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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

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
Counter15
Toss/Sweep.16
Using Motion As A Decoy..17
Power18
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

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

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

R
3
1
2

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

BASE FORMATIONS
Right

Left

Wing Right

Wing Left

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

1 0 2

Even #s Right
Odd #s Left

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

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

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

Left 22 Veer

Blocking Rules:

BSE

Stalk block

BSG

Triple wedge & climb

Triple wedge & climb

FSG

Triple wedge & climb

FSE

3-Step Hitch. Look for QB & expect possible pitch.

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.

10

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

11

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.
12

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

13

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)

14

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

15

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

16

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

17

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

19

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

20

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

21

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

22

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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