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8-Man Pistol Veer Offense
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1
Offensive Playbook
“The mission of the Brethren Offensive Unit is to score
points with every possession of the ball!”
Alvin D. Rischel, Head Football Coach Brethren High School
4400 North High Bridge Road Brethren, MI
(231) 477-5355
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Table of Contents Philosophy………………………………………………………..3 Alignments………………………………………………………..4 Numbering the Backfield…………………………………….….4 Base Formations………………………………………………...5 Point of Attack…………………………………………………....6 Flanker Motion…………………………………………………...7 Calling a Play…………………………………………………….8 The Running Game……………………………………………..9
Veer………………………………………………………...9 Speed Option……………………………………………..13 Trap………………………………………………………..14 Counter……………………………………………………15 Toss/Sweep……………………………………………….16 Using Motion As A Decoy………………………………..17 Power………………………………………………………18
The Passing Game……………………………………………..19
Quick Pass………………………………………………...20
Quick Wheel…………………………………………….…21 Bubble Screen………………………………………….…22 Bubble Slant……………………………………………….23 Bubble Fade……………………………………………….23 Slant Wheel………………………………………………..24 Hitches…..…………………………………………………25 Other Passes……………………………………………...26
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PHILOSOPHY Why We “Run The Gun” • By spreading the defense we can create running lanes. • By forcing the defense to cover the entire field we can reduce the amount of “gang tackles.” • We force the defense to account for the QB in the running game. • It provides simple QB reads from pistol set. • QB already has depth for passing game. • We can run multiple formations without switching from under center to the shotgun. • The running game is a “downhill” attack. • We can get the football to our athletes in open space – “Basketball on grass” with big play potential.
Goals of Our Offense • Score – every time we have the ball! • Dictate the tempo of the game and make the defense uncomfortable • Attack with our foot on the pedal * Use multiple formations and motions to create better blocking angles • Attack the entire field. Sideline to sideline & line of scrimmage to endzone • Make full use of our skill players. Showcase what they do best • Avoid third down & long situations – Make as many plays on first and second down as possible • Avoid mental mistakes, missed assignments, penalties & turnovers
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ALIGNMENTS
Offensive line splits will be 2.5 feet.
Offensive linemen will us a three point stance
The Quarterback will align 3 yards behind the ball
The Tailback will align 3 yards behind the Quarterback
The Left & Right Ends will align 2 yards inside each sideline with their inside foot forward
*Note – The Ends may be assigned to line up “tight”, which would bring them 2 yards outside of the respective guard by using the following calls:
1.) Rip – Right End 2.) Liz – Left End
NUMBERING THE BACKFIELD Quarterback - #1 Tailback - #2 Flanker - #3 L – Left End R – Right End
Some game situations may occur which will prevent us from wanting to keep the QB in the pistol set. In these cases we can move the QB under the Center and use the following calls:
KILL – Spiking the ball to stop the clock
VICTORY – Taking a knee to run out the clock
R
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1
3
2
R L
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BASE FORMATIONS
Right
Left
Wing Right
Wing Left
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Strong Right
Strong Left
*Note – Rip or Liz could be used with any base formation to bring either End to a “tight” alignment as previously explained. A call of “Double Tight” would be used to bring both Ends to “tight” alignment.
POINT OF ATTACK Even #s – Right Odd #’s – Left
0 2 4 6 8 1 3 5
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FLANKER MOTION We will occasionally use motion to:
Attack the edge
Move defenders in man coverage
Gain an advantage on a blocking angle JET MOTION – Full speed lateral motion across the formation, which takes place directly in front of the QB ROCKET MOTION – Full speed motion, which crosses the formation, which gains depth & retreats behind the TB
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PLAY TAG WORDS
Veer o Inside o Outside
Speed Option
Trap
Counter
Toss/Sweep
Power
Quick Passing
CALLING A PLAY The following system will be used when calling a play:
First signal assigns the formation
Second signal assigns Flanker Motion (If applicable)
Third signal will be a two-digit number: o 1st number assigns the ball carrier o 2nd number assigns the point of attack
Final signal will be a tag word which will assign the blocking rules *Note – If no Rip or Liz call and/or no Flanker motion, then the play call will simply start with a two-digit number as described above in the third step. See examples below. Examples:
Rip – Rocket – 22 – Veer (Right End is tight & Flanker motion)
22 – Veer (Neither End is tight & no Flanker motion) Play calls for situations where we would put the QB under the Center and NOT in the pistol include:
KILL – Spiking the ball to stop the clock
VICTORY – Taking a knee to run out the clock
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THE RUNNING GAME Installing Inside Veer
The Inside Veer Option will be the first play we will install because it is the provides the easiest read for the QB
The initial attack of the Inside Veer focuses on the A-Gap and then progresses to the B and C gaps
It forces the defense to reduce their front
Aggressive downhill attack at the A-Gap which also puts stress on linebacker
Eliminates the need to block the DE (Read Man)
We can run Inside Veer from multiple formations
Inside Veer Mesh
QB takes a flat step with his outside foot
His eyes instantly snap to the “Veer Read”
The QB will mesh with the Dive Back by rocking the ball from his back shoulder to his front shoulder, where he will begin his RIDE & DECIDE
o If “Veer Read” hesitates or steps hard across the LOS, the QB will “give” to the Dive Back
o If “Veer Read” turns his shoulders hard inside and attacks the Dive Back then QB will “keep” the ball and attack the B-C Gaps
The Dive Back will lead with his front-side foot towards the QB and attack the A-Gap aggressively
He will make a deep soft pocket
After attacking the A-Gap, the eyes of the Dive Back focus on linebacker flow and make one of the following choices:
o Burst o Bend o Bounce
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Left 22 Veer
Blocking Rules: BSE Stalk block
BSG Triple wedge & climb
C Triple wedge & climb
FSG Triple wedge & climb
FSE 3-Step Hitch. Look for QB & expect possible pitch.
F Stalk block
QB Inside veer mesh. Read 1st defender on or outside FSG.
Ride & Decide.
TB Inside veer mesh. Attack A-Gap downhill. Burst, Bend or Bounce.
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Strong Left 31 Veer
* Note – TB & QB must maintain 5 yard PR (Pitch Relationship)
Strong Left 22 Veer
* Note – We do not need to use motion when Flanker is aligned in 1-4 position
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Left – Rocket – 22 Veer
* Note – We can run veer away from motion side if we notice the Safety is in man coverage and follows the motion across the formation.
Left 24 Veer
If A-Gap is closed then we will adjust to Outside Veer. This requires the FSG to place his helmet on the outside frame of the 1 tech and drive him inside. The dive back & QB must take wider paths and attack the gap over to the outside.
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Installing Speed Option
Allows us to get the ball to the perimeter quickly
Our athletes get the ball in space
Takes advantage of the defense reducing their front
Forces defenders to defend the alley
Left 16 Speed Option
The QB will attack the outside shoulder of the Option Read. If he chases the pitchman then QB will keep and get vertical. If the Option Read does ANYTHING else the QB will pitch quickly. All other Veer blocking rules apply to Speed Option.
Power Left 15 Speed Option
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Installing Trap
The trap can be run as a downhill play or as a read play
We will always trap the 1st defender outside the down block of the FSG
The Center uses traditional Man-On, Man-Away blocking rules
BSG will be the trapper
The FSG will block Gap, Down, Backer
The FSE uses an “Evasive Technique” (Step, Dip & Rip)
Rip Right 21 Trap (vs. Odd Front)
If “Option Read” squeezes or crashes inside, the QB will keep and attack edge. If “Option Read” does anything else, QB will give to TB
Rip Right 22 Trap (vs. Even Front)
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Installing Counter
All linemen reach block to front side
QB & TB fake Veer Dive to back side to influence linebackers
QB fakes with TB then drops steps to exchange with Flanker
Right 35 Counter
Liz – Wing Left – 36 Counter
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Installing Toss & Sweep
All linemen reach to front side
No need to block ANY defender aligned inside the 3 technique
Utilizes motion
Left – Rocket – 37 Toss
Left – Jet – 37 Sweep
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Using Motion As A Decoy It is important to occasionally use motion when NOT running Toss or Sweep. This will keep LBs and Secondary players honest. If we notice that they are “chasing motion,” we will use multiple complementary plays to take advantage of the over pursuit of the defense.
Left – Rocket – 21 Veer
Left – Jet – 21 Trap
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Installing Power
All front side linemen will block Gap, Down, Backer
BSG pulls to front side and leads through POA – block first LB
The Flanker will kick out the EMOLS
The TB will read the block of the Flanker and run to the opening
Strong Right 24 Power
Rip Strong Right 24 Power
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THE PASSING GAME Installing Quick Passing
Basic and simple to protect
Pistol formation puts QB off the LOS providing better pre-snap vision
Allows us to get the ball to athletes in space
Allows us to complete high percentage passes
Takes advantage of defenses who “live for the blitz”
Allows big play potential
We will designate the Quick Passing game with a “9x” call o Example – 91 = Quick pass with QB 1 step drop for quick routes o Example – 93 = Quick pass with QB 3 step drop for longer routes
Quick Pass – Protection Offensive linemen will reach to the front side gap and punch with hands in front. The TB will protect back side edge. Example: Front Side to Right
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Quick Pass Concepts
Quick Right & Left
Quick Wheel
Bubble Screen
Bubble Slant
Bubble Fade
3 Step Combos
Left 91 Quick Left
FSE releases hard up field for 2 steps, turns inside & settles
Flanker releases on a 45 degree angle and blocks the Corner
QB secures the snap, pivots and throws quickly to the Left End
The FSE reads the block of the Flanker, gets up field and works back to daylight
The BSE runs 3-step slant route and works up field into open void as second option
* The call of Left or Right indicates which End we will throw the quick route to
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Left 91 Quick Wheel Left
FSE runs quick route
The Flanker releases on 45 degree angle as if he were going to block the Corner and then explode vertically.
QB will pump the quick route and then throw fade to Flanker
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Right 91 Bubble Right
The FSE releases vertically and looks to block the force player o If the Corner plays hard, engage him o If the Corner bails, snap eyes inside
The Flanker will drop step with his inside foot, then step with his outside foot and work parallel to the LOS
The QB throws a sharp pass to the outside shoulder of the Flanker. The pass MUST be forward!
BSE runs 3-step slant route and works up field and works into open void and second option
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Right 91 Bubble Slant Right
The QB MUST read the #2 defender o If the #2 attacks the bubble, throw the slant o If the #2 sinks under the slant, throw the bubble
Right 91 Bubble Fade Right
Great vs. man coverage. QB will pump the bubble, then throw to the Fade route
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Right 91 Slant Bench Right
Right 91 Slant Wheel Right
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Right 91 Hitch Fade Right
2x2 91 All Hitch
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SPECIAL PASSES Trips Right – 91 Slant/Wheel Right
Left – Rocket – TB Screen Left
QB reverse pivots, fakes Rocket Toss to Flanker, fades back and throws screen
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