kru752
Probationary Member
Posts: 10
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Post by kru752 on Nov 17, 2009 14:59:36 GMT -6
Coaches, I'm a young coach, always looking to get better. What are your ideas on game planning? How do you coaches game plan. Thanks for your ideas
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lyons
Sophomore Member
Posts: 164
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Post by lyons on Nov 17, 2009 15:19:35 GMT -6
What are you looking for? Offense, Defense, etc. Defensively I look at all their formations and how we are going to line up. then we draw up every play from the game unless it is a repeat and then how are we going to stop the best plays. Offensively, we draw up their fronts and blitzs. We try to find mismatches, bubbles, etc.
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Post by kylem56 on Nov 17, 2009 19:35:29 GMT -6
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Post by kylem56 on Nov 17, 2009 19:39:29 GMT -6
COACHES CHECKLIST FOR OFFENSIVE GAME PLANNING by Hank Schrader, Bellevue (WA) High School - The Coaches Checklist for Offensive Game Planning
• Offensive Strategy • Running Attack • Passing Attack • Developing a game plan
OFFENSIVE STRATEGY Balance- what kind of balance of run to pass plays ratio do you want Diversity- multiple points of attack Flexibility- an ability to adjust plays to attack defensive schemes and weaknesses Deceptiveness- using run and pass plays that look alike to confuse defenses - Switching assignments on same play
OFFENSIVE EMPHASIS: Attack- Strike the first blow Dictate- force the defense to match your formation and game tempo Execution- you win by how well you performed the designed play Be unpredictable- confused defenses play slow
STYLES OF PLAY: Field Position Theory- play calls designed by field position Ball Control Theory- 3 yards and a cloud of dust, keep away from opponent Big Play Theory- chop away then go for the big play Running Game Theory- run the ball more Passing Game Theory- throw the ball more unless forced to
RUNNING ATTACK ESTABLISHING THE RUN YOUR RUN GAME NEEDS 3 KIND OF PLAYS: Power Game- getting more players to the point of attack than the defense Speed Game- Plays in which the ball carrier quickly attacks the L.O.S. before the defense can react Finesse Game- plays based on misdirection to fool the defenders
12 QUESTIONS TO CONSIDER WHEN FORMING YOUR RUNNING ATTACK: 1. What plays should we run ? 2. Where should we run the play ? 3. We should we avoid running ? 4. How can we dictate defensive alignments by our formations, shifts, and motions ? 5. How many yards rushing are needed to win the game ? 6. How many times do we want to run ? 7. How many practice reps do we need to accomplish our goal? 8. How many different sets do we need to win this game? 9. How many tight end and split end formations do we need to use to win ? 10. How will field position change our running game (both hash marks and by vertical field positions) 11. Do we need an audible run plan for this game? 12. What is our plan for the following situations : - Short yardage - Goal line - Danger zone - Red zone - 2 minute offense - Slow down offense - 2 point conversions - Must have first downs - Killing the clock
RUNNING STRATEGY BY DOWN AND DISTANCE: FIRST AND 10: - Use your best ball carrier - Quick hitting dives and traps - Try for positive runs of 3-5 yards or sweeps to the outside for a sure gain - Defenses vary looks on first down- sweeps, zone, toss
SECOND AND LONG: - Use high % runs to get into 3rd and medium/short situation - Counters, reverses, bootlegs - Run/Pass option plays are excellent - Draws can be successful since defenders will make their drops sooner and deeper - Play action passes
THIRD AND LONG (10 or MORE) - Use your fastest ball carrier with big play potential - Need to designate plays with big play potential - Avoid screens and draws (Defenses expect this) - Run pass option plays - Must prepare players mentally for this situation
2nd 3RD AND 7-10 - Spread the field if possible and use traps or counters - Use the back with the best chance of getting the first down - Quick toss plays - 3 step pass game
3RD AND 4-6 - DEFENSES often use their best formation/call in this situation so go with your best call - Force the defense out of their comfort zone by forcing a switch in alignment, or tempo - Your runner must get up field on one cut, no dancing - Often the defense will blitz so consider a run-pass option play
3rd and SHORT (3 or less) - Power type plays with lead blocker (iso, belly, power) - Run away from opponents strength - Use most consistent back and best blockers - Change up cadences (go on first sound or 2 or 3)
- RUNNING STRATEGY BY DOWN AND DISTANCE: RED ZONE (opp. 25 AND IN) - Anticipate man coverage, use quick hitters and more consistent plays - Give the ball to the 2nd back using lead blocker type plays - Anticipate blitzes: use draws, traps, screens, and tricks possibly
RED ZONE (15 and IN) - Consider roll out, sprint passing game, with possiblility of QB run - Make the defense defend the entire field with counters, reverses, sweeps - Attack weakest links of defenses - Use the run to set up the pass (sweep then fake sweep bootleg pass)
DOWN AND GOAL RED ZONE - Eliminate mistakes - Best back should run behind best blockers - Protect the football and eliminate extra ball handling - Run your best plays - Must score
DANGER ZONE - BACKED UP (your own 30 to your own goalline) - Use quick hitters with most reliable back - Avoid slow to develop plays - If on the goaline, you must gain at least 5 yards for the punter to not be crowded
COMPOENENTS FOR BUILDING A SUCCESSFUL PASSING GAME: • You must develop a wide (horizontal) and deep (vertical) game • A TOTAL PASS PACKAGE includes: drop back passes (3, 5, 7, 9, step drops), quick passes, sprint out passes, play action passes, screens, and some sort of blitz control • Time to throw is critical meaning you can’t throw it if you can’t block it
12 QUESTIONS TO CONSIDER WHEN FORMING PASS GAME PLAN: 1. What pass plays should we run 2. Where should we pass 3. Where should we avoid passing 4. How can we make the defense change alignment by motions, shifts, and formations 5. How many yards passing do we need to win the game 6. How many times do we want to pass 7. How many practice reps do we need to accomplish these goals 8. How many different sets to we need for this game 9. How many tight end or split end sets do we need 10. How will field position change our passing game 11. Do we need an audible pass plan for this game 12. What is our plan / call for certain situations
PASSING ATTACK BY DOWN AND DISTANCE: 1st and 10: - Use play action passes that look like run plays - Utilize high % quick throws (3 step game) - Qb must not take a sack - Defenses vary their looks the most in this situation so disguise high % plays
2nd and long: - Use high % calls to get to 2nd and medium or less - Have your qb use rhythm throws of 3 or 5 step drops with an option to 2nd level if short receivers are covered - This is a blitz down, use a hot receiver - Delay routes are effective, DBs use drops sooner and deeper
3rd and 12 or more: - deep flag routes are usually high % throws, switch routes, dig routes, are also very good - consider hook routes and running plays vs. soft zone - Consider keeping one blocker in to give QB time and play call to develop
3rd and 7-10 - Possible blitz situation- Think Max Protection - Use hooking routes vs. zone coverage and comeback routes on boundaries vs. man - Short crosses and delays are also good in this situation - QB has more time to wait for WRs to get open, WHY? A sack on 3rd down is not as bad as a sack on other downs
3rd and 4-6 - Defenses are going to use their best call, QB and WR pre snap reads are critical - WR must be aware of first down marker and run route accordingly - WR must get up field after catch - Common blitzing down, have a hot receiver
3rd and 3 or less - Expect tight coverage, so WR must push hard to get up field, Teach WRS to get up field and break contact at LOS - Hot receiver must always be ready for the ball - Out routes in the flats should be ran at least 1 yard pass first down marker
PASSING ATTACK BY ZONE (FIELD POSITION) Red Zone (25 and in) - Anticipate man coverage - Use at least 1 play with possible TD ability - Anticipate blitzes , think hot routes, and protection adjustments
Red Zone (15 and in) - Use crossing routes and attack corners of endzone – teach QB to lead receivers when throwing into this area - Have a blitz plan - Recievers must know to find the back of the endzone if original route breaks down - Use distinct receiver breaks and push hard – reduced room = tighter coverage
Red Zone (down and goal) - Receivers must run all routes over the goaline - Use crossing and play action routes - QB must not take a sack, get rid of the ball - Misses must be outside and deep, do not throw off the back foot or late - Recievers must work to get to the back of the endzone if route breaks down - Expect tight coverage, teach receivers how to break free
Danger Zone - Backed up (your 30 and in) - Have a hot receiver ready in case of blitz - Use isolation routes on the edges away from traffic - Use max protection to give your QB time
DEVELOPING AN OFFENSIVE GAME PLAN 9 Steps for Developing your Game Plan: 1. Break down game film of your opposition 2. Self scouting is crucial 3. Gather printed scouting material 4. Create scouting reports 5. Diagram / staff chalk talk 6. Develop the game plan 7. Educate your players 8. Design the practice 9. Execute the game plan
• GAME FILM OF YOUR OPPOENENT: What is their basic defensive scheme ? Do they play passively or attack ? What are their situational defenses ? What are their tendencies by field position, formation, and down & distance ?
• SELF SCOUTING Are you faking well ? Do you run the same exact play in the same exact situation ? Do you substitute one player than give him the ball ? Is your team predictable ?
• GATHER PRINTED SCOUTING MATERIAL With your film breakdown determine: Their best players by position Who is their best tackler, best pass rusher, best coverage player Relative strength of DLs, LBs, DBs Key backups and situational subs Tip offs such as blitz alignments Position techniques of opponents such as favorite moves
• CREATE SCOUTING REPORT Profile the opposition by: height, weight, starters, numbers, class, best and worst players Diagram defensive fronts and coverages with notes for players List play % on fronts, coverages, blitzes, by down and distance, and field position Tell your team what they must do to win
• DIAGRAM / STAFF CHALK TALK Staff needs to focus on play selection and blocking schemes Select your play list from master play list and adjust blocking scheme if necessary Consider developing a list of best plays versus certain defenses/fronts
• DEVELOPING THE GAME PLAN Two Types of Game Plans: Situational - plays organized by down and distance Script- pre determined plays from a script with a plan for situations that call to go off script
• EDUCATE YOUR PLAYERS Its not what you know, its what they know If you have a film session reviewing previous game, afterwards have a quick overview of upcoming game Monday- give out scouting report, only include information that players will need to succeed Practice new plays or seldom used plays , handouts with blocking adjustments helpful Keep education process going Tuesday and Wednesday with final review on Thursday
• DESIGNING PRACTICES Monday: individual and group skills, some team front and coverage recognition Tuesday: features group and team units with the 1st team look at scout defense (scripted), adjust game plan if needed Wednesday: Team live vs. scout in scripted special situations Thursday: Run through script vs bags, make sure each play is executed perfectly, if I do not run a play 10 times in practice, I will not use it in a game How you accomplish this task is not as important as establishing a practice routine that your players know and understand
• EXECUTING THE GAME PLAN Get a moment alone to practice your play calling while watching film. Before a team meeting, check in with the booth coaches to review game plan and forms and to insure they know what to look for. Review the game plan with the team and any last minute reminders. Game time communication- develop sound techniques and procedures. Look for early adjustments and fix them quickly. At the end of each series coaches must provide feedback, make sure players know what is expected
Halftime adjustments: What were our most successful plays (CHART PLAYS !) Why ? What must we do to win this game? Never forget the players. Its not the X and Os, it’s the Jimmies and Joes. If you got a stud, make sure you use him all you can despite criticism.
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begreat
Junior Member
I don't have a bunch of hobbies, football is my hobby. They just pay me to do it. ---Mike Tomiln
Posts: 293
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Post by begreat on Nov 17, 2009 22:44:33 GMT -6
wow.. good stuff for sure
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kru752
Probationary Member
Posts: 10
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Post by kru752 on Nov 23, 2009 17:45:19 GMT -6
thank you for the input. If anyone has more info on def. game planning. that would be great.
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Post by olinecoach61 on Nov 24, 2009 7:54:29 GMT -6
That's a sweet list
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kwallis
Sophomore Member
[F4:CoachWallis] [F4:CoachWallis]
Posts: 198
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Post by kwallis on Nov 24, 2009 8:26:36 GMT -6
great stuff guys, thanks.
kw
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Post by gpoulin76 on Nov 24, 2009 18:08:37 GMT -6
Thanks, Kyle!
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Post by brian94 on Nov 24, 2009 20:00:25 GMT -6
great stuff...
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Post by kylem56 on Nov 24, 2009 20:11:00 GMT -6
here is some more info on game planning. I'm not sure who the original author is
"The layout of a game plan is somewhat dependent upon the personal learning style of the head coach. Personal preference and sight lines play a part in the format for the development of the game plan. All game plans share several basic functional features, including:
1. A game plan is the result of the combined thoughts of the coaching staff. 2. A game plan is an interactive tool for both players and coaches. 3. A game plan must be flexible to facilitate minor strategy adjustments. 4. A game plan facilitates the breaking of tendencies without straying from the plan. 5. A game plan provides for alternative strategies that allow the coordinator to stay within the scheme. 6. A game plan addresses certain special situations and allows for creativity within the scheme. 7. A game plan provides for a situational response. 8. A game plan allows for a counter to a specific strategy of the opposition. 9. A game plan allows for specific strategies that consider field position.
Many formats exist, but regardless of the format used the offensive game plan should address a number of factors including a PRACTICED strategy for dealing with the situational, contingency, and reactive aspects of the offensive package.
As a general rule, coaches place pertinent information concerning their game plan on either a one or two page chart which they carry with them during a game in order to have immediate access to the information. Notice the two page sample game plan call sheet:
On the front page:
• Base runs and passes - a listing of base running plays and passes grouped by type, personnel and/or formation.
• 3RD Down - from the OPEN FIELD, a package tailored to the following down and distance situations: 3RD and short (2-4yds), 3RD and medium (5-7yds), and 3RD and long (8-11yds). Also, included is a 3RD down package versus nickel blitz and nickel zone defenses.
• Play action passes - a list of play action and action passes.
• Red Zone - plays that are normally run once a team reaches the +20 yard line.
• Goal line and two point play - a list of available goal line and two point plays.
• Short yardage - details available plays to use in short yardage situations, including down and distances of 3RD and 1 and 4TH and 1 yard or less.
On the back page:
• Attacking fronts - lists plays to use versus a specified defensive front.
• Base blitz - outline run plays and pass plays with audible capability that are designed for unexpected blitz situations.
• Two minute and Four minute offense - details targeted plays from two minute and four minute offense package.
• Last 4 Plays - lists the last 4 plays of a half or game
• Best Player - lists the plays which highlight the teams best offensive player and includes the specific situational criteria to which the plays are applied.
• Base coverages - categorizes the plays with regard to type, personnel, and formation versus the basic coverages available to the defense.
• Attacking coverages - lists the plays designed to exploit a particular coverage.
• Backed up - targets plays which are to be used when the offense is backed up against their own goal line.
• Must call - details a specific list of plays which are expected to produce big results against a particular defensive scheme.
• Reminders - lists personal notes with regard to opponent's tendencies, personnel, etc.
• Nickel runs- best running plays versus a defense having 6 defenders in the box.
• Screens and Specials - a list of available screens and special plays. • Second half considerations - possible opening second half plays.
Attached: Gameplanning by Dan Werner
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Post by poweriguy on Nov 25, 2009 11:29:34 GMT -6
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