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Offensive Playbook 2008

Offensive Playbook 2008. General Information Offense System Defensive Recognition Personnel Groups / Formations Backfield Sets Motions Run Game Pass Protection Passing Game Passing Routes Gadgets. General Information. Design of Offense Concepts Philosophy of Concepts.

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Offensive Playbook 2008

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  1. Offensive Playbook2008 General Information Offense System Defensive Recognition Personnel Groups / Formations Backfield Sets Motions Run Game Pass Protection Passing Game Passing Routes Gadgets

  2. General Information • Design of Offense • Concepts • Philosophy of Concepts

  3. DESIGN OF OUR OFFENSE Info 1. Attack the whole field. This will enable us to spread defenders out and make the defense defend the entire field. We will stretch the defense vertically and horizontally. 2. Run with numbers, use best angles, and use wide side of field. 3. Run and throw with numbers. What’s in the box? 4. Control the tempo- Fast, slow, and in between. 5. Ability to use the shot gun to get an extra blocker. Perimeter Run 1. Beat inside blitz. 2. Bear defense. 3. Defeat fast pursuit with reverse. 4. Make the FS run. 5. Tight DE’s. 6. Make them defend the entire field. Be known for something 1. Best runs 2. Play action 3. Best way to get the ball deep at least 4 times. 4. A number of TD shots each game. 5. Misdirection Look complicated but stay simple. Use the snap count. Use multiple formations with the same personnel.

  4. OTTERBEIN CARDINAL OFFENSE • *CONCEPTS REMAIN CONSISTANT… THE FORM ADJUSTS TO THE TALENT. • We believe that certain concepts provide the foundation for the development of successful offensive schemes. These concepts never change, regardless of the type of offense we are installing. This does not mean that we will run a different offense every year, but it does mean that we will adjust the offense to take advantage of the skills of the individual athletes available in any given year. • THE CONCEPTS: • Total scheme must be sequenced… an opponent's reaction to stop one phase of the offense will make it vulnerable to the next phase. • Must have a legitimate threat, which draws an opponent's respect. • Design the remainder of the package to compliment the threat A. Running game compliment B. Passing game compliments • Seek a balance of running and passing. A. This may take the form of equal number of running and passing plays. B. Approximately equal yardage between running and passing game. C. A play action passing game that produces big plays and/or touchdowns which could "balance off" the attempt of the defense to overload the run • Simple, yet flexible blocking schemes. A. Certain blocking schemes will be taught and used on a weekly basis. B. Overall blocking schemes will remain basically consistent from year to year. Info

  5. Info 6. Look for positions in which personnel placement could result in physical mismatches. 7. Always be able to feature best athlete's best talents. 8. An "active quarterback" is a great way to keep the defense off-balance--- try to incorporate speed options, naked passes, keeps(reads) off of best runs. 9. Faking (by backs and quarterbacks) could turn average plays into big gainers or touchdowns. 10. Downfield blocking yields big plays and touchdowns. Requires sacrifice, hustle, and discipline. 11. Effective passing game. • . Be able to throw play action passes off of the best running plays • . Be willing to throw play action passes on first down • . Develop a successful "possession" passing attack • . Have the capability to throw the "home run" ball either fromplay action or drop back (be prepared to utilize formations, motions, etc. to get the situation you need) 12. Have the capability to utilize: • . Pre-snap sight adjustments • . Stretch concepts vs.. zones (horizontal, vertical, or triangle) • . Crossing/ comebacks/ picks vs.. man 13. Always examine how multiple formations and shifting can create defensive dilemmas-attempt to use formations and shifting to create advantages (rather than new plays) 14. Pre-play the game (scripting sequences and situations…practice "situations")

  6. Info 15. Starters as spotters (teach the players well-their understanding of the offense makes them great spotters). 16. Utilization of audibles: • . Best side • . Complimentary plays: run with run, run with pass, and pass with pass • . "Formation only" call in which the quarterback principally uses one-back sets and knowledge of the fronts to call the play at the line (2 base runs and 2 base passes) 17. Sell the players on the idea that, "We are always only one snap away from the end zone". 18. We always expect at least 30 points.

  7. Offensive System • Positions / Huddle • Personnel Groups • Cadence • Audibles • Color System • Run Game • Holes • Run Game Defined • Passing System • Strong Side / Quick Side • Reciever Identification • Numbering System • Passing System

  8. System Position code names: Offensive Line: Left Tackle (LT) Left Guard (LG) Center (C) Right Guard (RG) Right Tackle (RT) Running Backs: 2 backs Halfback (H) Fullback (F) 1 back A back (A) 3rd Back (P) Wide Receiver: Flanker (Z) Split End (X) 3rd Receiver (C) 4th Receiver (B) 5th Receiver (E) Tight Ends: 1st Tight End (Y) 2nd Tight End (T) Quarterback: Quarterback(QB) Personnel groups: 1. Army 2 Backs 1 TE 2 WR F-H-Y-X-Z 2. Navy 1 Back 1 TE 3 WR A-Y-C-X-Z 3. Jet 2 Backs 0 TE 3 WR F-H-C-X-Z 4. Quads 1 Back 0 TE 4 WR A-C-B-X-Z 5. Rangers 0 Backs 0 TE 5 WR C-B-E-X-Z 6. Air Force 1 Back 2 TE 2 WR A-T-Y-X-Z 7. Marines 2 Backs 2 TE 1 WR F-H-Y-T-Z 8. Tank 9. Unit 0 Backs 0 Backs 2 TE 1 TE 3 WR 4 WR Y-T-C-X-Z Y-C-B-X-Z

  9. 0 Ball 5 YARDS C RG RT LG LT A/H QB F/C Y/B X Z SIDELINE • Center forms huddle 5 yards from the football • Huddle is circular, hands on knees, eyes up • QB is last man in huddle. Once he enters- NO TALKING • QB will call formation, play and snap count- WR’s leave • QB will repeat snap count and say “Ready-Break” • On break clap hands and break huddle • QB & (H/A) will flip positions, so QB is closest to our sidelines

  10. OFFENSIVE PERSONNEL SIGNALS PERSONNEL GROUP SIGNALS 1. Army One fits up 2. Navy Two fists up 3. Jet Wave hand over head 4. Quads Travel signal 5. Rangers Open fist 6. Air Force Arms out to side 7. Marines T with arms 8. Tank 9. Unit 2 fists pound together 1 finger up

  11. Communications and Procedures at the Line of Scrimmage (LOS) 1.-OL get to LOS and get set 2.-QB calls color and number/word to each side. May also signal to receivers. Alert dummy language 3.-QB pauses and gives center indicator Snap Counts 1.- On Quick- “Down Color” 2.- On One- “Down”, color number/word, color number word- “Set Hit” 3.-On One- “Down”, color number/word, color number word- “Set Hit Hit” Silent Cadence (Used in Shotgun only) 1.- Silent 1: QB will give center CLAP -Center will swing head anytime after CLAP, snap bal when head 2.- Silent 2: QB will give center CLAP -Center will swing head anytime after CLAP,center will give a second head swing, ball snapped when head gets back to center (set go timing) Audible at LOS 1.- We can change the play at the LOS regardless of the snap count. If the count is on “quick” QB will tell the o-line “Easy or Check”. After the audible the ball is snapped on One 2.- We may change the “Live” color at any time during the season 3.- if QB wants to change play he utilizes live color in cadence- “Down” “Red 34” ‘Red 34”- Once to each side. “Set Hit”

  12. Freeze Penalty: No play is called. The QB will call the cadence and if the defense does not jump the QB will continue to try and draw the defense offsides and continue until a Delay of Game penalty is called. Freeze Timeout: No play is called. The QB will call the cadence and if the defense does not jump the QB will continue to try and draw the defense offsides then prior to the 25 second clock expiring the QB will call timeout. DUMMY CALLS: QB or skill calls made that start with a particular letter System

  13. When we go no huddle, the whole play will be signaled in from the sideline. • The OL will go and line up on the ball. This is not two minute, so you have time to get set. • All skill on the field will look at the sideline at the designated coach and listen for the personnel group coming in. • The remaining skill will be beside the coach on the sideline and come onto the field yelling the personnel group. You will then look at the sideline and get the formation, motion, and play. Then you will line up in formation. • The QB will then tell the OL the formation and the play. The play will be communicated by numbers. It will be the first or second number depending what we designate. • Example if using the first number: Robber, Robber, 46/ 24, 46/ 24. QB steps back, Set, Hit. We would be running 46. • 5. We will then take it a step farther and use other numbers in the sequence with the cadence. • Example: Robber, Robber, 34/ 15, 34/ 15. QB steps back, Blue 345, Black 318, Set, Hit. We are still running 34. • We will designate a Hot color to change everything that was said at the line. • 100= Screens 700= 70’s • 200= 270’s 800= P. A./ Full Flow/ Rt • 300= Open 900= P.A./ Full flow/ Lf • 400= Open • 500= 50/ 500’s • 600= 60’s No Huddle

  14. All pass paterns wil have an automatic adjustment in the event of a scramble or when the QB is forced to one side or the other. This system holds true for all patterns and formations. The following will apply for all Z,Y,H,X,T,H & F in accordance with the side of the scramble. Scramble Rules Quarterbacks -Should avoid pressure by escaping to the pressure side. Do not give the rush defenders angles of pursuit. -Keep eyes downfield working laterally for width while attacking the LOS, giving receivers a chance to adjust and get open. Receivers If QB comes out your side: -Deep man in the patern comeback to the boundry -Short Man- turn up field -Medium receivers should change their directions and shadow the QB -Backside receivers should run a deep post Basic Rules -Backs who block or fake should run a course parell to LOS with QB -RB running routes, adjust course to run parell with QB find holes -Medium receivers if you approach sideline- start working back into the field area -If passer runs turn and stalk block -LOAFS kill scrarmbles- effort on scrambles may win games

  15. FORMATION OF PLAY 1. Center shouts command of "Huddle". Everyone takes proper alignment in the huddle. 2. QB controls the hudddle. No one else will speak. All receivers and backs must be aware of personnel grouping in the game. 3. QB will face the sideline and receive the play from the WR. Once he has the play straight in his mind, he will step into the huddle and call the play in the following manner: "Z Cross to Right Split 34 on 1" "Right Split Z In 34 on 1" MOTION The placement of the motion within the huddle call will help determine the eventual destination of the receiver or back. Example: Z cross to Right; The Z receiver will use zap motion to end up in Right. The formation we would start in is Lion. The Z will cross the center, therefore changing the formation. Example: Right Z In; The Z receiver will use z In motion towards the center but will not cross the center, therefore will not change the formation. A) Pre-Formation Motion or Shift Z Cross B) Formation Right C) Backfield Set Split D) Post Formation Z In E) Play 34 F) Cadence on 1

  16. Running Game - Hole Numbering System 1 0 4 9 3 7 5 2 6 8 # Play Type Ball Carrier Sample 10: Draw & Lead QB 10-11Lead 20: Trap, Dives, Wedge FB 20-21 Trap 30: Zone, Lead, Speed TB (1 Back) 34-35 Zone 40: Counter, Trap, Power TB (1 Back) 46-47 50: Drop Back- 5 Man Prot. QB- 3 or 5 Gun 564 60: Drop Back- 7 Man Prot. QB 5 Step Gun 63 70: Drop Back- 6 Man Prot. QB 5 Step Gun 74 80: Roll Out QB-Roll 84 90: Quick Game QB- 3 Step 693-793

  17. RIGHT FORMATION LEFT FORMATION Y Y X X Y Z Z F F F H H H RIP OVER FORMATION LIZ OVER FORMATION Y Y X X Z Z H H F F LIZ RIP Y Y X X C C Z Z A A LION RAM Y Y X X Z Z F F H H Otterbein Passing System System Formations: All of our formations will start with the first letter as a R or L We will always tell the Z where to go. This is considered our STRONG SIDE. If the Formation starts with an R (Right, Ram, etc. the Z goes right and the strong side is right.)

  18. F F H H Otterbein Formations System Formations: If the formation starts with a L- The STRONG SIDE is left. If the formation starts with a R- The STRONG SIDE is right Formations: If the formation starts with a L- The QUICK SIDE is right. If the formation starts with a R- The QUICK SIDE is left STRONG SIDE QUICK SIDE QUICK SIDE STRONG SIDE LEFT FORMATION RIGHT FORMATION Y Y X X Y Z Z H F LEFT WEAK FORMATION RIGHT WEAK FORMATION Y Y X X Z Z H H F F LIZ RIP Y Y X X C C Z Z A A LION RAM Y Y X X Z Z H H F F

  19. Receiver identification We will identify all receivers by where they are located in the formation: 1 Strong 1 Quick 2 Strong 2 Quick 3 Strong 3 Quick 4 Strong System RIP FORMATION Y X C Z #3 Strong #1 Quick #2 Strong #2 Strong #1 Strong A #4 Strong RIP OVER FORMATION Y X Z C #2 Strong #1 Quick #2 Quick #1 Strong A #3 Strong The Strong Side is to the right in both formations because the formation starts with a R

  20. SMASH CONCEPT O O Passing Numbering System System 1st numbers: Sets Protection Last Number: Route Concept PROTECTION 60: 5 Step / Strong Side Passing Concept 70: 5 Step / Quick Side Passing Concept 80: Sprint Out Series / Strong Side Concept 90: 3 Step Passing game / Strong Side Concept CONCEPTS 0 Drive 1 Flood 2 Curl/Flat 3 Speed Out 4 Smash 5 Mesh 6 Shallow Cross 7 Option Routes 8 Double Posts 9 Verticals

  21. Strong Side read SMASH Right 64 CONCEPT O O Rip Over 74 Quick Side read Strong Side read Right 84 System 500 series: 560's- Strong Side (Empty) 570's- Quick Side 60 series: 5 Step Strong Side passing attack 70 series: 5 Step Quick Side passing attack 80 series: Sprint- Strong Side passing attack 90 series: 3 Step- Strong Side passing attack 800 / 900: Play Action – Run fake tied to pass Passing System The second number states the play or concept of the play. Example: 64,74, or 84 all mean we are running the SMASH concept. 64 is to the Strong side- 74 is to the Quick side- 84 is to the Strong side

  22. Defensive Recognition • Position Identification • Defensive Line Techniques • Gap Assignments • Base Fronts • Coverages • Pressure • Dog • Blitz

  23. Defensive Line Techniques Defensive Line Techniques Defense Head Up Alignments Outside Alignments S= Shade Inside Alignments

  24. Gap Assignments Gap Assignments Defense C A 3 2 B 4 1 D SY ST SG QG QT QY QB Strength is determined by formation SY ST SG QG QT QY QB

  25. Coverage Concepts Coverage Concepts • Coverage recognition begins with a pre-snap look at alignment of the secondary players. • As you get aligned at the LOS you: • 1) Find the safety to your side of the formation, QB find Free Safety • 2) Determine the technique of the defender over you • 3) Find the invert player to your side • A complete understanding of the coverage responsibility of the defender aligned over you will assist in • releases off the LOS, blocking rules and techniques and route conversions. A • post snap adjustment is often necessary and the ability to read on the run is essential • We breakdoen all coverage concepts • Coverage Concepts • 1. Zone-Thirds - 1 High • 2. Zone-Halves -2 High • 3. Zone-Quarters -2 High • 4. Man-With Help -1 or 2 High • 5. Man-No help -No deep BEAT NO DEEP!!! • __________________________________________________ • Zone Thirds • Deep player is in or near the middle of the field and has deep responsibility • A) Corners usually have outside leverage unless over split • B) Invert players usually have flat responsibility • C) Any rolled defender will force an outside release • D) Normally played with 8-man front • E) Can only cover 4 of 6 underneath zones • Zone Halves • Deep players aligned on or near hashes. Underneath players usually lined up in positions to re-direct receivers • A) Rolled Defenders on outside receivers will force inside release • B) Underneath defenders on inside receiver will normally force outside release and run with vertical releases • C) Strong coverage vs. underneath routes (curls/flats) • D) Weakness in middle verticals and digs • Zone Quarters • Deep players in each ¼ of the field • A) Underneath coverage works to a flat if there is a threat • B) Safeties read release of #2. Flat- look to #1, Vertical- run with #2, Inside level off and look for crossers • C) #2 Blocks- very aggressive run support • D) Outside receivers expect man to man technque. Leverage depends on splits • E) Weakness- Post help, underneath routes and play action • Man Safety • Usually safeties are deep with underneath defenders in man/trail techniques • A) 1 High - “Mouse’ free defender is safety “Hole” free defender is LBer “Fire” free defender blitzes • B) 2 High – “Bracket” free defender is doubling receiver /// ”2 Man”- Safeties help, underneath trail defender • Man No Help • No variations. No deep players- safeties are usually lined up inside 8 yards and have man coverage • Resposibilities // get open quickly

  26. Basic rules for coverage identification • Read your triangle and identify 3 defenders • Identify the safety to your side is he 1-Hi, 2-Hi, or no deep safety. • Determine the technique of the defender lined up over you • Man (inside leverage) or Zone (outside leverage) • Rolled corner or soft corner • Locate the the invert player • (1-Hi)- Flat defender • (2-Hi)- Curl defender Coverage Recognition Invert Player

  27. Read the alignment of the safety to your side. The FS will Show the coverage pre-snap the majority of time. -If FS is aligned 12 yards deep and 2 yards outside the hash (Deep ½) -If FS is aligned 10 yards deep and 4 yards outside the hash (Deep ¼) -If FS is aligned 8-10 yards deep and 4 yards outside hash-weak buzz or corner blitz (zone blitz) -If FS is aligned 12 yards deep and on the hash (Zone thirds- possible field pressure) -If FS is aligned 8-10 yards deep on the hash-Middle zone player (zone thirds, possible middle pressure) -If FS aligned in middle of field- 3 Deep Zone or Man Free WHEN FREE SAFETY ALIGNED 2 YARDS OUTSIDE HASH Identifying Safety alignments to determine coverage FS- 12 Yards Deep 2 Yards outside Hash- Deep 1/2 FS W C M FS- 10 Yards Deep 4 Yards outside Hash- Deep 1/4 FS- 8-10 Yards Deep 4 Yards outside Hash- Possible Corner Fire or Weak Buzz- Corner 1/3’s

  28. FS C W M FREE SAFETY POST SNAP MOVEMENTS FS- 12 Yards Deep Back peddles straight Back- Cover 2 FS C W M FS- 12 Yards Deep On Hash-Aligned to Roll to middle of field Cover 3- (Possible Field pressure) FS- 12 Yards Deep On Hash-Aligned to Drop down to low hole (1 Mouse) FS- 12 Yards Deep On Hash-Aligned to Drop down to replace Blitzing LB’s Inside Pressure (3 Deep 3 under)

  29. FS C W M When FS aligns in middle of field FS- 12 Yards Deep Middle of Field- Cover 3 FS- 12 Yards Deep Middle of Field- You identify inside leverage on underneath receivers Cover 1 FS C W M

  30. Coverage FS SS FS SS C C C C W M S W M S Cover 2 Cover Tampa 2 FS SS FS SS C C C C W M S W M S Cover 6 Cover 4 FS FS SS C C C W M S C W M S SS SS FS FS SS C C C C W S B M W M S FS SS C C W M S Cover 2 Robber Cover 2 Tilt Cover 44 Cover 3 Sky St Cover 3 Sky Wk

  31. Coverage FS FS C C C M S C W SS SS W M S N Cover 3 Cover 35 FS SS FS SS C C C C M B W S W M S 35 Weak 35 Strong SS FS FS SS C C C W M S C S W M 3 Buzz Strong 3 Buzz Weak FS SS FS C C C M SS S C W W M S E Cover 5 33 Field FS SS FS SS C C M B W S C C W M S 33 Boundary 33 Middle

  32. Coverage FS SS FS C C C W M S C SS S W M FS C C C FS SS M S W SS C M W S FS SS SS FS C C C W M C S W M S SS FS SS FS C C M W C W S C M S Cover 1 Hole Cover 1 Mouse Cover 1 Fire Cover 0 Cover 2 Man Cover Bracket Z/X Cover Bracket C/X Cover Bracket B/C

  33. Personnel Groups Army (21) Navy (11) Air Force (12) Jet (20)Quads (10)Marines (12)Tank (02)Rangers (00)Unit (01)

  34. Otterbein Football Offensive Formations Formations Right Left ARMY X Y X Y Z Z Q F Q H H F Ram Lion Y Y X X Z Z F Q H F Q H Loy Roy Z Z X X Y Y F Q H F Q H Right Ram Left Ram Y X Y X Z Z F H QB H Q F

  35. Formations ARMY- (with back sets) Right Strong Left Strong Y Y X X Z H Z H F Q Q F Right Weakest Left Weakest Y X X Y Z Z H H Q F F Q Right Xtra Left Xtra Y Z Z Y X X H QB F F Q H Right Off Left Off X Z X Z Y Y H Q F F Q H

  36. Formations ARMY- (with back sets) Right Stinger Cluster Left Stinger Cluster X X Y Y Z F Z F QB H H QB Rhino Ram Elephant Lion RT Y Y LT X X Z Z F H QB H QB F Right Bunch Stinger Left Bunch Slammer X Y X Y Z Z F F H QB H QB Robby Lawyer X Z Z X Y Y QB H F H QB F

  37. Formations NAVY Rip Liz Y Y X X Z C Z C A A Q Q Liz Over or Rex Rip Over or Leo X Y Y X Z Z C C Q A A Q Lott Ron X X Z Z C Y Y C Q Q A A Lazer Rocket Y Y X X Z C Z C A Q Q A

  38. Formations NAVY (Continued) Rip Bunch Liz Bunch X C C X Y Z Z Y QB A A QB Rip Cluster Liz Cluster C X X C Y Z Z Y QB A A QB Ron Bunch Lot Bunch X Y Y X C Z Z C QB A A QB Ron Cluster Lott Cluster X X Y Y C Z Z C QB A A QB

  39. Formations Rob Lou JET Z Z X X C C H QB F F QB H Lou Strongest Rob Strongest X Z X Z C H H C QB F F QB Lou Weak Rob Weak X Z X Z C C H H QB F F QB Rob Zero Lou Zero Z Z X X C C H F F H QB QB

  40. Formations Rob Sting Lou Sting JET (Continued) Z Z X X C C F H QB F QB H Lou Stinger Rob Stinger X Z X Z F C F C H QB QB H Lou Slammer Cluster Rob Slammer Cluster X C X C Z F Z F QB H QB H Rob Bunch Lou Bunch Z X Z X C C F H H QB F QB

  41. Formations Robber Looter QUADS Z X Z X B C C B QB A QB A Loco Robo C B B C Z Z X X A QB QB A Robber Trips Looter Trips X Z Z X C B C B QB A A QB Robo Trips Loco Trips X X C C B Z Z B QB A A QB

  42. Formations Robo Cluster Loco Cluster QUADS (Continued) C X X C B Z Z B A QB A QB Robo Trips Bunch Loco Trips Bunch X C C X B Z Z B QB A A QB Robber Trips Xtra Looter Trips Xtra Z C Z C X B B X QB A QB A Robber Trio Looter Trio X B B X C Z C Z QB A A QB

  43. Formations Ringo Lucky AIR FORCE T Y Y T Q Z Z Q X X A A Ringo Twins Lucky Twins Y T T Y Q X Q Z Z X A A

  44. Formations L R MARINES T Y Y T QF Q F Z Z H H R Switch L Switch T Y T Y QF QF Z Z H H R Strong L Weak T Y Y T QF QF Z H Z H Y

  45. LUCY RICKY RANGERS Z X X Z B B C E E C LUCY QUADS RICKY QUADS Z X X Z C E B B E C LUCY QUADS BUNCH RICKY QUADS BUNCH E E X X B C Z Z C B LUCY QUADS CLUSTER RICKY QUADS CLUSTER X X E E B C Z Z C B

  46. Formations Rita Linda Tank T Y T Y C X Z X Q Q C Z

  47. Loser Rover X X Y Y Z B B C C Z QB QB Formations Ralph Larry Unit X X Y Y B C Z B C Z QB QB Ralph Quads Larry Quads X X Y Y C Z B C B Z QB QB Ralph Flex Larry Flex X X Y Y Z B B C C Z QB QB Rover Flex Loser Flex Y Z Z Y X B X B C C QB QB

  48. Backfield Base Alignments F-To H- Away A-To A-Away

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