Post by ike2112 on Mar 18, 2006 16:50:34 GMT -6
I've just finished helping a team with putting together a playbook, and made notes for reference. They're nowhere near the be-all and end-all of offensive football, but they helped us quite a bit so thought I'd share.
We used these to pick our base plays, and then can create variations off them if required.
It began with 16 plays which met the criteria below, those plays we'll use for our youth team. This then grew to 27 plays for the next level of our organisation. And the amateur/semi-pro team expanded to 36 plays. But the base 16 plays will always be the same, and they'll be the basis of the offense.
Once you put those into different formations with a few motions then you have a fair amount of plays - probably too much. That's why we always work on the 16 main ones, and focus on a handful of others on a weekly gameplan basis.
Generally the theme is “what do we need to make an effective offense”.
RUN GAME
i) Need a run play for every hole. Ideally should have more than one way to attack the off-guard and off-tackle areas.
ii) Be able to get speedy players to the edge.
iii) Have a run that is bread-and-butter “what are you calling on 3rd-and-1”
iv) Have more than one run which look similar - a counter off a common run play.
PASS GAME
i) Should have a ‘quick’ set of throws/routes
ii) Should be able to throw to the sideline to save game clock
iii) Should be able to complete a pass against three main coverages you see [for us, basic man and cov 3 & occasional 2]
- Man: should be able to isolate a good receiver 1-on-1 in space
- Cov 2: should be able to attack ‘dead area’ behind CB and/or MOF with one or more plays
- Cov 3: should be able to complete Mid-range throws, especially in Hook/Curl zones (curl/flat combo)
iv) Be able to stretch defenses that sit back to cover
v) Playaction off your best run - routes at different ‘layers’ of defense. Crossing/waggle routes incorporated.
vi) Should be able to not only survive against but also take advantage of blitz
vii) Must be able to screen or throw swing passes effectively
We used these to pick our base plays, and then can create variations off them if required.
It began with 16 plays which met the criteria below, those plays we'll use for our youth team. This then grew to 27 plays for the next level of our organisation. And the amateur/semi-pro team expanded to 36 plays. But the base 16 plays will always be the same, and they'll be the basis of the offense.
Once you put those into different formations with a few motions then you have a fair amount of plays - probably too much. That's why we always work on the 16 main ones, and focus on a handful of others on a weekly gameplan basis.
Generally the theme is “what do we need to make an effective offense”.
RUN GAME
i) Need a run play for every hole. Ideally should have more than one way to attack the off-guard and off-tackle areas.
ii) Be able to get speedy players to the edge.
iii) Have a run that is bread-and-butter “what are you calling on 3rd-and-1”
iv) Have more than one run which look similar - a counter off a common run play.
PASS GAME
i) Should have a ‘quick’ set of throws/routes
ii) Should be able to throw to the sideline to save game clock
iii) Should be able to complete a pass against three main coverages you see [for us, basic man and cov 3 & occasional 2]
- Man: should be able to isolate a good receiver 1-on-1 in space
- Cov 2: should be able to attack ‘dead area’ behind CB and/or MOF with one or more plays
- Cov 3: should be able to complete Mid-range throws, especially in Hook/Curl zones (curl/flat combo)
iv) Be able to stretch defenses that sit back to cover
v) Playaction off your best run - routes at different ‘layers’ of defense. Crossing/waggle routes incorporated.
vi) Should be able to not only survive against but also take advantage of blitz
vii) Must be able to screen or throw swing passes effectively