COVER 1
This coverage is man to man. The SS will cover down b/c of the formation or a LB has moved into the box. The will be FS deep, with the SS, CB and LBs playing man technique.
DOUBLES
FS C
SS E
S T
M T E
TRIPS
FS
C SS S
C M E T T W E
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COVER 2
This coverage is a basic 2 deep zone. The base reads are depth of the safeties and technique of the corners. The safeties will be on or near the hash and the corners will be low and looking in at the QB.
DOUBLES
1/2
1/2
SS
HOOK FLATS
FS
CURL
W E T
CURL
M T E
FLATS
TRIPS
1/.2
FS
1/2 HOOK
SS
FLATS
CURL
S E
M T T
CURL
FLATS
W E
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Cover 2 White
The base read on this coverage is the two deep safeties and the man technique by the underneath coverage. The CBs and LBs will be head-up or inside of our receivers.
DOUBLES
1/2
W E T
M T E
TRIPS
1/.2
1/2
FS
SS
C S W E T
M T E
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COVER 3
One deep safety and deep corners are the key reads to this coverage. The SS covers down, this allows the defense to cover all receivers or play six in the box. The FS will align in the middle of the field or formation. The DBs will have their eyes on the QB.
DOUBLES
1/3 CURL HOOK
1/3
FS
FLATS
W E
M T
S T E
SS
TRIPS
1/3 CURL
1/3
FS
HOOK FLATS HOOK
SS
S E T
M T E
FLATS
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COVER 4
The depth and alignment of the corners and safeties are the key reads to this coverage. A four deep concept with the corners and safeties playing deep 1/4's and zone underneath. We will see this coverage vs. our trips.
DOUBLES
1/4 C
1/4 FS
1/4 SS
RUN SUPPORT KEY OT/ PASS READ # 2 RECEIVER
1/4 C
W E T
M T E
TRIPS
C
1/4
1/4
1/2
FS SS
S E T
M T E
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Defensive Terminology
Personnel:
FS- Free Safety, plays deep in most coverage. SS- Strong Safety, will come down and cover a wing in a 1 deep look. S- Sam, strong side OLB. W- Will, weak side OLB. M- Mike, middle linebacker. N- Nickel, may be substituted for a LB in passing situations. Joker- A combination rush/drop player who plays from the edge of the defense in the nickel package, often from a 3-3 front. Terms: Strong Side- The side of the defenses strength. Weak Side- The side away from the defenses strength. Front- Down linemen and the linebacker(s). Leverage- This is where a defender aligns over a receiver. Combo- A technique in which 2 DBs in man coverage exchange responsibilities based on the receiver releases. Box- The area spanning from the line of scrimmage to seven yards deep and is from tight end to tight end wide. Bracket- Situation in which tow defenders are able to double a receiver, with one on the inside and one on the outside. Cloud- Term for when a CB rotates up and has the flats. Robber- A player in coverage who is expected to play in deep coverage moves to a short zone or intermediate area late, thus robbing that zone. Spot Drop- Refers to a coverage technique where zone defenders drop to designated areas on the field and the find receivers from there. Pattern Read- Refers to a coverage technique where zone defenders react differently to specific releases and route combinations, more like a match-up zone.
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UW-Platteville Offense
Running Game
In our run game we are able to feature our running back vs. 4, 5, and 6 defenders in the box. We are also able to run the ball with our quarterback. Our starting point will be throwing the football. When teams begin taking defenders out of the box to defend the pass we will then run the ball effectively. We can run the ball out of any formation that we have. In addition we will run the ball to balance our offense at times. We will use schemes that help us to outnumber the defense at the point of attack and use their alignment to our advantage. We can also use the running game to set up the passing game. We will do so by including play action plays in our passing attack.
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Chase
4-1
B E T
Ace
3-2
B T
B
B N E
A-Back
E
Duce
4-2
B E T
Ace
BEARS
B T
B
B E E T N
A
Chip block the A-Gap/2i technique with the center. If there is no AGap/2i player reach to the play side and possibly combo with tackle. Stay on your track to the LB.
Reach block with the guards chip or combo, the A-Gap or 0 player to the nearest LB. Scoop block nearest defender to play-side. Stay on track to the LB. Scoop block most dangerous defender inside the defensive end. Butt block a crashing DE on Chase. Possible seal block on LB on Chase Read. 34
Zone
4-1
B E T
Ace
3-2
B T E E N
A-Back
B E
4-2
B E T
Ace
BEARS
B T
B
B E E T N
A
RB
FT FG C BG BT
Counter
4-1
B E T Wedge T E E B N Wedge
3-2
B E
4-1
B E T T Wedge E E B T
4-2
B T E
Ace-Back
4-1 Q Counter
B E T Wedge T E E
RB
FT FG C BG BT
Dallas
4-1
B E T T E E B N
Ace-Back
3-2
B E
4-2
B E T B T E
4-1 to 2i Technique
B E T T
Cap
Pass set B-Gap player for one count and kick out DE. If we run it to the 2i side block down on 2i player Cap call.
Against a 50 Defense or a 4i make a Texas call and go up to the nearest play-side LB. Block down on the A-Gap player (2i Technique) on the back side. If we run it to the 2i side make Cap call and pull and kick out first defender past the guard. Pull and kick out the first defender past the center. Block to the back side on Cap call. Dip and rip to the nearest LB. Rip through DE if necessary. Butt block a crashing DE.
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Bronco
3-2
B E N
Ace-Back
3-2
B E E B N
Ace-Back
B E
3-2 - Panther
B E N
Ace-Back
4-1
B E T
Playboy
B E
38
Mustang
3-2
B E N
Ace-Back
3-2
B E E B N
Ace-Back
B E
4-1
B E T
Playboy
39
R/Q Draw
4-1
B E T
Playboy
3-2
B T E E N
Ace
B E
4-2
B E T
Playboy
B T E
Speed
4-1
E T Ace
3-2
B T B E E N Ace-Back B E
4-2
B E T Ace-Back B T B E
4-1 to 3 Technique
B E T Duce T B E
FT
FG C BG BT
3-2
B B E N
Wedge
B E
T
Duce
4-2
B E T
A
BEARS
B E E T B N T
Duce
B T
Duce
B E
42
Toss
4-1
B E T T E E B N
3-2
B E
4-2
B E T B T E E T
BEARS
B N T E
BG BT
43
Sweep
4-1
B E T T E E
3-2
B N B E
4-2
B E T B T E
BEARS
B E T N T E
44
Houston
4-1
B E T T
Duce
3-2
B E E N
Ace-Back
B E
4-2
B E T B T
Duce
BEARS
B E E T N T
Duce
45
Lead Draw
4-1
B E T
A
3-2
B T E E N
Ace
B E
4-2
B E T
A
BEARS
B T E E T B N T E
46
Nebraska
4-1
B E T
A-Back
3-2
B T
Duce
B N
Ace-Back
4-2
B E T
A-Back
BEARS
B T
Duce
B E E T N T E
47
Chase Reverse
4-1
B E T T
Duce
3-2
B E E N
Ace-Back
B E
4-2
B E T B T E E T
BEARS
B N T E
Duce
48
3-2
B E E N
A
B E
4-2
B E T B T
B
BEARS
B E E T N
A
49
3-2
B E E N
Ace
B E
4-2
B E T B T E E T
BEARS
B N T E
Duce
50
3-2
B E E N
A
B E
4-2
B E T B T
B
BEARS
B E E T N T E
51
QB Sneak
4-1
B E T
Wedge
3-2
B T E E N
Wedge
B E
4-2
B E T
Ace
BEARS
B T E E T B N
Ace
52
UW-Platteville Offense
Goal Line and Short Yardage
In goal line and short yardage situations we will use a tight end formation. We have the ability to use two tight ends and adjust our backfield to a one or two back set. Out of this formation we can still run our basic passing package. We will use four or five basic running plays. The key to success in this formation is aggressive blocking and the mentality that we are going to get the first down or touchdown.
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Z Y A
Z Y
Roy
Roy 5
Z Y A
Z Y
Roy Strong
Roy 7
Z Y
Z Y
Roy Weak
Roy 2
Z Y
Z A Y
Roy 1
Roy 4
X A
Z Y
Z A Y
Roy 3
Roy 6
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X Y
Z Y
Z A
Lee
Lee 6
X Y
Z Y
Z A
Lee Strong
Lee 8
X Y
Z Y
Lee Weak
Lee 1
X Y
Z Y A
Lee 2
Lee 3
X Y
Z A Y A
Lee 4
55
Lee 5
Z Y
LT
Z Y
Roy Open
Roy Over
Z Y Y
Roy Wing
Lee Open
X Y
Z Y
RT
Lee Wing
Lee Over
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Dive/Lead Dive
Lee Strong Lead Dive left
C SS B E
X Y
B T Ace
R
C B
X
B E T
B Ace
SS T E B
Z
C
Y
C
R
C B
X
B E Ace T T E
LT
B SS C
A
B T T Ace
SS E B
Z
B
X
E C
C
Y
Trey
Combo (Ace) with the center the A-Gap lineman to the front side backer. Against a B-Gap lineman combo (Duce) with the tackle.
Combo (Ace) with the front guard the A-Gap lineman to the front side backer. If there is no A-Gap lineman scoop the backside B-Gap. Reach/scoop play side gap to the next level. Reach/scoop play side gap to the next level. Reach/scoop play side gap to the next level. 57
B T B
B T Ace
SS E
Z A Y
C B C
X
B E T B
B T Ace
R
SS B
Z Y
R A
B T A
B T
LT
SS E
Z A
C
Y
B
X
B T Ace
B T B
C E B
Z
Duce
R
Belly/Lead Belly
Roy 2 Wing Lead Belly right
C B B
X
B N T
SS E
Z Y
B N T
SS E
Z Y
C B B
X
FS B N T
LT
B
X A
SS T
SS B
Z Y
Pull and kick out the first defender on or outside the tight end.
Secure play side A-Gap and go second level. Reach/scoop to the play side. Reach/scoop to the play side. Reach/scoop to the play side. 59
C
X
B E T
B T
SS E B
Z
C
Y
Trey Wedge
A R
Trey Wedge
R
C B
X
B E Wedge
R
B T E
LT Z A Y
B T
SS
C
A
B
X
C
Y
Wedge
R
Trey
60
Speed Dog
Roy 2 Gun Speed Dog Check
FS C B B
X
SS B N A
QB A
FS C B T A
QB
T Duce
T
Z
B N T
Z
Duce
SS B N T
Z
FS C B T Duce N A
QB
B T
Z
A
QB
Duce
Combo B-Gap defender with tackle (Duce) or A-Gap defender with center (Ace).
Combo play side A-Gap defender with front guard (Ace) or scoop head up or back side BGap defender with back side guard (A). Scoop head up on the center or back side B-Gap defender with center (A) or back side BGap defender with tackle (B). Scoop B-Gap defender with guard (B) or C-Gap defender with tight end (C). Scoop C-Gap defender with tackle (C) or go second level. 61
Dive Counter G
Roy Wing R Mo Fk Dive Counter G left
C B
X R
FS T B N
B T
B SS
Z
B T
B T
B E
SS
Z Y
FS T B N B T B
Z
SS
B E
B T T
B E
C SS
Z R
62
UW-Platteville
Offense
Passing Game
A major key to the success of our balanced offensive philosophy is having a passing game that can make use of numerous different concepts and formations, out number coverage, create positive match-ups, convert numerous situations successfully, and in general provide us with a Tool Box full of tools that gives us good answers to every defense we see. The structure of our offense allows us to do this through simple building blocks that can be used in different combinations. These building blocks include pass protections, passing concepts, formational series with tags, route packages that allow us to change a passing concepts look, screens, and play action passes. As our understanding and execution of the different elements of our system, we expect to be able to throw the ball successfully at any time in the game, from any where on the field, and to be able to put our players into situations that they can succeed in.
63
64
7. Built in Constants- There are certain things built into our pass offense that do not change: a. If there is no FS in the middle of the field, someone will be assigned to replace him. b. Vs. Cover 2, we will build triangles to read. c. We will throw the ball deep on the hashes if a FS is in the middle of the field (Covers 1 & 3). d. Against hard corners, Cover 2 type defenses, we will never attempt to throw a ball over the head of a cornerback whos retreating; take the short throw. e. Vs. Zone coverage, receivers are to find and settle in holes between pass defenders; QBs are to throw the ball to those holes and not to lead them. f. Vs. Man coverage, receivers are to stay on the move, always work for separation, accelerating away from pressure. QBs are to lead the receivers and allow them to keep running away, maintaining that separation. g. Q Receiver: within all of our passing concepts, we will have a player built in that will break off his route so the QB has a quick option against the blitz. The QB and WRs must always know who is the Q and who makes him adjust his route. 8. QBs never pass up an open receiver to wait for another to get open. 9. Scramble Rules- In the event of a scramble, receivers have definite break-off courses based on the type of route they are running. The QB will never throw a ball late into the middle on a scramble. 10. Run After Catch- All people involved in the passing game must be aware that over 50% of the yards gained in the passing game come after the catch. Receivers will be trained where to go after the catch based on coverage, and the QBs will be trained to provide the specific types of throws that enables them to maximize their RAC gains.
65
11. Uncovered PrincipleForcing defenses to cover down on our split receivers is something we believe in as strongly as anything in our offense. We work to throw to any uncovered receiver created by alignment or motion. We have two basic types of uncovered throws, each has a special audible or cadence indication. If we fail to force the defense to cover our receivers it gives a license to put an extra man in the box to defend the run and become an extra rusher vs. our passing game. Rules for Throwing Uncovered 1. Any receiver who can catch the ball and gain 4 yards is uncovered.
2. Only throw on first or second down or 3rd with less than 5 yards to go.
Uncoverd Receiver
FS SS
B E
B N T E
Uncoverd Bubble
FS SS
B E
B N T E
66
Pass Protection
The first building block of our passing game is protection. Great protection is the most basic key to the success of our pass offense. We are, and always will be, a protection first team, which is to say that it gets top priority in our emphasis, our installation, and all our thinking related to any part of the passing game. Successful pass protection is the result of a total effort that involves EVERY member of the offensive unit:
Our linemen must be know and be able to execute our schemes, but even more, they must maintain a fierce pride in protecting the passer that says, Nobody touches the quarterback. Our back must understand his role within different protection schemes. He must get himself to the right places, and be physical enough to constantly handle linebackers and defensive ends. Our receivers play a major role by identifying coverage and potential blitz situations, understanding when they must break off their route to sight adjustments (being the Q receiver), and most importantly GET OPEN in the time required by each pass so that the linemen and back do not have to pass block for unnecessary periods of time. Our quarterback is the center of it all, and he insures that we are a great protection team through the right recognition and communication. He must also get the ball of on the correct timing, and throw the ball away rather than taking foolish sacks. Our protection packages provide us solid answers for any situations that come up. As we understand how each of them work, and each position understands and carries out their individual responsibility related to protection, we WILL be a GREAT protection team at UW-Platteville.
67
Protection Concepts
The basics of our protection comes form concepts. These concepts will remain constant throughout our whole offense. Our protection concepts allow us to teach a basic part of our offense quickly and then incorporate it into a number of passing plays, by doing this we become very multiple with only a few teaching points. Our protection concepts are as follows: Index 1 Rip/Liz 9 30s Play Action Smoke Protection Concept the Index Indicates Slide Protection Gap Protection Man Protection Quick Protection Play Action Protection Semi-Roll Protection
The direction of the protection is either determined by the last number of the three digit play call e.g. 981 RB goes left, a direction call within the play call e.g. Rip/Liz, or is determined by the play e.g. RB goes right on all quick protections.
For Example: If you see the play call 981, you should know by the last number to which side the RB is blocking and that the center has to go opposite. 1 indicates that the RB goes left. The first number tells you that we are running a man protection scheme.
68
1 Slide Protection
Our slide protection is used to protect against outside blitzes and overloads. In this protection the RB has to double read the backers. We will slide from the first uncovered lineman on away from the RB. The back-side tackle will stay man on the defensive end with the center or the guard picking up blitzing backers. The center determines weather he or the guard will slide and check outside. In the 50s series the RB goes away form the call. This will be the only time in protection when this happens. The center or the uncovered lineman goes to the call.
FS C SS S E T M N
Zap
FS C W E C SS S E T
Gus
M T E
C W
4-1 Cov. 3 FS C S B E
Gus
Play: 151 SS C M N
Rake
4-1 Cov. 3 FS C S B M E
Gus
Play: 151 SS C N W E
W E
Rake
3-2 Cov. 2 FS C SS S M E T
Zap
Play: 151
Play: 151
W T E
SS
S E T
Fan Left
M N E
4-2 Cov. 1
Play: 151
50 Cov. 3
Play: 151
69
FS C W E T M N E
SS C S C S
FS M E T T E
SS C W
4-1 Cov. 2 FS C S E M N B
Play: 32 Rip SS C W E
4-1 Cov. 2 FS C W M E N
3-2 Cov. 2 FS C W E M T S T
Play: 32 Rip SS M S E C
SS E
W E T
4-2 Cov. 3
50 Cov. 2
Play: 32 Liz
70
9 Man Protection
We use this protection in our 60s, 70s, 80s, and 90s schemes. This is a five or six man protection depending on the formation (no back or one back). We should be able to protect all five/six man rushers with the QB being responsible for the sixth/seventh rusher. The RB is responsible for the outside backer to the play side. The center always identifies the Mike backer. Mike call depends on the front call by the RB. Mike is either the single backer in the box or the 2nd backer in the box away from the call. To block Mike the center calls either a single block or a combo block with a guard depending on the defensive alignment. The center will double read Mike to the outside backer away from the call. We have three additional calls for the running back in the protection: Max RB will stay and protect and not release for his route; Rambo RB will line up away from the call but still protect to the play side as if he was aligned to the call side; Chip RB chips the front side defensive end to help the tackle before he leaves for his route.
FS C W E
Q WR
SS M T N
Rake Q WR
FS C S C W E T
Lawn
SS M T E C S
4-1 Cov. 2 FS C W E
Q WR
Play: 982 SS M N B E C S
4-1 Cov. 2 FS C W M E N
Q WR
3-2 Cov. 2 FS C W E M T
Lawn Q WR
Play: 982
Play: 982 SS M S E
Rake
S T E
SS
W E T
Fan Left Q WR
4-2 Cov. 3
Play: 982
50 Cov. 2
Play: 982
71
30 Quick Protection
Most 30s use Quick Protection. Our Quick Protection is based on our Man Protection and is a man scheme. This is a five or six man protection depending on the formation (no back or one back). We run block the defenders initially. This is a very aggressive block because we have to get the defenders hands down. The RB will always protect to the right unless given a Louie call where he goes to the left. The center always identifies the Mike backer. Mike call depends on the front call by the RB. Mike is either the single backer in the box or the 2nd backer in the box away from the call. To block Mike the center calls either a single block or a combo block with a guard depending on the defensive alignment. The center will double read Mike to the outside backer away from the call. Cut on Jock call.
FS C W E T M N
Rake
SS C S E C W
FS M E T
Lawn
SS C S T E
4-1 Cov. 2 FS C W E M N B
Play: 32 SS C S E
4-1 Cov. 2 FS C W M E N
Play: 31 SS C B E S
3-2 Cov. 2 FS C W E M T
Lawn
Play: 34
Play: 39 Louie SS M N
Rake
S T E
S E
4-2 Cov. 3
Play: 31
50 Cov. 2
Play: 39
72
FS C W E T M N E
SS C S C W
FS M E T T E
SS C S
4-1 Cov. 2 FS C W E M N
3-2 Cov. 2
W E
M T
S T
SS E
W E T
4-2 Cov. 3
50 Cov. 2
73
FS C W E T M N E
SS C C S E
FS M T T E B
SS C S
4-1 Cov. 2 FS C W E M N B
Play: 84 Smoke SS C E S
4-1 Cov. 2 FS C M E N B E
Play: 64 Smoke SS C B S
3-2 Cov. 2 FS C W E M T S T
Play: 84 Smoke
Play: 64 Smoke SS M S E C
SS E
W E T
4-2 Cov. 3
Play: 84 Smoke
50 Cov. 2
Play: 83 Smoke
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Passing Concepts
The basics of our passing game come in the form of concepts. These concepts will remain constant throughout our whole offense. Our passing concepts allow us to teach a basic part of our offense quickly and then incorporate it into a number of formations, by doing this we become very multiple with only a few teaching points. Our passing concepts are as follows: Number Concept the Number Indicates 0 Mesh Concept 1-2 Vertical Concept 3-4 Smash Concept 5-6 Screen Concept 7-8 Flat / Curl Concept 9 No Designated Concept This will be game planned Note: Odd #s = Formation Strength to the Left; Even #s = Formation Strength to the Right. The concept does not change.
For Example: If you see the play call 981, you should know by the last number what route concept we are running. 1 or 2 indicates the vertical concept. This would not change in any series 50 and up. 951/952, 961/962, 971/972, 981/982, and 91/92 would be all vertical concept routes out of different formations. The route and the method we run the routes will stay similar throughout each play.
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0 Mesh Concept
50 East/West
80 East/West
90 East/West
Our 0 concept is known as the Mesh Concept, and it attacks the underneath edge of coverage very rapidly, many times from a tightened environment. This concept creates multiple rubs by incorporating different crossing routes. Our Mesh Concept is a quick rhythm concept, whose primary purpose is to attack man-to-man defense by creating match-up problems and multiple rubs. With this in mind we also have a zone better built into the mesh concept. This concept, we believe, attacks most of the defenses we will face. Since 0 is only a single number, East and West will be used to identify the formation strength, with East being right and West being left.
FS FS
C C W E M N S T E SS C E
M N
S T E
SS
W R
X R
180 East
150 East
FS
SS
W E N
M T E
90 East
76
51-52
61-62
1-2 signify the Vertical Concept in our offense. This concept allows our offense to attack and stretch the defense toward the end zone. The vertical passing game is a staple of our offense. We normally will designate our areas of attack as 18-22 yards down the field. The specific parts of the field that this concept attacks include: 4yards outside of the numbers on each side of the field, 2 yards outside each hash mark, and in some cases directly down the middle of the field. We will also have a lower level control route. This concept will be used against any kind of coverage we see, whether it is Man-to-Man, any zone concept.
FS
SS
SS
FS
vs. Cover 2
C C S E T M N E W C
C E N
M T E
X R W
X W R Y
vs Blitzes Z
962
981
FS M TE W R Y Z SS C
SS
FS
W E N
152
X
C S N E M N E W C
91
77
72
C W X R
FS
SS
M E N TE
C Y Z
53-54
63-64
The Smash Concept is one of the best ways we have of putting pressure on two deep coverage by creating situations where the cornerback cannot cover two people; he will see a six yard hitch in front of him and have a deeper-developing flag route behind him. Depending on the coverage and situation, we can use it to attack down the field on the deep outside edge, or underneath as a ball-control pass. This concept is good against Cover 2 primarily, but we can and will use it vs. Cover 3 and Man-to-Man defenses.
SS
FS
C C S M E T N E W
FS
SS
vs Blitz Z
M TE
vs. Blitz E N X W
963
FS SS FS
984
SS C C E N C M T E W S
154
S E
M T E
X R
SS
FS
93
78
73
C
S ET
M N
W E
Z R
The Screen Concept is a concept that we like to rely on. We use our screen game to control the blitz and pass rush by inviting the defense up-field and then allowing them to rush. Our offensive line will block downfield as we throw underneath to our receivers or back. We are attacking the rush and blitz. We are also getting offensive linemen downfield vs. defenders that are not used to being blocked by linemen. This concept can be used to attack about any defense we will face. Mainly we would like to use this concept when we are getting a hard rush or zone blitzed.
FS
SS
FS
SS
W E N
M T E
Cut
W E N
M T E
Z X W Z
X Y Y
16
FS SS FS C E
X Z W Y X
85
SS S C C W E N M T E
Z Y R W
M N TE
65
79
95
57-58
67-68
77-78 87-88
The Flat/Curl Concept is used to stretch the defense horizontally. We like to stretch a flat defender to the sideline and replace him with a receiver behind him. At the same time we will control the middle of the field with a short control route. This creates a triangle of receivers for the QB to read. This concept allows us to attack an area 12 yards down the field on the hashes and the area 5 yards deep on the numbers. Lastly the control route enables us to attack the middle of the field at a depth of five yards. This concept is best at attacking both Cover 3 and Cover 4.
FS
SS C
FS C
C W M T E S
C W M E N S T E SS
vs Blitz E N X
W R
Z X
vs Blitz W
Y R
968
C
988
FS SS C W M E N TE S
FS C C
158
X
W M E N TE S SS
R Z
X R
Y
FS C
98
80
77
SS
S ET
M N E
W X Y
Z R
Formational Series
The second building block of our offense is our formational series. Each series is unique and adapts our passing concepts to various formations. The 30 series is the only exception to this rule. Our series consist of the following: 30s- 3 step passing game out of Doubles, Trips, Panther or Hurricane formations. These are the only pass plays we teach.
50s- 5 step passing game out of Cluster formation, with the R-Back going
opposite of the strength.
60s 5 Step passing game out of Trips with the running back going to
strength.
70s 5 step passing game out of Hurricane. 80s 5 step passing game out of Doubles. 90s 5 step passing game out of Panther.
In our offense the 30s are set plays that must be memorized. However, the 50s, 60s, 70s, 80s and 90s will incorporate one of our 6 passing concepts into their respective formation.
81
30s
Our 3-step passing game is the 30s series. This is the BREAD AND BUTTER of our offense. We will throw it at anytime, anywhere on the field. We prefer to use it against covers 3 and 1 or against the blitz. This is a high percentage series. The completion should be 80% - 85%. These are the only pass plays we teach. The basic concepts do not apply to the 30s. We can run these plays out of most of our formations, but a majority of the time we like to run them from Doubles, Trips, or Panther.
2. They will play a 2 deep concept either zone or man underneath. Either of these might
force us to throw the fade route. We can do this, but we would prefer to run the football against this coverage. The reason being, with 4 wide-outs it would take 6 people to cover them. This puts only 5 in the box, and gives us a great opportunity to run the football. However, if we are not able to run the ball, our fade flat and under slant should still work effectively.
3. BLITZ, If the first two theories do not work for them they can go to the blitz theory.
If they bring 6 we can block that, 7 is the problem. If the use 4 across coverage the QB has to make a decision. One, get the ball off before they get to him, or two bring in an extra player for protection. We prefer the protection concept. **REMEMBER this is man to man, no help, if the DB makes on little mistake it is 6 points.**
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READ: 1. Uncovered
2. 3. 4. 5. 6. 7. Softest corner Throw away form strength of the defense. On the hitch and out, read shoulders of flat defender. Throw slant only vs. Cover 1 (31). Throw hitch or out vs. Cover 3 (32 and 33). With normal down and distance run the ball vs. Cover 2 or 5. Also, possibly check into 39. 8. Throw fade at 18-20 yards. 9. If in doubt throw ball away. ***REMEMBER A.M.F. AND D.A. RULES AND HOW THEY WORK***
TRIPS FORMATION
#2 Wingback mirrors the outside receiver. #3 Wingback runs inside route (example: 39 he would run a flat).
83
84
30
FS
SS
C
X
W E
W R
M N T E
C
Z
31
85
FS C
W E
X W
M N
S T E
SS
Z Y
86
31 Double
FS C
W E
X W
M N
S T E
SS
Z Y
87
32
Bread and Butter!
FS C C
W E
X W
M N
S T E
SS
Z Y
88
33
FS C SS S E T
X W Y R
M N E
Cut down split. 6-yard speed out. 6-yard hitch. AMF Rules apply. 4-1 - Block play-side outside linebacker. FS Any 2 linebacker set block play-side inside linebacker. 6-yard hitch. AMF Rules apply. Cut down split. 6-yard speed out.
W E M N S T E SS C
34
89
Z Y
38
90
FS
W E
M N
S T E
SS
X W Y
Get out of it. Pick a side, if they combo look to the fade over top.
SS
Ran directly at the toes of the defender over X, then get vertical. 4-1 - Block play-side outside linebacker. W Any 2 linebacker set block play-side inside linebacker. S M Ran directly at the toes of the defender over Z, then get vertical. Slant route, cut tight off Ys back.
W
E
Y Z
39
91
92
30s Tags
30 Y Corner
FS C W M E N S TE SS C C W E M N
31 Wheel
FS S T E SS C
31 Stop
C FS C C W E M N S T E SS
W E N
32 Go
FS C W E M N S T E SS C
93
50s
The basis of this series is to allow our offense to move the R-Back to the back-side of the formation. The 50s are part of our 5-step passing game and are the only series that the R-Back will go away from the call. We will incorporate a cluster on the front-side on some plays, on the back-side the split end will cut down his split to 5-6 yards from the tackle.
Mesh Concept
FS
SS
W
W X Y
S E T N
M E
Z
94
151 / 152
Vertical Concept
SS
FS
M E T
Y
W N E
Z
W X
153 / 154
95
Smash Concept
FS
SS
C E
X
M N T E
S
Y W
157 / 158
96
FS
C W E
X W R
C M N T E
Y Z
SS
97
60s
The 60s series is our Trips passing game, with the R-Back going to the formation. This is a 5-step package that incorporates all of the concepts of our offense. We also like to se different front-side and back-side tags in this series. We like to hang our hat on this series. We will use the 60s to attack most of the defenses we face.
FS
SS
High - Low
Smash Concept
C
C W
M E N T E
Y W
961 / 962
Vertical Concept
SS
FS
M E T N E
C vs Blitz
Z
X W Y
99
963 / 964
Smash Concept
SS
FS
M E T N E
vs Blitz
X W Y
100
65 - 66
Screen Concept
FS SS
C E N
X
M TE
101
967 / 968
Flat Curl Concept
FS
SS
C W vs Blitz
X W Y
C M E N T E
Z
102
60s Tags
Ghost 64 Frisco
X W
Y Z
63 / 64 Smoke
FS
SS
C W E
X W
C M N T E
Y Z
964 Flood
FS
SS
C W E
X W Y
C M N T E
Z
103
70s
This series can also be called our Hurricane passing game. This is also a 5-step package. We will run this series anywhere on the field. Our basic goal from using hurricane is to spread the field wide open, creating a numbers game, and at the same time give the defense an unconventional look offensively.
71 / 72
Vertical Concept
FS
SS
W E
X R
M N T E
C
Y W Z
X W R Y Z
104
73 / 74
Smash Concept
SS
FS
C
W X
S ET
Y
M N E
Z R
105
77 / 78
Flat Curl Concept
FS C C
SS
W X Y
S ET
M N E
Z R
106
80s
The 80s are our most basic 5-step passing series. This is the foundation of our offense and everything else branches off it. Doubles is the formation that all 80s are run in. We will use tags to create different looks for the defense. Regardless of the game plan we will run the 80s on a consistent basis.
FS
SS E
W
S T
M N E
Z Y
107
981 / 982
Vertical Concept
SS vs. Cover 2
FS
S E T
X W
M N E
W vs Blitzes
Y
108
983 / 984
Smash Concept
FS
SS
W vs. Blitz E N
M TE
X W Y
109
85 - 86
Screen Concept
FS SS
W E N
W
M T E
Z Y
110
987 / 988
Flat Curl Concept
FS C C
W vs Blitz
W
M E N
S T E
SS
Z Y
111
80s Tags
180 West Beamer 982 Florida
FS
SS
vs. Cover 2
FS
C SS S M W
C
E
X
vs Blitz E T
M N E
Z
X
W Y
Z W
984 Option
88 Smoke Wheel
FS
SS C
FS
W vs. Blitz E N
SS
T E
Z X
E
Y
E
Z
W Y
R R
112
90s
This series is run out of our Panther Formation. We want to spread the field as much as possible in this series. Our goal is to create mismatches for or receivers. The 90s are also designed to involve our quarterback in the running game when defenses begin to take players out of the box in order to stop the passing game
90 East / West
Mesh Concept
FS
SS
W E
X N
M N T E
Y W Z
113
91 / 92
Vertical Concept
SS
FS
S E
M N E
W X Y
Z N
114
93 / 94
Smash Concept
SS
FS
S E
M T E
W X Y N
115
95 / 96
Screen Concept
FS SS C
W E N
M T E
X R W Y
116
97 / 98
Flat Curl Concept
FS C C
W E
X N
M N TE
SS
Z W Y
117
Route Packages
Route packages allow our offense to change the look of our basic concepts. Some our route packages affect the front-side of the concepts, while others will change the backside. These route packages can be used in a number of our formational series and with most concepts. The packages that begin with an F will change the front-side, and those that affect the backside will begin with a B. There are a few exceptions to this rule; Scissors and Smoke are both front-side packages. Follow is the only route package that can be either front-side or back-side.
Smoke
This Route Package may or may not change the route combination. The QB will semi role to the call. The receivers routes will most likely be deeper since the QB is rolling to them. The back-side receivers routes will change into a crossing concept on different levels. We may also use throwbacks to keep the defense honest.
118
Stick
. This route package utilizes a shoot
route and a stick route behind it. Like our Follow and Trail packages, we will tag a player and the next WR outside of him will adjust his route also. Stick is also a front-side and back-side tag. So in Trips right, if we say W Stick, the next WR outside, Y, would be doing the Shoot Route.
Scissors
This Route Package utilizes a corner route by the inside receiver with a post by the outside receiver. This is good against man-to-man and Cover 2.
Flood
This Route Package attempts to flood a defenders zone with multiple receivers.
C
119
Fresno
This Route Package is a reverse Flat-Curl package. This is good versus 2-Deep coverage. The Split End runs a whip route, and the wing runs a hook route. The wing wraps the LB. He must find the window. The R-Back sits down over the box.
Trail
This Route Package utilizes a Crossing route with an Angle route behind it. This is very good in short yardage and against teams that want to wall off our shallow cross package. Like Follow, we tag one player and Trail. Trail tells the next player outside that he will be doing the crossing route. So in Trips right, if we say W Trail, the next WR outside, Y, would be doing the crossing Route. This is also a frontside and back-side tag.
Texas
This Route Package compliments our vertical passing game. The R-back is running an angle route, the Wing has a seam choice, and the Split End runs a hook route.
120
Bench
This Route Package is based on our stick package. It allows us to build in a deeper stick route into any of our other concepts on the back-side. The shoot route will be 5 yards deep and the stick route will be 10 deep.
Boston
This Route Package is based on our smash concept. It allows us to build in a smash route into any of our other concepts on the back-side.
121
Buffalo
This Route Package is our way to tag our Flat-Curl concept on the back-side. The Split End runs a curl route, and the wing runs a flat route.
Baltimore
This Route Package is a reverse Flat-Curl package. This is good versus 2-Deep coverage. The Split End runs a whip route, and the wing runs a hook route. The wing wraps the LB. He must find the window.
Bandit
This Route Package allows us to tag Flat-Fade on the back-side. The wing runs a flat route, and the Split End runs a fade.
122
Screens
15 - 16
SS FS
M E T N E
X W Y
QB
Step out with foot opposite throwing hand, two step drop, throw, and drift back to avoid the throw looking like a lateral. Receivers and R-Back Assignments
X W R Y Z
15 Block first most dangerous defender from the sideline aiming for his outside number. 16 Sprint and reach block the backside safety. 15 Block second most dangerous defender on his outside number. 16 Run the bubble route. Flare away from play. 15 Run the bubble route. 16 Block second most dangerous defender on his outside number. 15 Sprint and reach block the backside safety. 16 Block first most dangerous defender from the sideline aiming for his outside number.
123
25 - 26
FS C
SS W E
X W Y
M N
S T E CUT
Z
QB
Always gun formation. Step away from center with throwing hand foot, step and throw to the R-Back, and shuffle back behind the completion.
124
C M T E
Z
SS
QB
Fake the draw and then drift inviting the rush, hit the R-back.
X W R Y Z
Trips Left Block the man over you. Trips Right Crack the first LB inside of you. Block the man over you. Line up on the front-side of the formation, fake the draw to the back-side, then circle step back to catch the screen. Block the man over you. Trips Left Crack the first LB inside of you. Trips Right Block the man over you.
125
15/16
Bubble Screen Concept
FS
SS
W E N
M T E Cut
W
S
Z Y
126
25/26
Crack Screen Concept
FS C
SS W E
X W Y
M N
S T E CUT
Z
55/56
R-Middle Screen Concept
SS
FS
C W E
X W
M N T E
LT LG C RG RT
O-Line and R-Back Pass Set and get down field to any outside linebacker on your side. If no OLB go to safeties. Pass set and get down field to nearest linebacker in the box to you. Pass set, turn to the R-Back and block any lazy pass rushers out of the screen zone. Pass set and get down field to nearest linebacker in the box to you. Pass Set and get down field to any outside linebacker on your side. If no 128
OLB go to safeties.
85 / 86 Iowa
SS
FS
W E N
W
M T E
Z Y
W E
R
M N T E
Z W Y
95 Iowa 129
85 / 86 Indiana
FS C W E
X W
SS
M N T E
Z Y
FS C W E
X R W
SS
M N T E
Z Y
130
Play Action
Our play action pass is the final building block in our passing game. We must be able to use the play action pass to keep the defense honest. Most of the time we like to play action off of our Chase play, we will do so from Doubles and Trips. We can also play action off our draw plays. Fake R-draw can be used in our 60s and 80s series. We can also use Fake QB-draw from both of our No-Back sets (70s and 90s). We will also use a run fake bubble our bubble route. We have two different concepts within our play action passing game. One is our Boot concept and the other is our Waggle concept.
Boot
Our boot concept is a naked boot by the quarterback. The basic route package incorporates a short receiver right in front of him with a deeper crossing route coming into his vision late. In Trips, the Chase fake will always go away from the trips side.
W
C W E
X W Y
M T N E
R
Z
Z
R
X W
Chase Right Boot- Vertical, must take outside release. Chase Left Boot- Deep crossing route. Chase Right Boot- Vertical, outside release. Chase Left Boot- Whip Route; keep outside leverage on the OLB. Fake Chase to the call. Chase Right Boot- Whip route; keep outside leverage on the OLB. Chase Left Boot- Vertical, outside release. Chase Right Boot- Deep crossing route. Chase Left Boot- Vertical, must take outside release.
SS
M E T
W N E
Z
R Y Z
X W Y
Waggle
131
Waggle is the second part of our play action passing game. The basic route package is the same as boot, but we will tag the waggle concept. The other difference between boot and waggle is that we pull the back-side guard to the front-side (to the QBs roll). This allows us more blocking and greater passing time. This also allows us to run fake to the 3receiver side in our Trips formation.
W
C W E
X W Y
M T N E
R
Z
X W
Chase Right Waggle- Vertical, must take outside release. Chase Left Waggle- Deep crossing route. Chase Right Waggle- Vertical, outside release. Chase Left Waggle- Whip Route; keep outside leverage on the OLB. Fake Chase to the call. Chase Right Waggle- Whip route; keep outside leverage on the OLB. Dive Chase Waggle- Vertical, outside release. Dive Chase Waggle- Deep crossing route. Dive Chase Waggle- Vertical, must take outside release.
M E T
W N E
Z
R Y
X W Y
Waggle Tags
132
X W
Chase Right Waggle Sail- Vertical, must take outside release. Chase Left Waggle Sail- Post. Chase Right Waggle Sail- Arrow Chase Left Waggle Sail- 10 yd. Out Route. Fake Chase to the call. Chase Right Waggle Sail- 10 yd. Out Route. Chase Left Waggle Sail- Arrow Chase Right Waggle Sail- Post. Chase Left Waggle Sail- Vertical, must take outside release.
M E T
W N E
Z
R
X W Y
Y Z
SS
X W R Y
Chase Right Waggle Cross- Vertical, outside release. Chase Left Waggle Cross- Post Chase Right Waggle Cross- Deep Crossing Route. Chase Left Waggle Cross- Crossing Route. Fake Chase to the call. Chase Right Waggle Cross-Crossing Route. Chase Left Waggle Cross- Deep Crossing Route. Chase Right Waggle Cross- Post Chase Left Waggle Cross- Vertical, outside release.
S E
X W
133
UW-Platteville
Offense Situational Offense
A great thing about our offense is that we can use our base system in situations that other teams may go into their 2minute offense. We feel we can score using our base passing game with 2 minutes left. Situational football is a key to success as an offense. We can use the clock to advantage when we are ahead and can also score in very short amounts of time from great distances.
134
ONE-MINUTE OFFENSE
Our one-minute offense is designed to move the ball quickly down field and enable our offense to score either a touchdown or field goal. In order for our offense to operate efficiently we must all be on the same pace and know the situation. A MAYDAY call puts us in our one-minute offense. Thee basic formation is Doubles, or Trips to the wide side of the field. The QB will call out the play, and then proceed into the cadence. The cadence will be Set Go. Anytime we want to stop the clock, we will call Kill, Killthe ball will be snapped on Go. QB throws ball to the ground behind LOS.
PRACTICE TIME
1. 2. 3.
135
4. 5. 6. 7.
Use opponents defense, allow advancement of the ball (BUILD CONFIDENCE) Create the situation you want, hash mark, down the distance, number of time outs left, time left. Automatic call for all blitzesmaximum protection. DO NOT burden the offense with more plays than you can practice effectively.
Our one-minute offense concerns itself with two areas: 1. 2. Saving time on the clock if tied or behind. Wasting time on the clock if ahead during final minutes.
Our ability to function smoothly and efficiently in these time periods can have a great effect on our season. Knowledge of the rules as they apply to the game clock is the single most important factor in this phase of the game. The wise use of time-outs is the first factor to be considered. Each team is allowed three (3) time-outs per half. It is imperative that we do not use any of our time-outs unnecessarily during the normal course of the game. If at all possible, we would like to have all three of our time-outs available for our two-minute offense. I. The Game Clock Stops: A. B. C. D. E. F. G. H. II. A. B. 1. When time-out is called by an official On an incomplete pass When ball carrier goes out of bounds During administration of a penalty While chain gang measures for a first down When we make a first down When a fair catch is made on a punt After kickoff which goes out of end zone The Game Clock Starts: When ball is legally touched on a kickoff With the snap of the ball After a time-out 136
2. 3. 4. 5. C. 1. 2. 3.
After an incomplete pass After ball carrier has gone out of bounds After kickoff out of end zone On exchange of possession With referees whistle indicating ball is ready After measurement for a first down After chains have been advanced After administration of a penalty
137
1. 2.
Do not call a time out. Use close to the full 25 seconds on each play if the clock is running. But do not cut it so close that you risk a clockstopping penalty. Runners and receivers stay in bounds. Ball carriers should over protect the ball. Cover it with two hands and do not be too intense in fighting for extra yardage thereby allowing more defensive players a shot at you and at the ball. REMEMBER!!! The defense is going to be going after the ball! If there are less than 25 seconds remaining allow the clock to run down without leaving the huddle. Do not incur a penalty. It stops the clock. If you are injured try to get off the field under your own power. If you remain on the ground the clock will be stopped. If at all possible we want to avoid this happening.
3. 4.
5. 6. 7.
138
FORMULA FOR USING MAXIMUM TIME IN LAST 1 MINUTE There are two Tables shown on this page, which help to illustrate the time, which can be burned. These Tables are based on factors, which involve three variables:
1. 2. 3. The down The time remaining The number of time outs still available to our opponents
Table I shows the situations in which you merely need to kneel down. In actuality the factors are shown in the purest form since the Table is constructed with no time being used for the actual running of the QB Kneel play. (Victory Play) Table II shows the time you can realistically expect to use when we run a play, which in itself is designed to consume time. These would not be QB Kneel plays. The basic assumption is that you can use five seconds in actually running a play when our opponents call a time out immediately upon tackling the ball carrier. When the opponents have no time outs remaining, we feel we use 10 seconds (5 seconds to run the play and 5 seconds to unpile) for east first, second, and third down play. Fourth down would still be a 5-second play. Table I: QB KNEEL FORMULA
NO TIME OUTS
1:25 0:55 : 25
139
Requires using 5 seconds per play when a time out remains. Requires using 10 seconds per play when no time outs remain.
140
Victory Score
SS FS B T
Z X W Y
B N
SS B B N T
Z
B T
Foot-to-Foot Splits
B N
B T
B
Z R
B T
X
B N
B T
C
Z
FS N
SS
FS N
C
SS
C C B T
Z
C B T
X
B N T
B T
B
Y
W Y
Take a Safety
FS C B T
X W
SS B N B T
Z Y
X
C
C N B T B N B T
Z
End Zone
141
Trick Plays
X
X Z
Z Y
X X Z W W Y Y
R R
H H LT RT Z X X Y R
LT
RT
142