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Post by carson101 on Mar 2, 2006 5:24:38 GMT -6
As long as I have been a coach I have never figured out how to name a play. Any infinite wisdom here?
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Post by cqmiller on Mar 2, 2006 7:07:34 GMT -6
I just use word keys for my Play-Names. I know that a lot of people use, "mesh" or "smash".
For me, on Running Plays I use a 2-digit number to tell which back, and which hole. Then a word for the blocking scheme. 36 Power: 3 back in the 6 hole, with power blocking scheme.
On pass plays, I just use my tree and a 3 digit # system that allows my Receivers to be able to run complex pass combinations without having to remember "specific" names of plays, and sets my pass protection. 548: 5 step protection & stems, 4 route in tree for Y & Z, and 8 route for the X. (X=post, Y=Corner, Z=In)
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Post by sls on Mar 2, 2006 8:44:13 GMT -6
Run game is 2 digit numbers.
Use to call passing game like cqmiller. Went away from it last year and went to the names, Mesh, Smash, Flood, and Shallow. I had always thought it would be to hard for the kids, but I like it and they leanred it. It worked well. I found "Spread Mesh" was easier than "Spread 836 Arrow F Flare"
Do what you feel comfortable and the kids can learn.
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scox80
Freshmen Member
If quitters never win, and winners never quit. Who is the fool who said quit while your ahead?
Posts: 91
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Post by scox80 on Mar 2, 2006 9:59:38 GMT -6
I like to name our plays by series. Since we teach all of our plays as series it is more effecitve that way. LIke for instance we Have what is none to you guys as "Bucksweep" we call it our buck drive series because we like to showcase (not really the best word for it) our FB. So we start out with our base play and name evrything according to that. Here is an eaxmple since I feel i have not really made alot of sense.
We have our buck sweep which would be called.
OPEN LEFT BUCKSWEEP RIGHT
The FB play off that would be
OPEN LEFT 20 DRIVE BUCK RIGHT
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Post by optioncoach on Mar 2, 2006 10:06:07 GMT -6
I posted about this regarding signaling in plays, but we changed from numbering the running game to naming plays, mainly because I wanted to minimize the number of signals I would have to send in for each play. We simply call Iso Right, or Iso left.
As for pass plays, I've never been a big beleiver in number routes in a passing tree. For our quick passing game we call them Hot routes. Hot 1=outside receivers run hitches, inside receiver runs seem. Hot 2=fades and so on. The good thing about this is we can simply add a hot route combination to a play action fake. Veer Right, Hot 2. We run sprint passes (simply say Sprint Right) and I tag the key route for the QB. Sprint Right Y-Over. Everyone has to memorize what route they have on Y-Over scheme.
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yspace
Sophomore Member
Posts: 145
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Post by yspace on Mar 2, 2006 12:52:28 GMT -6
Lots of great ways to skin a cat, but the one principle I believe in is creating a communication system that is built to be easy for our linemen FIRST. If we're going to be multiple, we'll do it with the skinny guys.
So, for us, we use 3 basic families of blocking (Zone, Reach, Tackle Wrap). The first digit will tell linemen which of those families they're blocking, so the second digit, outside of direction, means nothing to them. They don't care if it's 14 or 18 or 12; they're blocking it the same. 3, 7, 9, or 1 would all be blocked the same, etc. To them, there are really only 3 running plays.
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Post by airman on Mar 2, 2006 22:33:17 GMT -6
we tell one kid to run down to the pontiac and do a square in. the other kid to run towards the hummer and then break on a 45degree angle to the firehydrant, the other kid to run a shallow crosser and use the policeman directing traffic as a pick.
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