Professional Documents
Culture Documents
Formations Doubles Trips Pro Empty Heavy Other Formations Motions Offensive Philosophy Offensive Goals Protections Air Attack Quick Game 5 Step Vertical Smash Screen Flat / Curl Red Zone / Specials Ground Attack
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Pioneers Offense
Formations/Motions
One of the defining characteristics of our offense is the we are very multiple and use formations along with minor adjustments to gain better angles, leverage, and releases into our route assignment. Formation adjustments also allow us to maximize our personnel match-ups to create one-on-one situations or to create confusion by the defense resulting in the possibility of an uncovered receiver due to a blown coverage. The teaching process is easy requiring only about five minutes of practice time to incorporate an entirely different package. It broadens our menu of plays without having to teach new routes, protections, concepts, etc. A few simple terms allows us to change our look. We are still running the same concepts throughout our system, but by using various formations, it is harder for the defense to recognize route combinations. We have five base formations that we use: 1. Doubles (80s) 2. Trips (60s) 3. Pro 4. Empty 5. Heavy These formations are also used in personnel packaging throughout our play calling. Every formation that exists in our playbook stems from these five base formations. They can be tweaked through formation adjustment tags to established desired formation through alignment. Motion is another way to gain an advantage over the defense before the ball is snapped. We use specific motions throughout to: 1. Disguise intentions/delay defensive recognition 2. To gain a blocker or outnumber the defense to one side 3. Create easy releases 4. Declare defense to dictate man vs. zone coverage 5. To create one-on-one match-ups creating personnel advantages 6. To force defense to check or move late, resulting in defenders being out of position Basic motion calls are player specific determining what type of motion that will be utilized. The quarterback controls ALL motions! If a player is out of position due to 3
motioning it is the quarterbacks fault. All motions are automatically off if the quarterback uses MAYDAY call, which alerts the entire offense that the play clock is under 10 seconds.
Pioneers Offense
Doubles (80s)
The basic formation is DOUBLES. You can see that it is a basic 2 x 2 set.
DOUBLES
W Q R
Alignments Quarterback (Q) o In the shotgun, the quarterbacks general depth is at 5 yards. This can vary from 4 to 5 yards according to the play call. Running back (R) o RB position varies depending on play. Rule of thumb: yard deeper than the quarterback and outside foot aligned with inside foot of the tackle. Backside Split End (X) o Bottom of the numbers on the ball, may vary depending on play call Backside Slot (W) o Split the difference between the X and the tackle, off the ball (where quarterback would be if he was under center) Front-Side Slot (Y) o 1 yard outside the college hash, off the ball (where quarterback would be if he was under center) Front-Side Split End (Z) o Top of the numbers on the ball, may vary depending on play call. Since he is on the wide side of the field, he has more variance to line up according to his route. (Could range from the top of the numbers to the bottom on any given play) 5
DOUBLES STACK
X W Q R
Z Y
Pioneers Offense
DOUBLES SQUEEZE
Trips (60s)
W Q R
Z Y
DOUBLES PAIR
X W Q R
Y TRIPS
DOUBLES ACE Q
DOUBLES FLIP/FLOP
W Flip
X Q
Z Flop R
The basic formation is TRIPS (60S). You can see that it is a 3 x 1 set. Alignment Quarterback (Q) o In the shotgun, the quarterbacks general depth is at 5 yards. This can vary from 4 to 5 yards according to the play call. Running back (R) o RB position varies depending on play. Rule of thumb: yard deeper than the quarterback and outside foot aligned with inside foot of the tackle. Backside Split End (X) o Bottom of the numbers on the ball, may vary depending on play call Backside Slot (W) o Alignment is in-line with the goal post, off the ball (where quarterback would be if he was under center) Front-Side Slot (Y) o 1 yard outside the college hash, off the ball (where quarterback would be if he was under center) Front-Side Split End (Z) o Top of the numbers on the ball, may vary depending on play call. Since he is on the wide side of the field, he has more variance to line up according to his route. (Could range from the top of the numbers to the bottom on any given play)
W R X Q
STACK
Y
Y W Q R
Pioneers Offense
HURRICANE
Pro
X W Y Z
PRO
H Q
X
Y CLUSTER
R
W Q R Y Z
The basic formation is tight-end trips. Still 3 x 1 except with H-back. Alignment
X
TREE
Q R
Z Y W
Quarterback (Q) o In the shotgun, the quarterbacks general depth is at 5 yards. This can vary from 4 to 5 yards according to the play call.
Running back (R) o RB position varies depending on play. Rule of thumb: yard deeper than the quarterback and outside foot aligned with inside foot of the tackle. Backside Split End (X) o Bottom of the numbers on the ball, may vary depending on play call Tight- End (H) o Alignment is 2 feet outside the tackle, off the ball (depth: in line where quarterback would be if he was under center) Front-Side Slot (Y) o 1 yard outside the college hash, off the ball (where quarterback would be if he was under center) Front-Side Split End (Z) o Top of the numbers on the ball, may vary depending on play call. Since he is on the wide side of the field, he has more variance to line up according to his route. (Could range from the top of the numbers to the bottom on any given play)
CON
H Q R
PRO FIB
H Q R
CON FIB
Y Q R
TRIO
X Q R
JOKER
X Q R
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Pioneers Offense
The basic formation is no-back. This is a 3 x 2 set, can be a 4 x 1 set
Empty
PANTHER
R Q
Alignment Quarterback (Q) o In the shotgun, the quarterbacks general depth is at 5 yards. This can vary from 5 to 6 yards according to the play call. Running back (R) o RB position varies depending on play. The RB is usually the adjuster in all empty sets. This is a way to put an extra athlete in space to create more one-on-one match-ups. Backside Split End (X) o Bottom of the numbers on the ball, may vary depending on play call Inside Slot (W) o Alignment is in-line with the goal post, off the ball (where quarterback would be if he was under center) Outside Slot (Y) o 1 yard outside the college hash, off the ball (where quarterback would be if he was under center) Front-Side Split End (Z) o Top of the numbers on the ball, may vary depending on play call. Since he is on the wide side of the field, he has more variance to line up according to his route. (Could range from the top of the numbers to the bottom on any given play)
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PIONEER
W Q
QUADS
W Q
PRO QUADS
H Q
KINGS
H Q
DIAMOND
W Q
Y R
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Pioneers Offense
Heavy
HEAVY
TE Q
The basic formation is a two tight end no back set. Maintain 2 x 1 set with WRs. Alignment Quarterback (Q) o In the shotgun, the quarterbacks general depth is at 5 yards. This can vary from 5 to 6 yards according to the play call. Tight End (H) o Alignment is 2 feet outside the tackle, off the ball (depth: in line where quarterback would be if he was under center) H is always aligns to wide side of the field. Backside Split End (X) o Bottom of the numbers on the ball, may vary depending on play call Tight End (TE) o Alignment is 2 feet outside the tackle, off the ball (depth: in line where quarterback would be if he was under center) TE always aligns to short side of the field. Outside Slot (Y) o 1 yard outside the college hash, off the ball (where quarterback would be if he was under center) Front-Side Split End (Z) o Top of the numbers on the ball, may vary depending on play call. Since he is on the wide side of the field, he has more variance to line up
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according to his route. (Could range from the top of the numbers to the bottom on any given play)
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HEAVY OVER
TE
H Q
TE
H Y Q
HEAVY TRIO
TE
H Q
HEAVY TREE
TE Q
Z Y X
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Pioneers Offense
Other Formations
Pioneers Offense
SPLIT
Motions
X Y S Q R Z
PRO G
X FB Q R
FLEX
W Q R
WINGS
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W Q
RAM-Tells the RB to motion to the RIGHT. His destination will vary depending upon the play call
LION-Tells the RB to motion to the LEFT. His X W destination will vary depending upon the play Q call MO-Tells the tagged player to motion to his W alignment crossing the Y formation to get there (In this case W mo) Q
R
W Q
Y Z R
OUT/IN-Tells the tagged player to motion out/in getting to his alignment when the ball is snapped
X H Q R Y
DISCO- Tells the tagged player to motion across center and trace steps back to original alignment (In this case H disco)
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UWP Offense
Offensive Philosophy
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Pioneers Offense
Offensive Principles
1. Attitude A.M.F. Adios My Friend, always creating the big play G.A.T.A.- Get After Their Ass, Hard-nosed smash mouth football that can strike without warning. We will wear teams down throughout the course of the game. STAMPEDE Play an up-tempo offense and force the defense to play according to our style. We will use intelligence, confidence, and athletic ability to our advantage.
2. Spread the Field Force the defense to show their hand to easily determine coverages and blitzes Easy for the quarterback to make confident reads Helps the run game by opening up the box Creates miss-matches that the offense can easily attack
3. Throw to Uncovered Receivers Choice Game (Bingo and Now) Forces the defense to cover the entire field High percentage passing while using ball control to gain 5 yards
4. Hurt the Blitz Screen Game, Sight Adjustments, Hot Routes Every blitz is an opportunity to score It is going to be a big play!
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Pioneers Offense
Basic Principles of Spread Offense
1. Protection This is the key to our success. Everything comes from protection 2. Beat the Blitz Recognize It, Protect It, Attack It! A big play is about to happen 3. Route Conversion Routes will change according to the defensive coverage. The basic principles of our passing game stem from concepts throughout the system. We are not running routes, we are running packages to defeat coverage voids. 4. Passing Concepts These concepts are the same across all formations. This allows you to learn the systems easily. The Key: See the Big Picture. 5. Educated Freedom We will give you the opportunity to play within yourself in order to get open as long as it falls in line with our basic rules and passing concepts. The two basic acts of freedom are the A.M.F. and the D.A. rule (these will be explained later). 6. Sandbox Rules Within each pass concept, you will have specific areas in which you will be assigned to get open. We call this your sandbox. Again, we must see the big picture and understand that you have to stay in your sandbox, if not our spacing will bring in unnecessary defenders. 7. Run After the Catch 50% of yards gained come after the catch. Receivers will be taught were to attack defense to maximize full potential of RAC. 8. Scramble Rules If a play breaks down and the quarterback is forced to scramble, 21
receivers will have automatic adjustments based on the route they are running. Quarterbacks: Never throw the ball late down the middle! 9. Golden Rule: QBs never pass up an open receiver waiting for another to get open.
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10. Built in Constants There are certain things in our offense that do not change A. If there is no FS in the middle of the field, someone will be assigned to replace him. B. vs. Cover 2, we will build triangle reads. C. We will throw the ball deep on the hashes or in the flats if a FS is in the middle of the field (Cover 1 or Cover 3). D. Against hard corners (Cover 2), we will never attempt to throw a ball over the head of a back-pedaling corner, take the short throw. Remember that 50% of yard come after the catch! E. vs. Zone coverage, receivers are to find and settle into holes between defenders, it is the quarterbacks job to find the window and deliver the pass. Do not lead them into danger. F. vs. Man coverage, receivers stay on the run always looking to gain separation between him and the defender, it is the quarterbacks job to keep the receiver on the run to maintain separation. G. Q Receiver- throughout all our 5 step passing game, we will have a built in Q receiver. If defense blitzes, the Q receiver must shorten his route properly to give the quarterback a quick option against the blitz.
Offensive Goals
1. To score 6 times a game 2. To average 400 yards of total offense 3. Zero turnovers per game 4. No more than 3 penalties per game 5. Score 75% of the time from the Red Zone 6. 3rd Down conversion of 60% 7. 2 or less sacks per game
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UWP Offense
Protections
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Pioneers Offense
Protections
Great protection is the most basic key to the success of our pass offense. We have a protection first mentality when it comes to our passing game. Successful pass protection is the result of EVERY member of our offense being on the same page and executing his assignment. Main keys to successful pass protection include: Our linemans knowledge and execution of our schemes, but more importantly, having the ability to work as a unit with the mentality that No Body Touches Our Quarterback Our running back must know his assignment according to the protection scheme. Majority of the time, he will be responsible for number 6 to number 7 according to protection. You are accountable for your defender! He is your number one priority in passing game. Our receivers play a major role in identifying coverages to determine and identify possible blitzes as well as understanding when to automatically adjust their route in order to get open in time to let the quarterback be successful. Our quarterback is the keystone to our success. He has to have the knowledge to get us into the right situation by bringing in extra protection, changing the play, or getting the ball to the right match-up to take advantage of one-on-one situations to defeat blitzes. He also must know when to Live for Another Play.
Protection 1 2 3 4 7 9 30s
Protection Concept Slide Play Action Boot Fan Gap Semi-Roll Man Quick
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Protection: 1
Concept: Slide
Our slide protection is used to protect against outside blitzes and overloads. In this protection the RB has to double read the backers (6 to 7). We will slide from the first uncovered lineman on away from the RB. The backside tackle will block the widest rusher as a rule. The center or the uncovered lineman slides to the call.
Protection: 1 vs 3-2
Protection: 1 vs 3-3
F E
4 3
M N
5 2
S T
6 1
SS
Protection: 1 vs 4-1
Protection: 1 vs 3-3
M E
4
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F E
4
SS
28
Protection: 2 Boot
Concept:
Play-Action
On play action protection we have to block aggressively selling run first do the defensive line and the backers. The RB carries out his run fake and blocks by getting tackled if he is not included in the routes. We are selling the run and leaving the BS DE free for the pulling guard. On this play action protection we always block the play that is called like a run without going down field.
5 6
4 2
F4 N
R
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Protection: 3
Concept: Fan
Our fan protection is used as a play action concept off of our choice package. In our fan protection, the RB will make his Roger or Louie call according to the A-gap in which there is no defensive tackle. If there is a three man front, the RB back must used his best judgment. Regardless of what happens, the RB is responsible to cut the defender in his gap. According to the RB back call, the center protects the opposite A gap as everyone else up front fans out to protect their outside gap. The guards are responsible for B gaps and both tackles are responsible from their nose to the side line.
Protection: 3 vs 3-2
Protection: 3 vs 3-3
F4 N
2 Cut
F E
4 3
M N
5 2 Cut
S T1
SS
Protection: 3
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M E
4
3 Cut
"Louie"
F E
4
3 Cut
SS
R "Louie"
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Protection: 4
Concept: Gap
We use this protection for some of our Quick game. This is a six-man gap protection. The RB is responsible to cut the edge to the side of the call; Rip to the right and Liz to the left. The offensive line will gap protect away from the call, with the open tackle also cutting the edge. There is a call for the call side tackle to stay big on big when there are two off the edge and no B-gap threat. This protection is very physical at the LOS and will only allow heat off the edges. The protection will be the same regardless of front. We are being responsible for a gap not a man.
Protection: 4-Liz
F4 N
"Liz"
Protection: 4-Rip
F4 N
"Rip"
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Protection: 7 Roll
Concept: Semi
We use this protection for a semi-roll by the QB. It is always a six-man protection. The RB checks and helps against the play-side defensive end. If the end is secured he leads the QB and checks blitzes from the play-side D-gap to A-gap. The play-side guard and tackle reach or man block without losing ground. The play-side has to cut if necessary. The center, the backside guard and tackle reach and hinge. The backside tackle has to control the backside defensive end. A Dog call will align the RB opposite and will protect opposite, a full reach scheme across the front will occur.
F4 N
5 6
4 2
Q
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Protection: 9
Concept: Man
We use this protection in all of our formational series. This is a five or six man protection depending on the formation. We should be able to protect all five/six man rushers with the QB being responsible for the sixth/seventh rusher. The RB is responsible for 6 to 7 in the box or to the call side. The center always identifies the Mike backer. The Mike call depends on the front call by the RB. Mike is either the single backer in the box or the 2nd backer in the box away from the call. To block Mike the center calls either a single block or a combo block with a guard depending on the defensive alignment. The first uncovered lineman from the center on to the backside will double read Mike to the outside backer away from the call. We have three additional calls for the running back in the protection: Max RB will stay and protect and not release for his route; Dog RB will line up away from the call but still protect to the play side as if he was aligned to the call side; Chip RB chips the front side defensive end to help the tackle before he leaves for his route (or other player depending on game plan).
Protection: 9
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F4 N
F E
4 3
M N
5 2
T1
SS
Q
Protection: 9 vs 4-1
R
Protection: 9
M N
F E
4
M N
2
SS
R
vs 4-2
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Concept:
Our Quick Protection is based on our Man Protection and is a man scheme. This is a five or six man protection depending on the formation. We run block the defenders initially. This is a very aggressive block because we have to get the defenders hands down. The RB will always protect to the side the QB chooses, Roger and Louie will tell the linemen where he is. The center always identifies Mike. The Mike call depends on the front call by the RB and his alignment. Mike is either the single backer in the box or the 2nd backer in the box away from the call. To block Mike the center calls either a single block or a combo block with a guard depending on the defensive alignment. The first uncovered lineman from the center on to the back-side will double read Mike to the outside backer away from the call.
F4 N
F E
4 3
M N
5 2
T1
SS
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M N
F E
4
M N
2
SS
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UWP Offense
Air Attack
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Pioneers Offense
Quick Game (3 Step)
Our quick game (3 Step) is the Bread and Butter of our offensive air attack. We will use this package anywhere on the field. This makes easy reads and quick decision making for the quarterbacks and also allows us to get the ball in space to our receivers to take advantage of their athletic ability. This is also a high percentage completion percentage that should be around 80% to 85%. These are also the only pass plays within our system that must be memorized. There are no basic concepts with are 3 step game, just plays. We can run this package out of any formation that we have in our offense, which is why this is our most productive package in our system. Defenses Answer to our Quick Game 1. Most defenses have the mind-set that they will give up the short pass to make sure that they do not get beat on the long ball. However, we know that 50% of yards gained are made after the catch. With this in mind, a 5 yard completion can easily turn into a 10 yard gain. Last time I checked, a first down is still 10 yards which means that we are still on the field that much closer to putting the ball in the endzone. 2. They play Cover 2 with man to man principles underneath to prevent the 5 yard completion. The main reason a defense runs this coverage is to force us to throw the fade. This is definitely an option and we will take this. However, we also must be smart and understand that if they are in this type of coverage, the defense is using 6 defenders to cover 4 receivers (4 man-to-man, 2 safeties deep). This leaves the other five defenders to defend against our run game. Involved with that include our 5 offensive lineman, 1 quarterback, and 1 running back (7 vs. 5, I like our odds). 3. If the two theories above do not work, the defense will go to the blitz theory. We have no problem blocking 6 defenders if they decide to blitz us. The problem lies with blocking 7. This is when the quarterback has a decision to make: get the ball off before they get to him or bring in extra protection. We prefer the extra protection. Remember, if they decide to bring 7 defenders, we have one-on-one across the board. One mess up by the defense and we have 6 points. Receiver Rules A.M.F. If a defender is within 5 yard on a hitch or out route, then beat them deep 39
D.A. This involves mainly the wings, if the outside linebacker flies across your face to the flats without respecting your route, immediately open up to the quarterback and look for the ball.
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Play: 31
Concept: Slant/Shoot
SS C S X W R T F
FS C M N T Y QB Z W
QB
Danger Player Progression 1. Pre-Snap Read/best match-up 2. Read S/W 3. S/W runs with W/Y throw slant 4. S/W jumps slant, throw shoot
X W width R Y width Z
Coaching Point: Keep defender on your back hip Coaching Point: Gain depth as you gain
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Play: 31 Bubble
31 Wheel
FS
C X
SS S W R T
F N
M T W Y QB
C Z
Notes:
Play: 31 Wheel
FS
C X
SS S W R T
F N
M T W Y QB
C Z
Notes:
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Play: 32
Concept:
Hitch/Slip -
SS C S X W R T F
FS C M N T Y QB Z W
Drag
QB CoverRead Player 1 SS/W M/F 2 S/W M/F 3 S/W M/F 4 S/W M/F Danger Player Progression 1. Pre-Snap Read/best match-up 2. Read S/W 3. S/W runs with W/Y throw hitch 4. S/W flies to flat, throw D.A.
6 yard Hitch
Coaching Point: A.M.F. if corner sits on hitch Coaching Point: Control S, if he flies flats
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Play: 32 Go
FS
C SS S X W R QB T F N M T W Y
Notes:
Play: Trips 32
FS
C SS X S T W Y R QB F N M T W
Notes:
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Play: 33
Concept:
Slant/Slip
SS C S X W R T F
FS C M N T Y QB Z W
Drag
CoverRead Player 1 SS/W S/M 2 S/W M/F 3 S/W M/F 4 S/W M/F Danger Player Progression 1. Cover 2- Slant, Cover 3 - Hitch 2. Read S/W 3. S/W runs with W/Y throw 4. S/W flies to flat, throw D.A.
QB
slant/hitch
Read Slant
Coaching Point: Keep the corner on your back hip Coaching Point: Control S, if he flies flats
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Play: 33 Go
FS
C SS S X W R QB T F N M T W Y
Notes:
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Play: 34
Concept: Hitches
SS C S X W Y F T
FS C M N T Z W
QB
QB
Danger Player Progression 1. Pre-Snap, best option 2. Read S 3. S sits on W throw to Y 4. S runs to Y throw to W, if squats A.M.F.
corner
Coaching Point:
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Play: 34 Y Go
SS C S X W Y F T
FS C M N T Z W
QB
Notes:
48
Play: 37
Concept: Drag
SS C
FS C
S X W
F T
M N
W T Y Z
QB
QB
drag break
Danger Player Progression 1. Pre-Snap, best option 2. Read S 3. S jumps W, hit X on replace F/M 4. S sits throw to W on
Coaching Point:
49
Play: Trips 37
SS C S X W Y R F T
FS C W T Z QB
M N
Notes:
50
Play: 38
Concept: Space
SS C S X W R F T
FS C W T Y QB Z
M N
QB
Danger Player Progression 1. Pre-Snap, best option 2. Read S 3. S jumps R, hit W on stick route SS 4. S sits on W throw chute
to R X Fade release! W Box tight end R Chute sideline, RUN! Y Slip use D.A. Z 6 yard Hitch Coaching Point: Must get an outside
Coaching Point:
Coaching Point:
Coaching Point:
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Play: 39
Concept: Flat/Fade
SS C S X W R T F
FS C M N T Y QB Z W
QB boundry
3,
2. Read C 3. C jumps flat, throw fade 4. C stay with fade, throw shoot Coaching Point: Stay at least 5 yards from
Coaching Point:
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Play: 39 Blade
SS C S X W F T Y QB M N
FS
C T W Z
Play: 39 Bubble
SS C S X W Y R QB F T
FS
M N T
C W Z
Play: 39 Special
SS C S X W Y F T
FS C M N T Z W
QB
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Pioneers Offense
5 Step
The basics of our 5 Step Passing Game is ran in Concepts. These Concepts will remain constant throughout all of our 5 Step Passing Game. These pass concepts allow us to learn the base offense quickly and then incorporate each concept into different formations. This allows us to very multiple by only making a few minor adjustments. Our Passing Concepts are as follows:
Concept Vertical Concept Smash Concept Screen Concept Flat / Curl Concept
Note:
Formation Numbers are Odd and Even (Odd = Formation strength to the left, Even = Formation strength to the right)
For Example: Play Call 981 9 = Protection Scheme 8 = Formation 1 = Concept (In this case, 981 let us know that we are in man protection 9; our formation is Doubles 8; we are running the vertical concept 1. Reminder: 2 is also a vertical conceptthe only thing that would change would be the strength of formation, Play call would thus be 982 Formation adjustment: 961 54
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Pioneers Offense
Passing Concepts
1 2 Vertical Concept
This concept allows us to stretch the defense vertically toward the end zone. This concept is a main staple within our offense. We will attack with this concept at make safeties worry about getting beat deep. The main areas in which we will attack is 18 to 22 yards down the field. The area in which we will attack are: 4 yards outside the numbers on both sidelines as well as 2 yards outside each hash. In certain coverages, we will attack 18 to 22 yards in the middle of the field. We will also have a low level control route. We like this concept because it can be successful against any type of defense.
3 4 Smash Concept
This concept allows us to isolate a cornerback into making the wrong decision. The basic Smash Concept involves a six yard hitch in front the corner and an 18 to 22 yard corner route behind. The main reason we use this concept is the attack the outside zones of the defense as well as making an easy read for the quarterback by giving high percentage throws with an easy key to throw off of. We like this concept the best against some type of two deep coverage, but it is also successful in Cover 3 and Man-to-Man.
5 - 6 Screen Concept
This concept allows us to control the blitz and forces defenses to second think about giving pressure. THIS IS OUR ATTACK OFFENSE! If we are successful with the screen concept, it will be easier to run our entire offense. We are allowing defenses to overpursue and getting the ball, on a high percentage throw, to an athlete in space. Our offensive lineman are getting down field and putting defenders on the ground. We like this concept against heavy blitz teams.
7 8 Flat/Curl Concept
This concept allows us to stretch the defense horizontally. We will stretch the flat defender to the sidelines and replace him with a curl route. At the same time we have a low level control player running a box route in the middle of the field at five yards. We are giving the quarterback a triangle read among three defenders. We will attack 12 yards on each hash (curl area) as well as 5 yards along the sideline (flat area). We like this concept against Cover 3 and Cover 4. 56
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Pioneers Offense
1 - 2 Vertical Concept
Our 5 Step Passing Game is ran on concepts. In order to understand the BIG PICTURE, you must understand the SANDBOXES for each concept. We do not teach routes in our 5 Step Passing Game. Instead we teach sandboxes on the field which represent the ending area on the field in which the receivers will end up. No two receivers will ever have the same SANDBOX. This allows us to easily adjust personnel, switch formations, or add tags in order to give the defense a different look. This allows us to give the defense a different look while we are still running the same concept making it easier on the offense to become more multiple if needed. The SANDOXES for the Vertical Concept are illustrated below:
vs Cov 3
vs Cov 2
QB
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Concept:
Cov 2
Cov 3 C F T N M T W Z Y
QB read S
CoverRead Player 1 SS to FS 2 S to SS
Danger Player Progression M/S 1. Determine coverage, pre-snap M 2. Middle Open, glance at SS, M S to FS 3. Middle Closed, eyes on FS, M 4. If backers
3 SS to FS throw opposite fly deep, throw to the RB X Vertical yards from 15 yards
Coaching Point: Sandbox: 18 22 yards deep 4 The bottom of the numbers, in Cover 3, hitch up at
W Front Side: Seam-Choice Coaching Point: Sandbox: 18 22 yards deep 2 yards outside Backside: Fix-Dig the hash, If Cover 3 stay up the hash, Cover 2 break to middle R route Box/Flat Coaching Point: Check Protection then release to
Y Backside: Fix-Dig Coaching Point: Sandbox: 18 22 yards deep 2 yards outside Front Side: Seam-Choicethe hash, must stay fixed on the hash in Cover 1/3 and break route to the dig in Cover 2/4.
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Coaching Point: Sandbox: 18 22 yards deep 4 The bottom of the numbers, in Cover 3, hitch up at
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SS C
FS C
S X W
F T N
M T W Z Y
QB
SS C
FS C
S X W
F T N
M T W Z Y
QB
SS C
FS C
S X W
F T N
M T W Z Y
QB
61
SS C
FS C
S X W
F T N
M T W Z Y
QB
SS C
FS C
S X W
F T N
M T W Z Y
QB
SS C
FS C
S X W
F T N
M T W Z Y
QB
62
Concept:
SS C S X W Y R F T
FS C M N T W Z QB
QB read S
Cover 1 2
Read Player SS to FS S to SS
Danger Player Progression M/S 1. Determine coverage, pre-snap M 2. Middle Open, glance at SS, M S to FS 3. Middle Closed, eyes on FS, M 4. The RB is
3 SS to FS throw opposite 4 you friend. Throw him the ball! X Vertical yards from 15 yards
Coaching Point: Sandbox: 18 22 yards deep 4 The bottom of the numbers, in Cover 3, hitch up at
W Out Side: Seam-Choice Coaching Point: Sandbox: 18 22 yards deep 2 yards outside Inside: Climb* the hash, If Cover 3 stay up the hash, Cover 2 break to middle R route Box/Flat Coaching Point: Check Protection then release to
Y Inside: Climb * deep 2 yards outside Outside: Seam-Choice Z Vertical yards from 15 yards
Coaching Point:
Sandbox: 18 22 yards
the hash, must stay fixed up the hash at all times. Coaching Point: Sandbox: 18 22 yards deep 4 The bottom of the numbers, in Cover 3, hitch up at
63
*Climb Route When you run the climb route, you MUST run over the F and get to your sandbox on the opposite hash. See the big picture and get to your sandbox to open up the window for the seam-choice.
64
SS C
FS C
S X W Y
F T
M N
W T Z
QB
SS C S X W Y R QB F T
FS
M N T
C W Z
SS C S X W Y R F T
FS C M N T W Z QB
65
SS C S X W F T R QB M N
FS
C T W Y Z
SS C S X W F T R QB M N
FS
C T W Y Z
SS C S X W F T R QB M N
FS
C T W Y Z
66
SS C S X W F T Y QB M N
FS
C T W Z R
SS C S X W F T Y QB M N
FS
C T W R Z
SS C S X W F T Y QB M N
FS
C T W R Z
67
SS C S X W Y F T
FS C W T R QB Z
M N
SS C S X W Y F T
FS C W T R QB Z
M N
SS C S X W Y F T
FS C W T R QB Z
M N
68
SS C S X W Y F T
FS C W T R QB Z
M N
Notes:
69
Pioneers Offense
3 - 4 Smash Concept
Our 5 Step Passing Game is ran on concepts. In order to understand the BIG PICTURE, you must understand the SANDBOXES for each concept. We do not teach routes in our 5 Step Passing Game. Instead we teach sandboxes on the field which represent the ending area on the field in which the receivers will end up. No two receivers will ever have the same SANDBOX. This allows us to easily adjust personnel, switch formations, or add tags in order to give the defense a different look. This allows us to give the defense a different look while we are still running the same concept making it easier on the offense to become more multiple if needed. The SANDOXES for the Smash Concept are illustrated below:
QB
Note: When using the Smash Concept, we will semi roll our quarterback to the play side. Not only does this make a shorter throw for the quarterback, it also moves the pocket not allowing defenses to set up to always know where the quarterback is going to set up for the pass.
70
71
Play: 983/984
Concept:
SS C
FS C
S X W
F T N
M T W Z Y
QB
Smash
CoverRead Player Danger Player Progression QB 1 W/SS FS/C 1. Determine coverage, pre-snap 2 SS/FS M 2. Read Corners alignment and stance 3 C W/SS 3. If corner sit on the hitch, throw corner route 4 SS/FS M 4. If corner jumps corner route, throw hitch X Hitch the numbers Coaching Point: Sandbox: 6 yards deep on Sell vertical push by beating the drums W Corner yards from the Coaching Point: Sandbox: 18 22 yards deep 5
Sideline, stem SS and keep him in your back pocket R route Box Coaching Point: Check Protection then release to
Coaching Point:
Sideline, stem SS and keep him in your back pocket Z Hitch the numbers Coaching Point: Sandbox: 6 yards deep on Sell vertical push by beating the drums
72
SS C
FS C
S X W
F T
M N T
W Z Y
QB
SS C
FS C
S X W
F T
M N T
W Z Y
QB
SS C
FS C
S X W
F T
M N T
W Z Y
QB
73
SS C S X W F T N
FS
M T
C W Y Z
QB
SS C S X T W H R F
FS
M N T
C W Z
QB
SS C S X T W H R F
FS
M N T
C W Z
QB
74
Play: 963/964
Concept:
SS C
FS C
S X W Y
F T N
M T W Z
QB
Smash
Cover 1 2 Read Player SS FS/C C/SS/FS Danger Player Progression 1. Determine coverage, pre-snap M 2. Read Corners alignment and 3. If corner sit on the hitch, throw M 4. If corner jumps
QB stance
W/SS C/SS/FS
Coaching Point: Sandbox: 6 yards deep on Sell vertical push by beating the drums
Coaching Point:
Sideline, stem SS and keep him in your back pocket R route Box Coaching Point: Check Protection then release to
Coaching Point:
Sandbox: 18 22 yards
Sideline, stem SS and keep him in your back pocket Z Hitch the numbers Coaching Point: Sandbox: 6 yards deep on Sell vertical push by beating the drums 75
Note: If we SEMI ROLL into this play the Corner Climb Route turns into a deep corner to the side of the semi-roll. Illustration on next page (763)
76
Play: 763
SS C
FS C
S X W Y
F T
M N T
W Z
QB
SS C
FS C
S X W Y
F T
M N T
W Z
QB
SS C
FS C
S X W Y
F T
M N T
W Z
QB
77
SS C
FS C
S X W Y
F T
M N T
W Z
QB
SS C S X W Y R QB F T
FS
M N T
C W Z
Play: 93
SS C S X R W QB F T M N
FS
C T W Y Z
78
Pioneers Offense
5 - 6 Screen Concept
Our screen package is a vital part of our offense. It gives us the tools to attack defensive blitzes, slow down the rush, and allow opportunities to create big plays. All screens end in 5 or 6 within our passing concept. The main type of screens that we will use consist of: slip screen, bubble screen, and rocket screen. We will be very multiple out of our screen package by using the multiple formations to get the ball in open field allowing players to make plays. This part of our offense allows us to release lineman downfield to show there athleticism. Basic Translation: Love the Ground. On all screen game, we will cut block defenders as much as possible in order to get defenders on the ground as well as make the ball carriers vision better and allow him to get up field. The most important part of our screen game comes in the form of our CHOICE PACKAGE. This package puts together a basic run scheme with the bubble concept. This is our version of the TRIPLE OPTION. We will force the defense to play its hand. We will then use numbers to out-strength the defense forcing them to defend the whole field. The decision is dependent upon the quarterbacks and his ability to determine defenses from a pre and post snap reads to make the correct decision. We use with our run game as well as our quick passing game with one goal in mind: GAIN POSITIVE YARDAGE. Our overall goal is to average four or more yards when using this package. The screen game along with corresponding numbers are as follows: Name 15/16 25/26 35/36 45/46 Double Pass 55/56 65/66 75/76 85/86 Type Slip RB Flare Bubble w/ Rocket Choice (Bingo) Rocket Rocket Choice (Now) Rocket All All Base Formations Doubles, Trips, Pro Doubles, Trips, Pro Empty, Heavy All Trips, Pro Trips, Heavy, Pro 375/376 Iowa, Indiana 79 345/346, Iowa Double Pass Variations
Rocket
Empty, Heavy
Y/W,
Play: 15/16
Concept: Slip
SS C S X W Y R
QB Give ground & Invite Rush X Block C make the TD block! W Block FS
FS F T N M T C W Z QB Cut
Coaching Point: If RB is covered, throw the ball at his feet! We have OL blocking downfield. Coaching Point: If man to man, run him off, you Get him on the ground! Coaching Point: Work up to SS. Put him on the ground! Coaching Point: Sell, sell, sell pass protection. You must Academy Award! J turn, catch and run to daylight.
R J Turn win an
80
Coaching Point: Pass set 1 second, then release to feet, then throw and roll.
Coaching Point: Pass set 1 second, then release to feet, then throw and roll.
Coaching Point: Pass set 1 second, then release to feet, then throw and roll. Must release FLAT!
Coaching Point: Pass set and invite up field, keep on Get hands down and cut him, he must end up on the ground.
81
Play: 25/26
Concept: RB
SS C S X Charlie W Y R QB F T N
FS
M T
C W Z
Flare
QB Give ground & Fade back after you Invite Rush X Block C play. Block him to the W 1st Threat Charlie call is used R Flare making initial cut. Coaching Point: Throw to up-field shoulder of RB. throw the ball to ensure a forward pass. Coaching Point: Let him take himself out of the side in which he wants to go. Attack him! Coaching Point: Use angles to create running lane. Coaching Point: Catch the Ball! Get outside before Once initial cut is made, You Gotta Run! Y Block SS faster you get to Coaching Point: Get width and attack defender. The him the more yards we get. Z Block FS to him and Coaching Point: This is the touchdown making block. Get put him on the ground. LT LG C Chase Block Chase Block Chase Block Coaching Point: If possible, CUT (always on the backside) Coaching Point: If possible, CUT (always on the backside) Coaching Point: If possible, CUT (always on the backside) 82
RG RT
Coaching Point: If possible, CUT (always on the backside) Coaching Point: If possible, CUT (always on the backside)
83
Play: 35/36
Concept: Double
SS C S X T W Y F
FS
M N T
C W R Z
QB
Now
QB Read Best Option and throw to Coaching Point: Double Now Concept, Read the numbers the side that gives us the best option to be successful! X Now scrimmage to Coaching Point: Sell Vertical, get back behind the line of catch the ball, get yards. W Block C the line of scrimmage. Coaching Point: Keep your head toward the line Make him run through you to get to X. R Block C the line of scrimmage. Coaching Point: Keep your head toward the line Make him run through you to get to Z. Y 1st Threat faster you get to Coaching Point: Get width and attack defender. The him the more yards we get. Z Now scrimmage to Coaching Point: Sell Vertical, get back behind the line of catch the ball, get yards. LT Chase Block CUT. Coaching Point: Get width get down field. If possible,
84
Coaching Point: Stale Mate the Nose. Stay Up! Coaching Point: Get width get down field. If possible,
85
Play: 45/46
Concept: Choice
SS C S X 1st Threat! W Y T F
FS
M N T
C W Z
Flash! R
QB
Bingo
QB Choice* up-field shoulder X Block C get away, CUT! W 1st Threat bubble. Slow play Coaching Point: Show ball to the RB and throw to
Coaching Point: Block 1st defender that threatens the the block to determine which defender is most dangerous.
R Flash Chase. Sell run! Y Bubble the sideline. Should make first cut
Coaching Point: Get width and stretch the field to Have a slight arc. Get outside and run to grass. Never inside! Be an athlete and out run somebody.
Coaching Point: If Cover 3, must attack defender. the fade route to take C out of the picture.
*This is the base form of our Bingo scheme. Majority of time we will package with a base run play.
87
Concept:
SS C S X W 1st Threat! Y T F
M N T
C W Z
QB
Concept:
SS C S X 1st Threat! W Y R T F
M N T
C W Z
QB
Concept:
88
SS C S X T W Y R F
FS
M N T
C W Z
QB
89
Play: 55/56
Concept: Rocket
SS C S X W Y F T N
FS
M T
C W Z Cut
QB
QB Give Ground and throw the & Invite Rush X the Block SS
Coaching Point: Keep eyes downfield, Use a high release ball under the WRs chin on the rocket screen Coaching Point: Get yourself into the play. You will make touchdown making block.
W Block S to FS the next level. R Block C automatic motion to you. Y Block FS that gets us
Coaching Point: If corner is in press coverage, ensure that you will make your block. Keep him outside of
Coaching Point: Get to the play, you will make the block a first down. We like first downs!
Coaching Point: Sell vertical push and re-trace line of scrimmage while running toward the imaginary tight end. This is where you catch the ball and then get up the tunnel and then outside.
90
Coaching Point: Pass set, club defender by and release splitting the difference between the hash and the numbers.
Coaching Point: Get depth, invite pass rush and CUT him.
Play: 65/66
Concept: Rocket
SS C S X W Y R QB Give Ground and throw the & Invite Rush Roll SMOKE) X the Block SS QB F T N
FS
M T
C W Z
Coaching Point: Keep eyes downfield, Use a high release ball under the WRs chin on the rocket screen (Semi-
Coaching Point: Get yourself into the play. You will make touchdown making block.
Coaching Point: Attack the defender, sell pass. Coaching Point: Get to the play, you will make the block a first down. We like first downs!
91
Coaching Point: Sell vertical push and re-trace line of scrimmage while running toward the imaginary tight end. This is where you catch the ball and then get up the tunnel and then outside.
LT LG
Coaching Point: Smoke Protection Coaching Point: Smoke Protection Coaching Point: Pass set, club defender by and release Landmark is the hash mark.
Coaching Point: Quick Pass Set, club defender by and the line of scrimmage to block the C. You start the play!
92
Play: 75/76
Concept: Choice
SS C S X T W Y R F
FS
M N T
C W Z
QB
Now
QB Choice* up-field shoulder X Now them back Coaching Point: Show ball to the RB and throw to
Coaching Point: Sell vertical route for three steps, retrace to the line of scrimmage.
the C, if you cant cut him, keep him on your outside shoulder. R Flash Chase. Sell run! Y 1st Threat now. Slow dangerous. Z Block C If Cover 1 you can run Coaching Point: If Cover 3, must attack defender. the fade route to take C out of the picture. LT Chase Block CUT. Coaching Point: Get width get down field. If possible, Coaching Point: Flash across the quarterbacks face like
Coaching Point: Block 1st defender that threatens the play the block to determine which defender is most
93
LG Chase Block CUT. C Chase Block CUT. RG Chase Block CUT. RT Chase Block CUT.
*This is the base form of our Now scheme. Majority of time we will package with a base run play.
94
Concept:
SS C S X T W Y R F
M N T
C W Z
QB
Play: 71 Choice
FS
Concept:
SS C S X T W F
M N T
C W Y Z
QB
Concept:
95
SS C S X T W F
FS
M N T
C W Y Z
QB
96
Play: 85/86
Concept: Rocket
SS C S X T W F N
FS
M T
C W Y Cut Z
R
QB Give Ground and throw the & Invite Rush X the Block SS
QB
Coaching Point: Keep eyes downfield, Use a high release ball under the WRs chin on the rocket screen Coaching Point: Get yourself into the play. You will make touchdown making block.
Y Block C Coaching Point: Stay flat down the line of scrimmage and work to get to the C, if you cant cut him, keep him on your outside shoulder. Z Rocket your steps back to the Coaching Point: Sell vertical push and re-trace line of scrimmage while running toward the imaginary tight end. This is where you catch the ball and then get up the tunnel and then outside. LT Pass Block outside shoulder. LG Pass Set down the hash! Coaching Point: Get depth and keep defender on your
97
Coaching Point: Pass set, club defender by and release splitting the difference between the hash and the numbers.
Coaching Point: Get depth, invite pass rush and CUT him.
98
Play: 85 W Rocket
FS
Concept:
SS S T W Y Cut
F N
M T
C W Z
QB
Concept:
SS C S X T W R QB F N
FS
M T
C W Y Z
Concept:
99
SS C S X T W R QB F N
FS
M T
C W Y Z
100
Play: 95/96
Concept: Rocket
SS C S X T W Y F N
FS
M T
C W R Cut Z
QB
QB Give Ground and throw the & Invite Rush X the Block SS Coaching Point: Keep eyes downfield, Use a high release ball under the WRs chin on the rocket screen Coaching Point: Get yourself into the play. You will make touchdown making block. W Block S to FS the next level. R RB Flare scrimmage and Coaching Point: If S blitzes, let him go and then climb to
Coaching Point: Release down flat down the line of work up field to the corner. Cut Him!
Coaching Point: Sell vertical push and re-trace line of scrimmage while running toward the imaginary tight end. This is where you catch the ball and then get up the tunnel and then outside.
101
Coaching Point: Pass set, club defender by and release splitting the difference between the hash and the numbers.
Coaching Point: Get depth, invite pass rush and CUT him.
102
Pioneers Offense
7 - 8 Flat/Curl Concept
Our 5 Step Passing Game is ran on concepts. In order to understand the BIG PICTURE, you must understand the SANDBOXES for each concept. We do not teach routes in our 5 Step Passing Game. Instead we teach sandboxes on the field which represent the ending area on the field in which the receivers will end up. No two receivers will ever have the same SANDBOX. This allows us to easily adjust personnel, switch formations, or add tags in order to give the defense a different look. This allows us to give the defense a different look while we are still running the same concept making it easier on the offense to become more multiple if needed. The SANDOXES for the Smash Concept are illustrated below:
QB
Note: When using the Flat/Curl Concept, we are building triangle reads for the quarterback and spacing the defense out forcing them to cover the whole field. The triangle read makes an easy read for the quarterback by isolating a few key defenders in order to dictate where to ball is being thrown.
103
Play: 987/988
Concept:
SS C
FS C
S X W
F T N
M T W Z Y
QB
Flat/Curl
Cover 1 2 3 4 X Curl outside hash Read Player SS/W S/M S/W F/M SS/W S/W S/M F/M Danger Player Progression 1. Determine coverage, pre-snap 2. Keep eyes down field, hold danger 3. Throw opposite of read player 4. If danger player flies, throw to the RB
QB player.
Coaching Point: Sandbox: 12 yards deep one yard Sell vertical push by beating the drums
Coaching Point:
Sandbox:
yards
on
the
Coaching Point:
Coaching Point:
Sell vertical push by beating the drums Z Out/Chute if Cover 3 Coaching Point: Sandbox: 5 yards on the sideline,
104
Note: In Flat/Curl concept, we like to use Rex and Ray to create natural messing points to free up receivers. For example 967 Raw Hot (Illustrated on page 67).
105
SS C
FS C
S X W
F T N
M T W Z Y
QB
SS C
FS C
S X W
F T N
M T W Z Y
QB
SS C
FS C
S X W
F T N
M T W Z Y
QB
106
Play: 967/968
Concept:
SS C S X W Y R QB F T
FS
M N T
C W Z
Flat/Curl
Cover 1 2 3 4 X Curl outside hash Read Player SS S/M S/W F/M SS/W S/W S/M F/M Danger Player Progression 1. Determine coverage, pre-snap 2. Keep eyes down field, hold danger 3. Throw opposite of read player 4. If danger player flies, throw to the RB
QB player.
Coaching Point: Sandbox: 12 yards deep one yard Sell vertical push by beating the drums
Coaching Point:
Sandbox:
yards
on
the
Coaching Point:
Coaching Point:
Sell vertical push by beating the drums Z Out/Chute if Cover 3 Coaching Point: Sandbox: 5 yards on the sideline,
107
Note: Sanboxes always stay the same on the field. Even though we are in trips formation, Y still has responsibilities to get to his sandbox. The only time this will change is when we start to add tags. The tags will tell you your knew sandbox. However, every sandbox will be filled when it is all said and done.
108
SS C S X W Y R QB F T
FS
M N T
C W Z
SS C S X W F T Y QB M N
FS
C T W Z R
SS C S X W F T R QB M N
FS
C T W Y Z
109
SS C S X W Y R QB F T
FS
M N T
C W Z
SS C S X W F T Y QB M N
FS
C T W R Z
Play: 97
SS C S X R W QB F T M N
FS
C T W Y Z
110
Pioneers Offense
Red Zone / Specials
Play: 461 Florida
FS SS S T W Y X F N M T W Z C
QB
C X
SS
S H
F T N
M T W
C Z
QB
111
SS C S X
F N QB
FS T W Z W Y
T RT LT
W R QB
W R QB
112
Play: 212
SS C S X W Y R F
FS C W T Z QB
M T N
SS C S X T W Y R F
FS
M N T
C W Z
QB
SS C S X W Y R F T
FS C M N T Z W
QB
113
Play: 18 R
SS C
FS C
S X W
F T N
M T W Z Y QB R
FS C W X M T W R
SS C F N T Y QB S Z
114
FS C M W X W R T
SS C F S N T Z Y QB
FS C M W T W X Y R
SS C F S N T Z
QB
115
SS F C S X QB T N M T
FS W Z C
R W Y
Play: Victory
SS F C S X W QB Y T N M T
FS W Z C
SS F C S X W QB Y T N M T
FS W Z C
116
UWP Offense
Ground Attack
117
Pioneers Offense
Run Game
In order to be successful we must be able to run the football. Whether we run the ball four times or forty times we must be successful within our schemes. Running the football boils down to attitude, hard work and dedication. It is a blue collar job in which we must roll up our sleeves, put on our hard hat and go to work. The main focus of our running game is to set up our play-action-pass and keep linebackers feet in mud. This opens up passing lanes down field. Our run game schemes are simple and we run our base plays off of the inside zone, outside zone and speed option. The run game along with corresponding numbers are as follows:
Scheme Inside Zone Outside Zone Option Sweep Sweep Counter Inside Zone Shovel Pass Shovel Pass/Option RB Counter QB Counter Jet Sweep Lead Draw
90
QB Draw
118
Play: 11/12
Concept:
F T N
M E W W E
M N
F T
Q
Inside Zone
Coaching Point: Read the C-Gap Player, this may be the a linebacker. If you can beat him, pull the ball and run.
Coaching Point: Alignment: 6 yards deep behind the Bstep toward the quarterback keeping shoulders square to scrimmage. You are responsible for the mesh with the QB.
When you reach the QB run vertical reading backers. If M crossed your face, cut back. If he doesnt find light and grass. Never cut until you get to the line of scrimmage. PST Zone Block pec. Slow play Coaching Point: Drop step with play-side foot to outside through the block. PSG Zone Block pec. Slow play next level. C Zone Block pec. Slow play Coaching Point: Drop step with play-side foot to outside Coaching Point: Drop step with play-side foot to outside through the block. If no one is in your gap, climb to the
119
through the block. BSG Zone Block pec. Slow play next level. BST Zone Block pec. Slow play tagged. Coaching Point: Drop step with play-side foot to outside through the block. Never block the C-Gap player unless Coaching Point: Drop step with play-side foot to outside through the block. If no one is in your gap, climb to the
120
Play: 12
F E
M N
S T
S T
M N
F E
Play: 12
121
M E N T E
M E T N E
Play: 12
122
F E T N
M E
M E N
F T E
123
Play: 13/14
Concept:
M T N
F E
F E N
M T
R
Outside Zone
Coaching Point: Read the C-Gap Player, this may be the a linebacker. If you can beat him, pull the ball and run.
Coaching Point: Alignment: 5 yards deep behind toward the quarterback keeping shoulders perpendicular to scrimmage. You are responsible for the mesh with the QB.
When you reach the QB get your eyes on the tackle. If he can reach his guy, get outside. If he cannot look for your first cut lane. You will know what to do after your third step away from the quarterback. As soon as you see a hole, immediately puncture the defense and get positive yards PST Chase Block face, chip and get Coaching Point: Reach C gap player, if he crossed your to the next level. PSG Chase Block player, stay on level. 124 Coaching Point: Reach B gap player. If there is no B gap your track for five yards and then start to climb to the next
C Chase Block crosses your for that gap. BSG Chase Block him on the
Coaching Point: Reach front-side A gap. CUT HIM! If he face, stay on track and find player responsible
125
Play: 14
F E
M N
S T
Play: 14
126
M E T N E
M E N T E
Play: 14
127
F E N
M T
128
Concept:
M E N
F T
F T N
M E
Coaching Point: Attack the read defender, keep shoulder. You must keep him from making the play. Never field. If you run the ball, the goal is to get five yards.
Coaching Point: Alignment: 5 yards deep behind step to gain depth and keep a 5 x 1 yard relationship with back. Expect the pitch every time, if QB keep block.
Coaching Point: Reach C gap player, if he crossed your to the next level.
129
your track for five yards and then start to climb to the next level. C Chase Block crosses your for that gap. BSG Chase Block him on the Coaching Point: Reach front-side A gap. CUT HIM! If he face, stay on track and find player responsible
Note: We can choose to block the DE or make him the read player with a tagged call of Load
130
Play: 18
F T
M N
S E
Play: 18
131
M E N T E
M E T N E
Play: 18
132
F E T N
M E
M E N
F T
133
Toss
Concept:
M E N
F T
F T N
M E
Coaching Point: Alignment: 5 yards deep behind the width immediately and get to the outside aiming for the numbers. If you see day light puncture the defense and
get upfield. PST Chase Block face, chip and get Coaching Point: Reach C gap player, if he crossed your to the next level.
134
PSG Chase Block player, stay on level. C Chase Block crosses your for that gap. BSG Chase Block him on the
Coaching Point: Reach B gap player. If there is no B gap your track for five yards and then start to climb to the next
Coaching Point: Reach front-side A gap. CUT HIM! If he face, stay on track and find player responsible
135
Play: 18
F T
M N
S E
Play: 18
136
M E N T E
M E T N E
137
F E T N
M E
138
Play: 17/18
Mustang Counter
Concept: Sweep
S H
E H
R
Coaching Point: Fake the toss action along with a stutter the running back. Let play develop
Coaching Point: Alignment: 5 yards deep behind the width immediately and get to the outside aiming for the numbers. If you see day light puncture the defense and
get upfield. PST Chase Block face, chip and get Coaching Point: Reach C gap player, if he crossed your to the next level. PSG Chase Block player, stay on Coaching Point: Reach B gap player. If there is no B gap
139
your track for five yards and then start to climb to the next level. C Chase Block crosses your for that gap. BSG Chase Block him on the Coaching Point: Reach front-side A gap. CUT HIM! If he face, stay on track and find player responsible
140
F E H R
M N
S T
S T
M N
F E H
Play: 18
141
F E H R
F E H
Play: 18
142
F E H R
M T N
S E
S E
M N T
F E H
143
Zip
Concept:
S W
F T N
M E W
M W E N
F T
S Y
R
QB Hand Off give to the RB R Inside Zone Gap. Shuffle the line of
Q
Coaching Point: W is blocking the read player! Automatic
Coaching Point: Alignment: 6 yards deep behind the Bstep toward the quarterback keeping shoulders square to scrimmage. You are responsible for the mesh with the QB.
When you reach the QB run vertical reading backers. If M crossed your face, cut back. If he doesnt find light and grass. Never cut until you get to the line of scrimmage. W/Y Block C Gap him. Stay tight off Coaching Point: Responsible to BS C Gap, you will cut 144
the BST. PST Zone Block pec. Slow play Coaching Point: Drop step with play-side foot to outside through the block. PSG Zone Block pec. Slow play next level. C Zone Block pec. Slow play Coaching Point: Drop step with play-side foot to outside through the block. BSG Zone Block pec. Slow play next level. BST Zone Block pec. Slow play tagged. Coaching Point: Drop step with play-side foot to outside through the block. Never block the C-Gap player unless Coaching Point: Drop step with play-side foot to outside through the block. If no one is in your gap, climb to the Coaching Point: Drop step with play-side foot to outside through the block. If no one is in your gap, climb to the
Play: 21 W vs 3-3
Play: 22 Y vs 3-3
S T
F E W
M N
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S T
M N
F E Y
Play: 22 Y vs
M E W Q R T N E
M E N T E Y R Q
M E N
F T E Y
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Play: 23/24
Concept:
F T N
M E
M E N
F T
QB Shovel Pass frame up your an actor! R Shovel Pass in pass over the center
Coaching Point: Take your five step drop, eyes downfield, throw and deliver the shovel pass to the RB. You must be
Coaching Point: Attack the line of scrimmage like you are protection. Release to the middle and catching the ball at running up the tunnel in the B gap.
Coaching Point: Invite C gap player to come up field, outside shoulder and then throw him by releasing down
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Coaching Point: Responsible for backside A gap. Stay cannot give ground.
Coaching Point: Drop step and pull, create some depth scrimmage to gain a good angle on the front-side MLB. In are responsible for the F.
Coaching Point: You are responsible for BS B gap. If no B exists, pass set C gap player to the outside.
149
Play: 24
S E
M N
F T
Play: 24
150
M E T N E
M E N T E
Play: 24
151
M E T
F N
F N
M T E
152
Play: 27/28
Nebraska
F T N
SS W
SS W
M N
F T
QB Option/Shovel Pass Coaching Point: Get width and attack horizontally with the line of scrimmage. Your read player is the C-Gap defender. Let him make the decision for you on whether to pitch the option or the shovel pass. R Inside Zone tackle. Feather the quarterback. Expect the pitch every time. W/Y Shovel Pass side B Gap speed, running up the tunnel when you catch it. Coaching Point: On the snap of the ball, get to the frontstay behind the line of scrimmage and get the ball at full Coaching Point: Alignment: 5 yards deep behind the step to gain depth and keep a 5 x 1 yard relationship with
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Coaching Point: Down block to the backside staying on backside MLB, in this case the M. If there is a B gap double with the PSG.
Coaching Point: Responsible for backside A gap. Stay cannot give ground.
Coaching Point: Drop step and pull, create some depth scrimmage to gain a good angle on the front-side MLB. In are responsible for the F.
Coaching Point: You are responsible for BS B gap. If no B exists, pass set C gap player to the outside.
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Play: 27 vs 3-3
F T M N S E
Play: 28 vs 3-3
SS W
SS W
S E
M N
F T
Play: 28
155
SS W
M E N T E
Play: 28
SS W
SS W
M E N
F T E
156
Concept: RB
Coaching Point: Semi roll to the play-side keeping your cornerback. When you get to your set up point behind the tight end, hand the ball off to the RB on an inside hand-off.
Coaching Point: Set up like you are in smoke to the outside for a two count. Open your hips receive the to the backside B gap.
Coaching Point: You are responsible for BS B gap. If no B exists, pass set C gap player to the outside.
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Coaching Point: Drop step and pull, stay as tight to the scrimmage as possible. Kick out the backside C gap player. on your outside shoulder.
Coaching Point: Responsible for backside A gap. Stay cannot give ground.
BSG Down Block the nose or the the F. BST Pass Set/Climb get him on your
Coaching Point: Down block to create a double team on A gap defender. If possible get through and get a piece of
Coaching Point: Quickly pass set the C gap player, shoulder, throw threw and climb to the M.
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Play:
F T
M N
S E
M N T E
159
M E T N
S E N
M T
M T
S N E
160
Concept: QB Counter
Coaching Point: Semi roll to the play-side keeping your cornerback. When you get to your set up point behind the tight end, stick your foot in the ground and get to the
backside B gap. R Smoke Pro with the PST. screening to the backside. PST Smoke Pro Start the wall. Coaching Point: You are responsible for front-side C gap. You cannot give any ground. You start the pocket. Coaching Point: Attack front side C gap and start the wall If outside backer blitzes take him, otherwise find work
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Coaching Point: You are responsible for front-side B gap. And do not give much ground. Stay in line with the PST.
Coaching Point: Responsible for nose. If he is in frontway. If he is in backside A gap, stay strong and hinge back.
Coaching Point: Get depth. You are the backside of the that way. Do not let anyone cross your face.
Coaching Point: You can get greater depth than the BSG. player on your outside hip and try to open up the B gap as possible.
162
F T
M N
S E
163
M E N T E
M E T N E
164
M N
F E R Q N
M T
M T N
F E R Q
Coaching Point: You are running the inside zone. Read C gap player. In this case, it is the T. If he comes up field,
165
ball on inside zone. If he squeezes down, hand the ball off on the jet sweep. R Jet Sweep to create Find a hole in the defense and puncture it immediately. If you do not get the ball, carry out fake. PST Zone Block pec. Slow play Coaching Point: Drop step with play-side foot to outside through the block. PSG Zone Block pec. Slow play next level. C Zone Block pec. Slow play Coaching Point: Drop step with play-side foot to outside through the block. BSG Zone Block pec. Slow play next level. BST Zone Block pec. Slow play tagged. Coaching Point: Drop step with play-side foot to outside through the block. Never block the C-Gap player unless Coaching Point: Drop step with play-side foot to outside through the block. If no one is in your gap, climb to the Coaching Point: Drop step with play-side foot to outside through the block. If no one is in your gap, climb to the Coaching Point: From empty alignment, time up the snap mesh with the QB, expect the ball and get to the outside.
166
F E R
M N
S T
S T
M N
F E R
Play:
M E R Q T N E E N
M T E R Q
Play:
167
W R
M T N
F E S
F S E N
M T
W R
168
Play: 90
F T N
M E W
F T N
M E W
Coaching Point: Take your 5 Step drop and let play RB, he is your lead blocker. Run to daylight.
Coaching Point: Shuffle step as if you are running inside the A gap and lead up through finding the first opposite block him.
PST Pass Block keep him on your field. PSG Pass Set and get your
Coaching Point: Invite C gap player to come up field, outside shoulder and then throw him by releasing down
Coaching Point: Pass set and show hands. Get down field
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hat on the inside of the MLB over you. We are running in the A gaps. C Base side that Take the nose out of the play. BSG Pass Set and get your the A gaps. BST Pass Block keep him on your field. Coaching Point: Invite C gap player to come up field, outside shoulder and then throw him by releasing down Coaching Point: Pass set and show hands. Get down field hat on the inside of the MLB over you. We are running in Coaching Point: Stay strong on the nose. Take him to the he wants to go. We will run opposite of you accordingly.
Note: QB lead draw is run to the wide side of the field. The key block is the N.
170
Play: 90
F E
M N
S T
F E
M N
S T
Play: 90
171
M E N T E
M E N T E
Play: 90
172
M E N
F T E
173