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PLAY PACKAGING

Andrew Coverdale Assistant Football Coach Trinity High School Coverdale@thsrock.net http://savefile.com/projects/808596579 (donkey2)

CONCEPTS for

ZONE & REACH BLOCKING

PHILOSOPHY
Field General! Why behind the what connect players to why Play downhill Limit the number of things each play practiced against Answers defensive unpredictability and change Frees up/allows for multiplicity, in turn leading to vanilla Percentages Heavy first down emphasis Allows you to have good plays while you get a sense of what the opposing DCs thoughts are

1. 2. 3. 4. 5. 6.

7. 8.

ZONE & REACH BLOCKING

OVERVIEW
A. B. C. D. E. Run/Run Checks Run/Run Motion checks Run with built-in JUKE Run/Quick game Basic Check

I. MODES of PLAY PACKAGING

II. TOOLS to DO THE JOB A. Checkers B. Cadence C. Movement

ZONE & REACH BLOCKING

RUN/RUN CHECKS
A. Attitude plays: Find a way to run it! B. Allows you to never run at an overhang C. Can get directed away from best blockers, into boundary, etc. D. A Side/B Side driven

I. Dictate the play choose a side

II. Dictate the side choose the play A. Fits more multiple running games B. Allows you to run behind your best people C. Can be forced into running at overhangs D. Edge driven

ZONE & REACH BLOCKING

DEFINING OVERHANG
EXAMPLE 1: Player B is an overhang; no blocker available B
V V V V V V V V

Standing DE or LB outside the box for whom we do not have a receiver & cannot block. Most often, we want to check AWAY from Overhang players. EXAMPLE 3: B is not an overhang; a blocker is available
V V V V B

EXAMPLE 2: Player B is not an overhang; a blocker is available B


V V V V V V

EXAMPLE 4: B is an overhang; no blocker is available


V V V V V V B

ZONE & REACH BLOCKING

DEFINING OVERHANG
Safety rotation to a particular side is considered the same as an Overhang aligning to that side!

S V V V V V V V

S V V

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DEFINING A and B SIDES


B SIDE
Side of the ball where there is a DL within half a man of the B gap; in other words, a DL in a 2, 3, 4, or 4i. Called B side because DL closest to the Center on that side is likely responsible for B gap.

EXAMPLE 1: 3 on left, 2i on right *Left side is a B side, Right side isnt

EXAMPLE 2: 5 on left, 4i on right *Right side is a B side, Left side isnt

ZONE & REACH BLOCKING

DEFINING A and B SIDES


A SIDE
Side of the ball where there is no DL within half a man of the B gap; in other words, it is NOT a B side, there is NO 2, 3, 4i, or 4. It is called A because the DL nearest the Center to that side is likely an A gap defender.

EXAMPLE 1: 4i on left, 5 on right *Right side is an A side, Left side is B

EXAMPLE 2: 2i & 6i on left, 3 on right *Left side is an A side, Right side is a B

ZONE & REACH BLOCKING

A/B SIDE: TYPICAL PREFERENCES


Runs typically preferred to A SIDE
Inside Zone (Under center) Dart (Tackle Wrap) Inside Veer Long Trap

Runs typically preferred to B SIDE


Inside Zone (Gun) Power O Midline Inside Trap

ZONE & REACH BLOCKING

A/B SIDE: TYPICAL PREFERENCES


Runs typically preferred to A SIDE
Inside Zone (Under center) Dart (Tackle Wrap) Inside Veer Long Trap

Example: INSIDE ZONE to an A Side Creates two double teams

ZONE & REACH BLOCKING

A/B SIDE: TYPICAL PREFERENCES


Runs typically preferred to B SIDE
Inside Zone (Gun) Power O Midline Inside Trap

Example: POWER to B Side Double team at P.O.A.

ZONE & REACH BLOCKING

DEFINING Tight & Wide EDGE


A WIDE EDGE refers to a side of a defense where the widest player on the Line of Scrimmage is in an outside shade (5 or 9 technique)

ZONE & REACH BLOCKING

DEFINING Tight & Wide EDGE


A WIDE EDGE refers to a side of a defense where the widest player on the Line of Scrimmage is in an outside shade (5 or 9 technique)
. .

Example: COUNTER TREY to WIDE EDGE Easier kick-out angle for BSG

ZONE & REACH BLOCKING

DEFINING Tight & Wide EDGE


A TIGHT EDGE refers to a side of a defense where the widest player on the Line of Scrimmage is in a head-up or inside technique (4-4i / 6-6i)

ZONE & REACH BLOCKING

DEFINING Tight & Wide EDGE


A TIGHT EDGE refers to a side of a defense where the widest player on the Line of Scrimmage is in a head-up or inside technique (4-4i / 6-6i)

Example: STRETCH to TIGHT EDGE Easier Reach angle at Point of Attack for T/TE

ZONE & REACH BLOCKING

EDGES: TYPICAL PREFERENCES


Runs typically preferred to WIDE EDGES
Gap runs (Counters, Power) Interior Zone runs G Scheme runs

Runs typically preferred to TIGHT EDGES


Outside Zone/Stretch Perimeter Options Tosses/Sweeps

ZONE & REACH BLOCKING

MOTION CHECKS: IF Motion


IF tells tagged receiver to motion across formation and block Overhang if an overhang exists to call sideQB will trigger by lifting heel. Otherwise, block normal backside rules.

H
Example: Call is H IF 4 Power Solid QB Sees Safety rotation strong, thus an Overhang strong Lifts heel to Motion H over to block rotating Saf

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MOTION CHECKS: SKATE Check


From I formation, tells FB to Skate into position needed to do his basic job on the play based on where QB checks the play

Example: Call is Skate Check 24/25 FBs job on 24/25 Inside Zone is to CHIP backside EMOL will Skate opposite the QBs call

Example: Call is Skate Check 18/19 FBs job on 18/19 Stretch is to LEAD to the Overhang playerwill Skate to the QBs call

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MOTION CHECKS: BOUNCE Check


From a balanced formation, used to put TE or inside receivers on alert that the one away from the checked call will motion to the call will motion across the formation to be a kickout or bonus blocker. Typically used against defenses that do not make a major adjustment to motion, allowing us to Gain numbers at the point of attack. Runs typically used in conjunction with Bounce check are Power and Stretch QB makes check based on normal A Side / B Side criteria for those plays

ZONE & REACH BLOCKING

MOTION CHECKS: BOUNCE Check


From a balanced formation, used to put TE or inside receivers on alert that the one away from the checked call will motion to the call

TE

Example: Call is Bounce Check 4/5 Power QB checks play to B Side (4) TE on left steps off on cue, resets, Bounces to Frontside to kick out

ZONE & REACH BLOCKING

MOTION CHECKS: PEEL Check


From a balanced formation, used to put TE or inside receivers on alert that the one away from the checked call will motion to the call will motion across the formation and back to seal the backside edge. Runs typically used in conjunction with Bounce check are Inside Zone and Counter Trey

QB makes check based on normal A Side / B Side criteria for those plays

ZONE & REACH BLOCKING

BASE RUNS with JUKE


Tag telling BS receiver to run a 1-step JUKE route. QB has option to abort the run without a check and throw the Juke if CB is 7 yards or deeper in alignment. (May check protection if run involves a puller)

ZONE & REACH BLOCKING

BASE RUNS with JUKE


Tag telling BS receiver to run a 1-step JUKE route.

Example: Call is 25 JUKE Outside WR on right runs Juke Inside Zone play (25) proceeds as normal if CB 6 or tighter QB takes 1 step, deals to the Juke without a check if CB 7 or deeper

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check that pairs a Core Run with an Individual quick throw. CRITERIA for QBs DECISION can be:

1. 1 safety (Throw) or 2 safety (Run)


2. Off Corners (Throw) or Press/Cloud Corners (Run) 3. Overhang player width: Throw v. Tight / Run v. Walked off (Generally used against known 1-safety defenses)

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check that pairs a Core Run with an Individual quick throw.

INDIVIDUAL ROUTES can be:


1) Dictated by the coach in the call 2) Initiated by the coach with freedom to hand signal

3) Just called as Indy, requiring a hand signal by QB/WR


RUNS can be:

1) Dictated by the coach in the call


2) Built in as their own Check, telling the QB to use his A Side/B Side criteria, should the defensive structure direct him to run

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check that pairs a Core Run with an Individual quick throw. PROCEDURALLY, can: 1) Assume run with an option to check throw (24 Check Indy) (Zone Check Indy) 2) Assume pass with an option to check to a known run (80 Double Quick Out Check 24) (80 Double Hitch Check Zone) (80 Double Indy Check Zone)

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check that pairs a Core Run with an Individual quick throw.

Example: Call is 80 DOUBLE QUICK OUT CHECK 4 Criteria for call is # of safeties Single safety look tells QB to check 80

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check that pairs a Core Run with an Individual quick throw.

Example: Call is 80 DOUBLE QUICK OUT CHECK 4 Criteria for call is # of safeties Two safety defense tells QB to check 4 Power

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check that pairs a Core Run with an Individual quick throw.

Example: Call is ZONE CHECK INDY Criteria for call is width of Overhang players Walked off Overhangs tell QB to check run; A Side to left tells him to check 25

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check that pairs a Core Run with an Individual quick throw.

Example: Call is ZONE CHECK INDY Criteria for call is width of Overhang players TIghtened Overhangs tell QB to check pass; Depth & Leverage of CB tell him to signal Hitch

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts


Check that pairs a Core Run with an Concept throw in the Quick Passing Game (e.g., Turn, Spacing, Fade/Flat) CRITERIA for QBs DECISION can be: 1. 1 safety (Throw) or 2 safety (Run) 2. Safety rotation

3. Alignment of a specific defender who must not be allowed to defend run and a Quick route structure (most often Overhang LB/Nickel Player)

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts


Check that pairs a Core Run with an Concept throw in the Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)

Example: Call is 80 TURN CHECK 18 Criteria for call is number of safeties Single safety look tells QB to check 80 Turn

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts


Check that pairs a Core Run with an Concept throw in the Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)
?

Example: Call is 25 CHECK 80 SLANT Want to run 25 to a clean surface weak; QB knows Slant/Arrow is his check if safety rotates into it

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts


Check that pairs a Core Run with an Concept throw in the Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)

Example: Call is 25 or 80 FADE/FLAT Make the Overhang wrong: If he covers down the Slot, run Zone at a good bubble underneath him; If he creeps down, he gives up leverage on the Flat route

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts


Check that pairs a Core Run with an Concept throw in the Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)

Example: Call is 80 TURN CHECK 18 Criteria for call is number of safeties Two safety look creates good leverage for the Stretch; QB checks 18

ZONE & REACH BLOCKING

BASIC CHECK
Expansion of Run/Quick Check that adds the following priorities that supercede a Run or a Quick: 1. Check to a Bubble Screen versus an Uncovered look 2. Check to an Alley Screen v. 0 Safety or possibly 5-man pressure looks (depending on game plan) If neither of those present themselves, QB goes through Run/Quick thought process based on whatever criteria he would normally use (# of safeties / CB leverage / Overhang)

ZONE & REACH BLOCKING

BASIC CHECK

Example: Call is BASIC CHECK LB structure does not cover down to all three receivers Check Bubble Screen

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BASIC CHECK

Example: Call is BASIC CHECK Defense shows Zero Safety, Pressure look Check Alley Screen

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BASIC CHECK

Example: Call is BASIC CHECK Defense covers down, One high safety Check to built in Quick Concept Spacing in this example

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BASIC CHECK

Example: Call is BASIC CHECK Defense covers down, Two high safeties Check to built in run Zone Read to the B Side (left)

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MAKING it WORK: CHECKERS


Jeff Tedford / Rick Neuheisel / Homer Smith Key component of QBs training! Eliminate bad reps on the field work out problems before! Create a lot of scenarios in a short period of time Helps him see the Why being manipulated in front of him Safe forum to ask questions Use in summer install, periodic review pre-season Ideally use after Monday practice and Thursday after practice review in-season Make him call play in huddle just as youll give it to him Make him manage CLOCK Make him rehearse CADENCE Create worst-case scenarios

ZONE & REACH BLOCKING

MAKING it WORK: CADENCE


HOW WE GET THE LAST WORD
Varying CADENCE serves three fundamental purposes for us: 1. Creates rhythm for US, disrupts the ability for THEM to get off the ball fast 2. Gather information / force defense to tip their hand! 3. Draw defense offsides Get a free 5

ZONE & REACH BLOCKING

MAKING it WORK: CADENCE


OVERVIEW
Play is on Have play? Type When cadence concludes Other

NORMAL
FALSE FAST FAST FALSE DUMMY

Yes
No Yes No Yes

Normal
Fake Normal Quick Fake Quick Fake Normal

Run the play!


Check to a play Run the play! Check to a play Allow for adjustments Check, or Were Good,, then Down, SetHIT

Nothing said

ZONE & REACH BLOCKING

MAKING it WORK: CADENCE


BEST USES
Cadence Why / when featured

NORMAL
FALSE FAST

Create / maintain rhythm versus non-disguise teams


Safely gather information and disrupt DL get-off Exploit simple plays versus teams that show late; discourage late rotations/disguises; Change the tempo; Perimter plays and/or unusual formations Safely gather info and exploit threat of Fast cadence

FAST FALSE

DUMMY

To pre-call more sophisticated, wordy pass calls, but be able to identify protection problems

ZONE & REACH BLOCKING

MAKING it WORK: MOVEMENT


Movement can also help us see things and have the final word because A) Movements force adjustments, which typically means defenders moving to their final alignment B) In Shotgun, our QB will flash his hands in the same way he would for a snap, which is also, at times, a trigger for defenses to show C) Often, if they do not move when you move, it is just as telling: ex: 2i & 3 tech dont flip when TE trades Zone Dog to 2i side is likely!

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