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34 Defensive Playbook

34 Defensive Playbook

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Iowa Wesleyan College Defensive Play-Book

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Why Run a 3-4 Defense
If the offense spreads the field, the defense can spread the field with no personal change

‡ The adjustments are built into our defense ‡ Blocking schemes and angles are in the defenses advantage ‡ One has the ability to bring 7 blitzers or drop 8 defenders on any down. ‡ The blitz package is unlimited and can be ran with very little coverage adjustment.

Example of the 3-4 verses spread

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Example verses a heavy Offensive Set

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DEFENSIVE FRONTS D-LINE TECHINQUES

9 8 6

5 4 4i

3 2 2i 1 0 1

2i 2 3

4i 4

5

6 8 9

DEFENSIVE FRONTS LINEBACKER TECHINQUES

90 80

30 20

10 10

20 30

80

90

TIGER DEFENSE Base Alignment

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The Corner will F Be inside lev. here If the WR was inside the Number the CB would be Outside leverage.

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The safety's Have a 2 yard hash Rule.

Base Alignment
‡ ‡ ‡ ‡ ‡ ‡ ‡ The Sam linebacker will go to the strength and line up over or close to the #2 receiver. His responsibility is dependant on coverage called. The Mike linebacker will go to the strength and play a 20 technique. His alignment is four ½ yards deep with eyes on the triangle. The Will Linebacker will go to the weak side and play a 20 technique. His alignment is at four ½ yards deep with eyes on the triangle. The Zip linebacker will go to the weak side and line up over or close to the #2 receiver. His responsibility is dependant on coverage called. The Free safety always goes with the strength of the front. His alignment is 10 to 12 yards deep and he has a 2 yard hash rule. The Rover always goes weak (opposite ) of the strength of the front. His alignment is 10-12 yards deep and he has a 2 yard hash rule. The corners base alignment is 7 yards off of number 1 receiver. They will be angled in at the QB and will shuffle out at the snap of the ball. (Basketball) They will be slightly inside of the number one receiver depending on the split of the receiver.

DEFENSIVE LINE NUMBERING SYSTEM
‡ We use numbers to determine the techniques that we are playing up front ‡ The Stud (end) always plays the first number called to the strength call ‡ The Quick (end) will always play the second number away from the strength call ‡ The Nose Guard will shade to the side of the higher number unless he hears a tag ‡ If there is not a higher number he will play a zero technique on the center.

DEFENSIVE LINE NUMBERING SYSTEM
EXAMPLE #1 53

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The Stud plays a 5 tech to the strength; the Quick plays a 3 tech Away from the strength and the Nose is shaded to the 5 tech

DEFENSIVE LINE NUMBERING SYSTEM
EXAMPLE #2 Front 35

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The Stud plays a 3 tech to the strength; the Quick plays A 5 tech weak and the Nose shades to the QUICK.

DEFENSIVE LINE NUMBERING SYSTEM
EXAMPLE #3 53 G

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In the front 53 ³G´ the stud plays a 5 tech to the strength call F R The quick plays a 3 tech weak and the Nose plays a 1 tech Because he was tagged to do so.

DEFENSIVE LINE NUMBERING TECHINQUES
EXAMPLE #4 Front 44

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The Stud plays a 4 tech strong; the Quick plays A 4 tech weak; the Nose has no higher number so he plays head Up on the center

DEFENSIVE LINE FRONTS
‡ HERE ARE SOME EXAMPLE OF HOW CREATIVE WE CAN BE WITH OUR FRONTS. ‡ 53 ‡ 53 ³G´ ‡ 53 NOSE ‡ 55 ‡ 44 ‡ 52 ‡ 51 ‡ 43 ‡ 33 ‡ 35

TIGER DEFENSIVE LINE STUNTS AND GAMES
‡ Out of any front we run we can simply tag a stunt with the defensive line to disrupt blocking schemes and create confusion. ‡ Example of how we name our stunts. ‡ SKIN (Stud Inside Nose) ‡ NUS (NOSE UNDER STUD) ‡ QUEEN ( QUICK UNDER NOSE) ‡ NUQ (NOSE UNDER QUICK)

TIGER DEFENSIVE LINE STUNTS AND GAMES
EXAMPLE #1 Front 44 SKIN

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This is an example of 44 Skin. The Stud is first and is the slasher The nose is second and is the looper.

TIGER DEFENSIVE LINE STUNTS AND GAMES
EXAMPLE #1 Front 53 NUQ

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This is an example of 53 NUQ the nose goes first the Quick Is second.

TIGER DEFENSIVE LINE STUNTS AND GAMES
‡ RULES FOR STUNTS ‡ Slasher is first and slasher only slants one gap over ‡ Looper goes second and looper always goes two gaps over.

DEFENSIVE LINE SLANTS
We very rarely play a two gap read techinque here at Iowa Wesleyan College. We try to maintain as an attack defense by predetermining the gaps that the defensive line must control. Thus clearing up the responsibility for the inside and outside linebackers by letting them know which gaps they are responsible for as well. This also allows us to play shade techniques (1/2 a man) up front.

DEFENSIVE LINE SLANTS
Example of 44 Slant

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Slant technique
‡ When using a slant technique we must remember that Slant is Strong and Angle is weak ‡ As the Defensive line slants they must use a lateral step and their aiming point is the next outside shoulder in the direction of the slant or angle. The Defensive line will never slant to the open field if there is not a Tight End.

DEFENSIVE LINE SLANTS Angle Technique
Example of 44 Angle

Quick never slants to Open field. Enter mouth Exit ass

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Flare Technique
‡ The Ends have a contain rush to the outside. They are not slanting to outside. Bull rush and Two gap assignment. ‡ The Nose will slant weak.

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The Ends will never Slant to the open field Take B gap verse Base and reach block if they get a down block Squeeze and trail.

Spark Technique
‡ The Ends have a contain rush to the outside. They are not slanting to outside. Bull rush and Two gap assignment.
± The Nose will slant Strong.

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Pinch Technique
‡ The Pinch Technique tell out Defensive line to slant inside. Next Outside Shoulder in the direction of the slant. The nose in this case will enter mouth and exit ass of center.

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Out Technique
‡ The Out Technique tells the Defensive line to slant outside. Next Outside Shoulder in the direction of the slant. 52 is the main front that we use this in.

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Stem Technique
‡ Stem Technique is a shade technique from the opposite gap. ‡ The rules are the next outside shoulder in the direction of the slant or angle.

Example of Steam tech. 53G Angle Sam Zorro
‡ Next Outside shoulder in the direction of the slant or angle

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Example of Steam tech. 35 Slant Zip Zombie
‡ Next Outside shoulder in the direction of the slant or angle

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LINEBACKER PLAY
‡ Reads ‡ Run Fits ‡ Drops

INSIDE LINEBACKER READS
‡ SPLIT KEY= We Fill Split keys with our outside shoulder free, spilling the play to the backside linebacker.

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INSIDE LINEBACKER READS
‡ Double Down= Scrape to the beach. Be ready for a gap exchange with an outside backer or defensive lineman.

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INSIDE LINEBACKER READS
‡ Here is an example of gap exchange.

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INSIDE LINEBACKER READS
‡ FULL ZONE= This is the toughest read for an inside linebacker. If not patient this blocking scheme can look like double down. We must fill our gap VS. inside zone. To take away cut back lanes

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RUN FITS
‡ Fill player= A fill player is a player that has defensive line responsibilities. He will wrong shoulder pullers and spill kick-out blocks. He must be in position to get flat down the line of scrimmage. ‡ Force Player= A force player can not let the ball cross his face to the outside. He will Box all pulling lineman and kick-out blocks. (S.C.A.R.F. = Force)

RUN FITS
‡ A S.C.A.R.F player must box (or Force) runs at him and be fold cutback on runs away from him. ‡ A fill player must Spill or bounce runs to him and play Counter, Reverse, Boot on action away. Trail the deepest shoulder of the ball carrier. ‡ Defensive Lineman are always Fill players!

RUN FITS

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Fill=Spill

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Scarf=box Fold cut back

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Scarf= Box

Coverage and Drops
‡ We play a variation of every major coverage making little if any adjustment to motions or formation. Ruling up our defensive responsibilities allows us to do this. ‡ Our secondary keeps a two shell look to disguise coverage and tendencies. ‡ We can cover from depth or rotate our safeties to aid in run support or underneath coverage.

Cover 3
‡ In our four man pressure we run two major forms of cover 3. We call this by name not numbers. ‡ In cover 3 without a zone blitz we will have two hole players and two S.C.A.R.F. players. ‡ We will have 3 safeties and four under coverage. ‡ This allows us to be solid verse the run and great verses most formations and pass combinations.

Defined terms
‡ Hole player= #3 receiver and QB verse option ‡ Hole player does not have to cover #3 receiver. he just drops with eyes on #3 ‡ SCARF= Seam, Curl, And, Rally, To Flat ‡ SCARF= #2 Receivers, Force if run too, Fold Cut back if Run Away.

Hole Play Never Cover Air!

Scarf Corner Corner must Shrink the field and look for work.

ILB

ILB

Scarf

Inside linebackers will drop to the curl to hook Zone on their respective hashes. Collision Crossing routes unless it is too shallow.

Hole Play Secondary Contain
³If´ we loose contain on sprint out or boot leg the place side hole player must Regain contain. The backside hole must replace on the front side hash.

QB

Scarf Corner I

ILB

ILB

Scarf

SCARF Play

Scarf Corner Work for a slight inside leverage, but be in position Not to be cracked. Be aggressive to any vertical route If route continues vertical carry it for 5 yards

SCARF Play

Scarf Corner If route breaks inside communicate an in route with linebacker Never Chase a hard in route. Look to rob #1

SCARF Play

Scarf Corner Bubble look for Slant or Crack Run through the Crack do not avoid contact!

Corner must communicate With a China Call. This tells the SCARF player that there is no Curl to rob so drop skinny.

SCARF Play

Scarf Corner This is the toughest concept to master Hang on the curl until the QB turns shoulders To throw the flat route. Stay with the deepest Route as long as you can. FTF! Do not chase Hard out breaking routes

Zombie Coverage
‡ Zip- Anytime he hears zombie he is blitzing ‡ The Rover is always the roll down safety in zombie and goes away from the strength call. The Rover is always a S.C.A.R.F player in Zombie ‡ The Free always goes to the strength call and becomes the Deep middle 1/3 player ‡ Mike-Will are spot droppers with their eyes on the #3 receiver ‡ Sam Linebacker is always a Scarf player in Zombie ‡ Both Corners are Deep 1/3 players to their side.

Zombie Coverage

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Hole

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Hole Scarf

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Deep 1/3

Deep 1/3

Zombie Coverage

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Deep 1/3 Scarf #2

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Hole Eye¶s on #3

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Deep 1/3 Check Vert. Threat before leaving hash

R Scarf If pass Rob #1

Deep 1/3

Zorro Coverage
‡ ‡ ‡ ‡ ‡ ‡ ‡ Sam is a fill player and is blitzing c gap Free is the scarf player to the strength call Rover is the deep 1/3 player Mike is an ³A´ gap player Will is a ³B´ gap player Zip is a Scarf Player Corners are deep 1/3 players

Zorro Coverage

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Hole Eye¶s on #3

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Hole

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Scarf If pass Rob #1

Deep 1/3

Z Check
‡ Z check is zombie or Zorro ‡ We are checking the coverage to the receiver strength. ‡ If it is a balanced set we will check it to the field. (Zorro)

Z Check (Check Zorro)

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Hole Eye¶s on #3

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Hole

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Scarf If pass Rob #1

Deep 1/3

Z Check (Check Zorro)

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Hole Eye¶s on #3

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Scarf If pass Rob #1

Deep 1/3

Z Check (Zorro checked to zombie)

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Eye¶s on #3 Hole R Scarf If pass Rob #1

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Deep 1/3 Check Vert. Threat before leaving hash

Deep 1/3

Z Roll
‡ Field Corner- Roll down hard on #1 Receiver, Sink and play the flat. Outside Leverage. ‡ SAM- Seam, Curl, Do not run to flat. Drop Skinny, Beat up the #2 receiver do not chase. ‡ Zip- Rush if no detached #2 receiver, If there is a detached #2 then split the difference and push through #2 to the curl of #1. ‡ Mike ± Drop off of #3 Middle Hole ‡ Will- If #2 to the boundary is detached he must come in rush tech. If a tight number is there push through #2 to the curl of #1. ‡ Boundary Corner- Deep 1/3 player ‡ Rover- Deep middle 1/3 player ‡ Free- Deep field 1/3 player

Z Roll

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Deep 1/3

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Z Roll

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Zombie Hole
‡ Hole Tells the Zip not to blitz. (SCARF) ‡ SAM- Will play regular zombie rules (SCARF) ‡ Rover- Will Role down and replace the low hole players, Tag #3 receiver and Secondary Contain on boot and sprint out. ‡ Free- will become the deep middle 1/3 player ‡ Corners- are deep 1/3 players to their side ‡ Mike and Will- Are blitzing when they hear Zombie Hole

Zombie Hole Coverage

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Deep 1/3 Scarf

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Deep 1/3

Deep 1/3

Zombie Hole Coverage

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Deep 1/3 Scarf

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Deep 1/3

Deep 1/3

Zorro Special
‡ When the Sam hears special he is no longer blitzing. He is a SCARF player ‡ Zip- Plays regular Zorro Coverage. (SCARF) ‡ Mike- Is blitzing ‡ Will- Is low Hole player ‡ Free- Is now blitzing ‡ Rover- Is the middle deep 1/3 player ‡ Corners- are the outside deep 1/3 players

Zorro Special Coverage

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Deep 1/3

Deep 1/3

Zorro Special Coverage

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Deep 1/3

Deep 1/3

Zombie Special Coverage
‡ Zip- Ignores the zombie call and plays a SCARF to the weak side ‡ SAM- Plays normal Zombie responsibility (SCARF) ‡ Will- Blitzes ‡ Mike- Low Hole player ‡ Rover- Blitzes ‡ Free- Deep middle 1/3 player ‡ Corners- outside 1/3 players

Zombie Special Coverage

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Deep 1/3 Scarf

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Deep 1/3

Deep 1/3

Zombie Special Coverage

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Deep 1/3 Scarf

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Deep 1/3

Deep 1/3

BOX 8
‡ We are dropping all 8 pass defenders ‡ Sam/ Zip linebackers Splits the difference between 1 & 2, They are fill players and must push through #2 to the curl of #1 (Wall the Hash ‡ Mike and Will are spot droppers to the curl to hook zone. ‡ Free and Rover have a two yard hash rule they are dropping off of the #2 receiver and do not come off of their hash unless threaten. They are force players verses the run. ¼ players verse the pass. ‡ Corners are dropping off of the #1 receiver to their side. ¼ players

BOX 8 Coverage

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BOX 8 Coverage

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Wall #3

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Split #2 and #3

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TRIPS ADJUSTMENTS
‡ We have 4 trips adjustments that we can use. ‡ We tag these adjustments horse calls. ‡ Bronco ‡ Pony ‡ Colt ‡ Mustang

Bronco
‡ We can play this coverage anytime we want. But usually play it verse trips. ‡ The Zip Covers an number two receiver weak. If no number two receiver he will be in rush technique ‡ Sam plays his box rules. Push thru 2 to the curl of 1 ‡ Mike and Will- Banjo the back ‡ Weak Corner will play man/man technique ‡ Strong Corner will play deep 1/3 ‡ Free Safety will be deep middle 1/3 ‡ Rover will play his zombie hole rules. Tag #3 drop to low hole.

Bronco Coverage

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Bronco Coverage

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Ziploc Call Will Replaces Zip in rush tech.

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Pony Coverage
‡ Sam plays his Box rule. Push thru 2 to the curl of 1 ‡ Zip is in rush tech. if he does not have a #2 receiver. If he has a receiver he must cover man/man ‡ Mike and Will- Banjo the back ‡ Strong corner plays ¼ ‡ Free Safety plays ¼ ‡ Rover plays ½ ‡ Backside corner plays man to man on #1 receiver

Pony Coverage

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Pony Coverage

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Ziploc Call Will Replaces Zip in rush tech.

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Colt Coverage
‡ Sam plays a hard jam tech. on the #3 receiver and cuts under the #2 receiver after the jam. ‡ Zip plays a rush tech. unless he has a number 2 receiver to his side. Then he must lock ‡ Free plays a scarf tech. on the number 2 receiver strong and cuts the number 1 receiver ‡ Rover plays deep middle 1/3 ‡ Field Corner plays deep outside 1/3 ‡ Weak Corner plays man/man tech. ‡ Mike and Will- Banjo the back

Colt Coverage

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Colt Coverage

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Ziploc Call Will Replaces Zip in rush tech.

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Mustang Coverage
‡ ‡ ‡ ‡ ‡ ‡ ‡ Zip is coming in blitz tech no matter what Mike and Will spot drop to curl to hook zones Rover is locked on back or number two receiver Free safety plays deep middle 1/3 Field Corner plays deep outside 1/3 Weak corner plays man/man tech Sam plays his box tech. push thru 2 to the curl of 1

Mustang Coverage

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I¶ve got back

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Mustang Coverage

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Rover Lock Call

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Box Adjust
‡ Rules for Box Adjust ‡ Two receivers to the field play Box ‡ Three receivers to the field play The horse call ‡ One receiver to the field play zombie ‡ If we play box we have a will zip decision, if the will can not push thru 2 to the curl of one the zip will make a zip call and the WLB will replace the zip in rush tech.

Box adjust Coverage Play Box

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ZIP Call

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Box adjust Coverage Play horse in this case Bronco

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Man on back

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Box adjust Coverage Check Zombie

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Red Roll
‡ Our man coverage's are distinguished by color ‡ Rules for Red Roll (Man Free) Four man pressure. ‡ Corners have number 1 to their side unless it is a tight end. (corners over) ‡ Sam has number 2 strong and must call the front to the T.E. Side If no T.E. call the strength to the receiver set. ‡ Zip will blitz (unless it is Empty) ‡ Mike and Will- Banjo the back ‡ Free and Rover will Rip/Liz away from the Sam in one back or two the Sam in two back sets. Unless it is trips

Red Roll
One back Rip/Liz away from Sam

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RIP CALL

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Red Roll
One back trips Rip/Liz to the Trips side

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Liz Call

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Red Roll
One back Trips Rip/Liz to the trips side Corners over verse nub.

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Rip Call

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Red Roll
Two back rip/Liz to the Sam. Sam, Mike, and Will are 3 on 2 with the backs Corners over verse nub side.

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Liz Call

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Red Roll
Two back rip/Liz to the Sam. Sam, Mike, and Will are 3on 2 with the backs

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Liz Call

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Red Roll
EMPTY: Rip/Liz to the trips, Zip must lock on the backside and will blitz. Mike Drops into the low hole.

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Liz Call

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Green
‡ Green is 2 man coverage ‡ Corners have number 1 to their side. No corners over ‡ Sam has Number 2 strong ‡ Mike has the back ‡ Will is in rush tech ‡ Zip Covers two weak or three strong ‡ Rover/Free- play cover two

Green Coverage

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Green Coverage

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Zip over Zip lock

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Green Coverage
Mike and Zip have closest back to them.

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Green 8
‡ Green 8 is cover 2 man dropping 8 defenders ‡ Mike and Will banjo the back ‡ Zip is locked on two weak or three strong ‡ Sam has two strong ‡ Corners have one to their side. (no corners over ‡ Free and Rover- play cover 2; Deep ½

Green Coverage

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Green Coverage

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Zip over Zip lock

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Green Coverage
.The Mike, Will, and Zip are three on two with the backs Zip will jump in the banjo.

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Orange Coverage
‡ Orange coverage is 0 free ‡ Orange goes with our 6 man pressures ‡ This means that the Mike, Will, and Zip are blitzing ‡ Everyone else has a man ‡ Corner has number 1 to their side. No corners over ‡ Sam has number 2 strong ‡ Free has 3 strong or 3 weak ‡ Rover has 2 weak or 4 strong

Orange Coverage

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Free has the back Which is 3 weak

Orange Coverage

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Rover has the back Which is 4 strong

Orange Coverage
EMPTY WE MATCH UP!

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Orange Coverage
Free has one back the rover has the other 3 strong and 2 weak!

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C

Blue Coverage
‡ 0 Free coverage ‡ We bring the Sam, Will, and Zip in blue ‡ Corners have number one the their side no corners over ‡ Free has two strong three weak ‡ Rover has two weak or three strong ‡ Mike has back and never leaves the box even if empty

Blue Coverage

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Mike has the back

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Blue Coverage

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Mike has the back Free has two strong; Rover has 3 strong

Blue Coverage
Free has one back the rover has the other 3 strong and 2 weak!

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Mike and Rover are on Levels together Mike has first back out to his side rover Has first back out to his

Blue Coverage check orange
EMPTY WE MATCH UP! We must check orange

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Purple Coverage
‡ Purple is 0 free coverage ‡ We are bringing the Sam, Mike and Zip ‡ Corners have number 1 to their side no corners over ‡ Free has 2 strong (like Blue) or three weak ‡ Rover has 2 weak or three strong (like blue) ‡ Will has the back

Purple Coverage

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Will has the back

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C

Purple Coverage

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Will has the back Free has two strong; Rover has 3 strong

Purple Coverage

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Will and Rover are on Levels together Mike has first back out to his side rover Has first back out to his

Brown Coverage
‡ ‡ ‡ ‡ Brown is man free with 5 man pressure Rules are similar to Red Sam has two strong Corners have one to their side can have corners over ‡ Trips, Two back and one back rules ‡ Blitz the Will and Zip ‡ We have no low hole player and Brown checks to orange if we get Empty.

Brown Coverage

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Mike has the back Rip

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Brown Coverage

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Liz

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Mike has the back

Brown Coverage
SAM and Mike have the backs

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Liz

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Brown Coverage check orange
We must check orange

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TIGER PRESSURES
‡ We also tag names to the blitzes that we run ‡ We can dictate 4 man 5 man or 6 man pressures just by adding a coverage.

4 man pressure
‡ ‡ ‡ ‡ ‡ ‡ Sam Quiz Squirt Switch Squib Zip

44 Angle Sam Zorro

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C

44 Flare Switch Zorro

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44 Squib Zorro

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44 Slant Zip Zombie

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44 Spark Quiz Zombie

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M F

N
W

Q
R

Z

C

44 Squirt Zombie

S C

$
M F

N
W

Q
R

Z

C

5 man zone blitz
‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ Whiz Wizard Will Fire Zew Weezle Storm Moss X Wham Zeus If you add Orange, Blue, or Purple you can get a 6 man pressure out of any of these and you are playing 0 free coverage behind it. ‡ The extra Blitzer will blitz his gap of responsibility.

44 Spark Whiz Zombie

S C

$
M F

N
W

Q
R

Z

C

44 Flare Wizard Zombie

S C

$
M F

N
W

Q
R

Z

C

44 Slant Zew Zombie

S C

$
M F

N
W

Q
R

Z

C

Zip is 1st and Will is second Will has contain

44 Slant Weezle Zombie

S C

$
M F

N
W

Q
R

Z

C

Will is 1st and has contain Zip is 2nd and still knifes

44 Slant Will Fire Zombie

S C

$
M F

N
W

Q
R

Z

C

44 Angle Storm Zorro

S C

$
M F

N
W

Q
R

Z

C

Sam 1st and knife the line Mike 2nd contain rush

44 Angle Moss Zorro

S C

$
M F

N
W

Q
R

Z

C

Sam 2nd and knife the line Mike 1st contain rush

44 Angle Mike Fire Zorro

S C

$
M F

N
W

Q
R

Z

C

44 Pinch Zeus Zorro

S C

$
M F

N
W

Q
R

Z

C

44 Skin X Zombie Hole

S C

$
M F

N
W

Q
R

Z

C

44 Slant Wham Zombie Hole

S C

$
M F

N
W

Q
R

Z

C

5 man Pressure Safety Blitz
‡ ‡ ‡ ‡ Foam Mafia Row War

44 Angle Foam Zorro Special

S C

$
M F

N
W

Q
R

Z

C

44 Angle Mafia Zorro Special

S C

$
M F

N
W

Q
R

Z

C

44 Slant Row Zombie Special

S C

$
M F

N
W

Q
R

Z

C

44 Slant War Zombie Special

S C

$
M F

N
W

Q
R

Z

C

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