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HUDDLE

HUDDLE We will use a semi-circular huddle with all players standing upright facing in towards the QB, who will ALWAYS be aligned towards our sideline. Huddle Alignments : Center will set the huddle 7 yds from the football.

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HUDDLE

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  1. HUDDLE • We will use a semi-circular huddle with all players standing upright facing in towards the QB, who will ALWAYS be aligned towards our sideline. • Huddle Alignments: • Center will set the huddle 7 yds from the football. • The Center, Guards, & Tackles will all face away from the line of scrimmage, with their eyes and ears directed at the QB. • The QB will ALWAYS align towards our sideline, and the A will ALWAYS align opposite. • The X, Z, B, & Y will align directly across from the offensive line, standing tall with their attention directed at the QB. • The B will ALWAYS align next to the A (opposite the QB). • The Y will ALWAYS align next to the QB. • With the different personnel groupings (Ace, Poker, Queens, etc.), the H, K, and W will fill into the B & Y spots accordingly. • Huddle Procedure: • QB does all the talking. • The QB will call the formation, play, & snap-count; the Center will leave the huddle. • The QB will repeat the play and snap-count then will say “Ready – Break,” on the command all will clap hands. • If anything is missed, say “Check” and the QB will repeat. • Run to the line. • While in the huddle look sharp and no talking. • Huddle discipline is the responsibility of the Center until the QB enters.

  2. SIDELINE HUDDLE ALIGNMENT PLAYING FIELD Q Y T C T Y G G A X A B B K Z W During a change of possesion we will begin the series with a sideline huddle. The Center will call the huddle and we will align facing the field in the Coaches Box. There will be a total of 16 players in the huddle. The first row will include all five O-Linemen who are in the game and the first two Tight Ends. The second row will consist of 2 A's, 2 B's, and 4 WR's -K, W, X and Z. The QB will face the group. The Coaching Staff will verbally communicate the personnel set that we will use. It is important for those not in that set to REMAIN IN THE HUDDLE. The QB will get the call and tell the play to the entire huddle. All of the players who are in that personnel group will run onto the field and immediately align in the formation that was called. The players not in that personnel group should remain on the sideline and listen for our normal substitutions beginning with the next play. The ball will be snapped on the count called in the huddle.

  3. CADENCE • Sequence of Cadence: • Set • Color • Two Digit Number – Play (Dummy) • Color • Two Digit Number – Play (Dummy) • Go • Quick Count – “Set” • Regular Count – This can be on 1, 2, or 3. • Example: (On 2) – “Set, Blue 18 Jet, Blue 18 Jet, GO – GO” • Stay Call – The QB will not change a particular call during a series. NO CHECKS • Audible System • Audible System – Live Color will be White • We can change the play at the LOS by utilizing a LIVE color • Any audible called at the LOS is snapped in our regular cadence • Example: • Huddle call – “Wk Flow to Pro Right Str, 22 Power on 1. • LOS Call – “Set White 14 Zone, White 14 Zone, GO” • The play is now 14 Zone • NOTE: The live color can change from week to week.

  4. PERSONNEL DESCRIPTION AND SETS Personnel Description We will use letters to describe the positions of our skill players. It is important that everyone understand what positions are represented by each letter so that we can substitute both within and across personnel sets. The following is a description of our positions: Q – Quarterback A – Tailback B – Fullback Y – Tight End X – Split End – Usually aligns on the LOS (except in ACE). Z – Flanker – Usually aligns off of the LOS (except in Double Slot). T – 2nd TB – Used primarily in our Double Slot package. F – 2nd FB – Used primarily in short yardage and goal-line situations. W – 2nd X – Always aligns weakside and on the LOS. K – 2nd Z – Can align in a variety of places, but will usually be off the LOS. N – 5th WR – Can align in a variety of places. Always Off of the LOS. H – 2nd TE – Will usually align weakside. R – 3rd TE – Used primarily in short yardage and goal line situations. Personnel Sets Regular 2 WR (X & Z) – Y – A – B Ace 2 WR (X & Z) – 2 TE (Y & H) – A Poker 3 WR (X – Z & K) – Y – A Spread 3 WR (X – Z & W) – A – B Queens 4 WR (X – Z – W & K) – A Flush 5 WR (X – Z – W – K & N) Flank Z – 2 TE (Y & H) – A – B Heavy 2 TE (Y & H) – A – B – F Jumbo 3 TE (Y – H & R) – A – B Bone X – Y – A – B – F Royal 4 WR (X – Z – W & K) – Y Dbl. Slot 3 RB (A, T, B) – 2 WR (X & Z) We must be perfect in our substitution at all times. It is vital that all personnel have an understanding of game situations so they can be ready. Everyone must pay attention at all times.

  5. HAND SIGNALS We will signal in plays from the sideline using hand-signals. We will use a "top down” progression starting with: Shift, Motion, Formation, Direction, Variation, then Wristband #. The only exception will be "GUN," which would be signaled first.

  6. BASIC SPLITS & HOLE NUMBERING A. Splits - The line splits shown below are a starting point. Your splits will vary with play, field position, down and distance, and defensive tendency. Be smart and use your splits to your advantage. Y T C T Y G G 2 ½’ 2’ 2’ 2’ 2’ 2 ½’ B. Hole Numbering - Our hole numbering or play direction consists of numbers 1 through 8 from Right to Left. A directional number will be used on every run play and certain pass plays where the direction will dictate the attackside or the backside. Y T C T Y G G 8 7 6 5 4 3 2 1

  7. GAPS & DEFENSIVE ALIGNMENTS C. Gaps - At times we will talk about responsibilites or alignments in terms of gaps. We will use letters to describe which gap we are talking about. The A Gap is the Center - Guard gap on either side, the B Gap is the Guard - Tackle gap on either side, etc.. The diagram below lists gaps as we will refer to them. Y T C T Y G G D C B A A B C D D. Defensive Alignments - We will talk about defensive alignments in terms of numbers, starting at the Center and working our way out. All Head Up alignments will be an even number. Inside shades will be numbered the same as Head Up alignments, but we will tag them with the letter "i". Outside shades will be one number greater than the Head Up alignment. 9 8 8i 7 6 6i 5 4 4i 3 2 2i 1 0 1 2i 2 3 4i 4 5 6i 6 7 8i 8 9 Y T C T Y G G We will refer to LB alignments in a similar way. When referring to a LB we will call the shade as we would above, but we will add a ZERO. For eaxample, a LB on the outside shoulder of a guard would be called a 30; a LB on the inside of a TE would be a 60i.

  8. CONTROL OF THE CLOCK • The fundamental and technical aspects of our two minute offense will be presented as a separate component of the offensive progression. The situation at the end of a half or the end of a game is a critical time for our offense and can have an affect on the outcome of the game. • To be an efficient offensive team, we must understand how to use the clock to our advantage. The following information will be important in being able to control the clock. • Game situations that stop the clock: • Time Out • Incomplete Pass • Ball Carrier Out of Bounds • Official Administration of Penalty • Measurements for First Down (Start once the down marker • (NOT THE CHAINS) is set • Momentarily while down-marker is set • After scrimmage kick (punt) or free kick (kick off) • When the live ball goes out of bounds • At the discretion of the official • During Change of possession • If we are BEHIND the entire offense must be aware of: • Time left in the game • Time outs remaining • Down and Distance • Position of the ball • Whether we need a TD or a Field Goal • We must execute the offense quickly and efficiently • The QB is responsible for field communication • If we are AHEAD the entire offense must be aware that we DO NOT want to stop the clock: • Latest possible snap. The QB should be aware of the 25 second • clock and snap the ball at 3 seconds • Ball carriers fight to stay in bounds – DO NOT GO OUT OF BOUNDS • No penalties • First downs are critical. Get the initial first down • No incomplete passes. The QB is better off running • 100 % ball security

  9. OVERTIME • When a game ends in a regulation tie, an overtime process will occur. The start of overtime will begin with a coin toss. The team that wins the toss makes the decision. They must decide to either play offense or defense, or they can choose which end of the field will be used for both series of the overtime period. The team that ended the first overtime with the ball will start the second overtime period with the ball. • Important factors concerning overtime: • The offensive team will begin it’s possession 1st and 10 on the +25 yard line on the hash of it’s choice. • Overtime is not related to the game clock and is played until someone wins. • The use of the regular 40/25 second clock is the same as regulation. • Each team has one timeout per period. • All rules concerning turnovers and penalties pertain. • Each possession will end with a TD, field goal, or change of possession. • Teams have an equal number of possessions. • The defense may advance a turnover. If a turnover is committed, we must make sure that we tackle the ball carrier. A turnover that does not score results in a team gaining possession. • We will be aggressive and do what it takes to win. • Beginning in the 3rd overtime, we must attempt a 2 point conversion after all touchdowns.

  10. TWO MINUTE OFFENSE • The situation at the end of a half or at the end of the game can have a major • impact on the outcome. During these times it is important that our offense • operates efficiently so that we have the ability to put points on the scoreboard • when we have to. • Communication of the Two Minute Offense: • The coaching staff will determine when to utilize the two minute offense. • The QB will command “Bennie-Bennie.” This is the indication we are in 2-MINUTE • OFFENSE . • After each play, the QB should look to sideline. • We will operate primarily out of Queens Personnel in the shotgun. Queens • Right/Left will be the base formation with the QB saying Right of Left to get us • into formation and protection. • The terms right or left will communicate formation and protection. Queens Right • will indicate 61 protection and Queens Left will indicate 68 protection. He will repeat the • call at least twice. • All formations will come from the gun. A “Right” call will put us in Gun Queens • Right. The Back will vary alignments. The QB will then call out or signal the play. • The following are some route concepts of our two minute offense: • Smash = 61/68 Smash • Fox = 61/68 Fox • Jet = 61/68 Jet (can tag K, X, or Z) • Dig = 61/68 Dig • Draw (code word = “Tampa” / “Florida”) • We have the ability to add or change these routes on a game to game basis. • During the communication, the QB must make sure everyone is aligning in the • correct formation. He should begin his pre snap read of the defense, being • aware of any man to man pressure looks. We will use quick count cadence.

  11. TWO MINUTE OFFENSE (CONT) • Example of the Two Minute Communication: • “Bennie-Bennie” = Here we go • “Right-Right” = Gun Queens Right (61 protection) • Jet K hand signal • Set. • After a completion, if a WR is between the hash and sideline, he should work to • gain as much yardage as possible, but his focus should be to get out of • bounds. Any WR, who catches a ball between the hashes, should gain as • much yardage as possible. • To stop the clock at any time, at the end of a half, or end of a game the QB will • use the term “Fire-Fire-Fire”. The entire offense sprints to the LOS and gets • set. When a fire call is made all the WR’s will align on the LOS. The A Back • will align in his normal alignment. The QB will take the snap from under center. • When all are set he will say Set… (Quick Count). The OL will utilize inside gap • protection. The QB will THROW THE BALL FORWARD at the ground just off his • lead foot. • We can use “Fire – Fire – Fire” in any personnel set and in any field zone. • We will never use “Fire – Fire – Fire” on 4th down. • If we think that the defense is vulnerable to a fade during a “Fire” situation, we • can attempt to catch them off guard by calling “Clock-Clock-Clock”. “Clock-Clock- • Clock” will have the widest receiver on each side run a fade. The inside receivers • will execute “Fire-Fire-Fire”. The line will inside gap protect. Cadence remains • on “Set” (Quick Count). • The QB is responsible for any and all field communication. Everyone must • remain alert to any sideline communication that may affect substitutions and • control of the clock.

  12. NO HUDDLE OFFENSE – “FAST-BREAK” “Fast-Break” is an up-tempo no-huddle offense where the QB has the flexibility to change the formations. Similar to our 2-minute offense, the QB will be calling the plays; however, Fast-Break can be run from Queens personnel or Poker personnel. We will use a series of code words to communicate the correct play. Fast-Break is NOT a 2- minute offense (“Benny, Benny”). It can be used in situations where we want to change the tempo or pace of the game to keep the defense on their heels. LOS Procedure: QB will make a series of calls using code words followed by a “dummy” call – the first call is the play we will execute, the second call is the dummy call. ORDER: LIVE PLAY (“Army”, “Okie”, “Sooner”, etc.) DUMMY PLAY (“Union”, “Rochester”, “Coast Guard”, etc.) DIRECTIONS: RIGHT: Colleges (“Iowa”,“Army”,“Navy”,“Air Force”, etc.) LEFT: Mascots (“Hawkeyes”,“Mule”,“Goat”,“Falcon” , etc.) PLAYS: Run - “Iowa/Hawkeyes” = 14/15 Zone “Okie/Sooner” = 11/18 Option Pass - “Air Force/Falcon” = 61/68 Fox “Navy/Goat” = 61/68 Under “Marines/Bulldog” = 61/68 Jet X (Breaker to the call-side) “Army/Mule” = Sprint Rt/Lt Screen - “Duke” = 51 Double Screen Rt FORMATIONS: Poker: Jacks, Tens, or Joker right or left. Queens: Right or Left to signify Queens right or left. Trips Right/Left to signify Queens Trips right or left. EXAMPLES: Situation: Poker Personnel – 2nd and 4 yards to go - Call: “Jacks Left, Jacks Left, Jacks Left” “Iowa” , “Coast Guard” to the left side “Iowa” , “Coast Guard” to the right side “Set-Go” Play run will be 14 Zone Situation: Queens Personnel – 2nd and 7 yards to go - Call: “Trips Left, Trips Left, Trips Left” “Goat” , “Coast Guard” to the left side “Goat” , “Coast Guard” to the right side “Set-Go” Play run will be 68 Under Cadence for “Fast-Break” will be: “Set – Go” and the ball is snapped

  13. NO HUDDLE OFFENSE – “FREEZE” “Freeze” is a no-huddle offense where the QB will get the plays from the sideline. Similar to Fast-Break, Freeze can be run from Queens personnel or Poker personnel. We will use the same code words to communicate the correct play. Freeze is NOT a 2- minute or hurry-up offense. It can be used in situations where we want to change the tempo or pace of the game to keep the defense on their heels. It will allow us to get ourselves in the best possible play based on what the defense is showing us pre-snap. LOS Procedure: The QB will receive hand signals from the sideline to determine which play will be run. We will have the ability to use two different cadences within this offense. The QB will then call a series of three NFL teams to alert the offense as to whether we are running the play “NOW” or “FREEZE”. He will communicate the play using the same procedures as Fast-Break. If the cadence is “NOW”, we will run the play called using the same procedures as FAST-BREAK. If the cadence is “FREEZE”, the QB will first give a fake cadence to allow the defense to “show their hand”. Based on what the defense is doing, the coaches on the sideline will either confirm or change the play called by again using a series of hand signals, which will then be again communicated by the QB using our code-words. CADENCE CODE WORDS: ”Giants” or “Jets” = NOW Any other NFL team = FREEZE (“Vikings”, “Packers”, etc.) COMMAND / ACTIONHAND SIGNAL DIRECTIONS: RIGHT Standard Right Arm Swiping Left Arm LEFT Standard Right Arm Swiping Right Leg PLAYS: “IOWA” = 14 ZONE Both fingers pointing at eyes + RIGHT “HAWKEYES” = 15 ZONE Both fingers pointing at eyes + LEFT “OKIE” = 11 OPTION Both hands forming “O” + RIGHT “SOONER” = 18 OPTION Both hands forming “O” + LEFT “AIR FORCE” = 61 FOX Both hands pointing to sky + RIGHT “FALCON” = 68 FOX Both hands pointing to sky + LEFT “NAVY” = 61 UNDER Both hands making water motion + RIGHT “GOAT” = 68 UNDER Both hands making water motion + LEFT “MARINES” = 61 JET X Both hands “walking bulldog” + RIGHT “BULLDOG” = 68 JET X Both hands “walking bulldog” + LEFT “ARMY” = SPRINT RT Both hands making “rifle” + RIGHT “MULE” = SPRINT LT Both hands making “rifle” + LEFT “DUKE” = DOUBLE SCREEN Both hands “shooting a basketball” + RIGHT **We will only run Double Screen to the Right w/ a Right-handed QB** MOTIONS: Inside WR ZAC to the RIGHT Right Hand “Z” motion w/finger + RIGHT Inside WR ZAC to the LEFT Right Hand “Z” motion w/finger + LEFT ACTIONS: “Thumbs-Up” = Confirm Play Both hands giving “thumbs-up” “Thumbs-Down” = Change Play Both hands giving “thumbs-down” “Switch-Hands” = Backside of Route Both hands switching back and forth “Dummy” = Disregard next signal Pound both fists together “Now” = Run Play Immediately Point right finger at the ground

  14. NO HUDDLE OFFENSE – “FREEZE” (CONT) • EXAMPLES: • Situation: Poker Personnel – 2nd and 4 yards to go – • Call: “Jacks Left, Jacks Left, Jacks Left” • Signal: QB receives signal from sideline – “Both fingers pointing at eyes + Right Arm Swiping Left Arm…NOW” • Call: “Giants, Giants, Giants” • “Iowa” , “Coast Guard” to the left side • “Iowa” , “Coast Guard” to the right side • Cadence: “Set – Go” • Play run will be 14 Zone • Situation: Queens Personnel – 2nd and 7 yards to go - • Call: “Trips Left, Trips Left, Trips Left” • Signal: QB receives signal from sideline – “Both hands forming a rifle + Right Arm Swiping Right Leg” • Call: “Packers, Packers, Packers” • “Mule” , “Rochester” to the left side • “Mule” , “Rochester” to the right side • Cadence: “Set -Go” • Signal: QB receives signal from sideline – “Both hands giving a thumbs-up” • Call: “Mule” , “Union” to the left side • “Mule” , “Union” to the right side • Cadence: “Set – Go” • Play run will be Sprint Lt Mule • Situation: Queens Personnel – 3rd and 7 yards to go - • Call: “Trips Right, Trips Right, Trips Right” • Signal: QB receives signal from sideline – “Both hands making water motion + Right Arm Swiping Left Arm” • Call: “Vikings, Vikings, Vikings” • “Navy” , “Coast Guard” to the left side • “Navy” , “Coast Guard” to the right side • Cadence: “Set – Go” • Signal: QB receives signal from sideline – “Both hands switching back and forth + Both hands giving a thumbs-up” • Call: “Navy” , “Union” to the left side • “Navy” , “Union” to the right side • Cadence: “Set – Go” • Play run will be 61 Under (QB looking to the backside)

  15. NO HUDDLE OFFENSE – “FREEZE” (CONT) • EXAMPLES: • Situation: Queens Personnel – 1st and 10 yards to go – • Call: “Left, Left, Left” • Signal: QB receives signal from sideline – “Right Hand Z-motion w/finger + Right Arm Swiping Right Leg…Both hands forming a rifle + Right Arm Swiping Left Arm” • Motion: WR motions Left & re-sets • Call: “Bengals, Bengals, Bengals” • “Army” , “Rochester” to the left side • “Army” , “Rochester” to the right side • Cadence: “Set – Go” • Signal: QB receives signal from sideline – “Both hands giving a thumbs-down + Both hands making water motion + Right Arm Swiping Right Leg” • Call: “Goat” , “Kean” to the left side • “Goat” , “Kean” to the right side • Cadence: “Set – Go” • Play run will be 68 Under • Situation: Queens Personnel – 2nd and 7 yards to go - • Call: “Trips Right, Trips Right, Trips Right” • Signal: QB receives signal from sideline – “Both hands forming an O + Right Arm Swiping Right Leg” • Call: “Seahawks, Seahawks, Seahawks” • “Sooner” , “Rochester” to the left side • “Sooner” , “Rochester” to the right side • Cadence: “Set – Go” • Signal: QB receives signal from sideline – “Both hands giving a thumbs-up + Pound both fists together + Squirm” • Call: “Sooner” , “Union” to the left side • “Sooner” , “Union” to the right side • Cadence: “Set – Go” • Play run will be 18 Option • Situation: Queens Personnel – 2nd and 6 yards to go - • Call: “Trips Right, Trips Right, Trips Right” • Signal: QB receives signal from sideline – “Right Hand Z-motion w/finger + Right Arm Swiping Right Leg… Both hands “walking bulldog” + LEFT…NOW” • Motion: WR motions Left & re-sets • Call: “Jets, Jets, Jets” • “Bulldog” , “Kean” to the left side • “Bulldog” , “Kean” to the right side • Cadence: “Set – Go” • Play run will be 68 Jet (from Queens, Breaker from the left)

  16. BACKFIELD SETS B A ** We do not tag 1-back sets with a name if the back is aligned behind the center, if he is offset we will use the near/far terminology. I Backs – B should align w/ toes 4 ½ yds from LOS A should align with toes 7 yds from LOS B B A A STRONG – Offset I with B to strength in B gap. WEAK – Offset I with B to weak side in B gap. B B A A NEAR – B in normal I alignment; A to strength in B gap FAR – B in normal I alignment; A to weak side in B gap B A A B SPLIT – B to strength; A to weak side; both in B gap SPLIT WEAK – A to strength; B to weak side

  17. BACKFIELD SETS B F A B F/T A POWER I – (from “Heavy” personnel) – F aligns in a “Strong” alignment. T – (usually from “Heavy” personnel) – F or T aligns in a “Strong” alignment; A aligns “Weak.” F/T B B A A F/T BONE – (usually from “Heavy” personnel) – F or T aligns in a “Strong” alignment; A aligns “Weak” at 7 yds. BROKEN BONE – (usually from “Heavy” personnel) – F or T aligns in a wing position. A B B A GUN FAR – B aligns weak; A aligns strong. GUN – B aligns strong; A aligns weak. A A ** One back GUN – A aligns strong. ** One back GUN FAR – A aligns weak.

  18. PRO FORMATIONS PRO LEFT PRO RIGHT Y Y X X Z Z B B A A PRO LEFT STRONG PRO RIGHT STRONG Y Y X X Z Z B B A A PRO LEFT WEAK PRO RIGHT WEAK Y Y X X Z Z B B A A PRO LEFT NEAR PRO RIGHT NEAR Y Y X X Z Z B B A A

  19. PRO FORMATIONS PRO LEFT FAR PRO RIGHT FAR Y Y X X Z Z B B A A PRO LEFT SPLIT PRO RIGHT SPLIT Y Y X X Z Z B B A A PRO LEFT SPLIT WEAK PRO RIGHT SPLIT WEAK Y Y X X Z Z B B A A

  20. PRO FORMATIONS PRO LEFT A-TRIPS PRO RIGHT A-TRIPS Y Y X X A Z Z A B B PRO LEFT TRIPS PRO RIGHT TRIPS Y Y X X B Z Z B A A PRO LEFT A-DEUCE PRO RIGHT A-DEUCE Y Y X X A Z Z A B B PRO LEFT DEUCE PRO RIGHT DEUCE Y Y X X B Z Z B A A

  21. PRO FORMATIONS PRO LEFT WING PRO RIGHT WING Y Y X X Z B B Z A A PRO LEFT SLOT PRO RIGHT SLOT Y Y X X Z B B Z A A PRO LEFT FLEX PRO RIGHT FLEX 5-7 yds 5-7 yds Y Y X X Z Z B B A A

  22. TWINS FORMATIONS TWINS LEFT TWINS RIGHT Y Y X X Z Z B B A A TWINS LEFT FLIP TWINS RIGHT FLIP Z Z Y Y X X B B A A TWINS LEFT STRONG TWINS RIGHT STRONG Y Y X X Z Z B B A A TWINS LEFT WEAK TWINS RIGHT WEAK Y Y X X Z Z B B A A

  23. TWINS FORMATIONS TWINS LEFT NEAR TWINS RIGHT NEAR Y Y X X Z Z B A A B TWINS LEFT FAR TWINS RIGHT FAR Y Y X X Z Z B A A B TWINS LEFT SPLIT TWINS RIGHT SPLIT Y Y X X Z Z B A A B TWINS LEFT SPLIT WEAK TWINS RIGHT SPLIT WEAK Y Y X X Z Z A B B A

  24. TWINS FORMATIONS TWINS LEFT A-TRIPS TWINS RIGHT A-TRIPS Y Y X X A Z Z A B B TWINS LEFT TRIPS TWINS RIGHT TRIPS Y Y X X B Z Z B A A TWINS LEFT A-DEUCE TWINS RIGHT A-DEUCE Y Y X X A Z Z A B B TWINS LEFT DEUCE TWINS RIGHT DEUCE Y Y X X B Z Z B A A

  25. TWINS FORMATIONS TWINS LEFT WING TWINS RIGHT WING Y Y X X Z Z B B A A TWINS LEFT SLOT TWINS RIGHT SLOT Y Y X X Z Z B B A A TWINS LEFT FLEX TWINS RIGHT FLEX 5-7 yds 5-7 yds Y X Y X Z Z B B A A

  26. SPREAD FORMATIONS SPREAD LEFT SPREAD RIGHT W W X X Z Z B B A A SPREAD LEFT FLIP SPREADRIGHT FLIP Z Z W W X X B B A A SPREAD LEFT STRONG SPREAD RIGHT STRONG W W X X Z Z B B A A SPREAD LEFT WEAK SPREAD RIGHT WEAK W W X X Z Z B B A A

  27. SPREAD FORMATIONS SPREAD LEFT NEAR SPREAD RIGHT NEAR W W X X Z Z B A A B SPREAD LEFT FAR SPREAD RIGHT FAR W W X X Z Z B A A B SPREAD LEFT SPLIT SPREAD RIGHT SPLIT W W X X Z Z B A A B SPREAD LEFT SPLIT WEAK SPREAD RIGHT SPLIT WEAK W W X X Z Z A B B A

  28. SPREAD FORMATIONS SPREAD LEFT TRIPS SPREAD RIGHT TRIPS W W X X B Z Z B A A SPREAD LEFT A-TRIPS SPREAD RIGHT A-TRIPS W W X X A Z Z A B B SPREAD LEFT DEUCE SPREAD RIGHT DEUCE W W X X B Z Z B A A SPREAD LEFT A-DEUCE SPREAD RIGHT A-DEUCE W W X X A Z Z A B B

  29. SPREAD FORMATIONS SPREAD LEFT SLOT SPREAD RIGHT SLOT W W X X Z Z B B A A SPREAD LEFT SLOT WEAK SPREAD RIGHT SLOT WEAK W W X X Z Z B B A A

  30. ACE FORMATIONS ACE LEFT ACE RIGHT H Y Y H Z X X Z A A ACE TRIPS LEFT ACE TRIPS RIGHT H Y Y H Z X X Z A A ACE LEFT WING ACE RIGHT WING H Y Y H Z X X Z A A ACE LEFT DOUBLE WING ACE RIGHT DOUBLE WING H Y Y H Z X X Z A A

  31. POKER FORMATIONS JACKS LEFT JACKS RIGHT Y X Y X K Z K Z A A TENS LEFT TENS RIGHT Y Y X X Z Z K K A A JOKER LEFT JOKER RIGHT Y Y X X Z Z K K A A KINGS LEFT KINGS RIGHT Y X Y X Z K Z K A A

  32. EMPTY RIGHT EMPTY LEFT W W X X A A Z Z K K QUEENS FORMATIONS QUEENS LEFT QUEENS RIGHT X W W X Z K K Z A A TRIPS LEFT TRIPS RIGHT W X W X Z K Z K A A BUNCH LEFT BUNCH RIGHT W X W X K Z K Z A A

  33. FLUSH FORMATIONS EMPTY LEFT EMPTY RIGHT W X W X Z K Z K N N QUADS LEFT QUADS RIGHT W X W X N Z K Z K N DIAMOND LEFT DIAMOND RIGHT W X W X K Z K Z N N STACK LEFT STACK RIGHT X X W W Z Z K K N N

  34. ROYAL FORMATIONS EMPTY LEFT EMPTY RIGHT Y X Y X N Z N Z K K EMPTY TIGHT LEFT EMPTY TIGHT RIGHT Y Y X X Z Z K K N N QUADS TIGHT LEFT QUADS TIGHT RIGHT Y Y X X Z N K N K Z QUADS LEFT QUADS RIGHT Y X Y X N Z K Z K N

  35. FLANK FORMATIONS FLANK LEFT FLANK RIGHT Y Y H H Z Z B B A A FLANK LEFT STRONG FLANK RIGHT STRONG Y Y H H Z Z B B A A FLANK LEFT WEAK FLANK RIGHT WEAK Y Y H H Z Z B B A A FLANK LEFT NEAR FLANK RIGHT NEAR Y Y H H Z Z B B A A

  36. FLANK FORMATIONS FLANK LEFT FAR FLANK RIGHT FAR Y Y H H Z Z B B A A FLANK LEFT SPLIT FLANK RIGHT SPLIT Y Y H H Z Z B B A A FLANK LEFT SPLIT WEAK FLANK RIGHT SPLIT WEAK Y Y H H Z Z B B A A FLANK LEFT BUNCH FLANK RIGHT BUNCH Y Y H H Z B B Z A A

  37. FLANK FORMATIONS FLANK LEFT FLEX BUNCH FLANK RIGHT FLEX BUNCH 5-7 yds 5-7 yds Y Y H H B Z B Z A A FLANK LEFT WING FLANK RIGHT WING Y Y H H B B Z Z A A FLANK LEFT WING WEAK FLANK RIGHT WING WEAK Y Y H H Z B B Z A A VICTORY ** WE WILL USE VICTORY OFFENSE WHEN WE WANT TO TAKE A KNEE AT THE END OF A GAME OR HALF. WE WILL TAKE SHOE-TO-SHOE SPLITS ACROSS THE LOS. A & B WILL ALIGN 1 YARD DEEP IN THE A GAPS IN 3-PT STANCES. Z WILL ALIGN 15 YARDS DEEP BEHIND THE QB & ACT AS A SAFETY. ON THE SNAP, EVERYONE WILL PROTECT THEIR INSIDE GAPS. QB WILL TAKE THE SNAP, STEP STRAIGHT BACK FROM THE LOS & TAKE A KNEE. Y H B A Z

  38. HEAVY FORMATIONS HEAVY LEFT HEAVY RIGHT Y Y H H B B F F A A HEAVY LEFT WING HEAVY RIGHT WING Y Y H H F F B B A A HEAVY LEFT BUNCH HEAVY RIGHT BUNCH Y Y H H B B F F A A HEAVY LEFT BONE HEAVY RIGHT BONE Y Y H H B B A A F F

  39. JUMBO FORMATIONS JUMBO LEFT JUMBO RIGHT Y Y H H R R B B A A JUMBO LEFT STRONG JUMBO RIGHT STRONG Y Y H H R R B B A A JUMBO LEFT WEAK JUMBO RIGHT WEAK Y Y H H R R B B A A JUMBO LEFT BUNCH JUMBO RIGHT BUNCH Y Y H H B B R R A A

  40. JUMBO FORMATIONS JUMBO LEFT SPLIT JUMBO RIGHT SPLIT Y Y H H R R A B B A JUMBO LEFT SPLIT WEAK JUMBO RIGHT SPLIT WEAK Y Y H H R R B A A B JUMBO LEFT WING WEAK JUMBO RIGHT WING WEAK Y Y H H B R R B A A JUMBO LEFT WING JUMBO RIGHT WING Y Y H H B B R R A A

  41. TRADES AND MOTIONS • We will use trades and motions along with multiple • personnel groups to get our offense in a better • match up with Defenses. Trades and Motion will be • an integral part of our offense so we can keep • defenses off balance. • Motions will start with the foot movement of the Quarterback. The QB will “kick” personnel into motion. The timing will vary based on the particular motion, formation, and play. • Trades & Troops will commence upon the Quarterback’s command of “TRADE”. • GENERAL RULES: • Wide Receivers must not cover a Tight End that is going to Trade or move and may shift only after the Tight End has shifted. • All personnel must be set for 1 second before the ball can be snapped.

  42. WR MOTION ZAC- Extended motion across the formation. This motion will always be by Z unless it is tagged with a letter. Example - Zac to Twins Lt Wk 22 Power Z would motion. Example - K-Zac to Joker Rt 14 Zone K would motion. This motion should take place on "Set" ZAC TO TWINS LT WK K-ZAC TO JOKER RT ZIN- Short motion toward the formation. This motion will always be by Z unless it is tagged with a letter. Example - Zin to Pro Rt Str P24 Bk Cross Z would motion. Example - K-Zin to Trips Rt 61 Jet X K would motion. This motion should take place on "Set" ZIN TO PRO RT STR K-ZIN TO TRIPS RT ZOOM - Reverse motion into the formation and back. This motion will always be by Z unless tagged with a letter. Example - Zoom to Pro Rt 14 Zone Z would motion. Example - K-Zoom to Trips Rt 14 Zone K would motion. This motion should take place on "Set" ZOOM TO PRO RT K-ZOOM TO TRIPS RT

  43. FB MOTION FLO - Motion of B or H across the formation or from the I. Motion should begin after the first color command in the cadence. If B is in an offset position, he should gain ground toward the LOS motioning. This motion will be tagged to indicate where the motion player will initially line up. If not tagged, the motion player will align in the ‘I”. Example - Str Flo to Pro Rt Wk 14 Zone Example - Flo to Pro Rt Wing 11 Boss STR FLO TO PRO RT WK FLO TO PRO RT WING FLOP - Return motion by B or H. This motion should begin after first color command. This motion will be tagged to indicate where the motion player will initially line up. Example - Wing Flop to Pro Rt Wing 11 Boss Example - Wing Flop to Twins Rt Wk 27 Power WING FLOP TO PRO RT WING WING FLOP TO TWINS RT WK SQUIRM - Motion by B. This motion gives the FB the flexibility to start off ANYWHERE, and end up in the alignment needed to effectively run the play that is called. This motion can cross the Center, or not. The only rule is that the FB CANNOT be moving towards the LOS when the ball is snapped. Example - Squirm to Pro Rt 22 Power Example - Squirm to Twins Rt 18 Boss SQUIRM TO PRO RT 22 POWER SQUIRM TO TWINS RT 18 BOSS

  44. RB MOTION SAIL - Is motion by A from his called alignment to a Wide receiver position on the strong side of the formation. Example - Sail to Pro Rt A-Trips 34 Give Example - Sail to Twins Rt A-Trips 61 Under SAIL TO PRO RT A-TRIPS SAIL TO TWINS RT A-TRIPS WHIP - Is motion by A from his called alignment to a Wide receiver position on the weak side of the formation. Example - Whip to Pro Rt A-Deuce 34 Give Example - Whip to Twins Rt A-Deuce 61 Smash-Big WHIP TO PRO RT A-DEUCE WHIP TO TWINS RT A-DEUCE SQUIRM - Motion by A (1-BACK ONLY). This motion gives the RB the flexibility to start off ANYWHERE, and end up in the alignment needed to effectively run the play that is called. The only rule is that the RB CANNOT be moving towards the LOS when the ball is snapped. Example – Gun Squirm to Queens Rt 14 Zone Example – Gun Squirm to Empty Rt 51 Smash GUN SQUIRM TO QUEENS RT 14 ZONE GUN SQUIRM TO EMPTY RT 51 SMASH

  45. HIGH MOTION HIGH - Is usually done from a wing or slot position. Motion back from LOS to backfield. Gain depth to 7 yds, then work flat. High motion will be tagged after the formation in the huddle. The motion man has to know where to end up based the play called. Example – Pro Rt Slot B-High 15 Zone B would motion. This motion should take place on the 2nd "color" in the cadence. PRO RT SLOT B-HIGH Example – Queens Rt K-High 23 Veer Opt K would motion. This motion should take place on the 2nd "color" in the cadence. QUEENS RT K-HIGH Example – Spread Rt A-Trips A-High 35 Give Opt A would motion. This motion should take place on the 2nd "color" in the cadence. SPREAD RT A-TRIPS A-HIGH

  46. TE MOTION FLO - Motion of Y or H across the formation or from a TE alignment. Motion should begin with a “shift” call by the QB. TE must make sure that the WR is on the LOS before beginning his motion. TE motion will be tagged after the formation in the huddle. The TE has to know where to end up based which play is called. Example – Pro Rt Wk Y-Flo 18 Boss Example – Ace Rt H-Flow 22 Power PRO RT WK Y-FLO ACE RT H-FLO FLOP - Return motion by Y or H from a TE alignment. Motion should begin with a “shift” call by the QB. TE must make sure that the WR is on the LOS before beginning his motion. TE motion will be tagged after the formation in the huddle. The TE has to know where to end up based which play is called. Example – Pro Rt Str Y-Flop 11 Boss Example – Ace Rt Y-Flop 14 Zone Lead PRO RT STR Y-FLOP ACE RT Y-FLOP

  47. TRADE/TROOP TRADE - Call that tells Y to align opposite of the huddle call. At the LOS the QB will make a "trade" call and the Y will change sides so that he is aligned in the formation called in the huddle. Example – Trade Pro Lt Str 27 Power TRADE PRO LT STR PRO LT STR TROOP - Call that tells Y and H/B to align opposite of the huddle call. At the LOS the QB will make a "trade" call and the Y and H/B will change sides so that they are aligned in the formation called in the huddle. Troop is used almost exclusiveley with a TE/Wing formation. Example - Troop Pro Lt Wing 11 BOSS TROOP PRO LT WING PRO LT WING

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