bhs 8-man pistol veer offense

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1 Offensive Playbook “The mission of the Brethren Offensive Unit is to score points with every possession of the ball!” Alvin D. Rischel, Head Football Coach Brethren High School 4400 North High Bridge Road Brethren, MI (231) 477-5355

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8-Man Pistol Veer Offense

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Page 1: BHS 8-Man Pistol Veer Offense

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Offensive Playbook

“The mission of the Brethren Offensive Unit is to score

points with every possession of the ball!”

Alvin D. Rischel, Head Football Coach Brethren High School

4400 North High Bridge Road Brethren, MI

(231) 477-5355

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Table of Contents Philosophy………………………………………………………..3 Alignments………………………………………………………..4 Numbering the Backfield…………………………………….….4 Base Formations………………………………………………...5 Point of Attack…………………………………………………....6 Flanker Motion…………………………………………………...7 Calling a Play…………………………………………………….8 The Running Game……………………………………………..9

Veer………………………………………………………...9 Speed Option……………………………………………..13 Trap………………………………………………………..14 Counter……………………………………………………15 Toss/Sweep……………………………………………….16 Using Motion As A Decoy………………………………..17 Power………………………………………………………18

The Passing Game……………………………………………..19

Quick Pass………………………………………………...20

Quick Wheel…………………………………………….…21 Bubble Screen………………………………………….…22 Bubble Slant……………………………………………….23 Bubble Fade……………………………………………….23 Slant Wheel………………………………………………..24 Hitches…..…………………………………………………25 Other Passes……………………………………………...26

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PHILOSOPHY Why We “Run The Gun” • By spreading the defense we can create running lanes. • By forcing the defense to cover the entire field we can reduce the amount of “gang tackles.” • We force the defense to account for the QB in the running game. • It provides simple QB reads from pistol set. • QB already has depth for passing game. • We can run multiple formations without switching from under center to the shotgun. • The running game is a “downhill” attack. • We can get the football to our athletes in open space – “Basketball on grass” with big play potential.

Goals of Our Offense • Score – every time we have the ball! • Dictate the tempo of the game and make the defense uncomfortable • Attack with our foot on the pedal * Use multiple formations and motions to create better blocking angles • Attack the entire field. Sideline to sideline & line of scrimmage to endzone • Make full use of our skill players. Showcase what they do best • Avoid third down & long situations – Make as many plays on first and second down as possible • Avoid mental mistakes, missed assignments, penalties & turnovers

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ALIGNMENTS

Offensive line splits will be 2.5 feet.

Offensive linemen will us a three point stance

The Quarterback will align 3 yards behind the ball

The Tailback will align 3 yards behind the Quarterback

The Left & Right Ends will align 2 yards inside each sideline with their inside foot forward

*Note – The Ends may be assigned to line up “tight”, which would bring them 2 yards outside of the respective guard by using the following calls:

1.) Rip – Right End 2.) Liz – Left End

NUMBERING THE BACKFIELD Quarterback - #1 Tailback - #2 Flanker - #3 L – Left End R – Right End

Some game situations may occur which will prevent us from wanting to keep the QB in the pistol set. In these cases we can move the QB under the Center and use the following calls:

KILL – Spiking the ball to stop the clock

VICTORY – Taking a knee to run out the clock

R

8

1

3

2

R L

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BASE FORMATIONS

Right

Left

Wing Right

Wing Left

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Strong Right

Strong Left

*Note – Rip or Liz could be used with any base formation to bring either End to a “tight” alignment as previously explained. A call of “Double Tight” would be used to bring both Ends to “tight” alignment.

POINT OF ATTACK Even #s – Right Odd #’s – Left

0 2 4 6 8 1 3 5

7

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FLANKER MOTION We will occasionally use motion to:

Attack the edge

Move defenders in man coverage

Gain an advantage on a blocking angle JET MOTION – Full speed lateral motion across the formation, which takes place directly in front of the QB ROCKET MOTION – Full speed motion, which crosses the formation, which gains depth & retreats behind the TB

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PLAY TAG WORDS

Veer o Inside o Outside

Speed Option

Trap

Counter

Toss/Sweep

Power

Quick Passing

CALLING A PLAY The following system will be used when calling a play:

First signal assigns the formation

Second signal assigns Flanker Motion (If applicable)

Third signal will be a two-digit number: o 1st number assigns the ball carrier o 2nd number assigns the point of attack

Final signal will be a tag word which will assign the blocking rules *Note – If no Rip or Liz call and/or no Flanker motion, then the play call will simply start with a two-digit number as described above in the third step. See examples below. Examples:

Rip – Rocket – 22 – Veer (Right End is tight & Flanker motion)

22 – Veer (Neither End is tight & no Flanker motion) Play calls for situations where we would put the QB under the Center and NOT in the pistol include:

KILL – Spiking the ball to stop the clock

VICTORY – Taking a knee to run out the clock

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THE RUNNING GAME Installing Inside Veer

The Inside Veer Option will be the first play we will install because it is the provides the easiest read for the QB

The initial attack of the Inside Veer focuses on the A-Gap and then progresses to the B and C gaps

It forces the defense to reduce their front

Aggressive downhill attack at the A-Gap which also puts stress on linebacker

Eliminates the need to block the DE (Read Man)

We can run Inside Veer from multiple formations

Inside Veer Mesh

QB takes a flat step with his outside foot

His eyes instantly snap to the “Veer Read”

The QB will mesh with the Dive Back by rocking the ball from his back shoulder to his front shoulder, where he will begin his RIDE & DECIDE

o If “Veer Read” hesitates or steps hard across the LOS, the QB will “give” to the Dive Back

o If “Veer Read” turns his shoulders hard inside and attacks the Dive Back then QB will “keep” the ball and attack the B-C Gaps

The Dive Back will lead with his front-side foot towards the QB and attack the A-Gap aggressively

He will make a deep soft pocket

After attacking the A-Gap, the eyes of the Dive Back focus on linebacker flow and make one of the following choices:

o Burst o Bend o Bounce

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Left 22 Veer

Blocking Rules: BSE Stalk block

BSG Triple wedge & climb

C Triple wedge & climb

FSG Triple wedge & climb

FSE 3-Step Hitch. Look for QB & expect possible pitch.

F Stalk block

QB Inside veer mesh. Read 1st defender on or outside FSG.

Ride & Decide.

TB Inside veer mesh. Attack A-Gap downhill. Burst, Bend or Bounce.

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Strong Left 31 Veer

* Note – TB & QB must maintain 5 yard PR (Pitch Relationship)

Strong Left 22 Veer

* Note – We do not need to use motion when Flanker is aligned in 1-4 position

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Left – Rocket – 22 Veer

* Note – We can run veer away from motion side if we notice the Safety is in man coverage and follows the motion across the formation.

Left 24 Veer

If A-Gap is closed then we will adjust to Outside Veer. This requires the FSG to place his helmet on the outside frame of the 1 tech and drive him inside. The dive back & QB must take wider paths and attack the gap over to the outside.

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Installing Speed Option

Allows us to get the ball to the perimeter quickly

Our athletes get the ball in space

Takes advantage of the defense reducing their front

Forces defenders to defend the alley

Left 16 Speed Option

The QB will attack the outside shoulder of the Option Read. If he chases the pitchman then QB will keep and get vertical. If the Option Read does ANYTHING else the QB will pitch quickly. All other Veer blocking rules apply to Speed Option.

Power Left 15 Speed Option

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Installing Trap

The trap can be run as a downhill play or as a read play

We will always trap the 1st defender outside the down block of the FSG

The Center uses traditional Man-On, Man-Away blocking rules

BSG will be the trapper

The FSG will block Gap, Down, Backer

The FSE uses an “Evasive Technique” (Step, Dip & Rip)

Rip Right 21 Trap (vs. Odd Front)

If “Option Read” squeezes or crashes inside, the QB will keep and attack edge. If “Option Read” does anything else, QB will give to TB

Rip Right 22 Trap (vs. Even Front)

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Installing Counter

All linemen reach block to front side

QB & TB fake Veer Dive to back side to influence linebackers

QB fakes with TB then drops steps to exchange with Flanker

Right 35 Counter

Liz – Wing Left – 36 Counter

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Installing Toss & Sweep

All linemen reach to front side

No need to block ANY defender aligned inside the 3 technique

Utilizes motion

Left – Rocket – 37 Toss

Left – Jet – 37 Sweep

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Using Motion As A Decoy It is important to occasionally use motion when NOT running Toss or Sweep. This will keep LBs and Secondary players honest. If we notice that they are “chasing motion,” we will use multiple complementary plays to take advantage of the over pursuit of the defense.

Left – Rocket – 21 Veer

Left – Jet – 21 Trap

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Installing Power

All front side linemen will block Gap, Down, Backer

BSG pulls to front side and leads through POA – block first LB

The Flanker will kick out the EMOLS

The TB will read the block of the Flanker and run to the opening

Strong Right 24 Power

Rip Strong Right 24 Power

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THE PASSING GAME Installing Quick Passing

Basic and simple to protect

Pistol formation puts QB off the LOS providing better pre-snap vision

Allows us to get the ball to athletes in space

Allows us to complete high percentage passes

Takes advantage of defenses who “live for the blitz”

Allows big play potential

We will designate the Quick Passing game with a “9x” call o Example – 91 = Quick pass with QB 1 step drop for quick routes o Example – 93 = Quick pass with QB 3 step drop for longer routes

Quick Pass – Protection Offensive linemen will reach to the front side gap and punch with hands in front. The TB will protect back side edge. Example: Front Side to Right

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Quick Pass Concepts

Quick Right & Left

Quick Wheel

Bubble Screen

Bubble Slant

Bubble Fade

3 Step Combos

Left 91 Quick Left

FSE releases hard up field for 2 steps, turns inside & settles

Flanker releases on a 45 degree angle and blocks the Corner

QB secures the snap, pivots and throws quickly to the Left End

The FSE reads the block of the Flanker, gets up field and works back to daylight

The BSE runs 3-step slant route and works up field into open void as second option

* The call of Left or Right indicates which End we will throw the quick route to

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Left 91 Quick Wheel Left

FSE runs quick route

The Flanker releases on 45 degree angle as if he were going to block the Corner and then explode vertically.

QB will pump the quick route and then throw fade to Flanker

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Right 91 Bubble Right

The FSE releases vertically and looks to block the force player o If the Corner plays hard, engage him o If the Corner bails, snap eyes inside

The Flanker will drop step with his inside foot, then step with his outside foot and work parallel to the LOS

The QB throws a sharp pass to the outside shoulder of the Flanker. The pass MUST be forward!

BSE runs 3-step slant route and works up field and works into open void and second option

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Right 91 Bubble Slant Right

The QB MUST read the #2 defender o If the #2 attacks the bubble, throw the slant o If the #2 sinks under the slant, throw the bubble

Right 91 Bubble Fade Right

Great vs. man coverage. QB will pump the bubble, then throw to the Fade route

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Right 91 Slant Bench Right

Right 91 Slant Wheel Right

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Right 91 Hitch Fade Right

2x2 91 All Hitch

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SPECIAL PASSES Trips Right – 91 Slant/Wheel Right

Left – Rocket – TB Screen Left

QB reverse pivots, fakes Rocket Toss to Flanker, fades back and throws screen

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