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    Table of Contents

    Formations 3

    Doubles 4

    Trips 6

    Pro 8

    Empty 10

    Heavy 12

    Other Formations 14

    Motions 15

    Offensive Philosophy 16

    Offensive Goals 19

    Protections 20

    Air Attack 29

    Quick Game 30

    5 Step 44Vertical 46

    Smash 56

    Screen 63

    Flat / Curl 76

    Red Zone / Specials 82

    Ground Attack 88

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    One of the defining characteristics of our offense is the we are very multiple and use

    formations along with minor adjustments to gain better angles, leverage, and releases

    into our route assignment. Formation adjustments also allow us to maximize our

    personnel match-ups to create one-on-one situations or to create confusion by the

    defense resulting in the possibility of an uncovered receiver due to a blown coverage.

    The teaching process is easy requiring only about five minutes of practice time to

    incorporate an entirely different package. It broadens our menu of plays without

    having to teach new routes, protections, concepts, etc. A few simple terms allows us

    to change our look. We are still running the same concepts throughout our system,

    but by using various formations, it is harder for the defense to recognize route

    combinations.

    We have five base formations that we use:

    1. Doubles (80s)

    2. Trips (60s)

    3. Pro

    4. Empty

    5. Heavy

    These formations are also used in personnel packaging throughout our play calling.Every formation that exists in our playbook stems from these five base formations.

    They can be tweaked through formation adjustment tags to established desired

    formation through alignment.

    Motion is another way to gain an advantage over the defense before the ball is

    snapped. We use specific motions throughout to:

    1. Disguise intentions/delay defensive recognition

    2. To gain a blocker or outnumber the defense to one side

    3. Create easy releases

    4. Declare defense to dictate man vs. zone coverage

    5. To create one-on-one match-ups creating personnel advantages

    6. To force defense to check or move late, resulting in defenders

    being out of position

    Basic motion calls are player specific determining what type of motion that will be

    utilized. The quarterback controls ALL motions! If a player is out of position due to

    3

    Pioneers Offense

    Formations/Motions

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    motioning it is the quarterbacks fault. All motions are automatically off if the

    quarterback uses MAYDAY call, which alerts the entire offense that the play clock is

    under 10 seconds.

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    XY

    Q

    W

    R

    Z

    DOUBLES

    The basic formation is DOUBLES. You can see that it is a basic 2 x 2 set.

    Alignments

    Quarterback (Q)

    o In the shotgun, the quarterbacks general depth is at 5 yards. This can

    vary from 4 to 5 yards according to the play call.

    Running back (R)

    o RB position varies depending on play. Rule of thumb: yard deeper

    than the quarterback and outside foot aligned with inside foot of the

    tackle.

    Backside Split End (X)

    o Bottom of the numbers on the ball, may vary depending on play call

    Backside Slot (W)

    o Split the difference between the X and the tackle, off the ball (where

    quarterback would be if he was under center)

    Front-Side Slot (Y)

    o 1 yard outside the college hash, off the ball (where quarterback would

    be if he was under center)

    Front-Side Split End (Z)

    o Top of the numbers on the ball, may vary depending on play call. Since

    he is on the wide side of the field, he has more variance to line up

    according to his route. (Could range from the top of the numbers to the

    bottom on any given play)

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    Pioneers Offense

    Doubles (80s)

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    6

    Pioneers Offense

    Trips (60s)

    X

    Y

    Q

    W

    R

    Z

    DOUBLES STACK

    X

    Y

    Q

    W

    R

    Z

    DOUBLES SQUEEZE

    X

    Y

    Q

    W

    R

    Z

    DOUBLES PAIR

    XY

    Q

    W

    R

    Z

    DOUBLES ACE

    XY

    Q

    W

    R

    Z

    DOUBLES FLIP/FLOP

    Flip Flop

    XY

    Q

    W

    R

    Z

    TRIPS

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    The basic formation is TRIPS (60S). You can see that it is a 3 x 1 set.

    Alignment

    Quarterback (Q)

    o In the shotgun, the quarterbacks general depth is at 5 yards. This can

    vary from 4 to 5 yards according to the play call.

    Running back (R)

    o RB position varies depending on play. Rule of thumb: yard deeper

    than the quarterback and outside foot aligned with inside foot of the

    tackle.

    Backside Split End (X)

    o Bottom of the numbers on the ball, may vary depending on play call

    Backside Slot (W)

    o Alignment is in-line with the goal post, off the ball (where quarterback

    would be if he was under center)

    Front-Side Slot (Y)

    o 1 yard outside the college hash, off the ball (where quarterback would

    be if he was under center)

    Front-Side Split End (Z)

    o Top of the numbers on the ball, may vary depending on play call. Since

    he is on the wide side of the field, he has more variance to line up

    according to his route. (Could range from the top of the numbers to thebottom on any given play)

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    X

    Y

    QW

    R

    Z

    TREE

    The basic

    formation is

    tight-end

    trips. Still 3

    x 1 except

    with H-back.

    Alignment

    Quarterback (Q)

    o In the shotgun, the quarterbacks general depth is at 5 yards. This can

    vary from 4 to 5 yards according to the play call.

    8

    Pioneers Offense

    Pro

    XY

    Q

    W

    R

    Z

    TRIPS w/ BACK WEAK

    X

    Y

    Q

    W

    R

    Z

    STACK

    X Y

    Q

    W

    R

    Z

    HURRICANE

    X Y

    Q

    W

    R

    Z

    CLUSTER

    XY

    Q

    H

    R

    Z

    PRO

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    Running back (R)

    o RB position varies depending on play. Rule of thumb: yard deeper

    than the quarterback and outside foot aligned with inside foot of the

    tackle.

    Backside Split End (X)o Bottom of the numbers on the ball, may vary depending on play call

    Tight- End (H)

    o Alignment is 2 feet outside the tackle, off the ball (depth: in line where

    quarterback would be if he was under center)

    Front-Side Slot (Y)

    o 1 yard outside the college hash, off the ball (where quarterback would

    be if he was under center)

    Front-Side Split End (Z)o Top of the numbers on the ball, may vary depending on play call. Since

    he is on the wide side of the field, he has more variance to line up

    according to his route. (Could range from the top of the numbers to the

    bottom on any given play)

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    X Y

    Q

    H

    R

    Z

    JOKER

    10

    XY

    Q

    H

    R

    Z

    CON

    XY

    Q

    H

    R

    Z

    PRO FIB

    XY

    Q

    H

    R

    Z

    CON FIB

    X Y

    Q

    H

    R

    Z

    TRIO

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    The basic formation is no-back. This is a 3 x 2 set, can be a 4 x 1 set

    Alignment

    Quarterback (Q)

    o In the shotgun, the quarterbacks general depth is at 5 yards. This can

    vary from 5 to 6 yards according to the play call.

    Running back (R)

    o RB position varies depending on play. The RB is usually the adjuster in

    all empty sets. This is a way to put an extra athlete in space to create

    more one-on-one match-ups.

    Backside Split End (X)

    o Bottom of the numbers on the ball, may vary depending on play call

    Inside Slot (W)

    o Alignment is in-line with the goal post, off the ball (where quarterback

    would be if he was under center)

    Outside Slot (Y)

    o 1 yard outside the college hash, off the ball (where quarterback would

    be if he was under center)

    Front-Side Split End (Z)

    o Top of the numbers on the ball, may vary depending on play call. Since

    he is on the wide side of the field, he has more variance to line up

    according to his route. (Could range from the top of the numbers to the

    bottom on any given play)

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    Pioneers Offense

    Empty

    XY

    Q

    WRZ

    PANTHER

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    12

    XY

    Q

    W RZ

    PIONEER

    XY

    Q

    WR

    Z

    QUADS

    XY

    Q

    HR

    Z

    PRO QUADS

    XY

    Q

    H WZ

    KINGS

    X Y

    Q

    R

    W Z

    DIAMOND

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    The basic formation is a two tight end no back set. Maintain 2 x 1 set with WRs.

    Alignment

    Quarterback (Q)

    o In the shotgun, the quarterbacks general depth is at 5 yards. This can

    vary from 5 to 6 yards according to the play call.

    Tight End (H)

    o Alignment is 2 feet outside the tackle, off the ball (depth: in line where

    quarterback would be if he was under center) H is always aligns to wide

    side of the field.

    Backside Split End (X)

    o Bottom of the numbers on the ball, may vary depending on play call

    Tight End (TE)

    o Alignment is 2 feet outside the tackle, off the ball (depth: in line where

    quarterback would be if he was under center) TE always aligns to short

    side of the field.

    Outside Slot (Y)

    o 1 yard outside the college hash, off the ball (where quarterback would

    be if he was under center)

    Front-Side Split End (Z)

    o Top of the numbers on the ball, may vary depending on play call. Since

    he is on the wide side of the field, he has more variance to line up

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    Pioneers Offense

    Heavy

    XY

    Q

    TE HZ

    HEAVY

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    according to his route. (Could range from the top of the numbers to the

    bottom on any given play)

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    15

    X Y

    Q

    TEH

    Z

    HEAVY OVER

    X Y

    Q

    TEH

    Z

    HEAVY OVER Y PAIR

    X

    Y

    Q

    TE HZ

    HEAVY TREE

    X Y

    Q

    TEH

    Z

    HEAVY TRIO

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    XYQW

    R

    Z

    WINGS

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    Pioneers Offense

    Other Formations

    XY

    QS R

    Z

    SPLIT

    XY

    Q

    FB

    R

    Z

    PRO G

    XY

    Q

    W

    R

    Z

    FLEX

    Pioneers OffenseMotions

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    QUARTERBACK CONTROLS ALL MOTIONS!

    17

    XY

    Q

    W

    R

    Z

    X

    Y

    Q

    W

    R

    Z

    RAM-Tells the RB to

    motion to the RIGHT. His

    destination will varydepending upon the play

    call

    LION-Tells the RB to

    motion to the LEFT. His

    destination will vary

    depending upon the play

    call

    X

    Y

    Q

    W

    R

    Z

    MO-Tells the taggedplayer to motion to his

    alignment crossing the

    formation to get there (In

    this case W mo)

    X Y

    Q

    W

    R

    Z

    OUT/IN-Tells the tagged

    player to motion out/in

    getting to his alignment

    when the ball is snapped

    DISCO-Tells the tagged

    player to motion across

    center and trace steps

    back to original

    alignment (In this case H

    X

    Y

    Q

    H

    R

    Z

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    UWP Offense

    Offensive Philosophy

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    1. Attitude

    A.M.F. Adios My Friend, always creating the big play

    G.A.T.A.- Get After Their Ass, Hard-nosed smash mouth football

    that can strike without warning. We will wear teams down

    throughout the course of the game.

    STAMPEDE Play an up-tempo offense and force the defense to play

    according to our style. We will use intelligence, confidence, and

    athletic ability to our advantage.

    2. Spread the Field

    Force the defense to show their hand to easily determine coverages

    and blitzes

    Easy for the quarterback to make confident reads

    Helps the run game by opening up the box

    Creates miss-matches that the offense can easily attack

    3. Throw to Uncovered Receivers

    Choice Game (Bingo and Now)

    Forces the defense to cover the entire field

    High percentage passing while using ball control to gain 5 yards

    4. Hurt the Blitz

    Screen Game, Sight Adjustments, Hot Routes

    Every blitz is an opportunity to score

    It is going to be a big play!

    5. Game Planning

    Must be able to adjust on the fly

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    Offensive Principles

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    Must have the right tools in the toolbox

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    1. Protection This is the key to our success. Everything comes from

    protection

    2. Beat the Blitz Recognize It, Protect It, Attack It! A big play is about to

    happen

    3. Route Conversion Routes will change according to the defensive

    coverage.

    The basic principles of our passing game stem from concepts throughout

    the system. We are not running routes, we are running packages to defeat coverage

    voids.

    4. Passing Concepts These concepts are the same across all

    formations. This allows you

    to learn the systems easily. The Key: See the Big Picture.

    5. Educated Freedom We will give you the opportunity to play within

    yourself in order

    to get open as long as it falls in line with our basic rules and passing

    concepts. The two

    basic acts of freedom are the A.M.F. and the D.A. rule (these will be

    explained later).

    6. Sandbox Rules Within each pass concept, you will have specific areas

    in which you will

    be assigned to get open. We call this your sandbox. Again, we must

    see the big

    picture and understand that you have to stay in your sandbox, if not our

    spacing will

    bring in unnecessary defenders.

    7. Run After the Catch 50% of yards gained come after the catch.

    Receivers will be

    taught were to attack defense to maximize full potential of RAC.

    8. Scramble Rules If a play breaks down and the quarterback is forced

    to scramble,

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    Pioneers Offense

    Basic Principles of Spread Offense

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    receivers will have automatic adjustments based on the route they are

    running.

    Quarterbacks: Never throw the ball late down the middle!

    9. Golden Rule: QBs never pass up an open receiver waiting for

    another to get open.

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    10. Built in Constants There are certain things in our offense that do

    not change

    A. If there is no FS in the middle of the field, someone will be

    assigned to replace him.

    B. vs. Cover 2, we will build triangle reads.

    C. We will throw the ball deep on the hashes or in the flats if a FS

    is in the middle of the field (Cover 1 or Cover 3).

    D. Against hard corners (Cover 2), we will never attempt to throw

    a ball over the head of a back-pedaling corner, take the short

    throw. Remember that 50% of yard come after the catch!

    E. vs. Zone coverage, receivers are to find and settle into holesbetween defenders, it is the quarterbacks job to find the

    window and deliver the pass. Do not lead them into danger.

    F. vs. Man coverage, receivers stay on the run always looking to

    gain separation between him and the defender, it is the

    quarterbacks job to keep the receiver on the run to maintain

    separation.

    G. Q Receiver- throughout all our 5 step passing game, we willhave a built in Q receiver. If defense blitzes, the Q receiver

    must shorten his route properly to give the quarterback a

    quick option against the blitz.

    Offensive Goals

    1. To score 6 times a game

    2. To average 400 yards of total offense

    3. Zero turnovers per game4. No more than 3 penalties per game

    5. Score 75% of the time from the Red Zone

    6. 3rd Down conversion of 60%

    7. 2 or less sacks per game

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    UWP Offense

    Protections

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    Great protection is the most basic key to the success of our pass offense. We have a

    protection first mentality when it comes to our passing game. Successful pass

    protection is the result of EVERY member of our offense being on the same page and

    executing his assignment. Main keys to successful pass protection include:

    Our linemans knowledge and execution of our schemes, but more importantly,

    having the ability to work as a unit with the mentality that No Body Touches

    Our Quarterback

    Our running back must know his assignment according to the protectionscheme. Majority of the time, he will be responsible for number 6 to number 7

    according to protection. You are accountable for your defender! He is your

    number one priority in passing game.

    Our receivers play a major role in identifying coverages to determine and

    identify possible blitzes as well as understanding when to automatically adjust

    their route in order to get open in time to let the quarterback be successful.

    Our quarterback is the keystone to our success. He has to have the knowledge

    to get us into the right situation by bringing in extra protection, changing the

    play, or getting the ball to the right match-up to take advantage of one-on-onesituations to defeat blitzes. He also must know when to Live for Another Play.

    Protection Protection Concept

    1 Slide

    2 Play Action Boot

    3 Fan

    4 Gap

    7 Semi-Roll

    9 Man

    30s Quick

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    Protections

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    Protection: 1 Concept: Slide

    Our slide protection is used to protect against outside blitzes and overloads. In this

    protection the RB has to double read the backers (6 to 7). We will slide from the first

    uncovered lineman on away from the RB. The backside tackle will block the widest

    rusher as a rule. The center or the uncovered lineman slides to the call.

    Protection: 1 vs 3-2 Protection: 1

    vs 3-3

    TN

    S

    E

    F M

    QR

    SS123

    4 5 6

    7

    Protection: 1 vs 4-1 Protection: 1

    vs 3-3

    27

    T N ES

    F M

    W

    QR

    1234

    5 6

    7

    TN EE

    W M S

    QR

    1234

    56

    7

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    T N EE

    F M

    QR

    SS1234

    5 6

    7

    28

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    Protection: 2 Concept: Play-Action

    Boot

    On play action protection we have to block aggressively selling run first do the

    defensive line and the backers. The RB carries out his run fake and blocks by getting

    tackled if he is not included in the routes. We are selling the run and leaving the BSDE free for the pulling guard. On this play action protection we always block the play

    that is called like a run without going down field.

    Protection: Boot Left 212

    TNE SFM

    W

    QR

    1 2 345

    6 7

    Protection: Boot Right 211

    T N ES

    F M

    W

    QR

    123

    4 5

    67

    29

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    Protection: 3 Concept: Fan

    Our fan protection is used as a play action concept off of our choice package. In our

    fan protection, the RB will make his Roger or Louie call according to the A-gap in

    which there is no defensive tackle. If there is a three man front, the RB back must

    used his best judgment. Regardless of what happens, the RB is responsible to cut thedefender in his gap. According to the RB back call, the center protects the opposite A

    gap as everyone else up front fans out to protect their outside gap. The guards are

    responsible for B gaps and both tackles are responsible from their nose to the side

    line.

    Protection: 3 vs 3-2 Protection: 3

    vs 3-3

    TN

    S

    E

    F M

    QR

    SS123

    4 5 67

    Cut

    Protection: 3 vs 4-1 Protection: 3

    vs 4-2

    30

    T N ES

    F M

    W

    QR

    123

    4 5

    67

    Cut

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    T N EE

    F M

    QR

    SS12

    34

    5 6

    7

    Cut

    "Louie"

    31

    T N EE

    W M S

    QR

    1234

    5 6 7

    Cut

    "Louie"

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    Protection: 4 Concept: Gap

    We use this protection for some of our Quick game. This is a six-man gap

    protection. The RB is responsible to cut the edge to the side of the call; Rip to the

    right and Liz to the left. The offensive line will gap protect away from the call, with

    the open tackle also cutting the edge. There is a call for the call side tackle to staybig on big when there are two off the edge and no B-gap threat. This protection is

    very physical at the LOS and will only allow heat off the edges. The protection will be

    the same regardless of front. We are being responsible for a gap not a man.

    Protection: 4-Liz

    T N ES

    F M

    W

    QR

    123

    4 5

    67

    "Liz"

    Protection: 4-Rip

    T N ES

    F M

    W

    QR

    123

    4 5

    67

    "Rip"

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    Protection: 7 Concept: Semi

    Roll

    We use this protection for a semi-roll by the QB. It is always a six-man protection.

    The RB checks and helps against the play-side defensive end. If the end is secured he

    leads the QB and checks blitzes from the play-side D-gap to A-gap. The play-sideguard and tackle reach or man block without losing ground. The play-side has to cut

    if necessary. The center, the backside guard and tackle reach and hinge. The

    backside tackle has to control the backside defensive end. A Dog call will align the

    RB opposite and will protect opposite, a full reach scheme across the front will occur.

    Protection: Semi Roll Right 764

    T N ES

    F M

    W

    QR

    123

    4 5

    67

    Protection: Semi Roll Left 763

    TNE S

    FM

    W

    QR

    1 2 3

    45

    6 7

    33

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    Protection: 9 Concept: Man

    We use this protection in all of our formational series. This is a five or six man

    protection depending on the formation. We should be able to protect all five/six man

    rushers with the QB being responsible for the sixth/seventh rusher. The RB is

    responsible for 6 to 7 in the box or to the call side. The center always identifies theMike backer. The Mike call depends on the front call by the RB. Mike is either the

    single backer in the box or the 2nd backer in the box away from the call. To block Mike

    the center calls either a single block or a combo block with a guard depending on the

    defensive alignment. The first uncovered lineman from the center on to the backside

    will double read Mike to the outside backer away from the call. We have three

    additional calls for the running back in the protection: Max RB will stay and protect

    and not release for his route; Dog RB will line up away from the call but still protect

    to the play side as if he was aligned to the call side; Chip RB chips the front side

    defensive end to help the tackle before he leaves for his route (or other player

    depending on game plan).

    Protection: 9 vs 3-2 Protection: 9

    vs 3-3

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    TN

    S

    E

    F M

    QR

    SS123

    4 5 67

    Protection: 9 vs 4-1 Protection: 9

    vs 4-2

    35

    T N ES

    F M

    W

    QR

    123

    4 5

    67

    TN EE

    W M S

    QR

    1234

    5 67

    T N EE

    F M

    QR

    SS123

    4

    5 6

    7

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    Protection: 30s Concept:

    Quick

    Our Quick Protection is based on our Man Protection and is a man scheme. This is a

    five or six man protection depending on the formation. We run block the defenders

    initially. This is a very aggressive block because we have to get the defenders handsdown. The RB will always protect to the side the QB chooses, Roger and Louie

    will tell the linemen where he is. The center always identifies Mike. The Mike call

    depends on the front call by the RB and his alignment. Mike is either the single

    backer in the box or the 2nd backer in the box away from the call. To block Mike the

    center calls either a single block or a combo block with a guard depending on the

    defensive alignment. The first uncovered lineman from the center on to the back-side

    will double read Mike to the outside backer away from the call.

    Protection: 30s vs 3-2Protection: 30s vs 3-3

    TN

    S

    E

    F M

    QR

    SS123

    4 5 67

    36

    T N ES

    F M

    W

    QR

    123

    4 5

    67

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    Protection: 30s vs 4-1

    Protection: 30s vs 4-2

    37

    TN EE

    W MS

    QR

    1234

    5 67

    T N EE

    F M

    QR

    SS1234

    5 6

    7

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    UWP Offense

    Air Attack

    38

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    Our quick game (3 Step) is the Bread and Butter of our offensive air attack. We will

    use this package anywhere on the field. This makes easy reads and quick decision

    making for the quarterbacks and also allows us to get the ball in space to our

    receivers to take advantage of their athletic ability. This is also a high percentage

    completion percentage that should be around 80% to 85%. These are also the only

    pass plays within our system that must be memorized. There are no basic concepts

    with are 3 step game, just plays. We can run this package out of any formation that

    we have in our offense, which is why this is our most productive package in our

    system.

    Defenses Answer to our Quick Game

    1. Most defenses have the mind-set that they will give up the short pass to make

    sure that they do not get beat on the long ball. However, we know that 50% of

    yards gained are made after the catch. With this in mind, a 5 yard completion

    can easily turn into a 10 yard gain. Last time I checked, a first down is still 10

    yards which means that we are still on the field that much closer to putting the

    ball in the endzone.

    2. They play Cover 2 with man to man principles underneath to prevent the 5

    yard completion. The main reason a defense runs this coverage is to force us

    to throw the fade. This is definitely an option and we will take this. However,we also must be smart and understand that if they are in this type of coverage,

    the defense is using 6 defenders to cover 4 receivers (4 man-to-man, 2 safeties

    deep). This leaves the other five defenders to defend against our run game.

    Involved with that include our 5 offensive lineman, 1 quarterback, and 1

    running back (7 vs. 5, I like our odds).

    3. If the two theories above do not work, the defense will go to the blitz theory.

    We have no problem blocking 6 defenders if they decide to blitz us. The

    problem lies with blocking 7. This is when the quarterback has a decision to

    make: get the ball off before they get to him or bring in extra protection. We

    prefer the extra protection. Remember, if they decide to bring 7 defenders, we

    have one-on-one across the board. One mess up by the defense and we have

    6 points.

    Receiver Rules

    A.M.F. If a defender is within 5 yard on a hitch or out route, then beat them

    deep

    39

    Pioneers Offense

    Quick Game (3 Step)

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    D.A. This involves mainly the wings, if the outside linebacker flies across your

    face to the flats without respecting your route, immediately open up to the

    quarterback and look for the ball.

    40

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    Play: 31 Concept: Slant/Shoot

    CoverRead Player Danger Player Progression

    QB 1 SS/W M 1. Pre-Snap Read/best match-up

    2 S/W M/F 2. Read S/W

    3 SS/W M/F 3. S/W runs with W/Y throw slant

    4 S/W M/F 4. S/W jumps slant, throw shoot

    X 5 yard read Slant Coaching Point: Keep defender on your back hip

    W Quick Shoot Route Coaching Point: Gain depth as you gain

    width

    R Block 6 to 7 Coaching Point: Roger/ Louie call

    Y Quick Shoot Route Coaching Point: Gain depth as you gain

    width

    Z 5 yard read Slant Coaching Point: Keep defender on your back hip

    41

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Play: 31 Bubble

    Notes:

    Play: 31 Wheel

    Notes:

    42

    Wheel

    X

    T N TS

    F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    X

    T N TS

    F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Play: 32 Concept: Hitch/Slip -

    DragCoverRead Player Danger Player Progression

    QB 1 SS/W M/F 1. Pre-Snap Read/best match-up

    2 S/W M/F 2. Read S/W

    3 S/W M/F 3. S/W runs with W/Y throw hitch

    4 S/W M/F 4. S/W flies to flat, throw D.A.

    X 6 yard Hitch Coaching Point: A.M.F. if corner sits on hitch

    W Slip - Drag Coaching Point: Control S, if he flies flatsautomatic D.A.

    R Block 6 to 7 Coaching Point: Roger/ Louie call

    Y Slip Drag Coaching Point: Control W, if he flies flats

    automatic D.A.

    Z 6 yard hitch Coaching Point: A.M.F. if corner sits on hitch

    43

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Play: 32 Go

    Notes:

    Play: Trips 32

    Notes:

    44

    X

    T N TS

    F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Play: 33 Concept: Slant/Slip

    Drag

    CoverRead Player Danger Player Progression

    QB 1 SS/W S/M 1. Cover 2- Slant, Cover 3 - Hitch

    2 S/W M/F 2. Read S/W

    3 S/W M/F 3. S/W runs with W/Y throw

    slant/hitch

    4 S/W M/F 4. S/W flies to flat, throw D.A.

    X Read Slant Coaching Point: Keep the corner on your back hip

    W Slip - Drag Coaching Point: Control S, if he flies flats

    automatic D.A.

    R Block 6 to 7 Coaching Point: Roger/ Louie call

    Y Slip Drag Coaching Point: Control W, if he flies flats

    automatic D.A.

    Z 6 yard hitch Coaching Point: A.M.F. if corner sits on hitch

    45

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Play: 33 Go

    Notes:

    46

    X

    T N TS

    F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Play: 34 Concept: Hitches

    CoverRead Player Danger Player Progression

    QB 1 C/S F 1. Pre-Snap, best option

    2 S F 2. Read S

    3 S/SS F 3. S sits on W throw to Y

    4 S/SS F 4. S runs to Y throw to W, if

    corner

    squats A.M.F.

    X 6 yard Hitch Coaching Point: Sell vertical route, beat the

    drums

    W 6 yard Hitch Coaching Point: Aiming point is 3 yard

    outside, inside defender

    R Block 6 to 7 Coaching Point: Roger/ Louie call

    Y 6 yard Hitch Coaching Point: Aiming point is 3 yards

    outside, inside defender

    Z 6 yard Hitch Coaching Point: A.M.F. if corner sits on hitch

    47

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Play: 34 Y Go

    Notes:

    48

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 37 Concept: Drag

    CoverRead Player Danger Player Progression

    QB 1 S/W F/M 1. Pre-Snap, best option

    2 S/W/C F/M 2. Read S

    3 S/C F/M 3. S jumps W, hit X on replace

    drag 4 S/W F/M 4. S sits throw to W on

    break

    X Drag Coaching Point: 5 yards vertical then break

    toward middle.

    W Drag Coaching Point: 3 yards vertical, break

    toward middle.

    R Block 6 to 7 Coaching Point: Roger/ Louie call

    Y Slip Coaching Point: Get inside of the W, if he flies to

    the flats, D.A.

    Z 6 yard Hitch Coaching Point: A.M.F. if corner sits on hitch

    49

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    Play: Trips 37

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Notes:

    50

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    Play: 38 Concept: Space

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    CoverRead Player Danger Player ProgressionQB 1 S F/C 1. Pre-Snap, best option

    2 S F/C 2. Read S

    3 S/SS SS 3. S jumps R, hit W on stick route

    4 S/SS SS 4. S sits on W throw chute

    to R

    X Fade Coaching Point: Must get an outside

    release!

    W Box Coaching Point: Control the F, sit over imaginary

    tight end

    R Chute Coaching Point: Aiming point is 3 yards on

    sideline, RUN!

    Y Slip Coaching Point: Get inside of W, if he vacates

    use D.A.

    Z 6 yard Hitch Coaching Point: A.M.F. if corner sits on hitch

    51

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    Play: 39 Concept: Flat/Fade

    CoverRead Player Danger Player Progression

    QB 1 C SS/W 1. Cover 2, field; Cover 3,

    boundry

    2 C SS/W 2. Read C

    3 C SS/W 3. C jumps flat, throw fade

    4 C SS/W 4. C stay with fade, throw shoot

    X Fade Coaching Point: Stay at least 5 yards from

    the sideline

    W Shoot Coaching Point: Get to five yards as you get

    width

    R Block 6 to 7 Coaching Point: Roger/ Louie call

    Y Slip - Drag Coaching Point: If W flies to flat, automatic D.A.

    Z 6 yard Hitch Coaching Point: A.M.F. if corner sits on hitch

    52

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Play: 39 Blade

    Play: 39 Bubble

    Play: 39 Special

    53

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    The basics of our 5 Step Passing Game is ran in Concepts. These Concepts will

    remain constant throughout all of our 5 Step Passing Game. These pass concepts

    allow us to learn the base offense quickly and then incorporate each concept into

    different formations. This allows us to very multiple by only making a few minor

    adjustments.

    Our Passing Concepts are as follows:

    Numb

    erConcept

    1-2 Vertical Concept

    3-4 Smash Concept

    5-6 Screen Concept

    7-8 Flat / Curl Concept

    Note: Formation Numbers are Odd and Even

    (Odd = Formation strength to the left, Even = Formation strength to the right)

    For Example: Play Call 981

    9 = Protection Scheme

    8 = Formation

    1 = Concept

    (In this case, 981 let us know that we are in man protection 9; our

    formation is Doubles 8;

    we are running the vertical concept 1. Reminder: 2 is also a vertical

    conceptthe only

    thing that would change would be the strength of formation, Play call

    would thus be 982

    Formation adjustment: 961

    54

    Pioneers Offense

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    Protection adjustment: 161

    55

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    1 2 Vertical Concept

    This concept allows us to stretch the defense vertically toward the end zone. This

    concept is a main staple within our offense. We will attack with this concept at make

    safeties worry about getting beat deep. The main areas in which we will attack is 18

    to 22 yards down the field. The area in which we will attack are: 4 yards outside the

    numbers on both sidelines as well as 2 yards outside each hash. In certain

    coverages, we will attack 18 to 22 yards in the middle of the field. We will also have

    a low level control route. We like this concept because it can be successful against

    any type of defense.

    3 4 Smash Concept

    This concept allows us to isolate a cornerback into making the wrong decision. The

    basic Smash Concept involves a six yard hitch in front the corner and an 18 to 22 yard

    corner route behind. The main reason we use this concept is the attack the outside

    zones of the defense as well as making an easy read for the quarterback by giving

    high percentage throws with an easy key to throw off of. We like this concept the

    best against some type of two deep coverage, but it is also successful in Cover 3 and

    Man-to-Man.

    5 - 6 Screen Concept

    This concept allows us to control the blitz and forces defenses to second think about

    giving pressure. THIS IS OUR ATTACK OFFENSE! If we are successful with the screen

    concept, it will be easier to run our entire offense. We are allowing defenses to over-

    pursue and getting the ball, on a high percentage throw, to an athlete in space. Our

    offensive lineman are getting down field and putting defenders on the ground. We

    like this concept against heavy blitz teams.

    7 8 Flat/Curl Concept

    This concept allows us to stretch the defense horizontally. We will stretch the flat

    defender to the sidelines and replace him with a curl route. At the same time we

    have a low level control player running a box route in the middle of the field at five

    yards. We are giving the quarterback a triangle read among three defenders. We will

    attack 12 yards on each hash (curl area) as well as 5 yards along the sideline (flat

    area). We like this concept against Cover 3 and Cover 4.

    56

    Pioneers Offense

    Passing Concepts

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    57

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    Our 5 Step Passing Game is ran on concepts. In order to understand the BIG

    PICTURE, you must understand the SANDBOXES for each concept. We do not teach

    routes in our 5 Step Passing Game. Instead we teach sandboxes on the field which

    represent the ending area on the field in which the receivers will end up. No two

    receivers will ever have the same SANDBOX. This allows us to easily adjust

    personnel, switch formations, or add tags in order to give the defense a different look.

    This allows us to give the defense a different look while we are still running the same

    concept making it easier on the offense to become more multiple if needed.

    The SANDOXES for the Vertical Concept are illustrated below:

    QB

    vs Cov 3 vs Cov 2

    58

    Pioneers Offense

    1 - 2 Vertical Concept

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    Play: 981/982 Concept:

    Vertical

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SSCov 2

    Cov 3Cov 3

    Cov 3

    CoverRead Player Danger Player Progression

    QB 1 SS to FS M/S 1. Determine coverage, pre-snap

    2 S to SS M 2. Middle Open, glance at SS,

    read S

    3 SS to FS M 3. Middle Closed, eyes on FS,

    throw opposite 4 S to FS M 4. If backers

    fly deep, throw to the RB

    X Vertical Coaching Point: Sandbox: 18 22 yards deep 4

    yards from The bottom of the numbers, in Cover 3, hitch up at

    15 yards

    W Front Side: Seam-Choice Coaching Point: Sandbox: 18 22 yards

    deep 2 yards outside

    Backside: Fix-Dig the hash, If Cover 3 stay up the hash, Cover 2 break

    to middle

    R Box/Flat Coaching Point: Check Protection then release to

    route

    Y Backside: Fix-Dig Coaching Point: Sandbox: 18 22 yards deep 2

    yards outside

    Front Side: Seam-Choicethe hash, must stay fixed on the hash in Cover 1/3

    and break

    route to the dig in Cover 2/4.

    59

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    Z Vertical Coaching Point: Sandbox: 18 22 yards deep 4

    yards from

    The bottom of the numbers, in Cover 3, hitch up at

    15 yards

    60

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    Play: 981 Bama

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 981 Bush

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 981 Y Cross

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    61

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    Play: 981 W Cross

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 981 X Cross

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 981 Z Cross

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    62

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    Play: 961/962 Concept:

    Vertical

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Cover Read Player Danger Player Progression

    QB 1 SS to FS M/S 1. Determine coverage, pre-snap

    2 S to SS M 2. Middle Open, glance at SS,

    read S

    3 SS to FS M 3. Middle Closed, eyes on FS,

    throw opposite 4 S to FS M 4. The RB is

    you friend. Throw him the ball!

    X Vertical Coaching Point: Sandbox: 18 22 yards deep 4

    yards from

    The bottom of the numbers, in Cover 3, hitch up at

    15 yards

    W Out Side: Seam-Choice Coaching Point: Sandbox: 18 22 yards deep 2

    yards outside

    Inside: Climb* the hash, If Cover 3 stay up the hash, Cover 2 break

    to middle

    R Box/Flat Coaching Point: Check Protection then release to

    route

    Y Inside: Climb * Coaching Point: Sandbox: 18 22 yardsdeep 2 yards outside

    Outside: Seam-Choice the hash, must stay fixed up the hash at all times.

    Z Vertical Coaching Point: Sandbox: 18 22 yards deep 4

    yards from

    The bottom of the numbers, in Cover 3, hitch up at

    15 yards

    63

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    *Climb Route When you run the climb route, you MUST run over the F and get

    to your sandbox on the opposite hash. See the big picture and get to your sandbox to

    open up the window for the seam-choice.

    64

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    Play: 961 Trade

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 961 Georgia

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 961 R Jig

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    65

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    Play: Ghost 981 Bama

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Ghost 981 Bush

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Ghost 981 Y Cross

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    66

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    Play: Panther 961

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Panther 961 Raz

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Panther 961 Georgia

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    67

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    Play: Panther 961 R Pivot

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Panther 961 R Whip

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Panther 961 Y Pivot

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    68

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    Play: Panther 961 Y Whip

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Notes:

    69

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    Our 5 Step Passing Game is ran on concepts. In order to understand the BIG

    PICTURE, you must understand the SANDBOXES for each concept. We do not teach

    routes in our 5 Step Passing Game. Instead we teach sandboxes on the field which

    represent the ending area on the field in which the receivers will end up. No two

    receivers will ever have the same SANDBOX. This allows us to easily adjust

    personnel, switch formations, or add tags in order to give the defense a different look.

    This allows us to give the defense a different look while we are still running the same

    concept making it easier on the offense to become more multiple if needed.

    The SANDOXES for the Smash Concept are illustrated below:

    QB

    Note: When using the Smash Concept, we will semi roll our quarterback to the play

    side. Not only does this make a shorter throw for the quarterback, it also moves the

    pocket not allowing defenses to set up to always know where the quarterback is going

    to set up for the pass.

    70

    Pioneers Offense

    3 - 4 Smash Concept

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    The PROTECTION number for Semi Roll is 7.

    71

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    Play: 983/984 Concept:

    Smash

    CoverRead Player Danger Player Progression

    QB 1 W/SS FS/C 1. Determine coverage, pre-snap

    2 SS/FS M 2. Read Corners alignment and stance

    3 C W/SS 3. If corner sit on the hitch, throw

    corner route 4 SS/FS M 4. If corner jumps corner

    route, throw hitch

    X Hitch Coaching Point: Sandbox: 6 yards deep on

    the numbersSell vertical push by beating the drums

    W Corner Coaching Point: Sandbox: 18 22 yards deep 5

    yards from the

    Sideline, stem SS and keep him in your back pocket

    R Box Coaching Point: Check Protection then release to

    route

    Y Corner Coaching Point: Sandbox: 18 22 yards deep 5

    yards from the

    Sideline, stem SS and keep him in your back pocket

    Z Hitch Coaching Point: Sandbox: 6 yards deep on

    the numbers

    Sell vertical push by beating the drums

    72

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Play: 783 Boston

    X

    T N T

    S FM

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 783 W Shake

    X

    T N T

    S FM

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 783 Freemont

    X

    T N TS F

    M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    73

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    Play: X in 983 Rex Hot

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 783 X Under

    XT N T

    S F M

    H

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 983 X Under Z Dig

    XT N T

    S F M

    H

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    74

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    Play: 963/964 Concept:

    Smash

    Cover Read Player Danger Player Progression

    QB 1 SS FS/C 1. Determine coverage, pre-snap

    2 C/SS/FS M 2. Read Corners alignment and

    stance

    3 C W/SS 3. If corner sit on the hitch, throw

    corner route 4 C/SS/FS M 4. If corner jumps

    corner route, throw hitch

    X Hitch Coaching Point: Sandbox: 6 yards deep on

    the numbers

    Sell vertical push by beating the drums

    W Corner Coaching Point: Sandbox: 18 22 yards deep 5

    yards from the

    Sideline, stem SS and keep him in your back pocket

    R Box Coaching Point: Check Protection then release to

    route

    Y Corner Climb Coaching Point: Sandbox: 18 22 yards

    deep 5 yards from the

    Sideline, stem SS and keep him in your back pocket

    Z Hitch Coaching Point: Sandbox: 6 yards deep on

    the numbers

    Sell vertical push by beating the drums

    75

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Note: If we SEMI ROLL into this play the Corner Climb Route turns into a deep corner

    to the side of the semi-roll. Illustration on next page (763)

    76

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    Play: 763

    X

    T N T

    S FM

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 763 Special

    X

    T N T

    S FM

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 763 Flood

    X

    T N T

    S FM

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    77

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    Play: 763 Throwback

    X

    T N T

    S FM

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: X in 963 Rex Hot

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 93

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    78

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    Our screen package is a vital part of our offense. It gives us the tools to attack

    defensive blitzes, slow down the rush, and allow opportunities to create big plays. All

    screens end in 5 or 6 within our passing concept. The main type of screens that we

    will use consist of: slip screen, bubble screen, and rocket screen. We will be very

    multiple out of our screen package by using the multiple formations to get the ball in

    open field allowing players to make plays. This part of our offense allows us to

    release lineman downfield to show there athleticism. Basic Translation: Love the

    Ground. On all screen game, we will cut block defenders as much as possible in

    order to get defenders on the ground as well as make the ball carriers vision better

    and allow him to get up field.

    The most important part of our screen game comes in the form of our CHOICE

    PACKAGE. This package puts together a basic run scheme with the bubble concept.

    This is our version of the TRIPLE OPTION. We will force the defense to play its hand.

    We will then use numbers to out-strength the defense forcing them to defend the

    whole field. The decision is dependent upon the quarterbacks and his ability to

    determine defenses from a pre and post snap reads to make the correct decision. We

    use with our run game as well as our quick passing game with one goal in mind: GAIN

    POSITIVE YARDAGE. Our overall goal is to average four or more yards when using this

    package.

    The screen game along with corresponding numbers are as follows:

    Name Type Base Formations Variations

    15/16 Slip Doubles, Trips, Pro

    25/26 RB Flare Doubles, Trips, Pro Double Pass

    35/36 Bubble w/ Rocket Empty, Heavy

    45/46 Choice (Bingo) All 345/346,

    Double Pass

    55/56 Rocket Trips, Pro Iowa

    65/66 Rocket Trips, Heavy, Pro

    75/76 Choice (Now) All 375/376

    85/86 Rocket All Iowa, Indiana

    79

    Pioneers Offense

    5 - 6 Screen Concept

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    95/96 Rocket Empty, Heavy Y/W,

    Iowa, Indiana

    Play: 15/16 Concept: Slip

    QB Give ground & Coaching Point: If RB is covered, throw the ball athis feet! We have OL

    Invite Rush blocking downfield.

    X Block C Coaching Point: If man to man, run him off, you

    make the TD block!

    Get him on the ground!

    W Block FS Coaching Point: Work up to SS. Put him on the ground!

    R J Turn Coaching Point: Sell, sell, sell pass protection. You must

    win an

    Academy Award! J turn, catch and run to daylight.

    Y Block FS Coaching Point: Get to his feet and get him to the

    ground!

    Z Crack Coaching Point: Crack back on W. Head in front stay on

    your feet!

    LT Pass Set Coaching Point: Pass set and invite up field, keep on

    outside shoulder.

    80

    X

    T N TS

    F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Cut

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    LG Release Coaching Point: Pass set 1 second, then release to

    backers, run on his

    feet, then throw and roll.

    C Release Coaching Point: Pass set 1 second, then release to

    backers, run on hisfeet, then throw and roll.

    RG Flat Release Coaching Point: Pass set 1 second, then release to

    corner, run on his

    feet, then throw and roll. Must release FLAT!

    RT Pass Set Coaching Point: Pass set and invite up field, keep on

    outside shoulder.

    Get hands down and cut him, he must end up on the

    ground.

    81

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    Play: 25/26 Concept: RB

    FlareQB Give ground & Coaching Point: Throw to up-field shoulder of RB.

    Fade back after you

    Invite Rush throw the ball to ensure a forward pass.

    X Block C Coaching Point: Let him take himself out of the

    play. Block him to the

    side in which he wants to go. Attack him!

    W 1st Threat Coaching Point: Use angles to create running lane.

    Charlie call is used

    R Flare Coaching Point: Catch the Ball! Get outside before

    making initial cut.

    Once initial cut is made, You Gotta Run!

    Y Block SS Coaching Point: Get width and attack defender. The

    faster you get to

    him the more yards we get.

    Z Block FS Coaching Point:This is the touchdown making block. Get

    to him andput him on the ground.

    LT Chase Block Coaching Point: If possible, CUT (always on the backside)

    LG Chase Block Coaching Point: If possible, CUT (always on the backside)

    C Chase Block Coaching Point: If possible, CUT (always on the backside)

    82

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Charlie

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    RG Chase Block Coaching Point: If possible, CUT (always on the backside)

    RT Chase Block Coaching Point: If possible, CUT (always on the backside)

    83

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    Play: 35/36 Concept: Double

    Now

    QB Read Best Option Coaching Point: Double Now Concept, Read the numbers

    and throw to

    the side that gives us the best option to be successful!

    X Now Coaching Point: Sell Vertical, get back behind the line of

    scrimmage to

    catch the ball, get yards.

    W Block C Coaching Point: Keep your head toward the line

    the line of scrimmage.

    Make him run through you to get to X.

    R Block C Coaching Point: Keep your head toward the line

    the line of scrimmage.

    Make him run through you to get to Z.

    Y 1st Threat Coaching Point: Get width and attack defender. The

    faster you get to

    him the more yards we get.

    Z Now Coaching Point: Sell Vertical, get back behind the line of

    scrimmage to

    catch the ball, get yards.

    LT Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    84

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    LG Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    C Base Block Coaching Point: Stale Mate the Nose. Stay Up!

    RG Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    RT Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    85

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    Play: 45/46 Concept: Choice

    BingoQB Choice* Coaching Point: Show ball to the RB and throw toup-field shoulder

    X Block C Coaching Point: Attack the defender, if he starts to

    get away, CUT!

    W 1st Threat Coaching Point: Block 1st defender that threatens the

    bubble. Slow play

    the block to determine which defender is most dangerous.

    R Flash Coaching Point: Flash across the quarterbacks face like

    Chase. Sell run!

    Y Bubble Coaching Point: Get width and stretch the field to

    the sideline. Should

    Have a slight arc. Get outside and run to grass. Never

    make first cut

    inside! Be an athlete and out run somebody.

    Z Block C Coaching Point: If Cover 3, must attack defender.

    If Cover 1 you can runthe fade route to take C out of the picture.

    LT Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    LG Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    86

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    1st Threat!

    Flash!

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    C Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    RG Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    RT Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    *This is the base form of our Bingo scheme. Majority of time we will package with a

    base run play.

    87

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    Play: Trips 42 Concept:

    Choice

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    1st Threat!

    Play: Stack 42 Concept:

    Choice

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    1st Threat!

    Play: Stack 345 Concept:

    Pass

    88

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    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    89

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    Play: 55/56 Concept: Rocket

    QB Give Ground Coaching Point: Keep eyes downfield, Use a high release

    and throw the

    & Invite Rush ball under the WRs chin on the rocket screen

    X Block SS Coaching Point: Get yourself into the play. You will make

    the

    touchdown making block.

    W Block S to FS Coaching Point: If S blitzes, let him go and then climb to

    the next level.

    R Block C Coaching Point: If corner is in press coverage,automatic motion to

    ensure that you will make your block. Keep him outside of

    you.

    Y Block FS Coaching Point: Get to the play, you will make the block

    that gets us

    a first down. We like first downs!

    Z Rocket Coaching Point: Sell vertical push and re-trace

    your steps back to the

    line of scrimmage while running toward the imaginary tight

    end. This is where you catch the ball and then get up the

    tunnel and then outside.

    LT Pass Block Coaching Point: Get depth and keep defender on your

    outside shoulder.

    90

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Cut

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    LG Pass Set Coaching Point: Pass set, club defender by and release

    down the hash!

    C Pass Set Coaching Point: Pass set, club defender by and release

    downfield,

    splitting the difference between the hash and the numbers.

    RG Pass Set Coaching Point: Pass set,, club defender by and release

    to the numbers!

    RT Pass Block Coaching Point: Get depth, invite pass rush and CUT him.

    Play: 65/66 Concept: Rocket

    QB Give Ground Coaching Point: Keep eyes downfield, Use a high releaseand throw the

    & Invite Rush ball under the WRs chin on the rocket screen (Semi-

    Roll SMOKE)

    X Block SS Coaching Point: Get yourself into the play. You will make

    the

    touchdown making block.

    W Block S to FS Coaching Point: If S blitzes, let him go and then climb to

    the next level.

    R Smoke Pro Coaching Point: Attack the defender, sell pass.

    Y Block FS Coaching Point: Get to the play, you will make the block

    that gets us

    a first down. We like first downs!

    91

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    Z Rocket Coaching Point: Sell vertical push and re-trace

    your steps back to the

    line of scrimmage while running toward the imaginary tight

    end. This is where you catch the ball and then get up the

    tunnel and then outside.

    LT Pass Block Coaching Point: Smoke Protection

    LG Pass Block Coaching Point: Smoke Protection

    C Pass Set Coaching Point: Pass set, club defender by and release

    downfield.

    Landmark is the hash mark.

    RG Pass Set Coaching Point: Pass set,, club defender by and release

    downfield!

    RT Pass Block Coaching Point: Quick Pass Set, club defender by and

    release flat down

    the line of scrimmage to block the C. You start the play!

    92

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    Play: 75/76 Concept: Choice

    NowQB Choice* Coaching Point: Show ball to the RB and throw to

    up-field shoulder

    X Now Coaching Point: Sell vertical route for three steps, retrace

    them back

    to the line of scrimmage.

    W Block C Coaching Point: Release flat down the line of

    scrimmage working to

    the C, if you cant cut him, keep him on your outside

    shoulder.

    R Flash Coaching Point: Flash across the quarterbacks face like

    Chase. Sell run!

    Y 1st Threat Coaching Point: Block 1st defender that threatens the

    now. Slow

    play the block to determine which defender is most

    dangerous.

    Z Block C Coaching Point: If Cover 3, must attack defender.If Cover 1 you can run

    the fade route to take C out of the picture.

    LT Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    93

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    LG Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    C Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    RG Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    RT Chase Block Coaching Point: Get width get down field. If possible,

    CUT.

    *This is the base form of our Now scheme. Majority of time we will package with a

    base run play.

    94

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    Play: Trips 72 Concept:

    Choice

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 71 Concept:

    Choice

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 376 Concept:

    Pass

    95

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    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    96

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    Play: 85/86 Concept: Rocket

    QB Give Ground Coaching Point: Keep eyes downfield, Use a high release

    and throw the

    & Invite Rush ball under the WRs chin on the rocket screen

    X Block SS Coaching Point: Get yourself into the play. You will make

    the

    touchdown making block.

    W Block S to FS Coaching Point: If S blitzes, let him go and then climb to

    the next level.

    R RB Flare Coaching Point: Get width immediately, call for the ball!

    Y Block C Coaching Point: Stay flat down the line of

    scrimmage and work to get

    to the C, if you cant cut him, keep him on your outside

    shoulder.

    Z Rocket Coaching Point: Sell vertical push and re-trace

    your steps back to the

    line of scrimmage while running toward the imaginary tight

    end. This is where you catch the ball and then get up the

    tunnel and then outside.

    LT Pass Block Coaching Point: Get depth and keep defender on your

    outside shoulder.

    LG Pass Set Coaching Point: Pass set, club defender by and release

    down the hash!

    97

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Cut

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    C Pass Set Coaching Point: Pass set, club defender by and release

    downfield,

    splitting the difference between the hash and the numbers.

    RG Pass Set Coaching Point: Pass set, club defender by and release tothe numbers!

    RT Pass Block Coaching Point: Get depth, invite pass rush and CUT him.

    98

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    Play: 85 W Concept:

    Rocket

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Cut

    Play: 86 Iowa Concept:

    Pass

    X

    T N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 86 Indiana Concept:

    Pass

    99

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    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    100

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    Play: 95/96 Concept: Rocket

    QB Give Ground Coaching Point: Keep eyes downfield, Use a high release

    and throw the

    & Invite Rush ball under the WRs chin on the rocket screen

    X Block SS Coaching Point: Get yourself into the play. You will make

    the

    touchdown making block.

    W Block S to FS Coaching Point: If S blitzes, let him go and then climb to

    the next level.

    R RB Flare Coaching Point: Release down flat down the line of

    scrimmage and

    work up field to the corner. Cut Him!

    Y Block C Coaching Point: Work to the play side aiming for

    the FS.

    Z Rocket Coaching Point: Sell vertical push and re-trace

    your steps back to the

    line of scrimmage while running toward the imaginary tight

    end. This is where you catch the ball and then get up the

    tunnel and then outside.

    LT Pass Block Coaching Point: Get depth and keep defender on your

    outside shoulder.

    101

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Cut

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    LG Pass Set Coaching Point: Pass set, club defender by and release

    down the hash!

    C Pass Set Coaching Point: Pass set, club defender by and release

    downfield,

    splitting the difference between the hash and the numbers.

    RG Pass Set Coaching Point: Pass set, club defender by and release to

    the numbers!

    RT Pass Block Coaching Point: Get depth, invite pass rush and CUT him.

    102

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    Our 5 Step Passing Game is ran on concepts. In order to understand the BIG

    PICTURE, you must understand the SANDBOXES for each concept. We do not teach

    routes in our 5 Step Passing Game. Instead we teach sandboxes on the field which

    represent the ending area on the field in which the receivers will end up. No two

    receivers will ever have the same SANDBOX. This allows us to easily adjust

    personnel, switch formations, or add tags in order to give the defense a different look.

    This allows us to give the defense a different look while we are still running the same

    concept making it easier on the offense to become more multiple if needed.

    The SANDOXES for the Smash Concept are illustrated below:

    QB

    Note: When using the Flat/Curl Concept, we are building triangle reads for the

    quarterback and spacing the defense out forcing them to cover the whole field. The

    triangle read makes an easy read for the quarterback by isolating a few key

    defenders in order to dictate where to ball is being thrown.

    103

    Pioneers Offense

    7 - 8 Flat/Curl Concept

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    Play: 987/988 Concept:

    Flat/Curl

    Cover Read Player Danger Player Progression

    QB 1 SS/W S/M 1. Determine coverage, pre-snap

    2 S/W F/M 2. Keep eyes down field, hold danger

    player.

    3 SS/W S/M 3. Throw opposite of read player

    4 S/W F/M 4. If danger player flies, throw to the RB

    X Curl Coaching Point: Sandbox: 12 yards deep one yard

    outside hashSell vertical push by beating the drums

    W Out/Chute Coaching Point: Sandbox: 5 yards on the

    sideline, if Cover 3

    run 5 yard out, if man run automatic chute route

    getting to 5

    R Box Coaching Point: Check Protection then release to

    route

    Y Curl Coaching Point: Sandbox: 12 yards deep one

    yard outside hash

    Sell vertical push by beating the drums

    Z Out/Chute Coaching Point: Sandbox: 5 yards on the sideline,

    if Cover 3

    104

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    run 5 yard out, if man run automatic chute route

    getting to 5

    Note: In Flat/Curl concept, we like to use Rex and Ray to create natural messing

    points to free up receivers. For example 967 Raw Hot (Illustrated on page 67).

    105

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    Play: 987 Bulldog

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 987 Fresno

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 987 Mac

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    106

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    Play: 967/968 Concept:

    Flat/Curl

    Cover Read Player Danger Player Progression

    QB 1 SS S/M 1. Determine coverage, pre-snap

    2 S/W F/M 2. Keep eyes down field, hold danger

    player.

    3 SS/W S/M 3. Throw opposite of read player

    4 S/W F/M 4. If danger player flies, throw to the RB

    X Curl Coaching Point: Sandbox: 12 yards deep one yard

    outside hash

    Sell vertical push by beating the drums

    W Out/Chute Coaching Point: Sandbox: 5 yards on the

    sideline, if Cover 3

    run 5 yard out, if man run automatic chute route

    getting to 5

    R Box Coaching Point: Check Protection then release to

    route

    Y Curl Coaching Point: Sandbox: 12 yards deep one

    yard outside hash

    Sell vertical push by beating the drums

    Z Out/Chute Coaching Point: Sandbox: 5 yards on the sideline,

    if Cover 3

    107

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

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    run 5 yard out, if man run automatic chute route

    getting to 5

    Note: Sanboxes always stay the same on the field. Even though we are in trips

    formation, Y still has responsibilities to get to his sandbox. The only time this will

    change is when we start to add tags. The tags will tell you your knew sandbox.

    However, every sandbox will be filled when it is all said and done.

    108

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    Play: 967 Raw Hot

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Panther 967 Raw

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Ghost 967 Ray

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    109

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    Play: 967 Wheel

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Panther Right California

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 97

    XT N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    110

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    Play: 461 Florida

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Pro 30 Y Corner

    XT N T

    SF M

    H

    W

    QB

    C

    Y

    C

    R

    FS

    Z

    SS

    111

    Pioneers Offense

    Red Zone / Specials

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    Play: Circus Left Pre-Shift

    X

    T

    LT

    N TS

    F

    RT

    M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Circus Left Post-Shift

    X

    T

    LT

    N T

    S F

    RT

    M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Circus Left H Dump

    X

    T

    LT

    N T

    S F

    RT

    M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    112

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    Play: 212

    X

    T N T

    S FM

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 345 Double Pass

    XT N T

    SF M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Toss Left Q Throwback

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    113

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    Play: 18 R

    X

    T N T

    S F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: 981 Y Cross Trade Idaho

    XTNT

    S

    FM

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    114

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    Play: Smoke Left Hail Mary

    X

    TNT

    S

    FM

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Cluster Left Smoke Left Hail Mary

    X

    TNT

    S

    FM

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    115

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    Play: Set Up Field Goal Right

    X

    T N TS

    F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Victory

    X

    T N TS

    F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    Play: Victory Score

    XT N T

    S

    F M

    Y

    W

    QB

    C

    W

    C

    R

    FS

    Z

    SS

    116

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    UWP Offense

    Ground Attack

    117

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    In order to be successful we must be able to run the football. Whether we run the ball

    four times or forty times we must be successful within our schemes. Running the

    football boils down to attitude, hard work and dedication. It is a blue collar job in

    which we must roll up our sleeves, put on our hard hat and go to work. The main

    focus of our running game is to set up our play-action-pass and keep linebackers feet

    in mud. This opens up passing lanes down field. Our run game schemes are simple

    and we run our base plays off of the inside zone, outside zone and speed option.

    The run game along with corresponding numbers are as follows:

    No Huddle Play Name Scheme

    11/12 Zone Inside Zone

    13/14 Chase Outside Zone

    17/18 Speed Option

    Toss Sweep

    Mustang Sweep Counter

    21/22 Zip Inside Zone

    23/24 Bronco Shovel Pass

    27/28 Nebraska Shovel Pass/Option

    Smoke Dallas RB Counter

    Smoke Q QB Counter

    Zoom Jet Sweep

    90 QB Draw Lead Draw

    118

    Pioneers Offense

    Run Game

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    Play: 11/12 Concept:

    Inside Zone

    QB Zone Read Coaching Point: Read the C-Gap Player, this may be the

    end it may be

    a linebacker. If you can beat him, pull the ball and run.

    R Inside Zone Coaching Point: Alignment: 6 yards deep behind the B-

    Gap. Shuffle

    step toward the quarterback keeping shoulders square to

    the line of

    scrimmage. You are responsible for the mesh with the QB.

    When youreach the QB run vertical reading backers. If M crossed

    your face, cut

    back. If he doesnt find light and grass. Never cut until you

    get to the

    line of scrimmage.

    PST Zone Block Coaching Point: Drop step with play-side foot to outside

    pec. Slow play

    through the block.

    PSG Zone Block Coaching Point: Drop step with play-side foot to outside

    pec. Slow play

    through the block. If no one is in your gap, climb to the

    next level.

    C Zone Block Coaching Point: Drop step with play-side foot to outside

    pec. Slow play

    119

    T N ESF M

    W

    QR

    TNE SFM

    W

    QR

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    through the block.

    BSG Zone Block Coaching Point: Drop step with play-side foot to outside

    pec. Slow play

    through the block. If no one is in your gap, climb to the

    next level.

    BST Zone Block Coaching Point: Drop step with play-side foot to outside

    pec. Slow play

    through the block. Never block the C-Gap player unless

    tagged.

    120

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    Play: 11 vs 3-3 Play: 12

    vs 3-3

    T N

    S

    E

    FM

    QR

    Play: 11 vs 4-1 Play: 12

    vs 4-1

    121

    TN

    S

    E

    F M

    QR

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    T N EE

    M

    QR

    Play: 11 vs 4-2 Play: 12

    vs 4-2

    122

    TNE E

    M

    QR

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    TNE E

    FM

    QR

    123

    T N EE

    F M

    QR

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    Play: 13/14 Concept:

    Outside Zone

    QB Zone Read Coaching Point: Read the C-Gap Player, this may be the

    end it may be

    a linebacker. If you can beat him, pull the ball and run.

    R Outside Zone Coaching Point: Alignment: 5 yards deep behind

    the tackle. Full sprint

    toward the quarterback keeping shoulders perpendicular to

    the line of

    scrimmage. You are responsible for the mesh with the QB.

    When you

    reach the QB get your eyes on the tackle. If he can reach

    his guy, get

    outside. If he cannot look for your first cut lane. You will

    know what to

    do after your third step away from the quarterback. As

    soon as you see

    a hole, immediately puncture the defense and get positive

    yards

    PST Chase Block Coaching Point: Reach C gap player, if he crossed your

    face, chip and getto the next level.

    PSG Chase Block Coaching Point: Reach B gap player. If there is no B gap

    player, stay on

    your track for five yards and then start to climb to the next

    level.

    124

    T N ESFMW

    Q R

    TNES F M W

    QR

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    C Chase Block Coaching Point: Reach front-side A gap. CUT HIM! If he

    crosses your face, stay on track and find player responsible

    for that gap.

    BSG Chase Block Coaching Point: Cut the backside A gap defender. Get

    him on theground!

    BST Chase Block Coaching Point: Cut the backside B gap defender. Get

    him on the

    ground!

    125

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    Play: 13 vs 3-3 Play: 14

    vs 3-3

    TNESF M

    QR

    Play: 13 vs 4-1 Play: 14

    vs 4-1

    126

    T N E

    S FM

    Q R

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    TNE E

    M

    QR

    Play: 13 vs 4-2 Play: 14

    vs 4-2

    127

    T N EE

    M

    Q R

    T N EE

    FM

    Q R

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    TNE E

    F M

    QR

    128

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    your track for five yards and then start to climb to the next

    level.

    C Chase Block Coaching Point: Reach front-side A gap. CUT HIM! If he

    crosses your face, stay on track and find player responsible

    for that gap.

    BSG Chase Block Coaching Point: Cut the backside A gap defender. Get

    him on the

    ground!

    BST Chase Block Coaching Point: Cut the backside B gap defender. Get

    him on the

    ground!

    Note: We can choose to block the DE or make him the read player with a tagged callof Load

    130

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    Play: 17 vs 3-3 Play: 18

    vs 3-3

    T N

    S

    E

    F M

    QR

    Play: 17 vs 4-1 Play: 18vs 4-1

    131

    TN

    S

    E

    FM

    QR

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    T NE E

    M

    QR

    Play: 17 vs 4-2 Play: 18

    vs 4-2

    132

    TN EE

    M

    QR

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    TN EE

    FM

    QR

    133

    T NE E

    F M

    QR

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    Play: 17/18 Toss Concept:

    Sweep

    T N SE

    F MW

    QR

    QB Toss Coaching Point: Get the ball to the RB with an underhand

    dead toss.

    R Toss Coaching Point: Alignment: 5 yards deep behind the

    tackle. Get

    width immediately and get to the outside aiming for the

    hash to the

    numbers. If you see day light puncture the defense and

    get upfield.

    PST Chase Block Coaching Point: Reach C gap player, if he crossed your

    face, chip and get

    to the next level.

    134

    TNS EFM W

    QR

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    PSG Chase Block Coaching Point: Reach B gap player. If there is no B gap

    player, stay on

    your track for five yards and then start to climb to the next

    level.

    C Chase Block Coaching Point: Reach front-side A gap. CUT HIM! If hecrosses your face, stay on track and find player responsible

    for that gap.

    BSG Chase Block Coaching Point: Cut the backside A gap defender. Get

    him on the

    ground!

    BST Chase Block Coaching Point: Cut the backside B gap defender. Get

    him on the

    ground!

    135

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    T NE E

    M

    QR

    Play: 17 Toss vs 4-2 Play: 18

    Toss vs 4-2

    137

    TN EE

    M

    QR

    TN EE

    FM

    QR

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    T NE E

    F M

    QR

    138

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    Play: 17/18 Mustang Concept: Sweep

    Counter

    H

    T N SEW

    MF

    QR

    QB Toss Fake Coaching Point: Fake the toss action along with a stutterstep toward

    the running back. Let play develop

    R Toss Coaching Point: Alignment: 5 yards deep behind the

    tackle. Get

    width immediately and get to the outside aiming for the

    hash to the

    numbers. If you see day light puncture the defense and

    get upfield.

    PST Chase Block Coaching Point: Reach C gap player, if he crossed yourface, chip and get

    to the next level.

    PSG Chase Block Coaching Point: Reach B gap player. If there is no B gap

    player, stay on

    139

    H

    TNS E W

    M F

    QR

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    your track for five yards and then start to climb to the next

    level.

    C Chase Block Coaching Point: Reach front-side A gap. CUT HIM! If he

    crosses your face, stay on track and find player responsible