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
Saturday, October 20, 2007
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