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With input from Steve Leonard

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1 With input from Steve Leonard
Spread Playbook; and other things By Ben Wiltshire With input from Steve Leonard

2 Philosophy Use our formation to stretch the defence horizontally
Force a mismatches; get linebackers into coverage and DBs to play the run Provide simple building blocks for the offense and combine these to give defence lots of looks and plays to adjust to Get the ball to players and give them space to use natural ability

3 Training Rules Snap Counts Tempo Coverages Fronts
Do not go on one at any time in training No snap count used when WR working with QB, move on snap of the ball: Should never false start Tempo WR can break huddle early as they do not need to know snap count, get set and ready to go quickly Offensive line jogs to line of scrimmage when huddle is broken Coverages QB / WR responsible for identifying and calling how many high safeties are in defensive formation Fronts QB / OL/ RB responsible for identifying and calling defensive front and edge defenders Assume QB is “red shirted” unless told otherwise Do not hit, tackle or otherwise initiate contact with him

4 Personnel & Formations
All the formations feature 5 Offensive lineman: LT,LG,C,RG,RT 4 receivers: X,Y, 3,4 1 running back: 2 1 quarter back: QB X and Y receivers are always on the line 3 and 4 slots are always off the line by ½ a yard Allows them to be put into motion QB always goes “under centre” Running back always aligns directly behind the centre 6-7 yards from the LOS All Offensive line splits are 3 foot

5 Personnel & Formations
Spread 12 – 15 yards 6 – 7 yards C RG LG RT LT QB 2 X Y 4 3 X and Y are responsible for setting the WR alignment, split will vary slightly due to wide side of the field 3 and 4 split the distance from X/Y to the Tackles Spread Adjustments X Y X Y 3 4 3 4 QB QB 2 2 Clutch: 3 lines up 2 yards from tackle X lines up 2 yards from 3 Sling: X lines up yards from tackle 3 lines up 2 yards from tackle Crunch: 4 lines up 2 yards from tackle Y lines up 2 yards from 4 Ring: Y lines up yards from tackle 4 lines up 2 yards from tackle Pinch: 3 & X Clutch 4 & Y Crunch Ping: 3 as per Sling 4 as per Ring

6 Personnel & Formations
Spread – 2 RB Adjustments X Y X Y 4 3 QB QB 3 2 2 4 Slack: 3 lines up in backfield. Outside foot should align with middle of LT Rack: 4 lines up in backfield. Outside foot should align with middle of RT Note that 3 and 4 will still be required to run passing routes (Sail = quick out, Smash = corner, Overs = shallow drag) Note that 3 and 4 will still be required to run passing routes (Sail = quick out, Smash = corner, Overs = shallow drag)

7 Personnel & Formations
Trips Right 12 – 15 yards 6 – 7 yards X LT LG C RG RT Y 3 4 QB 2 yards 2 Unbalanced formation with the Strong side indicated in the formation call Strong side receivers align as per spread Weak side slot move across formation into wing position 2 yards outside of Strong side Tackle Weak side Receiver lines up 12 – 15 yards outside of weak side tackle Trips Left No Adjustments X Y 3 4 QB 2

8 Personnel & Formations
Ace right 12 – 15 yards 12 – 15 yards X LT LG C RG RT Y 3 4 QB 2 Unbalanced formation with the Strong side indicated in the formation call Strong side receiver (X / Y) becomes a tight end (TE) lines up outside Tackle Strong side slot (3 / 4) lines up 12 – 15 yards outside of the TE Weak side receivers line up as per spread. Ace Left Ace Adjustments Strong side Sling / Ring: Slot (3 / 4) aligns 2 yards from TE X Y 3 4 Weak side Clutch / Crunch: As per Spread QB 2 Pinch: Sling / Crunch (Ace left) Clutch / Ring (Ace right) Note that should be only have one designated TE on the field, he will be required to align to the strong side. X and Y will have to swap to match the personnel

9 Personnel & Formations
Double Tight Double Tight Adjustments 12 – 15 yards 12 – 15 yards X Y X Y 3 4 3 4 QB QB 2 2 2 TE formation, X and Y align outside tackles Slots (3 / 4) lines up 12 – 15 yards outside of the TE Sling: 3 lines up 2 yards from X Ring: 4 lines up 2 yards from Y

10 Play Calls Motion call may not be included in every play
Run plays: [Formation] [Motion]* [Ball Carrier] [Type of run] [Blocking Scheme]* [Snap Count] E.G. Spread 3 rip 23 dive on set Pass Plays: [Formation] [Motion]* [Left Combo] [Right Combo] [Pass Protection] [Snap Count] E.G Spread Smash Sail Lion on two Play Action: [Formation] [Motion]* [Fake Run] [Left Combo] [Right Combo] [Pass Protection] [Snap Count] E.G. Spread Fake 23 dive Overs Pivot Rhino Boot on one Motion call may not be included in every play Blocking schemes will only be called on running plays when they are different from the base blocking scheme In Trips formation only one passing package will be called

11 Cadence On First Sound On First Colour On Second Colour On Set On One
“Down”   On First Colour “Down Blue”  On Second Colour “Down Blue 18 Blue” On Set “Down Blue 18 Blue 18 Set” On One “Down Blue 18 Blue 18 Set Hut” On Two “Down Blue 18 Blue 18 Set Hut Hut” The Colour Number e.g. “blue 18” in the cadence has multiple uses: Gives more options for when we start a play, hard to be predictable QB can vary tempo of his cadence which can delay hold any blitzer at the LOS Allows “check with me” runs, QB identifies the best side to run once he sees the defensive alignment and relays this through the cadence.

12 The Huddle Centre sets position of huddle, raises arm in the air and shouts “huddle” Offensive line huddle in formation with backs to LOS Backs and receivers huddle in formation facing OL QB Receive play from our sideline, and enters huddle to call the play. Note that a gap is left towards our sideline for QB to enter Line of Scrimmage 8 yards Our Sideline LT LG C RG RT QB Y X 3 2 4

13 Motions CRACK: 3 Crack shown RIP/ LIZ: 3 Rip shown JET: 4 Jet shown
X Y 3 4 2 Ball will be snapped before you reach the tackle on your side. Crack motion can be used on running plays to add an additional blocker at POA, or to set the edge on Toss plays. Can Also be used on Pass plays including to help sell a play action pass RIP/ LIZ: 3 Rip shown X Y 3 4 2 Motion designated player to wing position 3 yards outside of the tackle. The first letter dictates the side you are motioning too, R to the right, L to the left. The second letter “i” shows you are motioning to inside wing position. Used to motion into a trips feel, to overload coverage's in the pass game, or to drag a defender away from the POA in the run game JET: 4 Jet shown X Y 3 4 2 Motion used for Quick hitting Jet Sweep / Toss. This motion must be sprinted. Make sure you gain depth whilst motioning, so you are level with the RB. The ball will be snapped as you reach the tackle on your side.

14 Passing Game Pass Protection LION = Slide left RHINO = Slide right B B
60 PROTECTION (inc 60 HOLD) 60 designates “Big on Big” protection, which means the Offensive Linemen block the Defensive Linemen. The Running Backs will block to QB backside. Read Inside Out for any rushing LB’s If “hold” is called, OL cannot retreat and must maintain their ground at the LOS. B B B E T T E Y 60 Protection v 43 Defense 2 B B B B E T T E 60 Protection v 44 Defense 2 Slide Protection Offensive line block gap to call side, Read heads up then gap. Be aggressive, Identify block on 1st level and initiate contact and Control the contact point. If no one on 1st level to your gap: throw hands to backside to help out backside teammate. Keep eyes on your gap looking for Linebacker blitz or stunt When sliding don't block air, don't be in such a hurry to slide to your point that you expose a new gap or put your teammate in a bad position. If they overload your gap i.e. 2 men to block Block man with shortest route to QB Running back picks up edge away from call side,run “in-out” route to ensure you don’t get beat on your inside shoulder LION = Slide left RHINO = Slide right

15 Play Action Protection
Passing Game Play Action Protection Play Action Pass Running back fakes hand off then picks up edge defender. Very similar to slide protection,Slide protection called away from fake run. QB has 2 drop options: Straight back after faking the hand off, Setting up Between Fake side Guard and Tackle (done as standard) Reverse boot signified by “boot” at end of the call, with QB setting up between backside guard and Tackle Fake 23 Dive Rhino Q 2 Fake 23 Dive Rhino Boot Q 2 Passing Routes by Name Passing plays are called on a package basis, which describes the routes for 2 or 3 receivers (depending on formation) When in Trips, a single package will be called to describe the routes for all WR In all other formations, two packages will be called, designating the routes for the left set, then the right set of WR WR & T.End Routes by name Fly / Fade Sluggo Post Corner Seam 20 Arrow Quick Sluggo 15 Comeback 10 Stick Slant Drag Hitch 5 Pro-out Quick out Quick Slant WR QB

16 Passing Packages – 2 route combo’s
All routes shown for receiver pair on the left, the routes are mirrored for receivers on the right Routes are shown for receivers in Spread alignment. Packages are designed as an inside and outside route. In other formations (e.g. Ace, Double tight) the TE (X/Y) runs the inside route, and slot (3/4) runs the outside route. Note that in Spread 2 back, if 3/4 in the backfield can still run SAIL, SWITCH, SMASH & OVERS Exception is JET SWING combo, where the slot ALWAYS runs the Jet swing pattern X X Q Q 3 3 Bubble Screen SLANTS: Quick Slant / Slant combo X X Q Q 3 3 SAIL: Fade / Quick out combo SWITCH: Short Post / Wheel fade combo vs. Cover 2 X X Q Q 3 3 STREAK: Fade / Seam combo OVERS: Drag / Quick Slant combo X X Q Q 3 3 PIVOT: Comeback / Pro Out combo SMASH: Hitch / Corner combo X X Q Q 3 3 JET SWING: Quick slant / Jet motion converted to swing BLISTER: Sluggo / Bubble Screen combo

17 Passing Packages – 3 route combo’s
Package adjustment for trips formation. Single Receiver will be on a quick slant, but can receive hand signal from QB to change to fade or hitch All Routes shown Trips Left, and are mirrored for Trips Right X X Q Q 3 4 3 4 Bubble Screen SLANTS: Quick Slant / Slant / Seam combo X X 3 4 Q 3 4 Q SAIL: Fade / Arrow / Quick out combo SWITCH: Sluggo / Stick / Wheel fade combo X Q 3 4 SMASH: Hitch / Corner / Seam combo

18 Run Blocking Scheme: Assignments
Run Game It is extremely important to be able to run the ball effectively in spread to prevent the defence keying on the pass. We will use a simple scheme that applies to variety of defensive fronts designed to allows ball carriers to use natural ability Basic package of: Straight dives, Speed Option and Jet Sweeps/Options Further progression with introduction of pulling lineman: Traps & Counter trey Run Blocking Scheme: Assignments Without a lead blocker, it is necessary for the offensive line to get to the second level. To do this we will use a simple man/zone hybrid scheme. The zone concept is used to identify who each lineman should block. One the ball is snapped, and block identified, the lineman stay on their man as in a man blocking scheme. The below diagrams show the block responsibility which are applied for all running plays. The direction in which you attempt to block your man will be dictated by the play, however the general rule is to always make use of natural block angles. “Normal” Read progression: On: Anyone heads up on you. Gap: Anyone outside you, and inside next man. Over Gap: any line backer over the next 2 play side gaps, Over: any linebacker lined up over you. Note: Backside edge defender will be left unblocked by OL 4 3 1 2 Play side “Down” Read progression: On: Anyone heads up on you. Away: Anyone inside you, and outside interior OL. Over&Away: any line backer over next 2 back side gaps Over: any linebacker lined up over you. Note: playside edge defender will be left unblocked by OL 3 4 2 1 Play side N.B All runs will employ “Normal” blocking scheme, unless otherwise said in the play call or there are pulling lineman

19 Run Blocking Scheme: Types of block
Run Game Run Blocking Scheme: Types of block Two main type of Block employed: Drive & Cutoff Dictate what we are try to do with blocks on 1st level (defensive line) Make use of natural angles as much as possible DRIVE 1st aim is to drive DL downfield and towards play side sideline when, Key is to get movement. If DL shoots play side gap, push him aggressively towards sideline and do not worry about driving him downfield If DL crashes inside gap, push him towards backside sideline and seal off any pursuit to point of attack CUTOFF Step towards playside, attack playside shoulder of DL with inside arm, with key aim of sealing off pursuit to playside If DL shoots play side gap and you cannot gain outside leverage, keep attacking the defenders outside shoulder, slowing his pursuit whilst moving defender downfield as much as possible As ball carrier approaches, if you still cannot gain outside leverage, clear defender towards sideline CUTOFF ideal shoot crash clear DRIVE ideal crash shoot Play side Play side

20 Run Game Dive This will be the staple running play from spread. Dive indicates there are no lead blockers. Blocking assignments are designated by the rules on the run blocking scheme. Playside Guard and Tackle Drive block Backside Guard and Tackle Cutoff Centre DL is “On” Cutoff, else Drive PT: Drive block on 5 tech DE PG: Drive block on 2 tech DT C: No 1st level to block, release onto OLB BG: Cutoff block on 2i tech DT BT: No 1st level to block, release onto MLB QB: Open play side, mesh with 2 back for hand off, then bootleg to backside 2: Step towards POA, mesh with QB for hand off, look for running lane 22 Dive (“Normal”) Vs i front PT: Drive block on 4 tech DT PG: No 1st level to block, release onto OLB C: Cutoff block on 0 tech NT. BG: No 1st level to block, release onto MLB BT: Cutoff block on 4 tech DT QB: Open play side, mesh with 2 back for hand off, then bootleg to backside 2: Step towards POA, mesh with QB for hand off, look for running lane 23 Dive (“Normal”) Vs. 3-5 Toss Running play to attack the outside, putting ball carrier in space. Toss is used to indicate blocking scheme for playside receivers. Toss indicates WR will be stalk blocking defender in man coverage on them. If uncovered (as shown below) crack on OLB. All line: Cutoff block Playside WR: Stalk block Backside WR: On the line (X/Y) stalk, off the line (3/4) target nearest safety 28 Toss (“Normal”) Vs i front X: Stalk 3: Nearest Safety BT: No 1st level to block, cutoff block on OLB BG: Cutoff block on 2i tech DT C: No 1st level to block, cutoff block on MLB PG: Cutoff block on 2 tech DT PT: Cutoff block on 5 tech DE 4: Uncovered so target playside OLB Y: Stalk QB: Reverse pivot, pitch ball to 2 back, then boot backside 2: Open play side and move flat to LOS, collect pitch and begin to turn up field. Attack the outside. Y X 4 3 2

21 Run Game Sprint Option Quick Trap
Quick hitting option play. Key to the play is identifying the edge defender and isolating him with the option. All line: Cut off Block with using Down Scheme Playside WR: Stalk block Backside WR: On the line (X/Y) stalk, off the line (3/4) target nearest safety X: Stalk 3: Nearest Safety BT: Cutoff Block on 5 tech DE BG: No 1st level to block, cutoff block on OLB C: Cutoff block on 2i tech DT PG: Cutoff block on 2 tech DT PT: Step down on gap, help out on 2 tech DT if required, else cutoff on MLB 4: Stalk, Uncovered so target playside OLB Y: Stalk QB: Open Play side, locate edge defender ASAP. Gain depth of approx 1-2 yards, and attack inside shoulder of edge defender. If edge defender step to you pitch to RB, Else run yourself. Do Not pitch ball if more than 3 yards downfield 2: Open play side and move flat to LOS, Get eyes on QB, maintain position behind him to receive pitch approx 3 yards away. Y X 4 3 2 28 Sprint Option Down Vs i front Quick Trap Mis direction play with pulling Guard. Note that who we trap will depend on Defensive front. We will trap the 1st DL past the 0 tech on the playside. BT, C, PG: Drive Block using Down Scheme PT: Drive block using Normal Scheme BG: Pull to play side, Clear POA towards sideline All WR: Stalk block X: Stalk 3: Stalk, Uncovered so target backside OLB BT: Drive Block on 5 tech DE BG: Pull to playside, clear POA C: Drive block on 1 tech DT PG: No 1st level to block, Drive block on MLB PT: Drive block on 5 tech DE 4: Stalk, Uncovered so target playside OLB Y: Stalk QB: Open Backside, show ball like 21 dive. As RB move to POA hand ball off on back hip, then boot to backside. 2: Jab step away from POA, maintain depth in back field. Start back towards POA, mesh with QB for handoff and cut inside pulling guards block Y X 4 3 2 22 Quick Trap Vs front

22 Run Game Counter Trey Misdirection play with 2 pulling lineman, similar to trap. Note that who we trap will depend on Defensive front. We will trap the 2nd DL past the 0 tech on the playside. PT, PG, C: Drive Block using Down Scheme BG: Pull to playside, clear POA BT: Pull to play side, cut upfield through All WR: Stalk block X: Stalk 3: Stalk BT: Pull to playside, cut up through POA, block OLB BG: Pull to playside, clear POA C: Drive block on 2i tech DL PG: Drive block on 2 tech DL PT: Step down on gap, help on 2 tech DT if required, the release onto MLB 4: Stalk, Uncovered so target OLB Y: Stalk QB: Open backside, show ball like 22 dive. Gain depth, locate RB, mesh for hand off directly behind the centre 2: Counter step to backside, maintain depth in backfield, move back towards playside, mesh with QB for handoff. Cut inside pulling guard and follow pulling tackle through POA Y X 4 3 2 25 Counter Trey Vs i front

23 Run Game – 2 Back Lead Toss
This will be the staple running play from 2 back formation. Blocking assignments are designated by the rules on the run blocking scheme. All Line: Drive block with Down Scheme PT: No 1st level block Release onto MLB PG: Drive block on 1 tech DT C: No 1st level to block, release onto MLB BG: Drive block on 3 tech DT BT: No Drive block on 5 tech DT, QB: Open play side, mesh with 2 back for hand off, then bootleg to backside 2: Step towards POA, mesh with QB for hand off, look for running lane inside 4’s block 4: Lead block for 2 back, kick out 5 tech DE 2 4 Spread Rack 26 Lead Down Vs front PT: No 1st level to block, release onto OLB PG: Drive block on 1 tech DT C: No 1st level to block, release onto MLB BG: Drive block on 3 tech DT BT: No Drive block on 5 tech DT, QB: Open play side, mesh with 3 back for hand off, then bootleg to backside 2: Lead block for 3 back, kick out 5 tech DE 3: Move flat to LOS intially, mesh with QB for hand off, look for running lane inside 2’s blokc 3 2 Spread Slack 36 Lead Down Vs front Toss Running play to attack the outside, putting ball carrier in space. Toss is used to indicate blocking scheme for playside receivers. Toss indicates WR will be stalk blocking defender in man coverage on them. If uncovered (as shown below) crack on OLB. All line: Cutoff block Playside WR: Stalk block Backside WR: On the line (X/Y) stalk, off the line (3/4) target nearest safety Spread Rack 28 Toss Vs i front X: Stalk 3: Nearest Safety BT: No 1st level to block, cutoff block on OLB BG: Cutoff block on 2i tech DT C: No 1st level to block, cutoff block on MLB PG: Cutoff block on 2 tech DT PT: Cutoff block on 5 tech DE 4: Lead block for Toss, Seal OLB inside Y: Stalk QB: Reverse pivot, pitch ball to 2 back, then boot backside 2: Open play side and move flat to LOS, collect pitch and begin to turn up field. Attack the outside. Y X 3 2 4

24 Run Game – 2 Back Option Quick Trap
Triple option running play, ball can be given to to Dive back, kept by the QB or pitched to the option back. In Spread 2 back formation, the dive back will always be the playside RB. For Example Spread Rack option left down, 2 is playside and runs 21 dive, 4 is option back running 47 option All line: Drive Block using Down scheme WR: On the line, Stalk block, off the line (3/4) target nearest safety Spread Rack Option Right Down Vs i front X: Stalk 3: Nearest Safety BT: Drive block 5 tech DE BG: No 1st level to block, Drive block on OLB C: Drive block on 2i tech DT PG: Drive block on 2 tech DT PT: Step down on gap, help out on 2 tech DT if required, else cutoff on MLB 4: 42 Dive Y: Stalk QB: Open playside, mesh with 4 back, for dive, then attack inside shoulder of edge defender. If edge defender step to you pitch to RB, Else run yourself. Do Not pitch ball if more than 3 yards downfield 2: 28 option Y X 3 2 4 Quick Trap Mis direction play with pulling Guard. Note that who we trap will depend on Defensive front. We will trap the 1st DL past the 0 tech on the playside. BT, C, PG: Drive Block using Down Scheme PT: Drive block using Normal Scheme BG: Pull to play side, Clear POA towards sideline All WR: Stalk block X: Stalk 3: Fill in for pulling guard BT: Drive Block on 5 tech DE BG: Pull to playside, clear POA C: Drive block on 1 tech DT PG: No 1st level to block, Drive block on MLB PT: Drive block on 5 tech DE 4: Stalk, Uncovered so target playside OLB Y: Stalk QB: Open Backside, show ball like 21 dive. As RB move to POA hand ball off on back hip, then boot to backside. 2: Jab step away from POA, maintain depth in back field. Start back towards POA, mesh with QB for handoff and cut inside pulling guards block Y X 4 3 2 Spread Slack 22 Quick Trap Vs front

25 Run Game – Jet Series Jet Toss / Sweep Jet Lag
Faster hitting outside play, as ball carrier is in motion prior to the snap. In this play, a slot receiver is the ball carrier and the 2 acts as a lead blocker. This allows two variations: Toss & Sweep. Toss = play side receivers stalk block. Sweep = play side receivers crack and the 2 back take on the corner. All line: Cut off block on 1st level WRs: Scheme set by play called X: Stalk 3: Start Jet motion on QB foot movement. Collect pitch and begin to turn up field. Attack the outside. BT: No 1st level to block, cutoff block on OLB BG: Cutoff block on 2i tech DT C: No 1st level to block, cutoff block on MLB PG: Cutoff block on 2 tech DT PT: Cutoff block on 5 tech DE 4: Uncovered so target playside OLB Y: Stalk QB: Initiate Jet motion, snap ball when 3 is level with BT Reverse pivot, pitch ball to 3 back 2: Target towards outside hip of PT, block most dangerous man looking to cut ouff pursuit to outside X Y 3 4 2 38 Jet Toss (“Normal”) Vs i front Difference from Jet Toss: 4: Crack, read end to OLB Y: Crack, read OLB to Safety 2: Target corner from snap of the ball, initiate contact as close to sideline as possible giving big lane for ball carrier. X Y 3 4 38 Jet Sweep (“Normal”) Vs i front 2 Jet Lag Misdirection play, looks like Jet Sweep / Toss, but attacks the middle of Defence BT, BG: Cutoff Block using Normal Scheme C, PG, PT: Drive block using Normal Scheme WR: Stalk block X: Stalk 3: Start Jet motion on QB foot movement, run fake Jet Sweep BT: No 1st level to block, Cutoff on OLB BG: Cutoff block on 2i tech DT C: Step to gap, help out 2 tech is required, then release to MLB PG: Drive block on 2 tech DT PT: Drive block on 5 tech DT 4: Stalk Y: Stalk QB: Initiate Jet motion, snap ball when 3 is level with BT. Reverse pivot and fake pitch to 3. Open up, mesh with RB for handoff. 2: Step laterally, like Jet Sweep. Turn up field mesh with QB for handoff, find running lane X Y 3 4 2 F38 Jet 22 lag Vs i front

26 Run Game – Jet Series Jet Option
Triple option running play, where the ball can be handed of to the 2 back, pitched to the slot receiver on Jet motion, or kept by the QB. Key to the play is identifying the edge defender and isolating him with the option. All line: Drive Block with using Down Scheme Playside WR: Stalk block Backside WR: On the line (X/Y) target nearest safety X: Nearest Safety 3: Start Jet motion on QB foot movement, run option route, maintain angle to receive pitch BT: Drive block 5 tech DE BG: No 1st level to block, Drive block on OLB C: Drive block on 2i tech DT PG: Drive block on 2 tech DT PT: Step down on gap, help out on 2 tech DT if required, else cutoff on MLB 4: Stalk, Uncovered so target playside OLB Y: Stalk QB: Initiate Jet motion, snap ball when 3 is level with BT. Open playside, mesh with 2 back, for dive, then attack inside shoulder of edge defender. If edge defender step to you pitch to RB, Else run yourself. Do Not pitch ball if more than 3 yards downfield 2: 22 Dive X Y 3 4 2 38 Jet Option Down Vs i front


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