Sunday, October 21, 2007

Gun Veer

The Shotgun Veer

Overview: We run the veer from both under center and from the shotgun, both ways have advantages and intricacies that are unique to each way. These notes will detail why and how we run the veer from the shotgun.

Why we run it from the gun.
1. Fits into our overall scheme
2. Gives the QB more time to read the dive key.
3. Provides more depth for the mesh behind the point of attack.
4. Allows FB to keep his shoulders square to the line of scrimmage, allowing the FB to cut to “air” similar to zone.
5. Provides more space to incorporate load blocking schemes on crashing OSLB’s.
6. Provides the opportunity to incorporate jet motion and misdirection into the play with motions.
7. All of the QB’s momentum is forward rather than backwards then forwards compared to when running veer from under center.
8. Due to the depth of the QB the angle provides the QB to attack downhill quicker and easier.
9. Overall the footwork is easier for the QB from the gun, taking fewer repetitions to master.

Quarterbacks footwork and technique:
1. The QB will catch the snap and take about an 8-10 inch step forward and at an angle towards the read key (first man on or outside the play side Tackle). With practice, the QB can step forward as the snap is on its way to him. The QB must bring his EYES to focus on the READ KEY as soon as he gains control of the snap.
2. As the QB is stepping to the read key with his play side foot, the QB will swing his backside foot towards the line of scrimmage so that the QB’s shoulders are facing the play side sideline.
3. As the QB is executing steps #1 and #2, his EYES will be on the read KEY and he will extend the football back at an angle of 45 degrees from his rear hip. This motion will all happen quickly and be fluid in rhythm. There will be a transfer of weight from the foot nearest the back to the foot nearest the line of scrimmage simultaneously as the ball is brought forward during the mesh with the FB.
4. The mesh will begin at the most rearward point of the football that has been extended by the QB and it will continue in the basket of the FB until the ball has reached the navel of the QB. Note, we don’t toe drag on the weight transfer as we do from under center because the weight of the body isn’t “rebounding” from the rear back forward and the steps are reversed because the QB is going forward instead of rearward.
5. The READ begins when the QB gains control of the snap and ends during the mesh. As the QB extends the ball into the belly of the FB his EYES are fixed on the READ KEY. If the READ KEY’S outside shoulder turns to face the QB and the READ KEY closes to the FB on a track to tackle the FB, the QB will pull the football from the FB’s belly and explode off his front foot towards the second phase of the option. If the READ KEY doesn’t close down to tackle the FB, the QB will slip his back hand off the football as he slams the football into the belly of the FB. It is critical to develop this “feel” of the football being meshed and kept or slammed and given, there cannot be any gray area. The FB must NEVER clamp the football until he feels the “SLAM”.
6. GOLDEN RULE for the first READ, “When in doubt, GIVE.”
7. On a keep read, the QB will pull the football back into his breadbasket and he will explode off his front foot as the FB goes by, stepping with his rear foot towards the SECOND READ KEY as the FB clears. The QB’s SECOND READ KEY will be the next man outside the first read key (except on load blocking calls).
8. As the QB goes towards the second read key, he will rock the football with both hands while running towards the second read key. If the QB doesn’t have the laces of the football in his play side hand, he will loosely grip the football in both hands and rotate it to get the laces in the play side hand to be prepared to pitch the football if necessary.
9. Reading the SECOND READ, the QB will run at the key’s outside shoulder, if the KEY crosses the QB’s path and goes to the trailing pitch back, the QB will turn the football up quickly. If the KEY turns his outside shoulder showing the QB his numbers, the QB will close to a safe distance and pitch the football by stepping towards the trailing pitch back with his rear foot and execute a thumbs down “flip/pitch”. When the QB pitches the football, he should if possible allow his momentum to go towards the pitch back, this helps to promote an accurate pitch and also lessens the impact of the READ KEYS tackle on the QB.
10. If the QB/Pitch Back relationship is compromised, the QB must NOT pitch the football.
11. GOLDEN RULE for the second READ, “never pitch unless its safe”.

Offensive Line General Blocking Rules: (Modified by gameplan)
PST: Block first man inside on or off the los.
PSG: Uncovered, Rip/Lid/Smash with Center, Covered, Smash, TNT, combo.
OC: Uncovered, A gap threat, no threat, Smash frontside, Covered Rip/Lid/Smash with Guard(s).
BSG: Uncovered, Rip/Lid/Smash with Center, Covered, combo cutoff (city)with OT, TNT, Rip/Lid with Center.
BST: Uncovered, combo cutoff (city) with OG, Covered, Sift, TNT, Cutoff B gap defender.

Receivers Blocking Rules (Modified by game plan):
Frontside Outside stalk soft CB, runoff vs press CB.
Frontside Inside, arc invert/alley.
Backside inside, city to FS.
Backside outside, vs soft CB stalk cutoff FS, runoff vs press CB.

Here are some notes on the FB's play.

The FB is in a 2 point stance with his feet at least shoulder width apart to slightly wider than his shoulder width, his legs are bent and he is in a low balanced football postion with his hands on his thighs and his elbows out. His toes are pointed straight forward and his feet are not staggered, his toes are even with each other. It should look almost like he is in a three point stance without the hand down. We want him coiled and ready to explode in any direction.

The FB doesn't move until the ball hits the QB's hands, he then accelerates straight forward (this is one of the reasons for his alignment of 1yd behind and 1yd outside the QB) at the guards crack with his inside arm up forming a large pocket. We teach him to never clamp until he feels the QB "slam" the ball into his gut.

The reason we have the back going straight forward into the double/triple team is so that he can press up behind the area of movement and cut to air like the zone play, if the air is the normal veer track then that is what he takes. As a result, I feel we are more productive on give reads than if we were to keep a veer track. We feel that initially taking the angled veer track from gun isn't necessary and would require either a tighter alignment by the back to the QB, which would hinder our cross flow plays or a step by the back to the inside, which would limit his speed into his downhill track.

Also, IMO, being fixed on the veer track allows the LB's to run downhill and attack quicker than if they have to play against a back that will cutback into the A gap.Here are a few diagrams vs different looks on how we block it. Here is diagram of our "load" block on the OSLB and optioning the CB. Its against a 43 2 tech rather than the 1 tech as titled but same difference rule wise.


http://video.google.com/videoplay?docid=4345503931720287081&hl=en

http://video.google.com/videoplay?docid=-1492353705675875032&hl=en

Passing Routes: Steps or Yards?

We have two routes based on steps, the slant and the quick out.

The rest of the tree is based on yards: deep out, deep in, post, flag, stop, curlthen the go and the bench that are basically go deep and be open routes.

Here is the tree and rules:
0: stop - 6 yards, plant and pivot inside back to qb. catch the ball and turn towards sideline
1: quick out - 2 steps downfield, third step start to break out to 6 yards deep, coming back to 5
2: slant - 3 steps then 45 degree cut inside
3: dog - 10 yard deep out. at 10 hard plant and cut out to sideline
4: dig - 10 yard deep in. at 10 hard plant and cut in crossing the field
5: bench - outside release, basically an out and up. no set steps, just get outside and upfield fast.
6: curl - release upfield 12 yards and curl back inside to 10. keep feet moving and come back to ball.
7: flag - sometimes 10 yards, sometimes 15 (depends on the week, day, hour, etc.) plant and break towards sideline at a 45 degree angle
8: post - 10 yards upfield, plant and break at 45 degree angle
9: go - outside release and get deep

http://coachhuey.proboards42.com/index.cgi?action=display&board=pass&thread=1135909927&page=1#1137766344

Different Opinions on Minumum Needed for Effective No Huddle Spread Offense

SPREAD ATTACK
3-step: hitch, double slant, fade/out by slot
bootleg: just one, outside go, slot flat, backside drag/post
5-step: smash, curl/flat (tag wheels), and shallow cross (no mesh, either frontside shallow/dig like FSU/drive or like Airraid shallow with opposite sides)
Screens: bubble, WR/rocket screen (get DL running), RB screen as the pass mixes in more

Can probably make it even without 4-verts, though might be useful as a play where you can tag one receiver.Might also want to have at least one "pick play" vs. man, can really just make a tag on double slants to have the slots rub the outside slants.

Is that 7 pass plays including the boot? Eh maybe even pare down some more. Just off the top of my head.

MBKCOACH
Hitches, slants, verticals, curls, curl-flat, post/out, smash Bubble, Slip. If you could execute these on the high schhol level you would be hard to beat.

COACH HUEY
I barely consider quick game as being included in the # of pass schemes you teach as it is really just an extension of the run game -- stop, slant, fade, quick out, bubble. Likewise, I treat screens the same way. need a slow screen to the back, an "outside" screen to a wr and a "middle" screen to a wr.

pass schemes should include a 2-zone beater. two 3-zone beaters. two "4-shell" beaters. (can be quarters or man). these are best if you can run them from both doubles and trips open with little or not extra teaching. also, teach the ability to tag a receiver on a given scheme. sprintout can often be used with some of these routes (the 3 & 4 beaters, depending on how you set the routes up initially). i would add a simple out route for the sprint game plus a sprintout from trips (flood concept).

i guess we should include play-action here as well. think you need at least 2. one off the counter look (boot) and one off the zone look. can use the dropback schemes for much of the zone action stuff to help keep new routes down.

so, if i had to put a # to it, i guess that makes:
5 quicks
3 screens
5 dropbacks
2 sprintouts
2 PAP

17 pass schemes

QB Secondary Recognition

You watch the safeties. After awhile it is not so hard to see what they are doing post-snap (though still can be tricky at times).

Group them into families. Cover 1 and 3 are together, 2 and 4 are together. You can tell the difference between 1 and 3 from the cornerbacks. 2 and 4 is typically the width of the safeties, if they are inside the hash, it is probably 4, if they are on the hash or outside, probably two.

Typically for a HS kid ask him to watch the rotation of the weak-safety, have him throw away from the rotation. More advanced kids you watch the strong safety and weak safety in tandem. What they do tells you A LOT. If they start even and move to one in front of the other, you know probably Cover 1 robber. If they both rotate the same side, probably Cover 3 sky/cloud. If they both come up, think pressure! If the SS moves up to a slot/TE and the F/S cheats to stand over him, think SS blitz. It goes on from there. This is easy enough to do in practice. Put the W/S and SS out there and tell them to line up in their base position and have the DC tell them to play their coverage with no one else on the field. You'd be amazed at what you can learn.

MOFO and MOFC can tell you a lot though. I use this as the primary post-snap read unless my QB is a superstar. I want him to recognize coverages on film and on the practice field and the blackboard, but in live situations it is merely an indicator; he still must go through his progression, it just helps him know which receiver is probably going to be open and which progression to work.

I have a really good article that Tom Coughlin did when at Boston College from awhile back. It's still the best article on coverage recognition I've seen. If someone could put it on the web for me I'll email it and you can link to it in this thread.

http://coachhuey.proboards42.com/index.cgi?action=display&board=pass&thread=1136529807&page=1#1151371958

Reading the Square

POST-SNAP READS (“READING THE SQUARE”):

One of the most important areas in determining secondary coverages is the middle of the field about 15 to 25 yards deep and about 2 yards inside of each hash. We call this area the “square”.

We normally read the “square” in our drop back passing game. Reading the “square” becomes necessary when it is impossible to determine what the coverage is before the snap or to make sure of secondary coverage after the snap.

In reading the “square” the QB simply looks down the middle of the field. He should not focus on either Safety but see them both in his peripheral vision.

A) If neither Safety shows up in the “square”, and both are deep, it will indicate a form of Cover 2. A quick check of Corner alignment and play will indicate whether it is a 2/Man or 2/Zone. If neither Safety shows up in the “square” and both are shallow, it will indicate a Cover 0 (blitz look).

B) If the Strong Safety shows up in the “square”, this will indicate a Cover 3 rolled weak or possibly a Cover 1.

C) If the Weak Safety shows up in the “square”, this will indicate a strong side coverage. It could be a Cover 3 or a Cover 1. If the coverage is Cover 3, it could be a Cover 3/Sky (Safety), or a Cover 3/Cloud (Corner), depending on who has the short zone.

NOTE: When either of the Safeties shows up in the “square”, the best percentage area to throw the ball in is the side that he came FROM! If NEITHER of the Safeties show up in the “square” – throwing the ball into the “square” is a high percentage throw.

http://coachhuey.proboards42.com/index.cgi?action=display&board=pass&thread=1133295047&page=1#1140283848

Zone Read Play

Football's Golden Son for now is worth looking at a bit. Nothing revolutionary, but lots and lots of coaches incorporate some of these concepts now, and they are quite sound. I have never incorporated the triple from gun and am not an expert--check out Jerry Campbell's books and notes or study Meyer and others' offenses this coming fall--but it is fairly easy to incorporate the backside read by the QB in the zone or any frontside run play from gun.

Petrino at Louisville will incorporate this into more than just the zone, which is how I have used it. I use the QB read of the backside end with our "base" or "Wrap" or guard-pull scheme, which I diagrammed a few months ago here.

The University of Louisville will pull both the backside guard or the backside tackle (not something I do as much because it is harder to get the tackle over there in time) but both are viable tactics and easy to do.

Incorporating the QB read is simple and can essentially add another runner to your offense. From there you can add a pitch relationship with another runningback or a slot man. (Check out the earlier article on the no-back shovel and Meyer's offense here.)

Also, along with this are some broad outlines about the Utah/Bowling Green/Meyer offense and some coaching points, and diagrams from the 2002 Bowling Green playbook (very simple, so not overly informative, but the written material is excellent).


Mike Sanford - Bill Williams Football Clinic, San Diego, Ca March 2005

Offensive Strategy and Goals
1. about 65% run 35% pass
2. 95% out of shotgun
3. Most physical and best zone blocking team in the country
4. Stretch the defense across the field and make them play assignment football

3 Critical Keys
1. Protect the football
2. Score in red zone
3. Convert third downs, practice scenarios

5 Offensive Goals
1. Win
2. Score 66% red zone TD
3. No Turnovers
4. 45% on 3rd down conversions
5. 55% run efficient (4 yards a carry)

Wide receivers have key blocks every single down
Center's snap needs to be perfect everytime

Zone Read Play - 14/15 ReadRules
- 7 in the box / cover 0 = audible to option or pass
- 6 in the box = block playside 5 and leave 1 (backside DE) Read
- 5 in the box = block 5 (give inside zone)

Running Back:

Alignment:- Toes at 6 yards, inside foot on guards outside leg

Footwork:- Shuffle step, step replace step and go, looks like a draw play, close gap with QB, responsible for creating mesh point, rollover ball , hands together even if QB keeps

Aiming point:- Outside leg of PSG, Read first man of center to outside foot / butt of tackle (B gap)

- Slow to, Fast through - make cut and get vertical

Quarter Back:
Alignment:
- Toes at 5 yards, shotgun (practice everyday with center for a perfect snap)

Footwork:- Wide open step, pivot opposite foot, extend ball, watch inside shoulder of read man - upfield = givestay
home = give
down line = keep

Aiming point:
- C gap in general
- Read C gap defender - could be DE or LB

Offensive line:
- Inside zone blocking front and backside
- Splits are 2 ft guards, 3 ft tackles

http://smartfootball.blogspot.com/2005/08/urban-meyer-zone-read.html

Specific Routes Versus Coverages

Cover 0: screens, sprint outs, fade/flat

Cover 1: screens, sprint outs, fade/flat, mesh, shallow, Post/Rail

Cover 2: Short side: Fade/flat, Smash, Post/Rail
Wide Side: Stick,Shallow,Sluggo,Curl/Curl/Shoot(Yes I really do)
Either Side: Mesh, Mesh Curl

Cover 3: Short Side: Post/Rail
Wide Side: Stick, Curl/Curl/Shoot, Shallow
Either Side: Hitch,4 Verticals, Out, Mesh, Mesh Curl

Cover 4: Short Side: Post/Rail
Wide Side: Shallow, Stick, Sluggo, Curl/Curl/Shoot
Either Side: Hitch, Mesh, Mesh Curl
Cover 5 (2 Man):
Short Side: Smash, Post/Rail
Wide Side: Shallow, Sluggo
Either Side: Screens, Fade/Flat, Mesh

Summary:
Man: Screens, Fade/Flat, Shallow, Mesh
Zone: Stick, Curl, Shallow, Mesh, Mesh Curl, Hitch(if C deep)



http://coachhuey.proboards42.com/index.cgi?action=display&board=pass&thread=1153014105&page=1#1153184467

Saturday, October 20, 2007

Double Dive Series

"Double Dive" is a generic term for what we call the "Belly Series" (NOT the wing-t "Belly") or what Augustana (Rob Reade) calls the "Inside Belly."

It basically is a play that threatens 3 separate points of attack all to the same side of the defense, very similar to the triple option, except without the pitch read issues.

Out of any 2-back formation (or any formation where you can motion to 2 RB's, like flexbone, DW, etc.):

The first back (closest to playside) dives straight ahead, usually off center or guard depending on his alignment. The QB sticks the ball in his gut and rides it in either a give or a fake (we make this as a pre-determined call). The second back (furthest from playside) drives laterally for a step, then drives hard to the offtackle hole, coming downhill. The QB will ride him with either a give or fake as well. Finally, when the QB has disengaged from the second back he will fake or run keeper around the end. All 3 points of attack are on the same side of the defense.

Some teams run it as an option, like midline or veer with the first ride. We primarily run it as a predetermined call. The advantages of it are as follows:

1. Very difficult play to defend because finding the football is difficult

2. Puts a tremendous amount of pressure on the defense to the playside

3. Relatively easy to install and teach (much more simple than triple option, with the same benefits)

4. Involves all 3 backfield players as possible ballcarriers

5. Base plays can be blocked multiple ways

6. Can be run out of a ton of different looks, formations, and motions

7. There are a ton of possibilities for complimentary rushing and playaction plays.

We run this play as a series concept, and it represents the primary series in our offense.

The rushing plays in the series are as follows:
-BELLY- Base play, pre-determined give to either the first back or second back
-BELLY KEEPER-Fakes first and second back, with QB keeper around the end, playside G pulls
-BELLY COUNTER-Fake first man, hand outside to WB running backside counter (trap blocked), fake 2nd man
-BELLY OPTION- Midline or IV blocking scheme, with option as to who gets the ball (1st or 2nd man)
-BELLY HANDBACK- A crossbuck, fakes the first man one side, hands back to the second man opposite side
-BELLY TOSS- Fakes the first man, then option pitch toss to the second back following a pulling guard to the outside.

We then have a variety of playaction passes off of the base play.

We use man and inside zone blocking for the base "Belly" (depending on whether or not we are being shaded, etc.) to either back.

We can use a variety of blocking modifiers from there to change up the way we are blocking the base play:

Belly "Trap" tells our OL to block the 1st man play like FB trap to the backside, so it's like a FB counter

Belly "G" tells our OL to block the 2nd man play as diagramed above, with the playside TE and tackle in a down scheme, and the G kicking out EMOLS.

Belly "Zap" is a play we use against defenses with 3 ILB's (43, or any stack look). We block it like "iso" and have the Z in the WB position loop through C gap (like in the 26 Blast diagram above) and block the SILB for the second back.

Belly "Bingo" is crossblocked between the playside OT and TEWe will run it out of as many different formations and motions as we possibly can, but there are generally 2 schools of thought: first back hitting the "A" gap and first back hitting the "B" gap (with either a fake or give). Both have their purposes. We, for example, will never run the first man in A gap against a 4-4 defense on the base play. It's just not good numbers. We'll try to get outside the 3 technique.

But, I digress...From a formation standpoint, we are very multiple, so we run off of the following rules:

1st man- you will run directly to the playside hip of the OL directly in front of you. If we are in a set where the 1st man is on the midline (I FB, etc.), then this is the C's playside hip. If we are in an "offset" position (splitbacks, offset I, etc.), then it is the outside hip of the guard.

2nd man- you will always take a timing step to the playside and drive off of that step to the outside leg of the OT, reading the blocking scheme and hitting it as downhill as possible.

We run Belly from the following backfield sets:
I
split backs
offset Ioffset HB (think wing-t 100 and 900 formations)

We run Belly from the following receiver formations:
2 TE and "sniffer Z"
2 TE and "wing Z"2 TE and "flanker Z"
1 TE and same Z alignmentsSE 'over' unbalanced with X split out on same side as Y and Z

We are probably 40% give to the first back and 60% to the second back. We have found that the first back can be a devistating play if the defense is over committed to stoping the second man. We don't run a lot of Keeper, because we've had a fairly immobile Qb the last few years. However, our counter and handback are very good.

We used to not really focus on the first back fake up till about 2001. I mention this because another coach mentioned using the "proximity fake" that wing-t teams use to the FB in their buck series. In 2001, we changed our QB steps and dictated a long ride fake in the belly of the 1st back, much like an option fake...very patient and very deadly. It was a HUGE factor in the productivity of the play. We are very VERY big on teaching, timing, and selling that first back fake now. I would say that if you have the time and resources to devote to it, it is worth every second.

You can see a great example here of our fake technique to the FB on Belly. Look at how deep the QB pushes the ball back to initiate the ride fake, ane the realistic pocket and body position of the FB (not over-exaggerated or head down faking)

(Unfortunately, I couldn't post the pic for some reason, so you'll have to trust me and hit this link:
http://www.merrimacksports.com...th/pages/DSC_0398_filtered.htm

Here's what we do for a "counter" play:

BELLY COUNTER: (run from a wing-t formation for example, to the SE side...but can be run from I, splitbacks, etc.
......x....................o..o..c..o..o..y
....................................q...............z
.......................................................
...............................h....f


We dive the FB through the A-gap and have him fake as the first man. The HB takes his steps and begins flow as he would for the second man play. The Z (WB) open steps and comes down the line of scrimmage, between the QB and the backfield.

QB fakes first back, gives outside handoff to the Z, and fakes the HB offtackle on the "second man" play. We trap with the backside G, usually the DE, but also could be the DT in an odd look (like a 30 or 50 front). Play has been very successful for us, but you need a good runner at the WB position to make it go.

As for the handback, we will line up and fake the FB in the A gap. The HB takes one step toward the FB, just as he would if he was going to be the second man. He then squares his shoulders to the A gap and heads straight up the field. The QB fakes the FB, then "hands back" to the HB on the opposite side. You can block it straight up or just like the counter play with a trap block.

Chuck's "handback" play is very effective. I believe he runs his more from double TE's, which I think is the better way to run it. For consistency purpose, we are almost always running ours toward an open surface (no TE), so it is not as explosive. It is usually still good for decent yardage. Works best against defenses with 2 ILB's.

http://coachhuey.proboards42.com/index.cgi?action=display&board=run&thread=1162955837&page=1#1163249340

lsu video 2005

Hi.

Midline Series

The Midline play can be executed as a Veer Read, Base, or Trap play. We want to run the Midline to attack the 3 technique (away from the 1 technique or shade. The QB will read the 3 tech in executing the Veer Read, to determine whether to give the ball to the fullback or keep it. We will very seldom run the pitch phase on the Midline. If the QB gets a keep read, the play basically turns into a QB Iso.

Midline Series

-Midline Veer (no pitch)

-Midline Veer (pitch)
The Midline Base is a fullback run away from the 1 technique. We base block this play and it is a handoff to the fullback no matter what. A good short-yardage play for us.

-Midline Base (handoff)
The Midline Trap is run away from the 1 technique. The Backside Guard traps the 3 tech. This is also an automatic give to the fullback.

-Midline Trap (handoff)

-Midline Drive

Another play we like to run off the Midline is the Drive Play (some call it a Belly, or Double Dive). We block it like the Midline Veer except the Playside Guard will base block the 3 technique. The QB fakes to the fullback on the Midline and then hands the ball to the backside slot (HB) as he drives into the LOS just inside the Playside Tackle.




http://www.flexboneassociation.com/

Spread Offense

Sounds good as a change up. If you use this as a no-huddle hurry-up package you can literally walk yourself through the thought process:

1. Are all my receivers covered? Throw bubbles/quicks

2. How many safeties?

(a) 1-safety/6 in the box: How soft is the coverage? If loose, throw hitches.If press, throw slant/arrow, fade/out, pick plays--work best matchup.
(b) 2-safety/5-in the box: Run! If throw think smash, double slants.

3. (BIG one and often overlooked) How honest are they playing?
(a) What are the DE's doing? Crashing hard? If yes, run traps, draws, and screens. DTs? Run quick trap and outside screens or maybe quick toss.
(b) Are the OLBs/flat defenders playing honest? (As in, are they lining up to "cover" your receivers but really playing run? If so, bootleg fake it and throw it to the flats (curl/flat, smash)..
(c) How honest are the safeties playing? (Cover 4 and Cover 2 teams like to crash their safeties when you start running vs "5 in the box"--they know your tendency. Throw play action and work them deep! (4-verts, post/in combo, corner/post/corner 3 vertical combo, bootleg throwback to the post).

If you can do all that and run your run game stuff when the box is favorable and throw the quick stuff vs. soft coverage, you're in good shape. Don't need to get too complicated. The big keys are patience--run the ball when they give it to you, and throw the quick hitches and underneath stuff when they play soft--and have an answer vs. press coverage (both zone and man) and pressure (screens, quicks, and even traps).



1. Use the wrist coaches- they're invaluable

2.3 columns- Column 1- quick passing attack. Column 2, screens. Column 3- runs3. Number plays under each column. 1-5 I will call in with one hand. Anything after that will be designated through pointing to a body part (works easier)

Here's an example:1- quick game....
-1 double slants....
-2 slants and arrow.....
-3 hitches and arrows.....
-4 smash......
-5 4 verts.....
-Nose double outs......
-Ear- outs and fades.

4. Example, We're looking at a 3-3-5, playing Cover 3 with the DEs head up and they're coming with 5-6. Using my fingers I'd call in "1" for quick game then call in "3" for hitch and arrow combo. Or I call "1" and then touch my nose for double outs. Or if their RVs are cheating inside (say I've hit'em with a couple IZs) I call "2" for screen game and "1" for bubble or "2" for quick screen.

The key for me is to "chunk" the plays together in a preliminary call and then have no more than 7 options in each chunk. I would prefer 5 (one hand of fingers) but could add 3 more (touch my nose, ear, chin, etc.....) Honestly, you could probably just get away with the original five, depending on the team. Against a 3 shell unit, you could honestly tear them up with 3 easy pass combos (slants, slant+arrow, hitch+arrow) and bubble and quick screens.

Too me it's all about taking what the defense is giving you by throwing the ball to your studs. If you've got a decent, fast, strong kid at SE (X or Y for us) you can do a whole lot of damage getting him the ball on short routes. If you do it right, he can be one broken tackle away from a big gain, especially on slants and hitches.

http://coachhuey.proboards42.com/index.cgi?board=pass&action=display&thread=1166364646

Zone Styles

FROM NEBRASKA IN THEIR "GLORY" YEARS:

Inside Zone Blocking

Inside zone blocking is designed to use the movement of the defenders against them as the running back finds the crease in the defense. Though inside zone plays are usually called to the guard or tackle holes (3,4,6,or 7), they can break open anywhere from tight end to tight end, depending on how the defense attacks.

Inside zone blocking rules allow linemen to use the movement and attack angles of the defenders against them. Whichever way the defender chooses to go, he is sealed off and the running back is prepared to cut off the block. Nebraska running backs are taught to attack the line-of-scrimmage (LOS) before cutting on inside zone plays. This gives the blocks the needed time to develop. The rule for the I-back is that his feet must replace the feet of the lineman before he can cut.

Inside zone blocking rules are keyed by whether a lineman is covered or uncovered. A covered lineman (one who has a defensive lineman aligned across from him) will execute a "stretch base" technique. This means he will take a short stretch step to the play side (step right on a 44, left on a 46) and attempt to control the playside shoulder of the d-lineman. The purpose of the stretch step is to invite movement by the d-lineman, then immediately engage him.

Uncovered linemen (no d-lineman across from them) execute a "stretch double" technique. Stretch double also calls for a stretch step to playside. The uncovered lineman then attacks the backside shoulder of the same d-lineman, creating double teams on most of the defensive linemen.

NOTE: the linemen operate on a system that moves to playside, NOT toward the hole called. On a 44 dive the play is called to the right guard, but the key is that it is a right side play. The right tackle's and right tight end's playside shoulders are their RIGHT shoulders even though the play was called to the left of them. The 4 hole is to the right side of the center, so right is playside for everyone on the line.

In executing the stretch double technique, the uncovered lineman assists the covered lineman to the playside; i.e., if a center and playside tackle are covered, the playside guard executes the stretch double with the tackle, NOT the center. If side-by-side linemen are both covered, the playside lineman is "on his own," and executes a stretch base block without double team help.

When executing the double team, both linemen follow what some coaches call a four hands-four eyes technique. This means they have four hands on the defensive lineman and four eyes on the linebacker in the area (their zone- which is where the name of the blocking comes from). When that linebacker commits to attacking the LOS one of the linemen chips off the double team and blocks him. The other lineman must be in position by then to take over the block on the lineman by himself. The linebacker is technically the responsibility of the uncovered lineman, but in practice either lineman can chip off and take the linebacker, depending on their position.

The goal of the stretch and stretch double is to create a cutback lane for the running back. When executed correctly, the "stretched" defender has moved in the direction of the call, and the stretch double prevents him from reaching a running back that has "cut back" against the flow of the play. If the double team can prevent the down lineman from making the tackle, and the "chip off" block prevents the playside linebacker from doing the same, the play can quickly get into the secondary.

The beauty of zone blocking is that the defense can pick its poison. Which ever way they choose to attack or stunt, the linemen (if they have perfected the zone blocking teamwork) can account for them. And the running back is trained to watch this block develop and cut off of it, no matter which direction the defenders are moved.

A very important block on an inside zone play is the backside seal block that allows the IB to cut back all the way to the backside TE spot if the whole defense fights to the playside. Depending on the formation used, the backside tackle, tight end, or fullback can be used to block the backside. A sure sign of an inside zone play is when the fullback heads away toward the TE without a fake while the IB goes straight ahead for a handoff. In one-back sets the backside seal cen be done by a wingback in motion. This is one area where big WB Troy Hasselbroek shone at the end of the 1999 season.

Outside Zone Blocking

The offensive line blocks Outside Zone Rules. These are similar to Inside Zone Rules in that they use the covered/uncovered read and playside direction. The blocking techniques, though, are different, as the plays are designed to get the defense moving laterally across the field and create seams in their coverage.

The covered lineman executes a "rip-reach" technique. He takes an angle step at the playside shoulder of the defensive lineman and rips with his backside arm. His job is to turn the DLs shoulders and get him off-balance and prepared for his partner.

The uncovered lineman executes a "pull and overtake" technique. He takes a shallow pull step toward playside (sometimes called a bucket step) and works to take over the block of his partner.

The covered lineman wants to rip through his d-lineman to get to the linebacker, while his uncovered partner takes over his original block. If the covered lineman is unable to rip through because the DL fights to the outside, then the covered lineman stays with that block and the pull and overtake lineman pulls around that block and finds the lineback.

http://coachhuey.proboards42.com/index.cgi?board=run&action=display&thread=1139326606

Basic No-Huddle

Before you look at HOW you will run your No-Huddle offense, you should look at WHY you plan on running it. There are a variety of ways and tempos to use. No-Huddle basically falls into 1 of 2 categories:

Up tempo - get in as many snaps as possible; speed up the rhythm & tempo of the game; catch defense in a favorable (for the offense) defensive personnel grouping
Check with me - check play at LOS i.e. offense "gets the chalk last" to try to avoid bad plays; exploit a defensive weakness or alignment; to truly "take what the defense gives you"

We use the No-Huddle mostly for the second reason. We want to eliminate or reduce the number of "bad" plays we are in. Our goal is to keep from "running into the teeth" of the defense.

What is the purpose of the huddle? Isn't it to get the play from the sideline to the field? What we have done is to establish a way to run the offense without having to huddle. Every piece of terminology in our offense has a signal. This allows us to signal our calls in rather than send them in with a messenger. Defenses do it the whole game. Why can't an offense?There are several procedures one could use to achieve this. Here is how we do it:

A formation is signaled in. All skill players receive this signal from the sideline and immediately begin aligning in the signalled formation. The QB echoes the formation call to assure we are properly aligned. As the players are approaching their alignment (they must eye the sideline as the move) the original play is signaled in to them as well. The signal can be a preset hand signal or a method of numbering where players look at wristbands to know the play. We have the OL line up 1-2 yds from ball with back to the LOS. QB will tell them the play and they assume their 2-point stance along the line.At this point we should all be alinged according to the formation with a play "in hand" to run. With our system we can now:
-run the play immediately
-check the play then either run the original or change the play
-position ourselves and simulate the running of the play, then check to sideline for signal to run the original or change the play

The procedure we will use is predetermined with a separate signal given both before and after we signal the original play.

As we are aligned in our formation, coaches are checking to see if the play we have called is good or if it needs to be changed. If we have a run play called the receivers coach is checking for the best possible route to run vs what we see. At the same time, the OL coach is checking to see if the run play is good or if it needs to be checked to another play. The OC is determining the "numbers game" to see if we should be running or throwing vs the overall scheme. If we should run it, the OC will say "Run" and the OL coach will immediately say "Good" if the original run play was good or call out the name of the play that would best suit us. If the OC says "Pass" the Rec. coach calls out the name of the pass play we should go with. The OC then determines if he likes that call and says "Go with it" to the call that was made.The appropriate signal is then sent in and the team executes accordingly. If the play is changed, the QB will make the approriate calls for the O-line. We also have signals for "Run the original play but make a dummy call". This helps keep the defense from keying in on changed plays.The procedure you use to get the plays in is the simplest of things. The major "road block" for being a No-Huddle team is your practice procedure. You must practice all tempos and variations of your No-Huddle system every day.

Basic No-Huddle

Before you look at HOW you will run your No-Huddle offense, you should look at WHY you plan on running it. There are a variety of ways and tempos to use. No-Huddle basically falls into 1 of 2 categories:

Up tempo - get in as many snaps as possible; speed up the rhythm & tempo of the game; catch defense in a favorable (for the offense) defensive personnel grouping
Check with me - check play at LOS i.e. offense "gets the chalk last" to try to avoid bad plays; exploit a defensive weakness or alignment; to truly "take what the defense gives you"

We use the No-Huddle mostly for the second reason. We want to eliminate or reduce the number of "bad" plays we are in. Our goal is to keep from "running into the teeth" of the defense.

What is the purpose of the huddle? Isn't it to get the play from the sideline to the field? What we have done is to establish a way to run the offense without having to huddle. Every piece of terminology in our offense has a signal. This allows us to signal our calls in rather than send them in with a messenger. Defenses do it the whole game. Why can't an offense?

There are several procedures one could use to achieve this. Here is how we do it:

A formation is signaled in. All skill players receive this signal from the sideline and immediately begin aligning in the signalled formation. The QB echoes the formation call to assure we are properly aligned. As the players are approaching their alignment (they must eye the sideline as the move) the original play is signaled in to them as well. The signal can be a preset hand signal or a method of numbering where players look at wristbands to know the play. We have the OL line up 1-2 yds from ball with back to the LOS. QB will tell them the play and they assume their 2-point stance along the line.At this point we should all be alinged according to the formation with a play "in hand" to run. With our system we can now:
-run the play immediately
-check the play then either run the original or change the play
-position ourselves and simulate the running of the play, then check to sideline for signal to run the original or change the play

The procedure we will use is predetermined with a separate signal given both before and after we signal the original play.

As we are aligned in our formation, coaches are checking to see if the play we have called is good or if it needs to be changed. If we have a run play called the receivers coach is checking for the best possible route to run vs what we see. At the same time, the OL coach is checking to see if the run play is good or if it needs to be checked to another play. The OC is determining the "numbers game" to see if we should be running or throwing vs the overall scheme. If we should run it, the OC will say "Run" and the OL coach will immediately say "Good" if the original run play was good or call out the name of the play that would best suit us. If the OC says "Pass" the Rec. coach calls out the name of the pass play we should go with. The OC then determines if he likes that call and says "Go with it" to the call that was made.The appropriate signal is then sent in and the team executes accordingly. If the play is changed, the QB will make the approriate calls for the O-line. We also have signals for "Run the original play but make a dummy call". This helps keep the defense from keying in on changed plays.The procedure you use to get the plays in is the simplest of things. The major "road block" for being a No-Huddle team is your practice procedure. You must practice all tempos and variations of your No-Huddle system every day.

http://coachhuey.proboards42.com/index.cgi?board=pass&action=display&thread=1133931900

QB Secondary Recognition

QB AND RECEIVERS/BACKSRECOGNITION OF AND REACTION TO SECONDARY COVERAGES

One Safety Zone Weaknesses: assume you mean 3 zone so.....seams (hashes). curl/flat defender (1 defender for 2 zones)
Expect: possible 8-man front vs TE set. Will LB (in 40) responsible for weak curl/flat and Strong Safety responsible for strong curl/flat. vs 50 teams: no weak eagle (unless invert weak in which case strong end (OLB) has strong flat)
Best Passes = quick game. curl/flat combos. smash route. 4 verts. deep out by #1, seam by

#2.Two Safeties Zone Weaknesses: 2 deep / 5 under zone: centerfield (MOF). "side pockets".4 deep / 3 under quarters: flats & outs. centerfield
Expect: 6 or 7 man fronts (5 vs spread). 40: OLB's will "swap" out vs 2 displaced.
Best Passes = 2-zone: limit the quick game. smash route. double post. sail route. ATTACK THE MIKE LB!!!4-zone: possible quick game. out routes by #2 (HBO).

Three Deep Zone Weaknesses: seams (hashes). curl/flat defender (1 defender for 2 zones
Expect:possible 8-man front vs TE set. Will LB (in 40) responsible for weak curl/flat and Strong Safety responsible for strong curl/flat. vs 50 teams: no weak eagle (unless invert weak in which case strong end (OLB) has strong flat)
Best Passes = quick game. curl/flat combos. smash route. 4 verts. deep out by #1, seam by #2.

No Safeties w/ Press/Man Under Weaknesses:
Best passes = 1 on 1 matchup with best receiver OR against worst defender. utilize quick game vs 4 wide. utilize max protection to get 1 on 1 matchup deep (post....post-corner....out, etc.)

http://coachhuey.proboards42.com/index.cgi?board=pass&action=display&thread=1122600016

Secondary Recognition

Walsh QB instructional notes from StanfordA.
STRONG SAFETY = PRIMARY KEY; SECONDARY KEYS = WEAK SAFETY, THEN WILL LBer:
1. SS UP = SKY ZONE
2. SS HEAD ON TE = MAN ( CHECK WS FOR BLITZ )
3. SS & WS DEEP = DOUBLE ZONE
4. WILL LBACKER WALKED OFF = COMBO STRONG ( DOUBLE ON FLANKER )
5. WILL LBACKER UP & WS UP = BLITZ ( SS HEAD ON TE )
6. SAM LBACKER WIDENS ON L.O.S. = BLITZ

B. MOTION:
1. BACKFIELD - NO MOVEMENT = ZONE
2. BACKFIELD - LB MOVEMENT = MAN UNDER
3. BACKFIELD - DB MOVEMENT = BLITZ
4. TE - NO MOVEMENT = ZONE
5. TE - SAM LB MOVEMENT = MAN UNDER
6. TE - SS MOVEMENT = BLITZ
7. FLANKER - CB MOVEMENT = MAN
8. FLANKER - SLIDE MOVEMENT = ZONE

Laying out the Gameplan

Laying out the Game PlanThe layout of a game plan is somewhat dependent upon the personal learning style of the head coach. Personal preference and sight lines play a part in the format for the development of the game plan. All game plans share several basic functional features, including:
1. A game plan is the result of the combined thoughts of the coaching staff.
2. A game plan is an interactive tool for both players and coaches.
3. A game plan must be flexible to facilitate minor strategy adjustments.
4. A game plan facilitates the breaking of tendencies without straying from the plan.
5. A game plan provides for alternative strategies that allow the coordinator to stay within the scheme.
6. A game plan addresses certain special situations and allows for creativity within the scheme.
7. A game plan provides for a situational response.
8. A game plan allows for a counter to a specific strategy of the opposition.
9. A game plan allows for specific strategies that consider field position.
Many formats exist, but regardless of the format used the offensive game plan should address a number of factors including a PRACTICED strategy for dealing with the situational, contingency, and reactive aspects of the offensive package.As a general rule, coaches place pertinent information concerning their game plan on either a one or two page chart which they carry with them during a game in order to have immediate access to the information. Notice the two page sample game plan call sheet:
On the front page:·
-Base runs and passes - a listing of base running plays and passes grouped by type, personnel and/or formation.·
-3RD Down - from the OPEN FIELD, a package tailored to the following down and distance situations: 3RD and short (2-4yds), 3RD and medium (5-7yds), and 3RD and long (8-11yds). Also, included is a 3RD down package versus nickel blitz and nickel zone defenses.·
-Play action passes - a list of play action and action passes.·
-Red Zone - plays that are normally run once a team reaches the +20 yard line.·
-Goal line and two point play - a list of available goal line and two point plays.·
-Short yardage - details available plays to use in short yardage situations, including down and distances of 3RD and 1 and 4TH and 1 yard or less.
On the back page:·
-Attacking fronts - lists plays to use versus a specified defensive front.·
-Base blitz - outline run plays and pass plays with audible capability that are designed for unexpected blitz situations.·
-Two minute and Four minute offense - details targeted plays from two minute and four minute offense package.·
-Last 4 Plays - lists the last 4 plays of a half or game·
-Best Player - lists the plays which highlight the teams best offensive player and includes the specific situational criteria to which the plays are applied.·
-Base coverages - categorizes the plays with regard to type, personnel, and formation versus the basic coverages available to the defense.·
-Attacking coverages - lists the plays designed to exploit a particular coverage.·
-Backed up - targets plays which are to be used when the offense is backed up against their own goal line.·
-Must call - details a specific list of plays which are expected to produce big results against a particular defensive scheme.·
-Reminders - lists personal notes with regard to opponent's tendencies, personnel, etc.·
-Nickel runs- best running plays versus a defense having 6 defenders in the box.·
-Screens and Specials - a list of available screens and special plays.·
-Second half considerations - possible opening second half plays.

http://coachhuey.proboards42.com/index.cgi?board=offarticles&action=display&thread=1135727913