Play Book Samples
Trips Formation and Alignment
In formations, there are base rules for alignment. Pictured below is our trips alignment. In our formations there are base rules that our skills will follow.
X and Z do not switch sides. The formation below is drawn from the middle of the field. Further on, we will show the different alignments for a hash.
The default rule for A is "split the difference." This means A will find the even split between the outside WR and the end man on the line of scrimmage (EMLOS).
Y will either be in a 2 point stance, stacked behind the Tackle to the call side, or will be in a 3 point stance next to the tackle to the call side.
T will have toes at 6 yards from the ball and stacked behind the guard to the call side.
In the pictures below, you can see what the WR alignment would look like on both the left and right hash. The defined locations for WR's help us to align quickly and get into the right position. The goal is to spread the defense as well as make all throws reasonable for our QB.
Ax Motion
Our motions are named by WR and the type of motion they are making. Ax motion is the A WR crossing the formation. We tag the motion before the formation so that the WR motions to the formation called. An example of "Ax Trips" is drawn below.
We tag the motion before the formation so that all other players understand the alignment and formation. This way, the only player impacted in the pre-snap alignment is the motioning player. It allows us to easily add motion to our base formations without overcomplicating formations and alignments for all players.
Iso
In our offense, the primary blocking scheme is gap. One of the primary plays we will use is Iso. As a primary 11 personnel team, we frequently expect 7 man boxes, and we will find ways to account for that extra man in different ways, such as QB run, motions and shifts, personnel, and RPO's. The scheme can be adjusted weekly, but below is the play set up for the four primary fronts we expect to see over the course of a season.
Hitches
In our offense, there are two primary forms of passing concepts, quick game and drop back. The all hitches concept is part of our quick game because of the efficiency of the route and they opportunities it provides to spread the ball around to different players as well as take advantage of what the defense gives us. It also puts multiple skill position players in a 1-1 match up in the open field. Below are two diagrams of our hitches concept, both in 2x2 and 3x1.
The default rule for our hitches is 5 steps. Between different alignments and depths the WR's start at, this provides natural layers into the routes that allow the QB to have a clean look to make a quick decision. In 2x2, each WR is expect to run their route, pushing vertical with the intent to make a defender think they are running past them. On the 5th step, the WR should sink their hips, and turn back to the QB. The better this motion is, the more separation the player will make with the defender. In the 3x1 concept, the passing strength side will run hitches (or the called quick game concept). The backside #1 WR will run the gift route, which is discussed in further detail below.
Gift Route
The gift route, as pictured with the X receiver above, is the outlet route for the QB based on the alignment of the corner.
If the CB is more than 7 yards off - hitch
If the CB is inside shade - out
If the CB is outside shade or press - slant
This is the QB's first pre-snap read in every quick game concept, and it is designed to take advantage of what the defense gives. If the QB does not LOVE the gift route, he will proceed with his read to the 3WR side.
Iso Hitches RPO
One additional element of our offense is how we can tag run game and quick game together to build an easily learnable, adaptable RPO system each week. We use this element of our system for two primary reasons, to protect the run game and to put defenders in conflict. It can be used to attack both strengths and weaknesses of a defense. What makes our system easily adjustable is applying the following default read rule to all RPO's - read the first 2nd or 3rd level defender inside the called route. In the diagram below, we have the play call for Trips Left Iso Left Hitches. The combined call of Iso and Hitches tells all players in the box to run Iso, and the skills run Trips Left Hitches. This opens the door for the gift route pre-snap, and the QB would read the Sam LB (in red) post snap. If he stays/drops, the QB should give to the RB. If he comes down in run support, the QB should pull the ball and throw to the A WR. Depending on certain adjustments, he may be expected to read a 2nd defender and look to the X as well.
Half slide Protection
In our drop back game, we have three primary pass protections, used for different circumstances and adjustments to the defense. Our first pass protection installed is our half slide protection. This means that the call slide of the offensive line slides in protection to pick up any blitzes/stunts. The back side of the protection is man on man protection with help the RB to pick up any blitzes or stunts. Below are the rules for each player in the protection, based on play side or backside of the protection.
PS Tackle, Guard, and Center - Slide to color side
BS Guard - If immediate threat to play side gap, he will join the slide. If not, Big on Big or help BS Tackle
BS Tackle - Big on Big
Running back - Work BS A gap to C gap, if no immediate threat, release on a check down for the QB.
Although called with the play, the QB is able to use this pass protection to help the OL adjust to a stunt/blitz or allow the RB to get into the route concept as a check down if needed.
Curl Flat Concept
In our drop back game, we use both mirrored and full field concepts to take advantage of defensive players and tendencies. One of these concepts is our curl flat concept. This concept is designed to attack the flat defender in a 2 high safety defense with 2x2 alignment or attack the curl defender in a 1 high safety defense with the 3x1 alignment. The routes below are run as described.
Curl - This route is designed to get to 12 yards, then return to 10 yards. It forces a defense to respect the deep route, then finding the open zone in front a deep defender.
Arrow - This route is to be run as quick to the sideline as possible, without getting deeper than 5 yards down field. This puts horizontal stress on a defense without getting too close to the curl route.
Snag (3x1) - This route is more variable depending on the nearest inside defender. The route should be run at most 6 yards deep, while sitting down inside the nearest defender. If that defender vacates with the arrow, the WR should immediately look for the ball.
For the QB, he should either select a matchup he likes pre-snap, or then read from the Curl to the Arrow. If the concept is 3x1, the concept would read Snag-Arrow-Curl. This makes for a natural inside-out progression for the QB.
Group/Team Drills
The point of any drill is to help your team prepare for a game situation. Below are some of the drills I have created/tweaked/adapted to help our players be ready for game situations.