HUNTLEY 2008-09 FOOTBALL SPREAD SHOT OFFENSE FORCES DEFENSES TO ACCOUNT FOR QB AS RUNNER OR THROWER ON EVERY PLAY CREATES ONE ON ONE MATCH UPS NEARLY ACROSS.

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Presentation transcript:

HUNTLEY FOOTBALL SPREAD SHOT OFFENSE FORCES DEFENSES TO ACCOUNT FOR QB AS RUNNER OR THROWER ON EVERY PLAY CREATES ONE ON ONE MATCH UPS NEARLY ACROSS THE BOARD LIMITS THE DEFENSIVE FORMATIONS THAT CAN BE USED REDUCES THE TIME BLOCKS NEED TO BE HELD FOR A PLAY TO BE SUCCESSFUL WRITTEN BY DAN LYONS *******CONFIDENTIAL PLEASE DO NOT DISTRIBUTE OUTSIDE TEAM WITHOUT MY PERMISSION**********

Each one of our players has a letter assigned to them with the exception of the offensive linemen. Below is a diagram that shows you the letters. The Ends are L and R (left and right). The Tailback is a T The Fullback is a F The Quarterback is a Q The Cutterback is a C (would be great if he could pass – really great if he is left handed and can pass and your Q is right handed.) Assigning letters allows us to put any back in motion as well as flipping the formation and putting an end in motion. On a wristband Fmo would tell the F-back to go in motion no matter where he was lined up. We always motion towards the QB unless we include "away" after the motion which would tell the F-back to motion away from the QB. Fmo would tell the F-back to motion towards the QB. The Cutterback is called this because he will motion more than any other back. For this reason when the play just says Mo it means that the C-back will motion. This shortens a good deal of the plays listed on the wristbands and makes it much easier for the QB to call in the huddle. C L F T Q R

EACH FORMATION IS INDIVIDUALLY NAMED. FOR YOUTH FOOTBALL WE WONT USE MORE THAN 3 FORMATIONS. WE WANT TO CONCENTRATE ON EXECUTION AND TIMING. THE PLAYS ARE DRAWN FROM THE SHOTGUN FORMATION BECAUSE THEY WORK BETTER OUT OF SHOTGUN, HOWEVER; THEY CAN BE RUN FROM UNDER CENTER. THE DIFFERENCE BEING UNDER CENTER THE Q WILL REVERSE PIVOT ON THE HAND OFFS, IN SHOTGUN THE Q WILL SIMPLY REACH OUT TO THE MOTION MAN COMING ACROSS HIS FACE ON HANDOFFS AND FAKES. C L F T Q R FORMATION: TRIPS

FORMATION: POWER C L F T Q R

If there is no direction call on a formation it is always set to the right. If we want to flip the formation to the left we add "left" to the back of the formation when called, signaled, or read off the wristband. This will shorten the call on all formations to the right. Play Numbering System We do not number back and hole. We use a series system because it creates fewer conflicts for us in the long run. The evens go to the right and the odds go to the left but they represent types of plays and not holes. PASS ROUTES ARE DONATED BY NUMBER AND ARE SEEN ON PASSING TREE ON NEXT SLIDE (TEN SERIES = RUNNING PLAYS) BASE SWEEP (C OR Q) INSIDE LEAD (Q RUNS C LEADS) POWER SWEEP (DEPENDS ON FORMATION ( Q OUT OF TRIPS AND F OR T OUT OF POWER) QB DIVE COUNTER TRAP (C,Q,F,T) LEAD TRAP (Q) (ONLY OUT OF POWER) REVERSE (F OR T) (C OR Q) (200 SERIES EQUALS RUN/PASS OPTION PLAY ACTION PASSES ) (C OR Q) SCREEN PASS (TRIPS LFT OR RT MO THROUGH SCREEN) FAKE SCREEN (SLOT FLY) 400 SERIES = STRAIGHT PASSES (CHECK PASSING TREE) WHEEL SPOT THROW FLY POST QUICK SLANT AUDIBLES (SUBJECT TO CHANGE) = CHECK 1 + FAKE LETTER = DIVE, CHECK 2 + LETTER = FLY, CHECK 3 + LETTER = SPOT THROW. WE CAN MIX THESE AT HALF OR TIME OUTS SO THEY DON’T GET WISE.

WHEELFLOAT PASSING TREE – EVENS TO THE RIGHT- ODDS TO THE LEFT – ZERO IS ALWAYS TOWARD QB AND WHEEL IS ALWAYS AWAY. ROUTES ARE HITCH, SLANT, SQUARE IN, CURL, POST, AND FLY.

C L F T Q x R TRIPS LFT MO 10 C (SWEEP) ‘F’ ALWAYS LINES UP OUTSIDE END, IF END REFUSES TO LET F LINE UP OUTSIDE HIM WE WILL TRAP HIM OUTSIDE AND RUN INSIDE HIM. IF CORNER AND END GET TOO AGGRESSIVE AGAINST RUN WE WILL THROW IT BEHIND THEM. (SEE ZOOM OPTION PLAYS). IF THEY STACK OUTSIDE WE RUN TRAP PLAYS UP THE MIDDLE AND OFFTACKLE WITH THE QB. IF SNAP IS FUMBLED – ALWAYS RUN QB SWEEP. IF PLAYSIDE GUARD OR TACKLE IS UNCOVERED – PULL AND SEAL INSIDE AGAINST BACKSIDE PURSUIT (TRUE FOR ALL SWEEPS). LINE ZONE BLOCKS IN DIRECTION OF PLAY. Coaches note: If defense ever goes to just 4 men in tackle box area (shown above with 5 men) in order to better defend against sweeps. Q can audible up middle off a DT with C+G. Q MUST WAIT FOR LINE TO CALL BLOCKING ASSIGNMENTS AFTER CALLING AUDIBLE. Unless we need a big play or we already have an inside play called. Something to work on later in year after teams have scouted or adjusted to scheme.

C L F T Q x R TRIPS LFT MO 10 C (SWEEP) HERE YOU SEE THE SAME PLAY WITH DEFENSE ENDS WHO ARE NOT COVERING, BUT HAVE CONTAIN RESPONSIBILITY. IN THIS INSTANCE WE “DOUBLE CRACK”, THAT IS TO SAY WE BLOCK DOWN ON DE AND MAN COVERING THE SLOT (T OR F).

C L F T Q x R TRIPS LFT MO 10 C (SWEEP) HERE YOU SEE THE SAME PLAY AGAINST A 5 MAN LINE RATHER THAN A 6 MAN LINE. THE 6 MAN LINE IS GREAT AGAINST THE RUN, BUT LEAVES ALL ELGIBLE RECEIVERS 1 ON 1 WITH A DEFENDER WHO HAS TO BE CONSCIENCE OF RUN OR PASS. EVEN THE 5 MAN LINE LEAVES MANY ONE ON ONE MATCH UPS AGAINST 5 SPREAD SET. ANYTHING LESS THAN A 5 MAN LINE OR 5 MEN IN TACKLE BOX LEAVES THE D OUTMANNED AND VUNERABLE TO QB RUNNING UP THE MIDDLE. IF THEY GET RID OF SAFETIES OR THE DB’S ARE TOO AGGRESSIVE AGAINST THE SWEEPS THEY WILL GIVE UP THE BIG PLAY OVER THE TOP.

C L F T Q x R TRIPS MO 11 C (SWEEP) HERE YOU SEE THE SAME PLAY AGAINST A 5 MAN LINE RATHER THAN A 6 MAN LINE. THE 6 MAN LINE IS GREAT AGAINST THE RUN, BUT LEAVES ALL ELGIBLE RECEIVERS 1 ON 1 WITH A DEFENDER WHO HAS TO BE CONSCIENCE OF RUN OR PASS. EVEN THE 5 MAN LINE LEAVES MANY ONE ON ONE MATCH UPS AGAINST 5 SPREAD SET. ANYTHING LESS THAN A 5 MAN LINE OR 5 MEN IN TACKLE BOX LEAVES THE D OUTMANNED AND VUNERABLE TO QB RUNNING UP THE MIDDLE. IF THEY GET RID OF SAFETIES OR THE DB’S ARE TOO AGGRESSIVE AGAINST THE SWEEPS THEY WILL GIVE UP THE BIG PLAY OVER THE TOP.

C L F TQ x R POWER LFT MO 10 C (SWEEP) SWEEP OUT OF POWER FORMATION. USE THIS PLAY TO KEEP DEFENSE ENDS HONEST AGAINST THE QB BLAST. RUN SAME PLAY USING Q (11 Q) WITH T LEADING THE PLAY. NOTICE THERE IS A MAN IN THE GUARD/CENTER GAP. PLAYSIDE GUARD COMBO BLOCKS WITH CENTER UNTIL OR IF CENTER CONTROLS THEN GUARD MOVES TO 2 ND LEVEL OF DEFENSE SEALING INSIDE

C L F T Q x R TRIPS MO 21 Q (INSIDE LEAD) - C MOTIONS AND LEADS INSIDE GUARD/TACKLE GAP. ZONE BLOCK LEFT (BASICALLY MAN UP). L,T,F,R STALK BLOCK TO THEIR INSIDE. WE MAY RUN THIS TO A DIFFERENT GAP DEPENDING ON THE FRONT. GUARD/CENTER DOUBLE TEAM NOSE GUARD IF OR WHEN CENTER HAS HIM HANDLED CAN MOVE TO 2 ND LEVEL. BACKSIDE GUARD ATTACKS 2 ND LEVEL IMMEDIATELY IF UNCOVERED AS SHOWN.

C L F T Q x R TRIPS MO THROUGH 31 Q (POWER SWEEP) - C MOTIONS THRU TO LEAD PLAY FOR Q. REGULAR SWEEP RULES APPLY. F AND R TAKE DIFFERENT ANGLE TO BLOCK BACKSIDE BEING CAREFUL NOT TO CLIP. NOTICE THERE IS A MAN IN THE GUARD/CENTER GAP. PLAYSIDE GUARD COMBO BLOCKS WITH CENTER UNTIL OR IF CENTER CONTROLS THEN GUARD MOVES TO 2ND LEVEL OF DEFENSE SEALING INSIDE

POWER 30 T C L F T Q R x

C L F T Q x R TRIPS LFT MO THROUGH 30 Q (POWER SWEEP) - C MOTIONS THRU TO LEAD PLAY FOR Q. REGULAR SWEEP RULES APPLY. F AND R TAKE DIFFERENT ANGLE TO BLOCK BACKSIDE BEING CAREFUL NOT TO CLIP. NOTICE THERE IS A MAN IN THE GUARD/CENTER GAP. PLAYSIDE GUARD COMBO BLOCKS WITH CENTER UNTIL OR IF CENTER CONTROLS THEN GUARD MOVES TO 2ND LEVEL OF DEFENSE SEALING INSIDE

C L F T Q x R TRIPS MO THROUGH 41 Q (QB DIVE) - C MOTIONS THROUGH. ZONE BLOCK LEFT (BASICALLY MAN UP). L,T,F,R STALK BLOCK TO THEIR INSIDE. OFTEN DURING THE INTIAL ADJUSTMENT PERIOD THEY WILL HAVE NO LINEBACKERS, WHICH GIVE US A TREMENOUS ADVANTAGE ON A DIVE. GUARD/CENTER DOUBLE TEAM NOSE GUARD IF OR WHEN CENTER HAS HIM HANDLED CAN MOVE TO 2 ND LEVEL. BACKSIDE GUARD ATTACKS 2 ND LEVEL IMMEDIATELY IF UNCOVERED AS SHOWN.

C L F T Q x R TRIPS MO THROUGH 40 Q (QB DIVE) - C MOTIONS THROUGH. ZONE BLOCK RIGHT (BASICALLY MAN UP). L,T,F,R STALK BLOCK TO THEIR INSIDE. GUARD/CENTER DOUBLE TEAM NOSE GUARD IF OR WHEN CENTER HAS HIM HANDLED CAN MOVE TO 2 ND LEVEL. BACKSIDE GUARD ATTACKS 2 ND LEVEL IMMEDIATELY IF UNCOVERED AS SHOWN.

C L F T Q x R TRIPS MO THROUGH 41 Q (QB DIVE) - C MOTIONS THROUGH. ZONE BLOCK LEFT (BASICALLY MAN UP). L,T,F,R STALK BLOCK TO THEIR INSIDE. GUARD/CENTER DOUBLE TEAM NOSE GUARD IF OR WHEN CENTER HAS HIM HANDLED CAN MOVE TO 2 ND LEVEL. BACKSIDE GUARD ATTACKS 2 ND LEVEL IMMEDIATELY IF UNCOVERED AS SHOWN.

C L F T Q x R TRIPS MO 51 C (INSIDE TRAP) L,T,F,R STALK BLOCK. (LINE BLOCKING DEPENDS ON NUMBER OF D-LINEMAN) Q GIVES TO C WHO CUTS INSIDE PULLING GUARD. GUARD PULLS AND PLAYSIDE TACKLE BLOCKS DOWN. Q RUNS FAKE TRAP. THIS PLAY CAN ALSO BE RUN WITH T AND F IN WHICH CASE C WILL STALK BLOCK. RULE FOR THE PLAYSIDE TACKLE IS HE ALWAYS BLOCKS DOWN ONE GAP TO INSIDE. PULLING GUARD HITS 1 ST MAN HE SEES ON LINE OF SCRIMMAGE SHOULD ALMOST ALWAYS BE TACKLES MAN.

C L F T Q x R TRIPS MO 51 C (INSIDE TRAP) HERE YOU SEE THE SAME PLAY AGAINST A 5 MAN LINE. L,T,F,R STALK BLOCK. (LINE BLOCKING DEPENDS ON NUMBER OF D-LINEMAN) Q GIVES TO C WHO CUTS INSIDE PULLING GUARD. GUARD PULLS AND PLAYSIDE TACKLE BLOCKS DOWN. Q RUNS FAKE TRAP. RULE FOR THE PLAYSIDE TACKLE IS HE ALWAYS BLOCKS DOWN ONE GAP TO INSIDE. PULLING GUARD HITS 1ST MAN HE SEES ON LINE OF SCRIMMAGE SHOULD ALMOST ALWAYS BE TACKLES MAN.

C L F T Q x R TRIPS MO 51 C (INSIDE TRAP) HERE YOU SEE THE SAME PLAY AGAINST A MAN IN THE GUARD/TACKLE GAP. IN THIS CASE THE PLAYSIDE TACKLE WILL BLOCK THE DOWN LINEMEN BECAUSE HE IS ONE GAP TO HIS INSIDE. HE ALWAYS BLOCKS THE FIRST MAN TO HIS INSIDE GAP BE IT LINEBACKER OR LINEMAN. THE PULLING GUARD ALWAYS BLOCKS FIRST MAN HE SEES ON L.O.S. IN THIS CASE IT WOULD BE DEFENSE END. F AND T RUN TO FLAT OR WHEEL ROUTE. (LINE BLOCKING DEPENDS ON NUMBER OF D-LINEMAN) Q GIVES TO C WHO CUTS INSIDE PULLING GUARD. GUARD PULLS AND PLAYSIDE TACKLE BLOCKS DOWN. PLAYSIDE G DOUBLE TEAMS WITH C, ONCE GAIN MOVEMENT CAN SEAL BACKSIDE – MAKE SURE NOSE IS BLOCKED FIRST) Q RUNS FAKE TRAP. NOTE: THIS PLAY SHOULD WORK BECAUSE ENDS SHOULD BE RUSHING OUTSIDE AFTER SO MANY OUTSIDE PLAYS.

C L F T Q x R TRIPS MO 50 Q (INSIDE TRAP) Q FAKES TO C (IN MOTION RUNNING FAKE C TRAP) Q PUMP FAKES TO F AND RUNS INSIDE TRAP (CHECK TIMING MAY REMOVE THIS STEP). GUARD PULLS AND PLAYSIDE TACKLE BLOCKS DOWN. Q RUNS INSIDE PULLING GUARD WHO HITS FIRST MAN ON LINE OF SCRIMMAGE PAST PLAYSIDE GUARD.

C L F T Q x R TRIPS LFT MO 81 F (REVERSE) Here is the slot reverse off the sweep. The handoffs are very quick but also very hard to follow for the defense. Here the C-back motions and takes the handoff from the QB. The C-back must put the ball in position for his handoff to the F-back as soon as he has the ball. The F-back needs to make a good pocket and level the pocket so that the C-back does not have to adjust the height of the ball for the handoff. Q is an extra lead blocker on the play.

POWER RT 60 (LEAD TRAP) Q C L F T Q R x

xx x xx x x xx x x 1 Trips Lft Mo Thru Screen 1 ST Read is coverage on C noted as the 1 man. C motions thru if man does not follow screen is abandoned, F AND R do clear out routes and quick throw to C in the flat. No need to audible it should be there regardless as he is uncovered. If 1 man does go with see run the play as drawn. L spins away and comes back for the catch in a circular motion. T runs fly and stalk blocks getting locked into man covering him and driving him back – starts blocking immediately. Tackle cuts DE or tackle if outside otherwise blocks for 2 seconds and releases downfield. If man head up on tackle and DE then guard pulls and cuts DE or audible to inside run. Cut and get up and go downfield. Rest of O-line blocks 1.5 to 2 seconds and goes downfield slightly to their left. Q may have to backpedal a few steps to get this play off. Key is to get right distance between T and L. Motion through hard count on 1 - go on 2. Ball must be caught behind the LOS! 2 3

xx x xx x x xx x x 1 Trips Left Mo Thru FAKE SCREEN: After we have run the screen we should be able to get the slot open on a fake block and fly with the same action by L. Line would do normal pass block on this play. 2 3

TRIPS MO 200 Q (L- 6, T-8, F-5, C-WHEEL, R-FLOAT) UNCOVERED PLAYSIDE LINEMAN PULLS AND PROTECTS ON OUTSIDE. C L F T Q x R THROW OR RUN (IF CAN GET 8 RUN)

C L FT Q x R TRIPS MO 220 Q (L-2, T-4, C-WHEEL, F-2, R-FLOAT)

C L F T Q x R TRIPS MO THROUGH 401 (C- WHEEL L2, T2, F5, R-ZERO).

C L F T Q x R TRIPS 410 QUICK THROW TO C. (L-BLOCK, T-BLOCK, C-ZERO, F-BLOCK, R-BLOCK) RUN THIS PLAY ON FIRST SOUND. R-BLOCKS C’S MAN..

C L F T Q x R TRIPS LFT 420 SLOT FLY (L-0, C-6, T-9, F-9, R-0)

C L FT Q x R POWER LFT 430 POST (L-6, C-8, T-BLK, F-BLK, R-5)

C L F T Q x R TRIPS 440 SLANT (L-2, T-3, C-0, R-5)