Trinity - 2012 Play Packaging

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    CONCEPTS for

    PLAY PACKAGING

    Andrew CoverdaleAssistant Football CoachTrinity High School

    [email protected]

    http://savefile.com/projects/808596579 (donkey2)

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    ZONE& REACH BLOCKING

    PHILOSOPHY

    1. Field General!

    2. Why behind the whatconnect players to why

    3. Play downhill

    4. Limit the number of things each play practiced against

    5. Answers defensive unpredictability and change6. Frees up/allows for multiplicity, in turn leading to

    vanilla

    7. PercentagesHeavy first down emphasis

    8. Allows you to have good plays while you get a sense ofwhat the opposing DCs thoughts are

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    ZONE& REACH BLOCKING

    OVERVIEW

    A. Run/Run Checks

    B. Run/Run Motion checks

    C. Run with built-in JUKE

    D. Run/Quick gameE. Basic Check

    I. MODES of PLAY PACKAGING

    II. TOOLS to DO THE JOB

    A. CheckersB. Cadence

    C. Movement

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    ZONE& REACH BLOCKING

    RUN/RUN CHECKS

    A. Attitude plays: Find a way to run it!

    B. Allows you to never run at an overhang

    C. Can get directed away from best blockers, into

    boundary, etc.

    D. A Side/B Side driven

    I. Dictate the playchoose a side

    II. Dictate the sidechoose the play

    A. Fits more multiple running gamesB. Allows you to run behind your best people

    C. Can be forced into running at overhangs

    D. Edge driven

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    ZONE& REACH BLOCKING

    DEFINING OVERHANGStanding DE or LB outside the box for whom we do not have a receiver & cannot block.

    Most often, we want to check AWAY from Overhang players.

    VV

    EXAMPLE 1:

    Player B is an overhang;no blocker available

    VV

    V

    VB

    VV

    EXAMPLE 2:

    Player B is not an overhang;a blocker is available

    VV

    V

    VB

    VV

    EXAMPLE 3:

    B is not an overhang;a blocker is available

    VV

    V

    V

    B

    VV

    EXAMPLE 4:

    B is an overhang;no blocker is available

    VV

    V

    V

    B

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    ZONE& REACH BLOCKING

    DEFINING OVERHANGSafety rotation to a particular side is considered the same

    as an Overhang aligning to that side!

    V

    V

    V

    V

    VV

    S

    VVV

    S

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    ZONE& REACH BLOCKING

    DEFINING A and B SIDESB SIDE

    Side of the ball where there is a DL within half a man of the B gap;in other words, a DL in a 2, 3, 4, or 4i.

    Called B side because DL closest to the Center on that side is likely

    responsible for B gap.

    VV VV V

    EXAMPLE 1:

    3 on left, 2i on right

    *Left side is a B side, Right side isnt

    EXAMPLE 2:

    5 on left, 4i on right

    *Right side is a B side, Left side isnt

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    ZONE& REACH BLOCKING

    DEFINING A and B SIDESA SIDE

    Side of the ball where there is noDL within half a man of the B gap;in other words, it is NOT a B side, there is NO 2, 3, 4i, or 4.

    It is called A because the DL nearest the Center to that side is likely an

    A gap defender.

    V V VV V

    EXAMPLE 1:4i on left, 5 on right

    *Right side is an A side,Left side is B

    EXAMPLE 2:2i & 6i on left, 3 on right

    *Left side is an A side,Right side is a B

    V

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    ZONE& REACH BLOCKING

    A/B SIDE: TYPICAL PREFERENCES

    Runs typically

    preferred to A SIDE

    Inside Zone (Under center)

    Dart (Tackle Wrap)

    Inside VeerLong Trap

    Runs typically

    preferred to B SIDE

    Inside Zone (Gun)

    Power O

    MidlineInside Trap

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    ZONE& REACH BLOCKING

    A/B SIDE: TYPICAL PREFERENCES

    Runs typically

    preferred to A SIDE

    Inside Zone (Under center)

    Dart (Tackle Wrap)

    Inside VeerLong Trap

    Example:

    INSIDE ZONE to an A Side

    Creates two double teams

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    ZONE& REACH BLOCKING

    A/B SIDE: TYPICAL PREFERENCES

    Runs typically

    preferred to B SIDE

    Inside Zone (Gun)

    Power O

    MidlineInside Trap

    Example:

    POWER to B Side

    Double team at P.O.A.

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    ZONE& REACH BLOCKING

    DEFINING Tight & Wide EDGE

    A WIDE EDGE refers to a side

    of a defense where the

    widest player on the Line of

    Scrimmage is in an outside

    shade (5 or 9 technique)

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    ZONE& REACH BLOCKING

    DEFINING Tight & Wide EDGE

    ..

    Example:

    COUNTER TREY to WIDE EDGE

    Easier kick-out angle for BSG

    A WIDE EDGE refers to a side

    of a defense where the

    widest player on the Line of

    Scrimmage is in an outside

    shade (5 or 9 technique)

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    ZONE& REACH BLOCKING

    DEFINING Tight & Wide EDGE

    A TIGHT EDGE refers to a side

    of a defense where the widest

    player on the Line of

    Scrimmage is in a head-up or

    inside technique (4-4i / 6-6i)

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    ZONE& REACH BLOCKING

    DEFINING Tight & Wide EDGE

    A TIGHT EDGE refers to a side

    of a defense where the widest

    player on the Line of

    Scrimmage is in a head-up or

    inside technique (4-4i / 6-6i)

    Example:

    STRETCH to TIGHT EDGE

    Easier Reach angle at

    Point of Attack for T/TE

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    EDGES: TYPICAL PREFERENCES

    Runs typically

    preferred to WIDE EDGES

    Gap runs (Counters, Power)

    Interior Zone runs

    G Scheme runs

    Runs typically

    preferred to TIGHT EDGES

    Outside Zone/Stretch

    Perimeter Options

    Tosses/Sweeps

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    ZONE& REACH BLOCKING

    MOTION CHECKS: IF Motion

    IF tells tagged receiver to motion across formation and block

    Overhang ifan overhang exists to call sideQB will trigger by liftingheel. Otherwise, block normal backside rules.

    H

    Example: Call is H IF 4 Power Solid

    QB Sees Safety rotation strong,

    thus an Overhang strong

    Lifts heel to Motion H over to block rotating Saf

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    MOTION CHECKS: SKATE Check

    From I formation, tells FB to Skate into position needed to do his

    basic job on the play based on where QB checks the play

    Example: Call is Skate Check 24/25

    FBs job on 24/25 Inside Zone is to CHIP

    backside EMOLwill Skate opposite

    the QBs call

    Example: Call is Skate Check 18/19

    FBs job on 18/19 Stretch is to LEAD to

    the Overhang playerwill Skate to the

    QBs call

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    ZONE& REACH BLOCKING

    MOTION CHECKS: BOUNCE Check

    From a balanced formation, used to put TE or inside receivers

    on alert that the one away from the checked call will motion tothe call will motion across the formation to be a kickout or

    bonus blocker.

    Typically used against defenses that do not make a majoradjustment to motion, allowing us to Gain numbers at the

    point of attack.

    Runs typically used in conjunction with Bounce check are

    Power and Stretch

    QB makes check based on normalA Side / B Side criteria for those plays

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    ZONE& REACH BLOCKING

    MOTION CHECKS: BOUNCE Check

    From a balanced formation, used to put TE or inside receivers on

    alert that the one away from the checked call will motion to the call

    Example:

    Call is Bounce Check 4/5 Power

    QB checks play to B Side (4)

    TE on left steps off on cue, resets,

    Bounces to Frontside to kick out

    TE

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    ZONE& REACH BLOCKING

    MOTION CHECKS: PEEL Check

    From a balanced formation, used to put TE or inside receivers

    on alert that the one away from the checked call will motion tothe call will motion across the formation and back to seal the

    backside edge.

    Runs typically used in conjunction with Bounce check are

    Inside Zone and Counter Trey

    QB makes check based on normalA Side / B Side criteria for those plays

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    ZONE& REACH BLOCKING

    BASE RUNS with JUKETag telling BS receiver to run a 1-step JUKE route.

    QB has option to abort the run without a check and throwthe Juke if CB is 7 yards or deeper in alignment.

    (May check protection if run involves a puller)

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    ZONE& REACH BLOCKING

    BASE RUNS with JUKETag telling BS receiver to run a 1-step JUKE route.

    Example: Call is 25 JUKE

    Outside WR on right runs Juke

    Inside Zone play (25) proceeds as normal if CB 6 or tighter

    QB takes 1 step, deals to the Juke without a check if CB 7 or deeper

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    ZONE& REACH BLOCKING

    RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.

    CRITERIA for QBs DECISION can be:

    1. 1 safety (Throw) or 2 safety (Run)

    2. Off Corners (Throw) or Press/Cloud Corners (Run)

    3. Overhang player width:Throw v. Tight / Run v. Walked off

    (Generally used against known 1-safety defenses)

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    ZONE& REACH BLOCKING

    RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.

    INDIVIDUAL ROUTES can be:

    1) Dictated by the coach in the call

    2) Initiated by the coach with freedom to hand signal

    3) Just called as Indy, requiring a hand signal by QB/WR

    RUNS can be:

    1) Dictated by the coach in the call2) Built in as their own Check, telling the QB to use hisA Side/B Side criteria, should the defensive structure direct

    him to run

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    ZONE& REACH BLOCKING

    RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.

    PROCEDURALLY, can:

    1) Assume run with an option to check throw(24 Check Indy)

    (Zone Check Indy)

    2) Assume pass with an option to check to a known run(80 Double Quick Out Check 24)(80 Double Hitch Check Zone)(80 Double Indy Check Zone)

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    ZONE& REACH BLOCKING

    RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.

    Example: Call is 80 DOUBLE QUICK OUT CHECK 4

    Criteria for call is # of safeties

    Single safety look tells QB to check 80

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    ZONE& REACH BLOCKING

    RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.

    Example: Call is 80 DOUBLE QUICK OUT CHECK 4

    Criteria for call is # of safeties

    Two safety defense tells QB to check 4 Power

    ZONE& REACH BLOCKING

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    ZONE& REACH BLOCKING

    RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.

    Example: Call is ZONE CHECK INDY

    Criteria for call is width of Overhang players

    Walked off Overhangs tell QB to check run;

    A Side to left tells him to check 25

    ZONE& REACH BLOCKING

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    RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.

    Example: Call is ZONE CHECK INDY

    Criteria for call is width of Overhang players

    TIghtened Overhangs tell QB to check pass;

    Depth & Leverage of CB tell him to signal Hitch

    ZONE& REACH BLOCKING

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    RUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with an Concept throw in the

    Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)CRITERIA for QBs DECISION can be:

    1. 1 safety (Throw) or 2 safety (Run)

    2. Safety rotation3. Alignment of a specific defender who must not be allowed to

    defend run and a Quick route structure(most often Overhang LB/Nickel Player)

    ZONE& REACH BLOCKING

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    RUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with an Concept throw in the

    Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)

    Example: Call is 80 TURN CHECK 18

    Criteria for call is number of safeties

    Single safety look tells QB to check 80 Turn

    ZONE& REACH BLOCKING

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    RUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with an Concept throw in the

    Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)

    Example: Call is 25 CHECK 80 SLANT

    Want to run 25 to a clean surface weak;

    QB knows Slant/Arrow is his check if safety rotates into it

    ?

    ZONE& REACH BLOCKING

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    RUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with an Concept throw in the

    Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)

    Example: Call is 25 or 80 FADE/FLAT

    Make the Overhang wrong:

    If he covers down the Slot, run Zone at a good bubble underneath him;

    If he creeps down, he gives up leverage on the Flat route

    ?

    ZONE& REACH BLOCKING

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    RUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with an Concept throw in the

    Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)

    Example: Call is 80 TURN CHECK 18

    Criteria for call is number of safeties

    Two safety look creates good leverage for the Stretch; QB checks 18

    ZONE& REACH BLOCKING

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    BASIC CHECKExpansion of Run/Quick Check that adds the following

    priorities that supercede a Run or a Quick:1. Check to a Bubble Screen versus an Uncovered look

    2. Check to an Alley Screen v. 0 Safety or possibly 5-manpressure looks (depending on game plan)

    If neither of those present themselves, QB goes throughRun/Quick thought process based on whatever criteria he would

    normally use (# of safeties / CB leverage / Overhang)

    ZONE& REACH BLOCKING

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    BASIC CHECK

    Example: Call is BASIC CHECK

    LB structure does not cover down to all three receivers

    Check Bubble Screen

    ZONE& REACH BLOCKING

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    BASIC CHECK

    Example: Call is BASIC CHECK

    Defense shows Zero Safety, Pressure look

    Check Alley Screen

    ZONE& REACH BLOCKING

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    BASIC CHECK

    Example: Call is BASIC CHECK

    Defense covers down, One high safety

    Check to built in Quick ConceptSpacing in this example

    ZONE& REACH BLOCKING

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    BASIC CHECK

    Example: Call is BASIC CHECK

    Defense covers down, Two high safeties

    Check to built in runZone Read to the B Side (left)

    ZONE& REACH BLOCKING

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    MAKING it WORK: CHECKERS

    Jeff Tedford / Rick Neuheisel / Homer Smith

    Key component of QBs training!

    Eliminate bad reps on the field work out problems before!

    Create a lot of scenarios in a short period of time

    Helps him see the Why being manipulated in front of him

    Safe forum to ask questions Use in summer install, periodic review pre-season

    Ideally use after Monday practice and Thursday after practicereview in-season

    Make him call play in huddle just as youll give it to him Make him manage CLOCK

    Make him rehearse CADENCE

    Create worst-case scenarios

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    MAKING it WORK: CADENCE

    HOW WE GET THE LAST WORD

    Varying CADENCE serves three fundamental purposes for us:

    1. Creates rhythm for US,

    disrupts the ability for THEM to get off the ball fast

    2. Gather information / force defense to tip their hand!

    3. Draw defense offsides Get a free 5

    ZONE& REACH BLOCKING

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    MAKING it WORK: CADENCE

    OVERVIEW

    Have When cadencePlay is on play? Type concludes Other

    NORMAL Yes Normal Run the play! Nothing said

    FALSE No Fake Normal Check to a play

    FAST Yes Quick Run the play!

    FAST FALSE No Fake Quick Check to a play

    DUMMY Yes Fake Normal Allow for adjustments

    Check, or Were Good,,

    then Down, SetHIT

    ZONE& REACH BLOCKING

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    MAKING it WORK: CADENCE

    BEST USES

    Cadence Why / when featured

    NORMAL Create / maintain rhythm versus non-disguise teams

    FALSE Safely gather information and disrupt DL get-off

    FAST Exploit simple plays versus teams that show late;discourage late rotations/disguises; Change the tempo;

    Perimter plays and/or unusual formations

    FAST FALSE Safely gather info and exploit threat of Fast cadenceDUMMY To pre-call more sophisticated, wordy pass calls, but be able

    to identify protection problems

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    MAKING it WORK: MOVEMENT

    Movement can also help us see things and have the final word

    becauseA) Movements force adjustments, which typically means

    defenders moving to their final alignment

    B) In Shotgun, our QB will flash his hands in the same way hewould for a snap, which is also, at times, a trigger for defensesto show

    C) Often, if they do not move when you move, it is just as telling:ex: 2i & 3 tech dont flip when TE trades Zone Dog to 2i sideis likely!