Principles of Our Offense

Our offense is designed for PERFORMANCE. Performance is easier said than done, so we want to ensure we equip ourselves with as many tools to ensure that each play is run with the utmost efficiency, increasing our rate of success and reducing the amount of things that could go wrong. To do this, we will live by one simple tenet on offense; “Not only do we have to do things RIGHT, We have to do it better than our competition!”. 1.No shortcuts to success – We will be play fundamental football Fundamentals of offensive football are blocking, catching, and running. Practice doesn’t make perfect, Perfect Practice makes perfect! If you sure of your assignment on a play, the chances of you fouling it up under the pressure of competition is not likely. We will only run plays that we have mastered in practice. Expecting a result on game night that we haven’t developed to a degree of proficiency or confidence is a recipe for disaster. If you cannot make a practice, you are limiting your ability to execute on game day, and lessen your value as a trustworthy contributor to our team’s success. “There is only one way to do anything: The Right Way”. Golda Meir, Prime Minister of Israel 2. Playing to our strengths / advantage We will play the cards we are dealt to our advantage. The “cards” we will have on any play will be WHEN the play starts (cadence) and WHERE the ball is going (play call). To increase our productivity even more, we will use our opponent’s limitations to our own advantage. Our opponents have as little time to prepare for us, as we for them. They4 can only prepare for a few of the concepts we will present them with. Because their “football experience” may not differ that much from our own, they will only be good at only one or two different defenses. With of our formations, shifts, and motions, we will take them out of their comfort zone and make them adjust to US. WE will dictate what defense they present us ( by what formation we give them ) and instill as much anxiety and apprehension as possible before the ball is snapped. “Rapidity is the essence of war; take advantage of the enemy’s uneasiness, make your way by unexpected routes, and attack unguarded spots.” – Sun-Tzu, The Art of War 3. Don’t make the game harder than it has to be - Keeping concepts simple Our offense is meant to LOOK complicated, but be extremely simple. It will not require phenomenal athletes or dominating strength – it will require a desire to learn and compete. Our playbook is designed to marry a few similar techniques together and utilizing these in various ways. The bottom line is getting the football in the hands of players and setting them up to be able to make those plays without any extraordinary effort. Variations from our base plays can attack defenses in different ways and look like an entirely different play, but won’t change up assignments of the players executing it (limiting the possibility of ‘forgetting / blowing an assignment’). It will be the coaches job to put the players in positions to make plays. It will be the player’s job to execute. The less critical thinking required at “crunch time” the more likely that player will execute aggressively and confidently. “FUN football leads to optimistic football, which proceeds into positive football that gives birth to winning football.” - Coach Glen “Tiger” Ellison 4. We will prepare for the WORST case scenario Being proactive through preparation is the best way to avoid making a bad situation worse. We understand that there may be situations where our opponent has dedicated themselves to outperforming us in our base plays, that is their job. It is our job to be able to execute a plan that provides us an ‘escape’ in that event. If our run game is stopped, we will have a solution in the pass game that emphasizes our personnel strengths and minimizes our liabilities. Knowing you have an “ace in the hole” ready, lends itself to prevent you from being unnerved in a frustrating situation (maintaining your focus). “Win the war, then fight the war.” – Sun-Tzu, The Art of War

Principles of Our Run Game

We will excel at three basic plays that require neither superior physical strength nor considerable football knowledge. We have designed this offense to make our job of advancing the football for first downs and touchdowns as effortless as possible while at the same time, making it extremely difficult for a defense to get comfortable in recognizing what we are doing on a given play. This hesitation on the defense will prevent them from being over aggressive in attacking our formations and allow us an opportunity to make plays. The backbone of our offense this year will be the Zone series that requires an initial push from the offensive line moving together, allowing four blockers on two defenders to the side of the play (number superiority). Instead of one designated hole for the runner to run through, they will have two easily visible creases to choose from. From the base zone play, we can add several wrinkles to it by tagging specific assignments for different looks and by progressing to a wide zone play, known as “stretch”. Our Veer series is an extremely quick hitting inside run play that is centered around attacking the alignment of a defense by running to where the widest gap remains in the defensive front (the ‘bubble’). This play leaves one defender unblocked who cannot tackle all of the three potential ball carriers. For the sake of efficiency, we will call the ball carrier out rather than having the quarterback make reads or decisions on how to distribute the ball. As our proficiency with this play increases, we can add more dimensions to this play to fully realize its multidimensional threat (with the quarterback, ace back, and misdirection). Our Jet series is another play that is designed to attack an area of the field faster than the defense can assemble bodies to the ball carrier (number superiority). Jet is a speed sweep where any one of three ball carriers will go in lateral motion before the snap then take the handoff while in stride for an immediate gain near one side of the field without having to make any cuts or avoiding defenders. After developing a high level of execution with the basic jet play, we can build off this series with misdirection, reverses, screens, and passes to further stress defenses. All of these basic runs have variations built in to them to attack any defense’s weakness to over pursuing the original play in the series. All of these plays can be run from a host of formations we will run this year. All of these run series offer complimentary play-action passes to take advantage of areas of the field that defenses will vacate by aggressively attempting to stop our run game (without over complicating throws or routes). Each boot-action play initiates the base run play, then “boots” (reverses the side of the field we are attacking) to take advantage of aggressive pursuit by the defense.

2007 Offensive Goals

2007 NWFA South West Division Champions
•Finish in the league’s Top 10 in scoring offense •Lead the league in rushing yards •Team Rushes for more than 1,700 yards •Complete 62% or greater passes •Convert greater than 29% of 3rd downs •>20% conversion on 3rd & 7+ yds •>45% conversion on 3rd & 2 – 6 yds •>79% conversion on 3rd & 1 yds •Less than 12 offensive turnovers for the season

24 / 25

ZONE SERIES

X

LT

LG

C QB F A

RG

RT

Y Z

FORMATIONS:

I– ACE – GUN –

"Zone" will serve as our base running play that is effective both strong and weak to get a vertical push with the ball. 'Zone' offers us two double-teams playside and affords our runner two options to gain positive yardage. From 'zone', all other running and passing plays are variations off the look that this play gives a defense.

Offensive Linemen PST Drive step to overtake playside "D" gap PSG Drive step to overtake playside "C" gap C Drive step to overtake playside "B" gap

BSG Drive step OR CUT to overtake playsdie "A" gap BST Drive step OR CUT to overtake backside "A" gap - if no defender, cut backside linebacker Recievers and Backs Open at a steep 5 O'Clock and give to back. Continue a full speed bootleg to opposite "D" gap to Q hold DE / OLB. F Open flat and look to block first outside defender in backside "C" gap - block any penetration first along route. Take first step laterally reading the 1st playside down defender. If his helmet goes inside, push the vertical seam immediately. If his helmet goes outside, cut back just inside of him. Make one cut and GO! Reach gap to play call,. If no near threat, "chip" to near backer or safety Downfield block near defender. Downfield block near safety.

A

Y Z X

34 / 35

VEER SERIES

X

LT

LG

C QB F A

RG

RT

Y Z

FORMATIONS:

I– ACE – GUN –

We can run veer out of any 1+ back set. We use veer to gain a quick three yards and threaten the edge of a defense. Veer works best when the edge player over commits to our perimeter run game, leaving us with a numbers advantage inside without having to block one defender. We run veer to the 1 technique / center shade (nose) side of the defensive front. Offensive Linemen PST Down block to first defender (inside linebacker)

PSG Down block / double team first down lineman to your side of the ball C Post / double team first playside down linememan

BSG Down block / hinge block away from playside BST Down block / hinge block away from playside Recievers and Backs Take one step to playside and handoff ball to fullback. Continue down the line staying parallel to the Q line of scrimmage (attacking edge lineman). F A Y Z X Step playside and immediately receive handoff. Aiming point is for the inside foot of the playside tackle. Make no cuts / redirection until you are past the linebackers. Step playside and continue laterally in an option-pitch relationship with the quarterback. Release vertical upfield to block backside pursuit player. Press vertically 6 yards then release inside to block backside force player. Press vertically 6 yards then release inside to block force player.

48 / 49

JET SERIES

Y Z

LT

LG

C QB F A

RG

RT

X

FORMATIONS:

IACE GUN EMPTY -

"Jet" is our speed sweep series to allow individuals to reach the perimeter as fast as possible and isolate mismatched force defenders. We will put the ball carrier in motion before the snap and have the ball hiked once the runner reaches the backside tackle. Jet sweep is a perfect way to run the ball, especially when defenses stack the box. The presnap motion will lend itself to forcing defenses to adjust their numbers on one side of the ball - we will attack the side with the least amount of defenders from jet motion. Jet can be run by Z, A, or F to strong or weak sides.

Offensive Linemen PST Reach playside C gap PSG Reach playside B gap C Reach playside A gap

BSG Release upfield immediately to cut off backer BST Release upfield immediately to cut off backside backer Recievers and Backs Snap ball once ball carrier reaches backside tackle and open up to them and handoff with inside Q hand. Continue running full speed on bootleg action away from play gaining width and depth. F A Y You will block force playside. Once the ball is hiked, shoot immediately to playside "D" gap looking to seal / cut off first defender on the perimeter. Open up away from the call and wall off the backside "C" gap defender. Release upfield to cut off deep safety If ball carrier - you are in motion, looking to reach 3/4 speed by the time you reach near tackle. Receive the handoff and achieve full speed at playside tackle and head at a 45 degree angle for the field numbers - look to cut upfield once the playside sa Push vertically from the snap and look to crack on playside safety.

Z

X

24 / 25 Zone Boot

ZONE SERIES

X

LT

LG

C QB F A

RG

RT

Y Z

FORMATIONS:

I– ACE – GUN –

Zone Boot w ill be the play action pass off "Zone". If defensive pursuit becomes so aggressive that w e are having trouble gaining significant yardage, the boot pass w ill help slow a defense dow n by stretching them horizontally on the opposite side of the field of the run action. The quarterback's bootlegs on every handoff need to be stressed to hold the backside defense and allow our receivers to get open. The first three steps of this play for every player w ill look EXACTLY like the zone run. On all bootlegs, the quarterback alw ays has the option of running upfield after leaving the tackle box if no read is open.

Offensive Linemen PST Drive step to overtake playside "D" gap - do not exceed four steps. PSG Drive step to overtake playside "C" gap- do not exceed four steps. C Drive step to overtake playside "B" gap- do not exceed four steps.

BSG Drive step to overtake playsdie "A" gap - do not exceed four steps. BST Drive step to overtake backside "A" gap -- do not exceed four steps. Recievers and Backs Q F
Just like zone run, take your first step laterally reading the 1st playside dow n defender and maintain a low profile after the fake handoff and continue to the "B" gap. Open at a steep 5 O'Clock and fake handoff to back. Continue a full speed bootleg to backside tackle. Make your throw to X or Y once you pass the tackle. If neither is open, continue moving upfield for yardage gain. Open flat and look to block first outside defender in backside "C" gap - block any penetration first along route.

A

Y Z X

Reach gap to play call and continue to press upfield. You w ant to get vertical and behind the linebackers as fast as possible. You should be deeper than 8 yards and no more than 13 yards. Press vertical tow ard run action safety (just like zone). At a depth of 8 yards, make a sharp, violent break inside tow ard the middle of the field. You w ant to reach the middle of the field at a depth of 25 yards. Just like zone run, aim immediately for the backside safety. Make a sharp, violent break back outside at a depth of 10 yards at a 45 degree angle. You should expect to be making a catch near the numbers or sideline.

34 / 35 Seam pass

VEER SERIES

X

LT

LG

C QB F A

RG

RT

Y Z

FORMATIONS:

I– ACE – GUN –

Veer Pass is simply a quick step pass off of veer action. We will throw this when defenses are playing tight inside the box to stop our run game. The ball will be throw within 1.5 seconds but will continue to threaten a defense both vertically and horizontally.

Recievers and Backs Take one step playside, give fake to F then immediately get rid of the football. You should be Q dumping the ball off to Y 8 yards deep unless this play is tagged with another receiver. F A Y Z X Step playside, open arms in an exaggerated manner then get low and carry out fake through the B gap. Step playside and immediately attack the defensive edge player (defensive end) outside the B gap. Look to kick this player outside. Release vertical and get behind the linebackers to receive the 'pop / jump pass' Press vertically with an outside release - expect a fade to be caught at 15 yards Press vertically with an outside release - expect a fade to be caught at 15 yards

48 / 49 Jet Boot

JET SERIES

Y Z

LT

LG

C QB F A

RG

RT

X

FORMATIONS:

IACE GUN EMPTY -

Jet play action bootleg again stresses a defense horizontally allowing our players to find room to make plays. The play will look exactly the same as the run for the first four steps and afford the quarterback the option of running or throwing.

BST Release upfield immediately to cut off backside backer Recievers and Backs Q F A Y
Once the ball is hiked, run through the opposite "C" gap and press vertically upfield. Plant and break on an "Out" route at 6 yards w ith an aiming point 10 yards deep from the sideline. Release upfield inside for a depth of 6 yards. Break inside for the "hitch" then head straight for the sideline eye-balling the quarterback. The route you are running is the WHIP. If you are the ball carrier called - run this just like regular jet, fake the handoff and head straight for the sideline to hold the run side defenders. Snap ball once ball carrier reaches backside tackle and open up to them, fake the give and continue running full speed on bootleg action aw ay from run action gaining w idth and depth. One you've reached the backside tackle throw the ball to Y or A - if both are covered, run the ball for a gain. Open up and fill run-action "C" gap

Z

X

Push inside and vertical on the snap and make a sharp break inside at 8 yards. Continue to cross the field w hile gaining depth no greater than 25 yards. The route you are running is the DIG.

Using formations for match ups

FORMATIONS
I X LT LG C Q F RG RT Y Z

A I FLEX X LT LG C Q F RG RT Y Z

A I (Z & Y) OVER Y LT LG C Q F RG RT Z X

A I SWITCH (unbalanced) Y LG C Q F RG RT LT Z X

A OFFSETS
STRONG WEAK

LT

LG

C Q

RG

RT

Y

LT

LG

C Q

RG

RT

Y

F

F

A

A

KINGS X LT LG C Q RG RT Y A Z

F QUEENS X Z A LT LG C Q RG RT Y

F ZERO X Z LT LG C Q RG RT Y F A

GUN FLEX X LT LG C RG RT Y Z

F

Q

A

GUN WEAK X A LT LG C RG RT Y Z

F

Q

GUN KINGS X LT LG C RG RT Y F Z

A

Q

Z RT

Y RG

A C QB

F LG

X LT

7 Yards

Ball Q A F Z Y X Quarterback "A" receiver / back ("ace back") "F" receiver / back("full back") "Z" receiver ("flanker") "Y" receiver ("tight end") "X" receiver ("split end") "1" "2" "3" "4"

HUDDLE RULES
1 NOBODY talks in the huddle but the signal caller, the Quarterback. 2 Offensive linemen face the line of scrimmage 7 yards from the ball, with their hands on their knees, slightly bent.. 3 Offensive backs and receivers line up behind the linemen facing the Quarterback.

ALIGNMENT

F
HOLES
9

2' 24"

LT

1.5' 18"

LG

1.5' 18"

C

1.5' 18"

RG

1.5' 18"

RT

2' 24"

Y

F F

7

LT LT

5

LG LG

3

C C

2

RG RG

4

RT RT

6

Y Y

8

GAPS
D C B A A B C D

Protection

LT

LG

C QB

RG

RT

LT

LG

C QB

RG

RT

B

B

90 (right) protection

190 (left) protection

Quick passing game will consist of a two-digit called system. The first number indicates the protection used, the second number ( 0 – 9 ) indicate the route structure. The digit “0” will be for called routes. All two-digit packaged plays will indicate this is a right oriented read / play. We will use turn back protection AWAY from the call. Therefore, a two-digit route structure would be TO the right, requiring protection to protect the backside (left). The remaining back(s) would release TO the call side in protection. Conversely, a three-digit packaged route would be to the LEFT. It would be oriented to the left and be read to the left. The backside now becomes the right side. The line would turn back to the right and the remaining back(s) would protect to the left. 1 = Hitch 2 = Out 3 = Slant 4 = Stop 5 = Turn 6 = Smash 7 = Post / Short 8 = Fade

“B” tag = backside designation to run a route package contrary to the ‘callside’ package

Quick Passing Game
“seam” “get open” 6 yds “seam”

6 yds

LT 1 2

LG

C QB

RG

RT 3 2 1

91 / 191 Hitch
The Hitch will be run by the widest receiver (#1) regardless of position. The receiver will read the alignment of the corner. If the corner’s feet are 6 yards or deeper, the receiver will convert the route to a fade route. The receiver will press the corner vertically then make a sharp break outside at 6 yards depth to the fade on the top of the sideline numbers. The receiver should look for the ball on their outside shoulder outside the sideline numbers. The second receiver from the sideline (#2) will run the seam route up the field. The second receiver is responsible for clearing the 2nd defensive player from the outside and press the vertical seam. If the receiver is re-routed or jammed, they must work to get their release and remain inside their original seam lane. If the 2nd defender turns their shoulders outside (to take away the hitch) the 2 nd receiver should turn their shoulders inside and look for the football immediately. The tight receiver or 3rd receiver (if present) will run a “get open” route that breaks at a depth of 7 yards. The receiver can break into any route anywhere within the ‘tackle box’ from a depth of 8 yards to 15 yards, so long as they do not interfere with the seam route being run to their outside.Ideally, we would like the #3 receiver to attack the middle of the field. These route packages are mirrored (duplicated on each side) and the quarterback will be given the side of the field to read. The quarterback is reading the alignment of the corner. If the corner is tighter than 5 yards, the #1 receiver will automatically convert to a fade route and that is the route we want to throw outside the sideline numbers.We want to throw hitches against loose or “soft” corners (corners who align deeper than 5 yards from the outside receiver). The quarterback’s primary read on the Hitch route is the #2 defender (flat defender). The quarterback reads the shoulders of this player. If the defender’s (#2) shoulders stay parallel (basically back pedaling) we want to hit the hitch on the third (plant) step. If the defender’s (#2) shoulders turn and get outside of the seam receiver (getting into the lane of the hitch route), the quarterback should immediately throw to the seam receiver.

Quick Passing Game
“seam” “get open”
6 yds 4 yds

“seam”

6 yds 4 yds

LT 1 2

LG

C QB

RG

RT 3 2 1

92 / 192 Quick Out
The Quick / Speed Out will be run by the widest receiver (#1) regardless of position. The receiver will read the alignment of the corner. If the corner’s feet are 6 yards or deeper, the receiver will convert the route to a fade route. The receiver will press the corner vertically then make an elongated release, starting at 4 yards depth. attacking the outside shoulder of the corner. At a depth of 6 yards the receiver should make the distinct break outside, flat, parallel to the line of scrimmage, squaring up to the quarterback. The second receiver from the sideline (#2) will run the seam route up the field. The second receiver is responsible for clearing the 2nd defensive player from the outside and press the vertical seam. If the receiver is re-routed or jammed, they must work to get their release and remain inside their original seam lane. If the 2nd defender turns their shoulders outside (to take away the out / flat) the 2nd receiver should turn their shoulders inside and look for the football immediately. The tight receiver or 3rd receiver (if present) will run a “get open” route that breaks at a depth of 7 yards. The receiver can break into any route anywhere within the ‘tackle box’ from a depth of 8 yards to 15 yards, so long as they do not interfere with the seam route being run to their outside.Ideally, we would like the #3 receiver to attack the middle of the field. These route packages are mirrored (duplicated on each side) and the quarterback will be given the side of the field to read. The quarterback is reading the alignment of the corner. If the corner is tighter than 5 yards, the #1 receiver will automatically convert to a fade route and that is the route we want to throw outside the sideline numbers.We want to throw hitches against loose or “soft” corners (corners who align deeper than 5 yards from the outside receiver). The quarterback’s primary read on the Hitch route is the #2 defender (flat defender). The quarterback reads the shoulders of this player. If the defender’s (#2) shoulders stay parallel (basically back pedaling) we want to hit the quick out on the third (plant) step. If the defender’s (#2) shoulders turn and get outside of the seam receiver (getting into the lane of the out route), the quarterback should immediately throw to the seam receiver.

Quick Passing Game

slant

slant

slant

6 yds

6 yds 5 yds

shoot
LT 1 2 LG C QB RG RT 3 2 1

shoot

93 / 193 Slant
The Quick / Speed Out will be run by the widest receiver (#1) regardless of position. The receiver will read the alignment of the corner. If the corner’s feet are 6 yards or deeper, the receiver will convert the route to a fade route. The receiver will press the corner vertically then make an elongated release, starting at 4 yards depth. attacking the outside shoulder of the corner. At a depth of 6 yards the receiver should make the distinct break outside, flat, parallel to the line of scrimmage, squaring up to the quarterback. The out-most receivers in this package run a route that begins with an outside stemming / vertical pressing release, then a sharp and distinct break towards the inside (heading toward the far side goal post). The 3rd receiver ‘strong’ or the 2nd receiver ‘weak’ (basically the inside-most receiver on your side) will run the ‘shoot’ route. This route is a two step and break version of the quick out route. Against man coverage we would like to press the defender vertically first to create greater separation as we break to the sideline. These route packages are mirrored (duplicated on each side) and the quarterback will be given the side of the field to read. The quarterback is reading the alignment of the corner. If the corner is tighter than 5 yards, the #1 receiver will automatically convert to a fade route and that is the route we want to throw outside the sideline numbers.We want to throw hitches against loose or “soft” corners (corners who align deeper than 5 yards from the outside receiver). The quarterback’s primary read on the Hitch route is the #2 defender (flat defender). The quarterback reads the shoulders of this player. If the defender’s (#2) shoulders stay parallel (basically back pedaling) we want to hit the quick out on the third (plant) step. If the defender’s (#2) shoulders turn and get outside of the seam receiver (getting into the lane of the out route), the quarterback should immediately throw to the seam receiver.

Quick Passing Game
fade seam fade

break out

6 yds

break out
6 yds

LT 1 2

LG

C QB

RG

RT 3 2 1

98 / 198 Fade
The Quick / Speed Out will be run by the widest receiver (#1) regardless of position. The receiver will read the alignment of the corner. If the corner’s feet are 6 yards or deeper, the receiver will convert the route to a fade route. The receiver will press the corner vertically then make an elongated release, starting at 4 yards depth. attacking the outside shoulder of the corner. At a depth of 6 yards the receiver should make the distinct break outside, flat, parallel to the line of scrimmage, squaring up to the quarterback. The out-most receivers in this package run a route that begins with an outside stemming / vertical pressing release, then a sharp and distinct break towards the inside (heading toward the far side goal post). The 3rd receiver ‘strong’ or the 2nd receiver ‘weak’ (basically the inside-most receiver on your side) will run the ‘shoot’ route. This route is a two step and break version of the quick out route. Against man coverage we would like to press the defender vertically first to create greater separation as we break to the sideline. These route packages are mirrored (duplicated on each side) and the quarterback will be given the side of the field to read. The quarterback is reading the alignment of the corner. If the corner is tighter than 5 yards, the #1 receiver will automatically convert to a fade route and that is the route we want to throw outside the sideline numbers.We want to throw hitches against loose or “soft” corners (corners who align deeper than 5 yards from the outside receiver). The quarterback’s primary read on the Hitch route is the #2 defender (flat defender). The quarterback reads the shoulders of this player. If the defender’s (#2) shoulders stay parallel (basically back pedaling) we want to hit the quick out on the third (plant) step. If the defender’s (#2) shoulders turn and get outside of the seam receiver (getting into the lane of the out route), the quarterback should immediately throw to the seam receiver.

Quick Passing Game

slant

slant

slant

6 yds

5 yds

6 yds

short
LT 1 2 LG C QB RG RT 3 2

short

1

97/ 197 Short
The premise of this package is to use the width of the field to our advantage pitting two receivers against one defender, namely the defender over the #2 receiver. We want to make sure that whatever formation we align in, we align with the field width in mind, exaggerating the split between receivers, so that the next available defender is a great distance away.

The #1 receiver will run the “short” route, with the intention of replacing the position of the #2 defender at a depth of 3 – 4 yards. The receiver will attempt to get to this position as fast as possible, then throttle down to look for the ball or another crease in the coverage. Versus man coverage, we want this receiver to ‘stem’ or give an outside move to generate separation between themselves and the #1 defender. The #2 receiver(s) will each run a “Post” pattern, breaking at 6 yards depth and heading for the opposite side of the field goal post. If there is a #3 receiver, they will run the exact same route, only breaking shallower at 5 yards. The quarterback will take a 3 step drop (or even a quick 2 step) and read the #2 defender. If the #2 defender retreats, open / turns shoulders to take the #2 receiver, the ball must be immediately fired to the #1 receiver. If the #2 defender opens their shoulders away or comes to the line of scrimmage, the ball will be fired to the #2 receiver, breaking on the post.

Quick Passing Game

“quick smash”
“get open”
7 yds

“quick smash”

“hitch”
6 yds

7 yds

“hitch”
6 yds

LT 1 2

LG

C QB

RG

RT 3 2 1

96 / 196 Quick Smash
This package is meant to marry the concepts of 90 / 191 Hitch but adjusted to victimize cover 2 type coverage.

The #1 receiver will run the hitch without a read – they will run ONLY the 6 yard hitch. The receiver will run the 6 yard stem then plant and whip their head around to receive the hitch pass. The #2 receiver will run a route identical to their “seam” route, but will make an aggressive plant and cut at 7 yards to the outside. The aiming point for the “quick smash” for the #2 receiver is the difference between the deep #1 defender and the short #1 defender. The tight receiver or 3rd receiver (if present) will run a “get open” route that breaks at a depth of 7 yards. The receiver can break into any route anywhere within the ‘tackle box’ from a depth of 8 yards to 15 yards, so long as they do not interfere with the seam route being run to their outside.Ideally, we would like the #3 receiver to attack the middle of the field. The quarterback takes their 3 step drop and reads the play side corner. If the corner backs up or gives ground up at all, the ball is to be fired to the hitch. If the corner presses or remains shallow on our #1 receiver, the ball should be placed between the deep (safety) defender and #1 (shallow corner) defender to that side

Quick Passing Game
fade slant slant
6 yds

turn
6 yds

shoot
LT 1 2 LG C QB RG RT 3 2 1

95 / 195 Turn
This package that provides us with an answer against the coverages that we will face that are geared to stop our hitch passes as well as attacking the weaker pass defenders on the field (the linebackers). This package allows us to get rid of the football as quickly as possible. This package is different than any other because it is not mirrored. There are front side routes and backside routes. The backside receiver(s) run slants. The front side receivers (3) run their various routes. If only two receivers are to the call side, the remaining back will run the #3 route. If there are two backs in the backfield, the “A” back will initiate the #3 route. The #1 receiver runs a fade. Because of this, they should line up wider than any other formation to isolate the play side corner at a width of 16 – 18 yards. We want to press vertically from the snap to cut the corner off from breaking on any underneath routes. The #2 receiver, or the next receiver from the sideline, runs the “turn” route. It is important that this receiver is able to get off the line of scrimmage with little or no interference (re routing / jamming). If we cannot get off the press from the #2 defender, we have no route. Getting up field at a depth of 6 yards, they will simply turn around and look for the ball. Once turned, the receiver can flatten out toward the sideline. Once the receiver catches and secure the pass, they are to pivot and turn and get UP field immediately. The #3 receiver or the inside most receiver, takes one or two steps from the line of scrimmage then aiming (shooting) for 4 yards depth to the sideline. Once reaching the ‘flat’ part of the route, the receiver snaps their head around to look for the ball. Once securing the ball, the receiver turns up field down the sideline. The quarterback will take a 3 step drop and again read the #2 defender. If the #2 defender WIDENS (to the shoot), then the “turn” route is open and the ball must be fired immediately to the #2 receiver’s outside shoulder pad.. If the #2 defender’s shoulder turn and he hangs in the area, the quarterback fires the shoot route immediately.

Quick Passing Game
“seam”
9 – 10 yds

“seam”
9 - 10 yds

“get open”

LT 1 2

LG

C QB

RG

RT 3 2 1

94 / 194 Stop
The “Stop” package is extremely similar to the the 98/198 Fade package, but differs with the #1 receiver running the “stop” / deep drop out. Nothing should look different to the difference, and we want the #1 receiver to sell the fade route, then drop out at the last minute. The #1 receiver will run the vertical pressing fade route to a depth of 9 –10 yards, then violently whip their head around, stopping to break back outside toward the sideline and toward the quarterback The second receiver from the sideline (#2) will run the seam route up the field. The second receiver is responsible for clearing the 2nd defensive player from the outside and press the vertical seam. If the receiver is re-routed or jammed, they must work to get their release and remain inside their original seam lane. If the 2nd defender turns their shoulders outside (to take away the hitch) the 2 nd receiver should turn their shoulders inside and look for the football immediately. The tight receiver or 3rd receiver (if present) will run a “get open” route that breaks at a depth of 7 yards. The receiver can break into any route anywhere within the ‘tackle box’ from a depth of 8 yards to 15 yards, so long as they do not interfere with the seam route being run to their outside.Ideally, we would like the #3 receiver to attack the middle of the field. These route packages are mirrored (duplicated on each side) and the quarterback will be given the side of the field to read. The quarterback should deliver the ball to the outside armpit of the #1 receiver at a depth of 9 yards.

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