8th Grade Playbook
Chanhassen Storm Football Goals Coach Bailey Chanhassen Storm Football Goals Create a culture of family and togetherness for all the communities we serve: Carver, Chanhassen, and Victoria. Teach life skills (more than football) to our athletes so they can reach their full potential Build a fun and rewarding TEAM experience that players of all ages want to be part of
Offense
Offensive Philosophy As an Offense…… The Storm offense will: Patient and Disciplined! Control the Ball and dominate the Time of Possession! Be kept Simple! Play Fast and with tremendous Effort. Place our athletes in spots where they feel Confident and can be Successful. Prepared to attack any and all defensive fronts and coverages. As an Offense…… Speak the Same Language, and relay the same message to players. Trust and Listen to each other. Find Creative ways to get the ball into the hands of our playmakers! Attack the Weaknesses of the defense by having plays that attack every gap, stretch defenses Vertically as well as Horizontally.
Offensive Positions F RT RG LG LT H Q C C Center Q Quarterback Y RT RG LG LT H Z X Q C C Center Q Quarterback RG Right Guard F Fullback RT Right Tackle H Halfback LG Left Guard X Wide Receiver LT Left Tackle Z Slot Receiver Y Tight End
Backfield Alignment – 2 back/veer Hole Numbering System Holes are numbered odd to the left and even to the right 7 5 3 1 2 4 6 8 Backfield Alignment – 2 back/veer F is generally on the LEFT and H is generally on the RIGHT. However, they can be interchangeable. Y X Z Q F H
Backfield Alignment – I Formation (River/Lake) Z Y Q X F H
Backs line up directly over Guards Layout Splits Line Gaps = 3’ 8 yards Y X Q Z 3 yards H F F 1 yard H Backs line up directly over Guards 3 yards 8 yards Y X H 4 yards Z Q 1/2 yard F F
Huddle The QB will be in the back of the huddle facing the team. He will be the only one to speak in the huddle. QB will call the play one time, C will sprint to the line get into the down position. The QB calls the play a second time. On completion the team will yell break, clap and sprint to line and get into down position. Line of Scrimmage LG C RG LT RT Z Y X F H QB
Cadence The biggest thing to stress is to vary the cadence so the defense can’t guess when the ball is being snapped. The goal by the end of the season is to allow the Q to change the cadence every play or two- which will be done in the huddle. “Down” “Color + Number” (for example: Blue 42) “Ready” “Go” Snap Counts: On 1: “GO” On 11: “GO, GO” On 21: “GO, GO…..GO” On 12: “GO…..GO,GO” On Color: snap the ball when “Blue” of “Blue 42 is called. On FREEZE: “GO, GO, GO, GO…Ready GO”. Q can call “Go as many times as they choose, and the ball when be snapped on the next GO following READY.
Audibles The use of the color in the cadence will have meaning. The following can be used. “Down” “Color + Number” (for example: Blue 42) “Ready” “Go” Colors: Blue: Blue is used most often. It means that we’re running the play as called in the huddle. Red: The play is being run to the Right side of the formation. BLack: The play is being run to the LEFT side of the formation. Number: The second number called in the cadence refers to the hole being run. For example: RED 74 - the ball is being run to the RIGHT Side of the formation and to the 4 hole. BLACK 63 – the ball is being run to the LEFT side of the formation and to the 3 hole.
Storm Football Motion and Tags
Philosophy Our offense will have the ability to use motion on every play and from multiple positions. The goal behind motion is to help disguise looks and create mismatches. We will use motion to flip formations and create new formations.
Who Will Motion? Z: Zip H: Hair, Hell, and Hit F: Far and Full Z, H, or F: Jack and Jill
Zip (Z) Z Z is crossing the formation...should leave on the 1st COLOR in the QB’s cadence
Hit (H) H H will motion into the backfield...he will become a lead back on Power, Blast, Lead, etc. Play call will dictate his landmark.
Hair (H) H H is crossing the formation...should leave on the 1st number in the QB’s cadence
Far (F) F F will motion to the right to create twins, trips, etc.
Full (F) F F will motion out to the left to create twins, empty, etc.
Jack/Jill (F or Z) F Jet motion...leave on 2nd number to ensure timing with QB
Jack/Jill (F or Z) Z Jet motion...leave on 2nd number to ensure timing with QB
Tags KEEP: It tells QB that no matter what the running play is called, he will pull the ball and KEEP it himself (QB FOLLOW). MAX: Tells both Tight-ends to stay in and block. TED: Tells the backside TE to stay in and block. Go: Tells WRs that we want to fake the route called and get vertical. Example: 544 GO - The WR would fake the 4 route (hitch) and go deep. Flat: Tells the tagged player to run a pass route that is flat (parallel) to the line of scrimmage.
Storm Football Formations
Philosophy Our ability to create and operate successfully out of several different formations allows for us to expand our playbook. For example…6 Power out of 6 Different formations = 6 different plays for the defense to prep for.
Formations Split Backfield: Veer Right/Left Pro Right/Pro Left Twins Right/Twins Left Slot Right/Slot Left Tight Right/Tight Left * These formations can be run out of shotgun as well I Formation: River/Lake Pro River/Pro Lake Twins River/Twins Lake Slot River/Slot Lake Tight River/Tight Lake Shotgun: Gun Right/Left Gun Pro Right/Pro Left Gun Twins Right/Twins Left Gun Slot Right/Slot Left Gun Tight Right/Tight Left And Duece Storm Right/Storm Left Trips Right/Trips Left Trey Right/Trey Left Wing Right/Wing Left
(GUN) Right Y X Q Z F GUN H (GUN) Left X Y Z Q F GUN H
(GUN) Pro Right X Y Q Z F GUN H (GUN) Pro Left Y X Z Q F GUN H
(GUN)Twins Right Y X Q Z F GUN H (GUN) Twins Left X Y Z Q F GUN H
(GUN) Slot Right Y X Q Z F H (GUN) Slot Left X Y Z Q F H
(GUN) Tight Right (GUN) Tight Left Y Y Z Q F GUN H (GUN) Tight Left Y Y Z Q F GUN H Tight R & L will be likely used in short yardage situations. It is a double TE (Y) set. X will come out, and a second TE(Y) will come in.
River H X F Z Y Q Lake H X F Z Y Q
Twins River H X F Z Y Q Twins Lake H X F Z Y Q
Slot River H X F Z Y Q Slot Lake H X F Z Y Q
Pro River H Y F Z X Q Pro Lake H Y F Z X Q
Tight River H Y F Z Q Tight Lake H Y F Z Q Tight R & L will be likely used in short yardage situations. It is a double TE (Z) set. X will come out, and a second TE(Y) will come in.
Storm Left X Y Z H Q F Storm Right Y X H Z Q F
Trips Left X Y Z H Q F Trips Right Y X H Z Q F
Trey Left Y X H Z Q F Trey Right X Y Z H Q F
Wing Left Y X Z H Q F Wing Right X Y Z H Q F
Duce Y X H Z Q F
Run Game – Install List Under Center Gun Run Base & Base Choice – A Gap Veer & Veer Choice – B Gap Lead & Lead Choice – A/B Gap Power & Power Choice– C Gap Out – C Gap Toss – Edge Pitch- Edge Misdirection Zoom (slot counter) – A Gap Reverse – Edge Gun Run Base & Base Choice – A Gap Veer & Veer Choice– B Gap Q-Lead & Q-Lead Choice– A/B Gap Power and Q-Pow & Choice– C Gap Out – C Gap Speed - Edge Flow – Edge Jet- Edge Misdirection TAG– Edge/B Gap (Keep) Reverse
Under Center Shotgun Misdirection Run Play Summary Power - 5 Power and 6 Power & Power Choice Base - 2/4 Base and 1/3 Base & Base Choice Toss - 7 toss and 8 Toss Pitch - 7 Quick Pitch and 8 Quick Pitch Veer - 3 Veer and 4 Veer & Veer Choice Lead - 3 Lead and 4 Lead & Lead Choice Misdirection Reverse - 7 Reverse and 8 Reverse Scissors - 45 and 36 Scissors Shotgun Power and Q Pow (power) - 5 Power and 6 Power & Power Choice Base - 2/4 Base and 1/3 Base & Base Choice Veer - 3 Veer and 4 Veer & Veer Choice Q Lead - 3 Q Lead and 4 Q Lead & Q Lead Choice Speed - 7 Speed and 8 Speed Flow - 7 Flow and 8 Flow Jet 7 Jet and 8 Jet Shotgun Misdirection Tag - 74 Tag and 83 Tag Scissors - 45 and 36 Scissors Reverse -78 Reverse and 87 Reverse
1 & 2 Base, 3 & 4Base *Base Plays are quick hitting. Running backs need to explode through the hole
R 1 T G C H Y Q F Z Mess Point Tight Right 1 Base
R 1 T G C F X Q Y H Tight Right 3 Base
R 1 T G C F X Q Y H Tight Right 3 Base - Keep
R 1 T G C F Y Q H Z Slot Right 2 Base
R 1 T G C F Y Q H Z Tight Left 4 Base
R 1 T G C F Y Q H Z Tight Left 4 Base - Keep
3 and 4 Veer Triple Option. QB reads the end. Can be run out of shotgun as well.
R 1 T G C F Y Q X H Z Pro Left 4 Veer
R 1 T G C F Y Q X H Z Pro Right 3 Veer
5 and 6 Power * Power plays involve a lead blocker. TE or T double teams down on defensive tackle (depends on 4-4 or 6-3). Lead blocker kicks out defensive end.
QB reverse pivots R 1 T G C H X Q Y F Z Gun Pro Right 6 Power
Tight Right 6 Power - Keep QB reverse pivots R 1 T G C H Y Q F Z Tight Right 6 Power - Keep
QB Reverse Pivots R 1 T G C F X Q Y H Z Gun Pro Left 5 Power
Gun Twins Right 5 Power - Keep C F X Q Y H Z Gun Twins Right 5 Power - Keep
5 and 6 Q- Power * Power plays involve a lead blocker. TE or T double teams down on defensive tackle (depends on 4-4 or 6-3). Lead blocker kicks out defensive end.
Trips Left 6 Q- Power QB reverse pivots and follow lead blockers. Q T G C H X Q Y F Z Trips Left 6 Q- Power
Duece 5 Q-Power QB Reverse Pivots and follows lead blockers Q T G C F X Q Y H Z Duece 5 Q-Power
7 and 8 Toss *Toss is a quick pitch to get to the outside fast.
R 1 T G C H Y Q F Z Tight Right 7 Toss
R1 T G C F Y Q X H Z Slot Left 8 Toss
7 and 8 Pitch * Same concept as Toss, but Pitch requires a lead blocker.
R 1 T G C H X Q Y F Z Pro Right 8 Pitch
R1 T G C F X Q Y H Z Pro Left 7 Pitch
R 1 T G C F X Q Y H Z Twins Lake 8 Pitch
R1 T G C F X Q Y H Z River 7 Pitch
36 and 45 Scissors
R 1 T G C F X Q Y H Z Storm Left 45 Scissors
Gun Slot Right Zip 36 Scissors F X Q Y H Z Gun Slot Right Zip 36 Scissors
3 and 4 Lead
QB Reverse Pivot R1 T G C H X Q Y F Z Pro River 4 Lead
QB Reverse Pivot R1 T G C H X Q Y F Z Pro River 3 Lead
3 and 4 Q-Lead
QB Reverse Pivot R1 T G C F X Q Y H Z Wing Right 4 Q Lead
QB Reverse Pivot R1 T G C F X Q Y H Z Wing Right 3 Q Lead
7 and 8 Speed
R 1 QB sprints directly at DE. T G C F X Q Y H Z Storm Left 8 Speed
R 1 QB sprints directly at DE. T G C F X Q Y H Z Storm Left 7 Speed
7 and 8 Jet Z receiver go in full sprint on second Blue 42. Fake to F back and hand-off to Z.
R 1 T G C F X Q Y Z H Storm Left Jack 8 Jet
R 1 T G C F Y Q X Z H Storm Right Jack 7 Jet
Flow
R 1 T G C F X Q Y H Z Storm Left 7 Flow
R 1 T G C F X Q Y H Z Storm Left 8 Flow
TAG
R 1 T G C F X Q Y H Z Storm Left 74 TAG
R 1 T G C F X Q Y H Z Storm Left 83 TAG
Reverse
R 1 T G C F X Q Y H Z Trey Left 78 Reverse
R 1 T G C F X Q Y H Z Wing Left 78 Reverse
800/900 Rollout Sprint Series Passing Game – Install List Play Action Pop Pass/High Low Power Pass Boot Pass Tag 300 Series 333 312 344 800/900 Rollout Sprint Series 804/904 817/917 874/974 876/976 879/979 852/952 873/973 813/913 Quick Passes Quick Pass Bubble In/Bubble Out 300 Series = 3 step QB Drop 800/900 = Sprint series - 800 rollout right and 900 rollout left
Passing Series All base passing plays will be based on a numbering system. First number tells the QB drop and the O-line blocking scheme Second number tells the inside or slot WR what route to run Third number tells the outside WR what route to run All Routes mirrored on both sides of the formation Pro Right 312 3 = QB/O-line 1 = slot WR out route 2 = outside WR slant route Deuce 534 5 = OB/O-line 3 = slot WR fade route 4 = outside WR hitch route
Storm Football Passing Tree
Passing Tree (0-9) 0. Bubble Out Slant Fade Curl Out and Up Dig Corner Slug-go Slam #8 #3 #7 #5 #6 #2 #9 #1 #4 #0
#1 Out Attack DB Break will depend on passing series 300 Series = break on 2nd step to make flat player make a decision 800 and 900 series - Outside WR break on 8th step or 10 to 12 yds - Slot WR break on 4th step or 5 to 7 yds Get head and hands around Work flat to the sideline Do not drift up-field
#2 Slant Attack DB Break on third step Inside release 45 degree angle Attack LB depth Route run the same for all passing series
#3 Fly/Fade Attack the DB Break on third step Outside release QB coached to throw high and outside Attack the ball at high point Route run the same for all passing series
#4 Curl Attack the DB’s outside shoulder Great arm action Break will depend on the passing series. 300 series = break on 3rd step (5 yds) 800 and 900 series = break on 7th step or 12 yds back to 10 yds. This route will protect the fade. Attack the ball Keep defender on your back 300 series 3 steps 700 series 12yds
#5 Out and Up Sell the out route Show head and hands on the out cut Convince the DB to play the out QB’s will throw high and outside Route run the same for all passing series
#6 Dig Attack the DB Seven step route (10- 12yds) Sell the fade (#3) Route will help protect the fade Make the DB turn his hips to defend the 3 route Route run the same for all passing series
* Break both routes at 8 yds #7 Corner Break route at 8 yds Ball should be caught at 20-22 yds Route will be run differently out of slot and wide position Always look over your outside shoulder Route run the same for all passing series Wide Slot * Break both routes at 8 yds
#8 Slug-go Sell the slant route Show head and hands on the slant cut Convince safety to play the slant Route run the same for all passing series
#9 Slam Show the slant route Break flat to the sideline on outside foot Keep defender on your back Must have great arm action and feet Route run the same for all passing series
Quick Passing Game
Deuce Bubble Out Z Y X H
Deuce Bubble In Z Y X H
Pro Right Quick Pass
300 Series Passing Game
Deuce 312 Z Y X H
800/900 Sprint Passing Game
Why Sprint Game? Allows our QB to get out of the pocket Puts pressure on the defensive edge players Allow the QB to be a run or pass threat We can attack the defense at all 3 levels
Sprint Rules 800/900: QB sprint out to the Left (900) and Right (800)….QB should get 8yds of depth Routes will attack the defense at three levels Route tree and tags will set routes on the sprint side Backside WR will always run backside post F/RB: Help set edge O-Line: 800 = Strong RT Hinge LT 900 = Strong LT Hinge RT
QB Reads Eyes to #2 defender…if he attacks level 1 look to level 2. If he drops to level 2 take the flat If defense takes away level 1 and 2 look to level 3 route or become a runner
813/913 Flat 800 = right and 900 = left 3: tells outside WR to run fade 1: tells inside WR/TE to run 10yd out (level 2) Flat: tags the RB or trips WR/TE to run 1yd flat route
Deuce Hair 813 Flat Z Y X H
Trips Left 913 Flat Y X Z H
804/904 Corner 800 = right and 900 = left 4: tells outside WR to run 12yd hitch with an inside release 0: tells inside WR/RB to run wheel…Bubble out of break and work to level 2 Corner: tags the WR/RB or trips WR/RB to run Corner...push to 8yds and attack level 3 corner
Trips Right 804 Corner Z Y X H
Deuce Zip 904 Corner X Y Z H
874/974 Flat 800 = right and 900 = left 4: tells outside WR to run 12yd hitch with a inside release 7: tells inside WR/TE to corner…drive 7yds and break to corner. Should catch at 20-22yds Flat: tags the RB or trips WR/TE to run 1yd flat route
Deuce Hair 874 Flat Y X H Z
Trips LT 974 Flat X Y Z H
Play Action Passing Game
Why Play Action? Protects our run game We must be a great play action team!!! Provides the QB with routine and high percentage throws Keeps the defense honest Can be run out of a variety of formations
Concepts Each play action pass is based on concept routes The routes in each series will be depend on formation WR/TE/RB must know all of the routes Routes set off of the widest WR on play side
3/4 Pop Pass /High Low Play Action off of veer We are forcing the safety to make a decision QB reading the FS FS gets depth look for the shoot route FS attacks the shoot route attack vertically Will run vs. aggressive safeties Can be run under center or out of the gun Rules Play side WR: Deep Skinny Post…Get vertical and behind the FS Play side WR2: Shoot route…attack the FS vertically and sit at 12yds. Find a hole behind the LB’s. Backside WR: Fade
Right 4 High Low
Pro Right 4 High Low
Gun Left 3 High Low
5/6 Power Pass Power Pass provides us an opportunity to protect 5 and 6 power We have to be a successful power run team to be able to throw power pass Will be run out mostly from Pro, Right/Left, and Tight Rules QB: Great fake on power and get depth and get outside…read level 1 to level 3. If Level 1 opens up give him the ball ASAP!!! Routes set by the widest WR/TE on the Power side Play side WR: runs 12yd hitch 2nd WR/TE play side: runs a corner/push to 8yds Backside WR/TE: runs a backside post * Lead RB runs a 1yd flat route
RT 6 Power Pass Y Z
Pro Left 5 Power Pass Y Z X
Boot Boot provides us an opportunity to protect 5 and 6 power We have to be a successful power run team to be able to throw Boot Will be run mostly out Pro, Right/Left, and Tight Rules QB: Fake power away from boot side. Read level 1 to level 3. If Level 1 opens up give him the ball ASAP!!! Routes set by the widest WR/TE on the Boot side(RT or LT) Outside WR/TE on boot side: runs fade or corner…depending on alignment 2nd WR/TE: runs 8-10yd drag Backside WR/TE: runs a backside post * Lead RB runs a 1yd flat route on boot side
Pro Left Boot Right Y X Z
Left Boot Right X X Z
Pro Right Boot Left X Y Z
Right Boot Left Y X Z
7/8 Tag Pass Tag Pass will help us protect Tag and Flow We need to be a great gun run team to get FS/SS to commit to the box Ran out of STORM Similar concept to Hi-Lo Rules QB: Great fake on 7/8 Tag...get depth...and get eyes to Safety H: Shave Route Z: Corner X: 6 yd Out Y: Fade
Storm Right 7 Tag Pass S FS Y X H Z
Storm Defense E.A.R.N. I.T. #bluebelief
Chan 3-4 Defensive Pillars Make the Offense Earn Points We are a Control Defense (control where the offense goes and how they get there) Flexible Attack Offensive Tendencies Mob Pursuit & Tackling Man to Man for Corners and Safeties
Defensive Positions E Defensive End N Nose Guard M (Mike) Strong Side Middle Linebacker W (Will) Weak Side Middle Linebacker S (Sam) Strong Side Outside Linebacker B (Buck) Weakside Outside Linebacker F Free Safety- plays on weak side S Strong Safety- plays on strong side C Cornerback
Base Front (4i-0-4i) B E N E S C W M C F S
D-Line Play (End, Nose, End) Key your man 4i-0-4i 1 Gap Play with Hands Shoulders Square Tackle the ball carrier in your gap
OLB Play (Stud & Buck) Key end man 7 Tech. Collision TE Defend Multiple Gaps Play run first Rush QB Contain Pass Drop Eyes to Near WR
ILB Play (Mike and Will) Read 30 (Outside shoulder of the Guard)-20 (Head up on the Guard)Tech Fit in open gap off End or Nose Play run first Pass Drop Eyes to Near TE/WR Eyes to QB, See Ball Out
Secondary Play (Corners, Free, Rover) Alignment Eyes Response 8th Base (Cover 4) Read (Man in Secondary) Hard (Cover 2) Roll (Cover 3) Roll
Base Front Calls TE Side Tech Open Side Calls Full Line Movements Storm (Nose to Nose with Tackle) Fire (Inside Shoulder of Tackle) Ice (Outside Shoulder of Guard) Pinch (Ice, OLB Outside should of Tackle) Open Side Calls Edge (Outside Should of the Tackle) X (Edge, OLB Outside Shoulder of Guard) Full Line Movements Angle- Slant Weak Slant- Slant Strong
Base Front (4i-0-4i) B E N E S W M C C F R Open Side Calls Fire TE Side Calls Fire B E N E S W M C C F R
Base Front (4i-0-4i) w/ Roll Open Side Calls Ice TE Side Calls Ice B E N E S W M R C F C
Base Front (4i-0-4i) w/Hard Open Side Calls X TE Side Calls Storm B E N E S C C W M F R
Base Front (4i-0-4i) w/Read and Hard TE Side Calls Pinch Open Side Calls Edge C B E N E S W M C F R
Base Front (4i-0-4i) w/Roll Full Line Angle B E N E S R W M C F C
Base Front (4i-0-4i) w/Read and Hard Full Line Slant B E N E S C W M C F R
Special Teams
Special Team Considerations General Advice: Minimize chance for turnovers. Field position is less important in youth football. Most returners are right handed and will run to their right. Consider resting lineman during special teams Kickoffs: The easiest way to give up a TD is to Kickoff deep to your opponent’s best and fastest player. Consider squib (ground ball every time unless you have a comfortable lead. Use on-side kicks only if necessary. Kick Receiving Teach your players to fair catch a short one "in the air". Cover up onside kicks on the ground. No Clipping Punting Punts are another way to give up an easy TD. Consider not ever punting unless you have a very comfortable lead or very deep in your own territory. Put a talented athlete at long snapper. Cover the backward bounce. Punt away from the returner. Punt Receiving One good athlete Medium deep is enough. Teach all players to leave the punt alone unless they have a lot of room. “YELL POISION”.
Kick-off and Receiving Note: Lane Discipline is a Must. RCB ROLB RE RT RG LG LT LE LOLB LCB X X X X X X X X X X X Note: Lane Discipline is a Must.
Note: Lane Discipline is a Must. Punting and Receiving X X X X X X X X X X X LE LT LG C RG RT RE FB WB HB QB Note: Lane Discipline is a Must.