Frogbone Offense, V:1.5 The Bullfrog Spread Option

Similar documents
Frogbone Offense, V:1.5 The Bullfrog Spread Option

Frogbone Offense, V:1.5 The Bullfrog Spread Option

Frogbone Offense, V:1.5 The Bullfrog Spread Option

Frogbone Offense, V:1.5 The Bullfrog Spread Option

The Complete 5 Step Pass Game In The Pistol. By: James Vint

OFFENSIVE PLAYBOOK UTE CONFERENCE

2007 NE COWBOYS SPREAD OPTION PLAYBOOK By: Coach Harris

2012 Falcon Football Offensive Playbook


MAKING COMPLEX SIMPLE: Adapting RPO s for All Levels Case One Split Zone

Super Bowl LI Offensive Scouting Report. Alex Kirby

Powerpoint works well, but some Coaches use Microsoft Word or just hand draw.

Mt Pleasant Parks and Recreation. Flag Football Rules (Revised 8/19/2017)

Coaching Special Teams

Mega Clinic Lecture Notes Long Beach, CA. #1: NFL QB Mechanics for the HS QB - I/A #2: Receiver Mechanics & Spread Off Attack Switch Schemes - I/A

Top Gun QUARTERBACK RECEIVER SCHOOL. The Ten Basic Quarterback Reads

PEE-WEE FLAG FOOTBALL AND FLAG BOWL 2014 GUIDELINES (Updated 8/13/14)

Offensive System: Introduction and Basic Foundation. Copyright 2017 Calloway Football / Calloway Football Network

2009 SCCFOA Umpire Concentration Keys

NATIVITY 7TH & 8TH GRADE OFFENSIVE PLAYBOOK

2017 Tinley Park Bobcats Flag Football Rules and Information Page 1 of 6 Revised: August 1, 2017

Playbook. Indicates The player carrying the ball. Pro Formation with Wideout [Wide Right]

2014 DEFE NSIVE PLAYBOOK

NFL Regional Combines Tests and Drills. Tests Short Shuttle 40 Yard Dash Vertical Jump Standing Broad Jump. Defensive Drills.

Fat. Balanced Single Wing Y Z X F

Upper Arlington Youth Football GOLD League Rules of Play Version 2015(7.13) Revision Date September 2015 Section 1 PLAYERS

PIAA 6 MAN Pre-Game Review-HEAD LINESMAN Rev 08/10/2010 Martin, District VI

MAKING COMPLEX SIMPLE: Adapting RPO s for All Levels Case Two Power

OFFICIATING PHILOSOPHIES 2014

3-5-3 Defense. By Chuck Winters

Upper Arlington Youth Football GOLD League Rules of Play Version Revision Date March 2016

STEP 1A by Paul D Hefty PROGRAM REVIEW and RENEW 7 STEPS

Shotgun Spread Option Offense - Ron Weak. Spread Right. Trips Right

RULE BOOK FOR THE FIRST FRIENDS CHURCH ALL OUT FLAG FOOTBALL PROGRAM

Advantage Flag Football League MISSION STATEMENT

Football 101. Basic Functions of a Football Team

Offense wins games, Defense wins championships. Introduction to the Team 5 mins Winning is an Attitude, working hard, playing as a team

Wide Receiver and Defensive Back Drill:

PIAA 6 MAN Pre-Game Review-LINE JUDGE Rev 08/10/2010 Martin, District VI

PRFB Modified Rookie Tackle Football

FIREBIRDS BANTAM BLUE DOUBLE WING OFFENSE

Run and Pass Mechanics (4 Man) P R E S S B O X. Run and Pass Mechanics (4 Man) Page 1 Revision Date: 8/5/2006

ROOKIE TACKLE IMPLEMENTATION GUIDE

The 3 v 2 Concept & Drills

Practice Plan 1 Saturday 8/1 9:00am. Jr. Wildcats 9/10. Game Count Down Practices in: 0 Practices remaining: 15

Rules of Play REDZONE! I. DESCRIPTION OF THE GAME: II. EQUIPMENT INCLUDED: III. PLAY OF THE GAME: IV. HOW TO USE THE GAME EQUIPMENT: 1.

YMCA Flag Football Rules Grid. 5-6yo (82515)

l l All Rights Reserved

Rogers Youth Football Association 2 nd & 3 rd Grade 9 Man Football

ENDTHEZONE RULES NO FIGHTING PLAYERS EJECTED AND ANY GAMES DECIDED ARE AT THE DISCRETION OF THE REFEREES AND/OR LEAGUE OFFICIALS.

SPECIAL TEAM DRILLS 1

Junior Development Football Playbook 2010 Season

POSITIONS AND MECHANICS FOR CREW of 7 OFFICIALS

Rules Unique to Lake Pointe Flag Football

5-Man Mechanics Pre-Game Outline 2015

Jim McQuaide Matt Richardson Solon High School Solon, Ohio

2 & 3 post player zone attack 20 Set plays / 2 Quick Hitters 10 Out of Bounds Plays 6 Zone Shooting Drills Plus Zone Transition Offense

Game Format. High School 7 v 7 Game Format ONE HAND TOUCH (OPTIONAL 7th-8th Grade Division only but will not qualify for the National Tournament.

RULES TEST: HEAD LINESMAN 1 A1 runs for a TD. During his run, B2 is flagged for incidental facemask. Options?

Rules of Play REDZONE! I. DESCRIPTION OF THE GAME: III. PLAY OF THE GAME: IV. HOW TO USE THE GAME EQUIPMENT: 1. Game Dice:

MAKING COMPLEX SIMPLE: Adapting RPO s for All Levels Case Three Sweep

GARRETT YOUTH FOOTBALL LEAGUE PLAYING RULES FOR BOTH DIVISIONS

Q1 - What is your Run to Pass Game Ratio (see questions and formula)

PIAA 7 MAN Pre-Game Review-LINESMAN Rev 08/20/2010 Martin, District VI

STRACK COUGAR DEFENSIVE PLAYBOOK

Rule 2 - Definitions. Dallas Football Officials Association. New Members Training

ROUTE NAMES: #1 ARROW/ SLANT. Slant 45 degrees toward middle. Expect the ball quickly. #3 DRAG. Drive out 5 yards then drag 90 degrees toward middle..

FLAG FOOTBALL GENERAL RULES

Power. Ham Pro 3 Power Right

Moorhead Baseball Routines/Hitting Drills

WIDE-TACKLE SIX - JERRY CLAIBORNE, MARYLAND (who learned it while coaching under Bear Bryant at Kentucky)

CREW OF 7 OFFICIALS 2016 MECHANICS MANUAL

LAKE MINNETONKA ATHLETIC ASSOCIATION. 3 rd and 4 th GRADE FOOTBALL 2018 RULES JUNE P a g e L M A A R U L E S

I will describe our four base plays along with diagrams and some video.

2013 WNSL FLAG FOOTBALL LEAGUE RULES

Sitting. Volleyball. Skills and Systems

2017 LAKE MINNETONKA ATHLETIC ASSOCIATION

Offensive Playbook. Passing Game: Highlights Playbook

ROOKIE TACKLE 8-PLAYER RULE BOOK

NFL REC FLAG RULES. 3. Participants, coaches, parents, and family members must conduct themselves appropriately during games.

PIAA 7 MAN Pre-Game Review-UMPIRE

CSCR Football. 3-6 grade rules

6 Approaches to Installing Midline Explained In Detail

HUNTSVILLE FOOTBALL LEAGUE SPRING 2017 RULES

YMCA Flag Football Rules Grid

Men's/Womens' Plays (7 on 7)

2017 NNFOA Study Guide v1.1

2016 NEMOA Pregame Conference for 6 Person Crews

Coed 6 v 6 Flag Football Rules

PIAA 7 MAN Pre-Game Review-REFEREE Rev 08/20/2010 Martin, District VI

OFFICIAL PYLON 7on7 TOURNAMENT RULES

THE BASICS TIMING TIME - OUTS 2 time-outs 60 seconds SUBSTITUTIONS EVERYONE PLAYS!!!

STARS Flag Football Rules

RCCFO Officiating Philosophies

Umpire Concentration Keys

Article I: Basic Flag Football Rules

ROOKIE TACKLE RULEBOOK

Ultimate Defensive Line Fundamentals

Review Mechanics and Specific Rules Situations that become more pronounced in the last 2 minutes of a half.

CHESHIRE PARKS & RECREATION DEPARTMENT BASKETBALL MANUAL

Transcription:

Frogbone Offense, V:1.5 The Bullfrog Spread Option The Bullfrog Spread Option, what we call the Frogbone, is a series based offense that uses the Triple Option as the core scheme, and is executed from a Run and Shoot Formation. The Frogbone has the potential to have 4 WR's in the pass game and run an option game with 4 RB's. Thus spake the master Coach: When you can know the error in the mesh, it will be time for you to leave.

Operations Making it all work

The scheme leads to the play, the play leads to the combination, the combination leads to the play call, and the play call is what the player(s) receive from the coach and execute on the field FORMING THE PLAY CALL

Scheme vs. Combination vs. Play Call A scheme defines the blocking assignments for the OL and possibly the actions for the backfield/skills players If I say that we are discussing an Iso/Lead or Triple Option play then we all conceptually know what that means These plays are really conceptual in nature and are not generally specific enough for telling the players what to do The Iso or Triple concept remains the same regardless of the method the program uses to identify the POA or player positions or formation names Merging the play concepts with our naming conventions gives us the combination A combination is the result of formalizing the play with the formation, backs, POA, blocking assignments, tags, etc. The players may or may not ever be aware of the combinations, they may never see them The play call, what is communicated to the player(s), may be the full combination, a shorthand version (a name or signal), or a mix of both

Combinations We use a standard method for identifying our combinations and each contains the information needed to identify the player assignments and know where the ball is going The construct we will use for running plays is: Formation + Strength + Back + Hole + Play + Motion + Modifier(s) All option plays start with a 1, with the exception of trap option This will result in play calls like the following: Gold 14 Inside Veer M35 Arc Gold Trips Left 14 Midline Gold 34 Lead M35 Purple 49 Rocket M45 R Brown 34 Blast For passing the construct is the same, but with the addition of the passing information: Formation + Strength + Play + Protection + Route(s) + Motion + Modifier(s) This will result in play calls like the following: Gold Pamela Rob AK M35 Brown Pablo Max K There will be few plays that are named in their entirety. Special plays, that are run for specific games or specific purposes will be named, but these are not the norm. Examples of these include the following: PIZZA Gold Trips Right VVV, Hail Mary pass. BOISE Pro Right Flex Lobo YK Ladder, Hook and Ladder

Combinations vs. Play Call A combination is the full description of the play These can be quite wordy and lengthy The play call is what is signaled into the player(s) Since we are no huddle and will use signals and audibles it is advantageous if the play call, the message sent to the QB/players, is as short as feasible Examples of this might be: Combination: Gold Left 16 Inside Veer Arc M45 Play call: Victor Arc The name Victor equates to the 16 Inside Veer xxx M45, and the tag Arc would tell the player(s) affected that there is a modification to the base call For all variations that have the Victor name the OL would block the same way each time Adding tags would normally affect the skills positions

Using Combinations Because our program is no huddle and provides for the QB to audible, we use a naming convention for communicating the combination, the play call, to the players While the coaches work with the full combinations the players will use a shorthand method for understanding their assignments For naming the run plays we will use names Male names to the left, Victor, Larry Female names to the right, Victoria, Lisa We use female names to the right because they are always right The combinations, and resulting play calls, will not have the formations or strength in them, the staff will signal/yell the formation to the players separately

Play Naming Conventions The primary naming convention is that we will use male and female names to name the plays Male names are plays to the left, female names are plays to the right Girls are always right There will be variations in the naming to help further differentiate the play types The following are examples of the naming conventions Play Type Naming Convention Left Right Run Plays Male and female names Victor Victoria Larry Lisa Passing Male and female names Pablo Pamela Protections 5 man pass protection Fire Fire 6 man pass protection Robert Roberta 6 man pass protection Bob Bobbie 7 man pass protection Hans Helga Screens Cartoon character couples Fred Wilma Simba Nala Play Action Passes Name of the run play + Papa Victor Papa Victoria Papa Larry Papa Lisa Papa Specials Cartoon villains Boris Natasha Hook Ursula

Special Calls Ice An addition to the play calling is the Ice call where everyone freezes and will not move on the cadence This is to attempt to draw the defense offside Can also add the ability to change the play if the Ice call doesn t work Get to line, call the cadence, the defense doesn t jump, then audible to another play Remind the OL that they need to close their eyes so the defense cannot flinch and draw them into a false start penalty Show This is to attempt to identify the defensive coverage/adjustments to our motion One of the A backs/slots would go in motion on the cadence The coaches would observe the defensive response and call in a play that takes advantage of the response The QB would call the play (audible) at the LOS It may be that the defense would jump as the full cadence is used

Setting the phrasing we will use at the LOS to initiate the play CADENCE

Cadence The cadence is used to signal the offensive players when the ball will be snapped so they can perform their assignment. The cadence is often used as a mechanism for drawing the defense offside and getting a penalty. This is accomplished by having a longer cadence and hard counting some aspect of it. The price for this is that the offense has to be trained to respond to each phrase in the cadence. In the Frogbone the cadence will be simple. After the end of the previous play the OL will come to the LOS and get set, there is no Down/Set call or anything. 2013 Down Set Hike Go Hut 2014 <Audible> Call the play at the LOS, and changes to the plays (POA, tags, motions), or new play Ready Start long motion Red Sethut Start short/normal motion Normal snap count. The C will snap the ball on the S in Set. For most plays this will be more along the lines of Sethut, a 2 syllable call, with the back going in motion on the R of Red. This is normally a quick cadence.

Changing things at the line of scrimmage Used to get us out of a bad play, not necessarily from a good play to a better play. AUDIBLE

Audible The QB s will have the authority and responsibility to change the play call at the LOS The intent of the audible calls is not to run a better play, rather it is to get the offense out of a bad play There are several methods to do this including the Riverside call, the <team color 1>/<team color 2> calls for new plays, and Check With Me when the play is up to the QB

Audible: Riverside Changes play to the other side of the formation This is the most common audible that will be used, all players have to be familiar with this and be able to change their assignments If a play is called and the defense is not where we want them, the QB has the ability to change the side to which the play is going by using the term Riverside For example, if we have the Lead called to the right, but it would be better to run it to the left, the QB will call Riverside, Riverside, wait a couple of seconds for the offensive line to adjust calls, and then execute the play This permits our offense to take advantage of the defensive alignments without calling a new play

Audible: Change the Play Red or Blue (Or some other scheme) If the QB wants to call a different play he can use the Red and Blue calls. These calls alert the offense that a new play is being called A Red call is for a live/realplay, a Blue call is a dummy call A likely operation would be for the QB to continually call colors and plays throughout the game, but only the teams colors are live Example: The QB brings the team to the LOS and sees that a different play would be better than what is called. If he wants to change the play to a lead to the right, he would call Red Lisa, Red Lisa to both sides of the line. If he wanted to call a pass he would call Red Pamela 13 to indicate a pass to the right and that the receivers are to run combination 13 NOTE: Because the routes are identified by letters, and some letters sound the same, for the audibles the QB could use the military phonetic calls for the letters, thus the Bravo Victor for BV

Audible: Check With Me Play is called but QB will choose the playside at the LOS This is a play call made by the coaches and tells the QB and players that the QB will call the play at the LOS. This will usually apply to the Lead or Inside Veer Option plays When this play is called it will be in the form of Right Lead Check With Me and means that the coaches want the team in the Right formation, Y to the right side, that the Lead will be run, and it is up to the QB to determine to which side it will be run.

Secret Handshake QB and Receivers The QB has the authority to check to a quick pass to the outside receiver at any time The QB and receivers will work out their secret handshake signs so when the QB sees a defensive alignment that is in our favor he can inform the receiver The QB will tell the receiver the route (slant, hitch) and when the ball is snapped the QB will get the ball to the receiver as quickly as possible None of the other players are aware of the change, so the ball has to be gone before the OL can get downfield Coach and QB The coach can signal the QB that he wants the QB to carry the ball None of the other players are aware of this so they will execute the play, drawing the defense This is normally used when the defense is not playing the QB after handoffs or when the backside defender is attacking hard down the LOS We will do this to take advantage of a defense that is following the play and not staying home

Use motion to put the defense in an alignment that is advantageous to our offense. Either by having their guys play while running, or creating bubbles, or causing misdirection we will put their defensive players in places and positions they do not want to be. MOTIONS AND SHIFTS

Motion After the play is called the next words in the combination will be the motion instructions, if any We will use the back identifier and the offensive hole numbering system to specify what player we want to be where at the snap The call will be something like M45 J meaning that we want the 4 back to motion to the 5 POA behind the Center Variations to the motion path will be tagged to the motion call M45 J M There is a motion call on this play 45 The 4 back moves to the 5 position J Using Jet (full speed) motion The ball will be snapped when the motion back gets to/near the position called Motion will be called for running plays as well as passing plays

Types of motion Bow/Orbit Regular (default) arc like motion to the heels of the B back. This motion is not at full speed, more like 3rd gear. This is not included in the play call Purple 16 Inside Veer M45 Arc (Mary 45) Cut Start like Orbit but stop short and lead into the LOS Normally this would be used to put the motion back into blocking position Purple 24 Lead M43 C (Mary 43 Cut) Jet Full speed sprint across the formation between the QB and FB Gold 49 Sweep M45 J (Mary 45 Jet) In Gold the motion would be in front of the QB Rocket Full speed sprint behind the FB (Bow). This is a 4th gear all out sprint. This will be used mostly for the Rocket Sweep Purple 49 Rocket Sweep M45 R (Mary 45 Rocket) Twirl Motion one way and reverse course back along the original path. Gold 44 Lead M44 T (Mary 44 Twirl) Wham Motion from outside to trap on an inside DL Purple 34 Lead M43 W (Mary 43 Wham) Note: This considered a crack block so all downfield blocking rules apply (head in front, etc.)

Coaching Points for Motions Primary Rule: Leave late and leave fast The slots align on the same horizontal plane as the QB Motion must be quick and at an angle where the defense cannot recognize the goal/intent of the motion Undetectable Motion QB must let the entire offense be set for one full count prior to initiating the motion. Motion man must be aligned legally off the LOS prior to going in motion His helmet cannot intersect any part of an offensive lineman s (or Tight End s) hip or leg. QB must understand where he wants the motion man to be as the ball is snapped Motion man needs to know this as well. Motion man must move parallel to, or away from, the LOS

Coaching Points for Motions Motion man will keep eyes up field, reading defensive adjustments to his motion Read point of attack on run plays Be aware of who might cover you or the zone you are attacking on pass plays On all motion calls, the motion man can control his location by chopping his feet prior to snap This prevents him from over running his assigned area All motion schemes demand that the motion man go fast but under control Jet and Rocket require that the motion be a full sprint, not a jog Motions will be coordinated with the cadence so the QB will not kick the back in motion Ready Start of a long motion Red Start of most motions Sethut Ball is snapped

Coaching Points for Motions To insure that the entire offense is set for one full count, the motion man can delay going in motion for one full count after QB triggers him Must allow all shifts to be complete and offense set for one count before starting any other motion Again, to insure that the entire offense is set, the motion man can delay going in motion If the designated man, while in motion, sees another offensive player move, he should come to a complete stop He should allow offensive player to set then begin motion again All motions are off if an audible is called or the play is changed from the sideline

The No Huddle Offensive concept is an excellent way to take advantage of other teams for many reasons. However, it does not override the importance of a sound offensive system NO HUDDLE

No Huddle Summary Running the no huddle offense presents challenges to everyone involved. The coaches have to adjust, the offensive players have to adjust, and the defense has to adjust It is a different thing to prepare for an offense that runs the no huddle as the mode of operation and not just as part of the 2 minute drill The biggest benefit that having a huddle offers our offense is the opportunity to meet and regroup However this offers the defense the same opportunity so there is little to be gained by this Huddles offer no other benefits to the players and are not part of the competitive event We don t get points on the scoreboard for having the best organized huddle at the game We don t use the no huddle as a tool against the defense as much as we use it to help ourselves We want to be an aggressive, coming at you type of offense By using the no huddle we impart a sense of urgency to our offense. This is something that we are known for, our thing, what we do We run the triple, we come at you, we never stop, and we do it very quickly

No Huddle Summary Need to be average or better offensive team Cannot worry about total time of possession Cannot worry about defensive statistics Players must be in great physical condition Offensive staff has to be prepared to make quick decisions Have to be committed to the philosophy

Why Run the No Huddle Offense? Creates Defensive Anxiety Fast pace increases anxiety levels tremendously. Coaches and players are not used to the rhythm of the game. Confusion often occurs during hurry up tempo Change Game Tempos (Coaches control the Tempo) Regular Mode Slow Pace (Turtle) Hurry up tempo (Warp Speed) Fun to Watch and Play Players increase ownership with invention of terms and signals. Players feel superior with their secret language. Spectators enjoy the fast paced game. Conditioning 25% more plays = 25% more game. No Huddle team is used to longer game. Practices are laced with intense conditioning periods. Nobody has to run back and forth to the huddles. Many teams fatigue during the fourth quarter. Speed up the game Snap the ball within 5 seconds from the spot Motion will impact that by a couple of seconds Equivalent to the basketball fast break for the whole game Lengthen the game Playing time, not time from start to finish Will need to be aggressive on defense as well can t let the opponent set the tempo Mentally and physically wear down the opponent Constant pressure

Can we run it? Does our offensive scheme enable us to execute successful plays against any defensive formation? Is our offensive scheme simple, consistent, and easy for players and coaches to learn and understand? Do we have rules in our system allowing our players to recognize an unsuccessful play? The play call isn t a good match to the defensive alignment Ex: Midline to a 1 tech. Do we have the ability to change the play at the LOS after we recognize a bad play?

No Huddle Advantages From Centennial Corona HS Disturbs defensive communications Shorter playbook Shorter vocabulary Practice tempo more plays in less time No need to work the 2 minute offense Limits defensive energy and leadership Fun Wears teams down Eliminates defensive substitution packages Limits defensive 2 way players. Too tiring. Play against his sub or he will wear down Defense can t replicate tempo in practice Reduces defensive ability to disguise fronts and coverages Other Sources Practice is fun and fast paced (Offensive reps nearly double) Opposing coaches must prepare for the added dimension Helps keep defenses in base fronts and blitzes Limits number of defensive dogs and blitzes Limits defensive substitutions Decreases defensive communication and team unity 2 minute offense is standard (No anxiety on offense) Snap count and play memory loss are reduced The Coach has more control of the game rhythm Players must pay closer attention in games and especially practices

A Partial List of disadvantages If our team is poor defensively, an increase in more plays could mean a bigger loss Poor team communication/cohesiveness Defensive Coaches on our staff may not like more plays per game Practice organization is less structured Warp Speed might force the play calling to be more structured so the play can be called rapidly Pick the plays from a list On 2nd and short we will call these 3 runs, these 2 passes, and this special play Offered as suggestions Will have to defend more plays Defensive numbers/expectations will need to be adjusted More plays leads to more yards, catches, etc. Does limit offensive communications Can only call what s on the cards Half time adjustments may be more difficult to implement

Program Operation No Huddle all the time Starts with the first call of the first practice Done at all levels First play of each series is on sideline Freeze (Ice) Line up, call the cadence, try to get the defense to jump If they don t jump, then call another play, still have plenty of time Keep it simple, play fast, execute well 7 7 s/team 1 s run a play As 1 s clear the field, 2 s come on and run a play As 2 s clear the field, 1 s come and run a play 1 s start on left hash, move to middle with next play with 2 s, then to right with 1 s, then left with 2 s, and so on Everythingis scripted

Operation of the No Huddle Each offensive player will have a 3 panel wrist coach that has the plays listed on the inserts The current wrist coaches have space for 135 entries The skills players will have an additional wrist coach that has the pass combinations There will be two coaches with Magna Doodles Yes, this is the infamous etch a sketch offense The Play coach will show the play number After the play is chosen, a number will be shown to the players using a Magna Doodle The master playlist has the plays numbered from 1 135 The coach enter the number onto the Magna Doodle The Pass coach will show the number that corresponds to the route combination Will look up the play number and determine if it is a pass or another play If it is a pass that requires real pass routes he will enter the combination number (or the routes if something special) onto the Magna Doodle. The routes will be coordinated with/provided by the play caller If the play is not a pass play then he will look up the dummy combinations from the master playlist and enter those onto the Magna Doodle Both coaches will show numbers for each play at the same time The players look up the play number and execute the play

Tempo Tempo refers to the overall speed at which the offense executes the plays There are 3 speeds possible: Normal, Warp, and Slowdown The times shown below use the referee s play clock hack, when he blows the whistle From experience it takes 3 5 seconds for the players to recognize the play after it is signaled in, and another 2 3 seconds to get set and ready to go. It is likely to take another couple of seconds for any motion to be executed Tempo Signal The Play Snap (after spot) Note Warp Speed As fast as possible 5 10 sec., as soon as feasible Use at start of game When we are ahead by less than 2 TD s When we are behind Normal 8 12 sec. 10 18 sec. Probably the least often used tempo Get the plays into the players in a comfortable speed Slow Down (Turtle) 12 15 sec. 20 24 sec. Use when ahead by 2+ TD s When running out the clock at the end of the game. Must coordinate with the referee play clock

Warp Speed Tempo Warp Speed refers to running the plays as rapidly as possible This means getting to the LOS, getting the play, getting set, and snapping the ball There is usually sufficient time after a play ends and before the referee starts the play clock to signal the play and get the team set We will use the Warp Speed if: If it is the start of the game We are ahead by less than 2 touchdowns We are behind The objective is not necessarily to run the twominute offense, rather it is to put a lot of pressure on the defense, get them off balance/out of rhythm, and not let them recover During this time the players will know that we are trying to get as many plays as possible and to play accordingly get out of bounds, hand the ball to the referee, unpile quickly, get back to the LOS and look for the next play

Slowdown (Turtle) Tempo The objective is to run the offense in such a manner that as much time as possible is taken off the clock during each play This means gathering at the LOS, signaling the play late, getting set, and snapping the ball The OC or other coach will need to have a stopwatch that is coordinated with the time hack by the referee Usually signaling the play at about 12 15 seconds, will result in the players being ready at 18 22 seconds The play must be run by the time the clock hits 25 seconds The Time Coach uses arm signal to show the countdown to the 25 second mark We will use the Slowdown if: We are ahead by more than 2 touchdowns We need to run out the clock to end the game The outcome of the game has been decided During this time the players will know that we are trying to get as few plays as possible and to play accordingly use run plays, stay in bounds, leave the ball on the field, unpile slowl

Practice Organization Be Flexible Scripting plays is difficult, it requires a lot of thought and planning Checklist your plays in run, skelly and team periods Use Wristbands for efficient practice in scout Always use signals in practice The plays can be shouted during practice to increase reps Coach on the run in most periods Write down coaching points or adjustments for player or coach discussion after practice or replace player to coach in practice Do not stop the flow to teach the player Hopefully we will be able to video our team sessions for review Have written and oral tests often on signals and terms during spring and summer

Pre Calling a Series Run a set of plays that are pre called during the week Example: After a turnover we will run Inside Veer right, sweep left, Midline right, or something similar Choose High Success plays to develop rhythm and success Have them sequenced accounting for field and hash position Make sure play #3 is a good 3rd and short/medium conversion tool Name and change the series each week Practice the series each day for five minutes This is a great tempo changer

Using the QB Sneak as a Weapon Run especially while in regular or slow tempo Running a series right after a sneak helps tempo up Use on key 3rd downs in slower tempos Practice the QB sneak in practice This is not really a QB sneak as much as a QB Wedge play The OG s compress down on the C and all three form a barrier and the QB tucks in behind them The QB can call for a sneak anytime using a tap to inform the C where he wants him to block Nobody else is aware of the sneak so they will execute their assignments while the QB is running the sneak

Signaling the Play Run Board Pass Board 121 267 121 is signaled in. Players check their wrist inserts and translate this to Row 12, Column 1, which is a run to the right. The skill players know to ignore the pass board. This could also be called 12 Red 267 is signaled in this is a dummy call. Because the run board has a run play, the skill players know to ignore the pass board. 232 112 232 is signaled in. Players check their wrist inserts and translate this to Row 23, Column 2, see that this is a pass to the left with Fire protection. The skill players know to they have to check the pass board. This could also be called 23 White 112 is signaled in. The players translate this to Row 11, Column 2, which confirms to the skill players that this is a 1 Step pass (2), and that the combination to run is #11 (Smash). 423 093 423 is signaled in. Players check their wrist inserts and translate this to Row 42, Column 2, see that this is a sprint pass to the right. The skill players know to they have to check the pass board. This could also be called 42 Blue 093 is signaled in. The players translate this to Row 9, Column 3, which confirms to the skill players that this is a 3 Step pass (3), and that the combination to run is #9 (Rub).

WHAT IF ADJUSTMENTS

7 in the Box They do this We do this Because 7 in the box, 5 2, 4 3, 6 1 What matters is the secondary structure and the perimeter run support Option 1: Rolling 3 deep coverage Safety stays in the middle of the field or cheats away from the twins They roll the safeties to the motion to get the extra defender on the perimeter They may keep 2 safeties deep for passing Switch block WR & wing switch assignments Twirl motion, Freeze option Uses the switch blocking assignment Motion away and run speed option back against motion Switch block to Seam route Backside Post Twins I/Pro Right Over Hitch Safety combination Post Wheel Twins Left, Nasty Right Confuses the defense on who has pitch Motion one way then stop and go the other. Backside wing becomes the pitch man Safeties moving can isolate the EMLOS making the defense vulnerable to the Speed option X/Y fakes the switch block and runs the seam route With the safety going to the middle on motion it leaves the C isolated. Run a drag under the safety to get his attention and run a post behind him. Look for only two defenders on the two receivers, no safety cheating over Take advantage of the 2:2 coverage Brings the TE into the formation and the TE Wing combination forces the safety to stay over them making the defense keep the 2 over 2 coverage on the twins

7 in the Box They do this We do this Because Safety cheats over to the Twins making a 3 over 2 coverage Option 2: Cover 2 Zone Option 3: Cover 0man, 4 0ver 4 Run Inside Veer away from Twins Spin Trap Midline Option Go late, Go Fast motion Switch block Run Inside Veer Passing: Smash (FC) combination Stalk n go by wing off of play action Go late, Go Fast motion Switch block Run Inside Veer Motion away (Jet, Rocket) and run speed option back against motion Trips formation, run ISV away using very late motion Wing races Safety across the field Trips formation Run ISV to the Trips side using Curl/No motion. Switch blocking on outside Passing: Attack the flat AK combination The dive and pitch keys will generally close faster, which weakens the perimeter support away from the safety Run away from Twins, puts pressure on the inside of the defense Late motion keeps safeties in place Corner will normally sit outside to keep contain/perimeter Late motion keeps safeties in place Corner will normally sit outside to keep contain/perimeter Safeties/defenders moving can isolate the EMLOS making the defense vulnerable to the Speed option Trips overloads one side with the defenders, but the inside wing can still support Inside Veer. It becomes a recognition and race between the safety and the wing to get to the outside The safety is often playing soft/deeper so the flat is there Safety buzzes the flat Wheel Post Safety has bad angle at the flat route

7 in the Box They do this We do this Because Option 3: Cover 0man, 4 0ver 4 Motion (Jet) to Bubble screen Safeties are out of position, trailing the motion Zip Outside hitch to X/Y, Wing takes C, G & T lead outside

8 in the Box They do this We do this Because Option 1: 5 3 Use TE Defense will reduce/shift their front to account for the TE ISV to the 1 technique Midline to the 3 technique Pro Right Over (Twins) To get the TE reduction and the twins will pull a LB out of the box Option 2: 6 2 Get the ball to the perimeter Defense gives up the flat and seams. Freeze option Speed option Twins to one side Jet sweep ISV Seam Pass Perimeter support is weak Pulls a run support defender out of the box area Option 3: 4 4 Adjust ISV assignments Defense will usually try to force quick reads and attack the QB to force the pitch quickly. Want to fast flow inside out with Safety to run down the play Switch block ILB with the X/Y Block pitch read (OLB, a safety usually) and pitch off of the ILB Passing: Twins with Bubble screen Inside Veer Option Pass, Keep, Pitch Clear the outside with a vertical (takes the C) then run hitch where the C was Defense will try a switch stunt to cause confusion on the read and make it very quick The ILB would normally have the QB as his assignment and we are feeding that, but we are blocking the pitch man. OLB/S will walk off with the slot but will likely remain in an inside position, giving us an advantage to the outside If OLB plays pass defense on slot then we run, if he comes inside for run we hit the slot

8 in the Box They do this We do this Because Option 3: 4 4 Use TE Defense will reduce/shift their front to account for the TE ISV to the 1 technique Midline to the 3 technique Pro Right Over (Twins) Tackle Over, Unbalanced, with TE Run Inside Veer to the numbers side To get the TE reduction and the twins will pull a LB out of the box The defense will shift to cover. Attack the area that they have vacated