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In the flexbone triple option offense, every supplemental play is used to do one thing and one thing only...attack what the defense is doing
to stop the triple option. Yes, this offense is that simple. The goal of the offense should be to line up and run 60 offensive plays with all of
them being the triple option. Knowing that won't be possible, because defenses will begin to jump motion, or start doing things that have
them overplaying the triple. This is when the supplemental run game comes in to play. Again, refer to the "If-Then" sheet in this book (Table
2-1) for a user's guide on when and where to run certain formations and plays to take advantage of what the defense is doing to take away
the triple option.
The only difference in arc and switch is who the play side slot and play side wide receiver block. When switch is called, these two players
simply switch assignments.
Some things to consider about adding Midline Triple to the offense’s arsenal is the experience of the quarterback. Midline Triple is a
very fast hitting play, that takes very quick reflexes to run. The author does not recommend running this play with a first year quarterback,
until they are completely sure of themselves with the other option plays within the offense.
Midline Triple is also a very good play to run with twirl motion. Since the pitch back has plenty of time to get in pitch relationship, It is
recommended to run this play with twirl motion (Figure 7-8).
Figure 7-8 (Midline Arc with twirl motion)
For more on midline, go here.
PST: Release inside and block inside to the first linebacker over you or to the inside (you will block a four-eye).
PSG: Base (inside, over, outside or nearest linebacker) to “ace” with the center.
C: Block back for pulling guard.
BSG: Pull play side and log block the handoff key.
BST: Scoop
PSWR: Stalk
PSSB: Twirl motion, arc to near safety.
BSWR: Cutoff
BSSB: Run pitch course.
B back: Dive fake, block first threat outside the BST.
QB: Flash dive fake, reverse pivot, and attack pitch key, follow normal pitch phase rules for pitching the football.
The simplicity of Counter Option is what makes this play so special. The offense is essentially blocking the inside veer play (as
shown in Chapter Four), with the backside guard pulling to block the handoff key. The trick here is that log block is tough if the guard cannot
cut block. For this reason, the author recommends, in areas that do not allow the cut block, running the Counter Iso play instead.
PST: Dip and rip outside handoff key, block linebacker to near safety.
PSG: Pull and lead play into alley, block first opposite color jersey to show.
BSG: Scoop
BST: Scoop
PSWR: Stalk
PSSB: Arc block alley, block first opposite color jersey to show.
BSWR: Cutoff
BSSB: Tail motion, run full speed, and catch pitch no closer than behind the PST, run hash, numbers, to sideline; do not cut back.
B back: Block first defender outside the BST.
QB: Reverse pivot and pitch the ball to the slot back. Reverse out and fake bootleg away.
Figure 7-13 (Rocket Toss)
It is the responsibility of the quarterback to get the slot the ball. A coaching point that should be engrained in the runner's head is
that he cannot get wide enough on this play. To further illustrate this point, the coach should tell the quarterback if he feels he cannot pitch
the ball to the slot, then throw it. This play is meant to attack the flank of the defenseimmediately.
Some adjustments that can be made to the play are to crack block the perimeter with the wide receiver. To add to this play, run it
out of the Tight formation as shown in Figure 7-14.
Speed Option
Speed option (Figure 7-16) is not a play necessarily designed to attack defenses that are taking away the triple option, yet it is a play that is
designed to keep the B back in the run game. Even more so, the speed option involves the B back in theperimeter run game. The B back is
usually one of the offense’s best athletes, so why not have a play that keeps him involved in the running game? This play is best run out of
the Trips formation as shown below.
PST: Scoop
PSG: Scoop
C: Scoop
BSG: Scoop
BST: Scoop
PSWR: Stalk
PSSB: Block the handoff key, if he disappears inside, work second to third level.
BSWR: Cutoff
Flexed Slot: Crack block first defender aligned head up to the inside; no defender head up to inside work inside second level to third level.
B back: Drop step, open play side and run pitch course.
QB: Reverse pivot, and attack pitch key; pitch off first unblocked defender outside the handoff key.
This play is not run as some traditionalists run it. The author has attempted to run this play in its traditional form (that involved a
pulling guard), but did not have much success with it. Utilizing scoop blocking along the offensive line helps prevent stunts and blitzes from
destroying this play. The speed option is a quick, explosive way to get the football to one of the offense’s best athletes on the perimeter of
the defense.
The supplemental run game is based on one premise, and that is to take away what the defense is doing to stop the triple option.
These supplemental plays are not a grab bag offensive scheme where the coach picks and chooses what to run. There is a basic formula,
as discussed in Chapter Two about how and when these plays are to be called.
PST: Circle block, be sure to get head in front of defender; don't attack, sit and wait for defender to see reverse and change direction; if first
level defender does not see reverse, climb and work to next level for first opposite color jersey to show.
PSG: Scoop
C: Scoop
BSG: Veer
BST: Veer
PSWR: Lazy stalk block, let corner run, once the corner reads reverse then block the corner.
PSSB: Two step motion, pitch course
BSWR: Open inside and aim for the middle of the B back, keep eyes on quarterback the entire time awaiting the pitch; after securing the
ball, work around PST's block and run hash, numbers, sideline.
BSSB: Seal block
B back: Dive fake and block handoff key.
QB: Dive fake, work to B back's block and pitch football to receiver, carry out option fake.
Figure 7-28 (14 Reverse)