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GUN RUNS

GUN RUNS. By: Coach Walter Haworth. What is the Gun Run Game?. The Gun Run Game is from a three wide receiver, two back set. It is a multiple formation, motioning, offense whose run game is based both upon the option, and a power run game. It is easily adapted to a No-Huddle Attack.

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GUN RUNS

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  1. GUN RUNS By: Coach Walter Haworth

  2. What is the Gun Run Game? • The Gun Run Game is from a three wide receiver, two back set. • It is a multiple formation, motioning, offense whose run game is based both upon the option, and a power run game. • It is easily adapted to a No-Huddle Attack. • It is easily adapted to offensive systems that are already in place. • Success is realized through technique and confidence, not overpowering size and strength.

  3. Why the Gun Run Game? • By forcing the defense to cover the entire field, “ganging-up” on the ball carrier is reduced. • Line play is simplified by reducing the defensive front and limiting the number of blocking schemes. • More repetitions are afforded the line, due to fewer different schemes. • More repetitions means technique can be emphasized. • Blocks are delivered confidently, due to a concrete understanding of assignment. • Runs are varied through different backfield actions.

  4. Gun Run Game • Whether you install just a small portion, or the whole enchilada, you will find immediate success with these Gun Runs. Non-Option type Quarterback’s suddenly can have success running simple options. Plus, they are in gun for the passing game. • Defenses have to choose their poison: -Gang up on the run game, and get picked apart by quick passes, OR -Stay in some sort of Cover 2 shell, and get gutted up the middle. Here is the first Scheme: The CHIP SERIES

  5. Chip Series • PT- (Play-side Tackle) Always step with inside foot toward nearest down lineman (3 or 1), if it is a 3 tech, combo up to the Mike, keeping head up to track the MIKE. If it is a 1 or 2i, take step making sure the 1 or 5 does not stem across guards face. Then head directly up-field for the Mike or near ILB...remembering he will be flowing. • PG- Step with inside foot to either combo the 3 or was the 1...if a stunt appears in the A Gap, wash it down. • C- Block back. Block nearest down lineman on backside. If it is a 3 tech, you must block flat down the line, and not gain a single inch. • BG- pull and hug the double team. He must stay low and hug the inside as tight as possible in case the Mike slips through...the BG should be looking for the play-side backer, and should drive him out of the hole. If he stays low, the block should be rising, and the feet must remain moving. If no LB appears, stay on 45 degree angle (stay on track) and pick off any secondary, but DO NOT CHASE! • BT- Gap/Hinge, Step into backside B gap and look for blitz. If there is a 3 tech, punch him for the Center, and Hinge back to the DE, wheeling him up-field. • FB- Fit motion behind play-side guard, and kick out DE with up-field shoulder. Stay low and drive feet. (On Trade, you must stop motion between backside guard and tackle, so guard can pull and kick, and you can hug the double.) • CHIP and TRADE are the same blocking scheme except on TRADE, the FB and Guard trade assignments (this is our counter). You cannot get a kick block by a FB from 5 yards deep aligned on inside leg of tackle, so he must be motioned. This motioning is used an many plays to avoid giving run call away, and TRADE goes away from where the FB motions to, while POWER obviously goes toward where the FB motions towards.

  6. Chip Series To 1-Technique

  7. Chip Series To 3-Technique

  8. Chip Series • The reason I have not drawn a block on the end, is because there are many ways to deal with him. You can kick him with a Fullback, you can option him uphill or downhill, or you can have the Fullback and Guard “Trade”, and kick him with the guard while the Fullback hugs the double. • Both 2 and 3 represent the off-tackle hole to the right, but 2 is direct backfield action (power), while 3 is counter action. 8 and 7 are the same way on the left off-tackle hole. So our Powers end in 2 or 8, and our Counters end in 3 or 7. Speed option end in 1 / 9, and we run triple ending in 4 / 6 • So 242 is Chip Series / Tailback / Power Right. • 217 is Chip Series / Quarterback / Counter Left • The line just listens for the first and last numbers and if “Trade” is called. They either Chip Right (200 + a last # less than 5), or Chip Left (200 + a last # more than 5).

  9. Chip Series Example: Fred Right 243 Trade Fred Right = Formation 243 = Chip / Tailback / Right & Counter Action

  10. Chip Series 211 / 219 (SPEED / LEAD OPTION) LEAD OPTION - FB Leaves the DE and blocks the force player OLB. Since there is a pulling guard, if the QB keeps because the DE widened, he has a lead blocker in the BG. This alleviates the problems with a team who has the DE widen, but moves the Will in occasionally. This 'stunt' will cause a QB to keep often, but he ends up getting tackled by the WILL. The pulling guard now blows up the WILL. Fred Right Weak, F-Crazy, 211

  11. Chip Series 211 / 219 (SPEED / LEAD OPTION) Twins Right Weak 219

  12. Chip Series 234 / 236 (TRIPLE OPTION) TRIPLE OPTION- TRUE triple from gun...averaging 14yds / attempt this year! If FB gets the ball, he has a lead blocker in the BG! Twins Right Weak 236

  13. Chip Series 242 / 48 (TB POWER) Fred Right, F-Crazy, 242

  14. Chip Series 242 / 48 “Trade” (TB POWER) Ram Weak 248 Trade

  15. Chip Series 212 /18 “TRADE” (QUARTERBACK POWER) We run this 2 different ways, each is nasty. We either fake Q-Pitch to TB who then heads downhill to block, after fake, QB heads downhill (DE always widens and gets ear-holed) or can fake roll-out by QB taking classic counter steps towards the roll-out (open, crossover, plant, head straight downhill). This action also widens the DE and he gets ear-holed. You can also empty out the backfield, motion the FB and run the QB on direct power action behind FB. Fred Right Weak, 212 Trade

  16. Chip Series 212 /18 “TRADE Q” (QUARTERBACK POWER) Quarterback fakes the quick pitch action, and heads downhill. Tailback swings and fakes looking for the pitch. Quarterback heads straight downhill. Fred Right Weak, F-Idiot, 212 Trade Q

  17. Chip Series 213 / 17 “TRADE” (QUARTERBACK COUNTER) QB TRADE (COUNTER)- On this play, TB fakes the hand-off (we often run this after FB motions like power) and QB pulls and follows FB though the hole. We also run this after widening out the TB to create empty with FB motioning, then we just have the QB jab to roll to the trips side, and head back the other way behind the FB. Ram, 217 Trade

  18. Chip Series 213 / 17 “TRADE” (QUARTERBACK COUNTER) Ram, T2, 217 Trade

  19. Chip Series 243 / 47 “TRADE” (TAILBACK COUNTER) TB “TRADE” (COUNTER) On this, the TB can come from either side by taking a jab step outward and coming back across to the other side, or by faking power across QB's face, but upon receiving the ball, he heads back to the side he started on. Steps are same as classic counter: Open, Crossover, Plant. Ram, 247 Trade

  20. Chip Series 243 / 47 “TRADE” (TAILBACK COUNTER) Ram Weak, 247 Trade

  21. Chip Series 202 / 208 (SHUTTLE PASS) SHUTTLE PASS- Since we roll often (small line), we incorporate a shuttle pass. We roll with the FB 1x1 off the line to the roll side, or in the backfield, leading downhill. If the TB is in the backfield to the opposite side of the roll, we have him help shore up backside A GAP (this sets up throwback screen). Or, we have the TB 1x1 off the backside of the line and let him help again with backside pursuit (he gets a breather). From either of these spots, he can run shuttle. The QB rolls just like it was a roll-out pass, only the blocking is the same as POWER. The only difference is that the FB leads the QB as if it were a sweep, so no one blocks the DE. The BG pulls with the TB fitting in right behind him. If the DE widens to stop the QB, he just pitches downhill to the TB, if the DE sniffs the play out, the QB runs sweep against a secondary who just sees roll-out action. This play is enhanced if your receivers know how to cross block a cover 2 secondary. This play goes for huge yards, and will frustrate the heck out of DE's if combined with Q-Pitch, the 2 QB Trades, and a consistent roll-out attack. Most DE's that play us leave shaking their heads, because we hit'em from all sides.... literally... no matter what they do, they are wrong!

  22. Chip Series 202 / 208 (SHUTTLE PASS) Spread Right, 202

  23. Chip Series 202 / 208 “LOCO” (CRAZY OPTION) CRAZY OPTION- Now, if you can picture the shuttle, now imagine that the play remains identical, except the lead FB bubble and becomes a pitch back. Now if the DE sniffs out the play and stays in for the shuttle, the QB just roll out and otions off the OLB. Nasty! Remember that on both of these plays you will have a pulling lineman downfield, so if you want to throw, you can't. Spread Right, 202 Loco

  24. Gun Runs I will be posting more in the near future… namely our runs from ZONE blocking, and our runs from TRAP blocking. Then I’ll cover draws and the Quarterback ISO. Hope these ideas help! -J.R. Haworth

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