You are on page 1of 62

2009 THOMAS EDISON OFFENSE

Offense
Shotgun Based Offense Spread Option Run Game Air Raid Passing Game

Cadence
Down, Ready, Set, Hut, Hut, Hut Cadence can be on any of the above. If on first sound (down), we will go from a 2pt. Stance.

Movements
Short towards OL AA Long across formation ARMY/ALLY ARC Short back to backfield Across and back Return to original point. Trade (Ram motion to backfield and switch assigment

w/fullback)

ZZ
Zack ZORO

Short towards OL

Long across formation


Short towards OL then behind backfield and become pitch back.

Receiver Alignments
Wide Receivers, when ball is in the middle of the field, line up on the top of the numbers. When the ball is on the near hash, line up on top of the numbers. When ball is on the far hash, line up 3 yards inside the top of the numbers. R and Y slots both are at 4yds outside the Tackle. When in Trips, the middle man splits the difference between the slot and WR.

Right/Left
*** B and Y on right, then formation = Right. B and Y on Left = Left.

X A

LT

LG

RG

RT

Y Z

Q B

RIP
**ONLY TIME F IS NOT ON STRENGTH

LT

LG

RG

RT

Y A Z

Q B

LIZ
**ONLY TIME F IS NOT ON STRENGTH

Y Z A

LT

LG

RG

RT

Q B

ROGER

LT

LG

RG

RT

Y Z

Q A B

LOUIE

LT

LG

RG

RT

Z
Q B A

Pass Protection Schemes


90S = 1 step quick protection, O-Line protects inside gap, B back pick up blitz inside out. FIVE O is our Bob (big on big) Pass protection used on all non quick drop back patterns. Max is our maximum protection, O-Line protect inside gap, the two backs in the backfield protect off tackle.

Quick Game Pattern Rules


X and Z have the called route. A and Y have memory routes. When in Trips, the middle receiver has the same route that is called for the X and Z.

Quick Passing Game Patterns


91: 92: 93: 99: X & Z have Outs, A & Y have Seam X & Z have Hitch, A & Y have Corner X & Z have Slant, A & Y have Arrow X & Z have Fade, A & Y have Seam

Left 91
C FS
B E
X A Q B LT

SS
B T
LG C

B T
RG RT

E
Y Z

B checks inside first


B then checks outside

Randy tells uncovered OC, BSG to slide protect to the gap the gap to their right. BST will BoB protect. If BSG is covered, he bob protects. RT will block C gap rusher and let outside man come free (HOT) if both C and D gap have rushers

Left 92
FS

C
B B
X A Q B LT

C
B E
LG

SS T
RG RT

N
C

E
Y Z

RT will block C gap threat and we will throw hot on D gap rusher strong side.

Left 93
C FS
B B
X A Q B

SS
B N
LG C RG

E
LT

T
RT

E
Y Z

Left 99
C
SS E
X A Q LT

FS

C
B T
LG C

B T
RG

E
RT

B
Y Z

The Center will call the slide away from the 1 tech (this is to allow the center & guard to double the NG if no A gap threat away from the 1 appears), to the 3 tech versus shaded fronts. Above is Omaha, the back must hear the call and slide over to the right side PRIOR TO THE SNAP.

Trips Left Randy 22


C

FS
B E T
LT Y R Q F LG C

C
B T
RG RT

SS
X

B E
Z

Deuce Left Randy 44 Wheel


C

FS
B E T
LT R Q F LG C

C
B T
RG RT

SS
X

B E
Y Z

In Quick Game, the R and Y have the word route tag if called, if not, they have their complimentary routes.

Deuce Left 11 Out


C

FS
B E T
LT R Q F LG C

C
B T
RG RT

SS
X

B E
Y Z

In Quick, the R and Y have the word route tag if called, if not, they have their complimentary routes.

Deuce Left 22 Stop


C

FS
B E T
LT R Q F LG C

C
B T
RG RT

SS
X

B E
Y Z

In Quick, the R and Y have the word route tag if called, if not, they have their complimentary routes.

Quick Game Tags


We will Tag Quick game patterns with out, mesh, wheel, stop, return, corner, etc. for the Y/R

Clear DEEP

Sit in open area FLAT

CURL

CURL

Sit in open area FLAT

X QB will throw the fades with one step if matchup or hot is present, if not, he will drop 3 steps and read mesh. R

LT

LG

RG

RT

Y Z

Mesh tells R/Y to run Mesh routes

Deuce Left 99 Mesh

Clear DEEP

Sit in open area FLAT

CURL

CURL

Sit in open area FLAT

X QB will throw the fades with one step if matchup or hot is present, if not, he will drop 3 steps and read whip. R

LT

LG

RG

RT

Y Z

Deuce Left 99 Whip

Clear DEEP

Sit in open area FLAT

CURL

CURL

Sit in open area FLAT

X QB will throw the fades with one step if matchup or hot is present, if not, he will drop 3 steps and read mesh. R

LT

LG

RG

RT

Y Z

Deuce 99 Sit

Bobby Protection

(Bob)

This is a BOB (big on big) concept pass protection Direction is called by Center to nearest A gap threat (Ringo/Lucky) Guard away from Ringo/Lucky will Call Pair Tackle away from Ringo/Lucky will work pair first, then work outside if no inside stack threat Tackle to Ringo/Lucky call side will base, work inside outside When both F and R are involved in the pattern, the QB must account for the 6th UNBLOCKED rusher by throwing hot to the protection route built into each pattern

Bobby Pass Protection vs. 52


B B E
LT LG

B N
C RG

E
RT

Pair

Ringo

Base

If the front is not shaded, the center will call Ringo (for a Right handed QB), LG will call pair. RG and C will work against stunts by NG and ISLB, LG and LT will work against stunts by E and ISLB. RT will have a base, which means he will protect his inside.

Bobby Flare vs. 52 no ISLB threat

B B E
LT LG

B N
C RG

E
RT

Flare

Base

Flare

If the ISLBs do not come, the guards will work to the outside on the OSLBs. If the LBs are obviously not coming, the guard can call Flare and have the tackle widen out for the OSLB.

Bobby Pass Protection vs. 42


B E
LT

B T
LG C

B T
RG RT

B E

Base

Lucky

Pair

Vs Shade, Center will call Ringo/Lucky to nearest A gap threat and work with Guard to stacked LB, opposite Guard will call pair and work against stack if LB comes, if not, Tackle will work outside and base on the end. Pair side tackle must check the stack before blocking outside. Tackle on side of Ringo/Lucky has a solid, protecting his inside shoulder.

Bobby Pass Protection vs. 42


B E
Base, tackle will take most inside threat.
LT

B T
LG C

B T
RG RT

B E
Guard with Pair call will call Base if obvious no ISLB threat to his side.

Base

Lucky

Base

Vs Shade, Center will call Ringo/Lucky to nearest A gap threat and work with Guard to stack LB, opposite Guard will call Pair and work against stack, Tackle on side of Rip/Lid has a base, protecting his inside shoulder.

Bobby Pass Protection vs. 43


B E
Base, tackle will take most inside threat.
LT

B T
LG C

B T
RG RT

E Vs one MLB, there is no


stack threat inside, so guard away from Lucky/Ringo will call base.

Base

Lucky Base

Vs Shade, Center will call Ringo/Lucky to nearest A gap threat and work with Guard to stack LB, opposite Guard will call combo and work against stack, Tackle on side of Ringo/Lucky has a solid, protecting his inside shoulder.

Concept Patterns
X Shake, Y Shake, Z Shake, R Shake (Shallow) Cowboy (Curl/Swing) Indian (Comeback/delay) Bobby Protection (Big on Big) will be used with these patterns by default unless Lucky/Ringo is called. If Lucky/Ringo is called, the QB will cross mesh fake to FB and then take 3 step drop.

Primary read on Shallow is the weak curl defender, if he stays deep on the hunt, dump to the shallow in the window, if the curl defender sinks down to jam the shallow, hit the hunt

CURL FLAT

CURL FLAT

X R QB Progression: Scan Arrow

LT

LG

RG

RT

Y Z

Q F

High
Medium Low

Deuce Right Y Shake (Shallow)

Primary read on Shallow is the weak curl defender, if he stays deep on the hunt, dump to the shallow in the window, if the curl defender sinks down to jam the shallow, hit the hunt

CURL FLAT

CURL
FLAT

X R QB Progression: Scan Arrow

LT

LG

RG

RT

Y Z

Q F

High
Medium Low

Deuce Right Z Shake (Shallow)

Primary read on Shallow is the weak curl defender, if he stays deep on the hunt, dump to the shallow in the window, if the curl defender sinks down to jam the shallow, hit the hunt

CURL FLAT

CURL FLAT

X R QB Progression: Scan Arrow

LT

LG

RG

RT

Y Z

Q F

High
Medium Low

Deuce Left R Shake (Shallow)

Primary read on Shallow is the weak curl defender, if he stays deep on the hunt, dump to the shallow in the window, if the curl defender sinks down to jam the shallow, hit the hunt

CURL FLAT

CURL FLAT

X R QB Progression: Scan Arrow

LT

LG

RG

RT

Y Z

Q F

High
Medium Low

Deuce Left X Shake (Shallow)

Sit in open area

Find window and throttle in open area in zone

Sit in open area

CURL FLAT

CURL FLAT

X R

LT

LG

RG

RT

Y Z

QB Progression: Middle, Curl, Swing

Deuce Right Cowboy

CURL FLAT

CURL FLAT

X R

LT

LG

RG

RT

Y Z

Deuce Right Indian

CURL FLAT

CURL FLAT

X R

LT

LG

RG

RT

Y Z

Deuce Right X Whip Smash

CURL FLAT

CURL FLAT

X R

LT

LG

RG

RT

Y Z

Deuce Right Z Whip Smash

Play Action
Boot off Jet Sweep to Lt: R Jet Liz Boot off Jet Sweep to Rt: Z Jet Rip We can play action any dropback pattern that uses Bobby Protection simply by changing the protection to Randy/Larry. This tells the FB to cross fake with QB and block Randy/Larry.

Deuce Left Zip Rhino

B E
X R LT

B N
LG C

B T
RG

B E
RT Y Z

Q F

Deuce Right Razor Lion

B E
X R LT

B N
LG C

B T
RG

B E
RT Y Z

Q F

Screen Game
Tiger WR (either) screen R/L Lion/Cougar Screen R/L to FB

Deuce Left Tiger


Outside receivers run screen, inside receivers block first man outside.

C B E
X LT R

FS B T
LG C

C B T
RG RT

B E
Y Z

R & Y will flex split to 6 yds. We have the F fake a direct snap quick dive up the middle to hold the inside DTs and LBs for a second.

Offensive Line will quick release and block linebackers

Deuce Right Cougar


C B E
X R Q F LT

FS

C B E
RT Y Z

B T
LG C

B T
RG

On Screen R/L the O-Line will release after two counts and lead the screen.

Run Game
Jet Sweep: Zip Trailer/ Razor-Tractor Speed Option: Slam/Star Veer Option: Dallas/Denver GT Read Option: Fly/Far QB Inside Counter: Rail-Fly/Rail-Far QB Counter Option: Rail-Trailer/Rail Tractor Slot Counter off Veer: Z Fly/ R Far FB Counter off Jet fake: R Jet- Fly/ Z Jet-Far Reverse off of Speed Option: Z Trailer/ X Tractor

Deuce Right Razor Tractor

B E
X R LT

B N
LG C

B T
RG

B E
RT Y Z

Q F

Deuce Left Zip Trailer

B E
X R LT

B N
LG C

B T
RG

B E
RT Y Z

Q F

Deuce Left Slam


FS

C
B E
X R Q F LT

C
B N
LG C

B T
RG RT

SS E
Y Z

Deuce Right Star


FS

C
SS E
X R Q F LT

C
B N
LG C

B T
RG RT

B E
Y Z

Deuce Left Zulu Dallas


FS

C
B E
X R Q F LT

C
B N
LG C

B T
RG RT

SS E
Y Z

Deuce Right Ram Denver


FS

C
SS E
X R Q F LT

C
B N
LG C

B T
RG RT

B E
Y Z

Deuce Left Zip Far


FS

C
B E
X R Q F LT

C
B N
LG C

B T
RG RT

SS E
Y Z

Deuce Right Razor Fly


FS

C
B E
X R Q F LT

C
B N
LG C

B T
RG RT

SS E
Y Z

Deuce Left Zulu Far


FS

C
B E
X R Q F LT

C
B N
LG C

B T
RG RT

SS E
Y Z

Trips Right Yo Far


C
B E
X LT

FS B N
LG C

C
SS

B T
RG RT Y Q F

E
Z R

Deuce Left Zulu R Far


FS

C
B E
X R Q F LT

C
B N
LG C

B T
RG RT

SS E
Y Z

Deuce Right Zip Fly


FS

C
B E
X R Q F LT

C
B N
LG C

B T
RG RT

SS E
Y Z

Z must shift FIRST behind Y Then start cadence of play.

Counter Options Railroad


Rail tells the FB to fake veer away from the play direction called We use GT (Fly/Far) Blocking against wide DEs We use Sweep (Tractor/Trailer) Blocking against tight DEs that we can reach.

Trips Right Ram Rail Far


C
B E
X LT

FS B N
LG C

C
SS

B T
RG RT Y Q F

E
Z R

F fakes veer mesh and then blocks at inside leg of bst on all rails

Deuce Left Zulu Rail Tractor

B E
X R LT

B N
LG C

B T
RG RT

B E
Y Z

FB fakes veer then blocks inside leg of bst on all rail plays.

You might also like