2008 merchant marine offense
TRANSCRIPT
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INFORMATION&
PROCEDURES
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USMMA OFFENSIVE GAME GOALS
WIN!
21 + POINTS
175 YARDS RUSHING
NO TURNOVERS
100% TD ON GOALINE
100% POINTS IN THE RED ZONE
100% CONVERSION OF SHORTYARDAGE
45% 3RD DOWN CONVERSION
NO PROCEDURE PENALTIES
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HUDDLE
We will use a semi-circular huddle with all players standing upright facing in towards the QB, whowill ALWAYS be aligned towards our sideline.
Huddle Alignments:Center will set the huddle 7 yds from the football.The Center, Guards, & Tackles will all face away from the line of scrimmage, with their eyes and
ears directed at the QB.The QB will ALWAYS align towards our sideline, and the A will ALWAYS align opposite.The X, Z, B, & Y will align directly across from the offensive line, standing tall with their attentiondirected at the QB.The B will ALWAYS align next to the A (opposite the QB).The Y will ALWAYS align next to the QB.With the different personnel groupings (Ace, Poker, Queens, etc.), the H, K, and W will fill intothe B & Y spots accordingly.
X
A
Y BZ
CRT
Q
LOS
7yds
X
A
YB Z
Q
LTLGRG CRT LTLGRG
OUR SIDELINEOUR SIDELINE
Huddle Procedure:QB does all the talking.The QB will call the formation, play, & snap-count; the Center will leave the huddle.The QB will repeat the play and snap-count then will say Ready Break, on the commandall will clap hands.If anything is missed, say Check and the QB will repeat.Run to the line.While in the huddle look sharp and no talking.Huddle discipline is the responsibility of the Center until the QB enters.
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G G
W X
C T YY T
A B B A K Z
Q
SIDELINE HUDDLE ALIGNMENT
PLAYINGFIELD
During a change of possesion we will begin the series with a sideline huddle. TheCenter will call the huddle and we will align facing the field in the Coaches Box. Therewill be a total of 16 players in the huddle. The first row will include all five O-Linemenwho are in the game and the first two Tight Ends. The second row will consist of 2 A's,2 B's, and 4 WR's -K, W, X and Z. The QB will face the group.
The Coaching Staff will verbally communicate the personnel set that we will use. It isimportant for those not in that set to REMAIN IN THE HUDDLE. The QB will get thecall and tell the play to the entire huddle. All of the players who are in that personnel
group will run onto the field and immediately align in the formation that was called. Theplayers not in that personnel group should remain on the sideline and listen for ournormal substitutions beginning with the next play. The ball will be snapped on thecount called in the huddle.
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CADENCE
Sequence of Cadence:SetColorTwo Digit Number Play (Dummy)ColorTwo Digit Number Play (Dummy)Go
Quick Count Set
Regular Count This can be on 1, 2, or 3.Example: (On 2) Set, Blue 18 Jet, Blue 18 Jet, GO GO
Stay Call The QB will not change a particular call during a series. NO CHECKS
Audible SystemAudible System Live Color will be WhiteWe can change the play at the LOS by utilizing a LIVE colorAny audible called at the LOS is snapped in our regular cadence
Example:Huddle call Wk Flow to Pro Right Str, 22 Power on 1.LOS Call Set White 14 Zone, White 14 Zone, GOThe play is now 14 Zone
NOTE: The live color can change from week to week.
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PERSONNEL DESCRIPTION AND SETS
Personnel DescriptionWe will use letters to describe the positions of our skill players. It is important thateveryone understand what positions are represented by each letter so that we cansubstitute both within and across personnel sets. The following is a description ofour positions:
Q QuarterbackA TailbackB FullbackY Tight EndX Split End Usually aligns on the LOS (except in ACE).Z Flanker Usually aligns off of the LOS (except in Double Slot).T 2nd TB Used primarily in our Double Slot package.F 2nd FB Used primarily in short yardage and goal-line situations.W 2nd X Always aligns weakside and on the LOS.
K 2nd Z Can align in a variety of places, but will usually be off the LOS.N 5th WR Can align in a variety of places. Always Off of the LOS.H 2nd TE Will usually align weakside.R 3rd TE Used primarily in short yardage and goal line situations.
Personnel Sets
Regular 2 WR (X & Z) Y A BAce 2 WR (X & Z) 2 TE (Y & H) APoker 3 WR (X Z & K) Y A
Spread 3 WR (X Z & W) A BQueens 4 WR (X Z W & K) AFlush 5 WR (X Z W K & N)Flank Z 2 TE (Y & H) A BHeavy 2 TE (Y & H) A B FJumbo 3 TE (Y H & R) A BBone X Y A B FRoyal 4 WR (X Z W & K) YDbl. Slot 3 RB (A, T, B) 2 WR (X & Z)
We must be perfect in our substitution at all times. It is vital that all personnelhave an understanding of game situations so they can be ready. Everyone mustpay attention at all times.
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SIGNAL HAND MOTION
SHIFTS
TRADE RIGHT HAND "SLAP COIN" TO LEFT WRIST
TROOP TWO HANDS LIKE TRADE
FORMATIONS
SPREAD TWO HANDS WIDE APART
FLANK TWO FISTS WITH 90 DEGREE ANGLES UP
PRO RIGHT HAND SALUTE.
TWINS "HOOKEM HORNS" WITH RIGHT HAND
ACE DIAMOND W/ BOTH HANDS
JACKS MALE BODY PART - GRAB CROTCH W/ RIGHT HAND
JOKER DEALING CARDS
TENS TEN FINGERS
KINGS MOTION CROWN
QUEENS BOTH HANDS CUPPING CHEST (BREASTS)
TRIPS RIGHT ARM EXTENDED 3 FINGERS
EMPTY BOTH HANDS POURING OUT LIQUID
DIRECTIONS (Strength of Formation)
RIGHT RIGHT ARM SWIPING LEFT ARM
LEFT RIGHT ARM SWIPING RIGHT LEG
VARIATIONS
GUN GUN
STRONG RIGHT ARM MUSCLE
WEAK RIGHT ARM MUSCLE POINTING DOWN
FLEX FLEX WITH KNUCKLES TOGETHER
WING RIGHT ARM WING
SLOT SLOT MACHINE
FAR HOLD RIGHT HAND FAR AWAY FROM FACE
NEAR HOLD RIGHT HAND CLOSE TO FACE
BUNCH LEFT HAND CUPPING RIGHT FIST
DUECE RIGHT HAND DOWNWARD 2-FINGERS
HAND SIGNALS
We will signal in plays from the sideline using hand-signals. We will use a "top downprogression starting with: Shift, Motion, Formation, Direction, Variation, then Wristband #. Theonly exception will be "GUN," which would be signaled first.
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MOTIONS
A BOTH HANDS TOGETHER ABOVE HEAD (PYRAMID)
T "TIMEOUT" SIGNAL
B RIGHT FIST OVER LEFT FIST
Y BOTH HANDS TOGETHER IN FRONT (PRAY)
H RIGHT HAND ON HEARTX CROSS WITH ARMS
Z SEMI-FOLDED ARMS
K SIDEWAYS 3 FINGERS W/ RIGHT HAND
FLOW "WATER WAVE" WITH RIGHT HAND
FLOP RIGHT HAND "WAVE AT THE CROWD"
SQUIRM RIGHT HAND SQUIRM MOTION UPWARD
ZAC RIGHT "Z" MOTION W/ FINGERZIN RIGHT HAND PUSH ACROSS
ZOOM RIGHT FIST "IN & OUT" OF LEFT HAND
HIGH RIGHT ARM "MEASURING" HIGH IN THE AIR
SAIL "REEL IN THE RIGGING" W/ BOTH HANDS
WHIP "WHIPPING" MOTION W/ RIGHT HAND
WRISTBAND NUMBERS
0 LEFT HAND FIST1 LEFT FINGER EXTENDED "1"
2 LEFT HAND ON LEFT THIGH
3 LEFT HAND ON STOMACH
4 LEFT HAND ON RIGHT SHOULDER
5 LEFT HAND ON THROAT
6 LEFT HAND ON MOUTH
7 LEFT HAND ON LEFT EAR8 LEFT HAND ON TOP OF HEAD
9 LEFT HAND GRAB CROTCH
STAY HALT WITH TWO HANDS
HUDDLE UP TWO HANDS COMING TOGETHER W/ INTERLOCKING FINGERS
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G GC T YY T
G GC T YY T
2 2 2 2 2 2
8 7 6 5 4 3 2 1
BASIC SPLITS & HOLE NUMBERING
A. Splits - The line splits shown below are a starting point.Your splits will vary with play, field position, down and distance,
and defensive tendency. Be smart and use your splits to youradvantage.
B. Hole Numbering - Our hole numbering or play directionconsists of numbers 1 through 8 from Right to Left. Adirectional number will be used on every run play and certain
pass plays where the direction will dictate the attackside orthe backside.
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G GC T YY T
9 8 8i 7 6 6i 5 4 4i 3 2 2i 1 0 1 2i 2 3 4i 4 5 6i 6 7 8i 8 9
GAPS & DEFENSIVE ALIGNMENTS
C. Gaps - At times we will talk about responsibilites oralignments in terms of gaps. We will use letters to describe
which gap we are talking about. The A Gap is the Center -Guard gap on either side, the B Gap is the Guard - Tackle gapon either side, etc.. The diagram below lists gaps as we willrefer to them.
D. Defensive Alignments - We will talk about defensivealignments in terms of numbers, starting at the Center andworking our way out. All Head Up alignments will be an evennumber. Inside shades will be numbered the same as HeadUp alignments, but we will tag them with the letter "i".Outside shades will be one number greater than the Head Up
alignment.
G GC T YY T
D C B A A B C D
We will refer to LB alignments in a similar way. Whenreferring to a LB we will call the shade as we would above,but we will add a ZERO. For eaxample, a LB on the outsideshoulder of a guard would be called a 30; a LB on the insideof a TE would be a 60i.
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CONTROL OF THE CLOCK
The fundamental and technical aspects of our two minute offense will be presented as aseparate component of the offensive progression. The situation at the end of a half or the endof a game is a critical time for our offense and can have an affect on the outcome of the game.
To be an efficient offensive team, we must understand how to use the clock to our advantage.
The following information will be important in being able to control the clock.
Game situations that stop the clock:Time OutIncomplete PassBall Carrier Out of BoundsOfficial Administration of PenaltyMeasurements for First Down (Start once the down marker(NOT THE CHAINS) is setMomentarily while down-marker is set
After scrimmage kick (punt) or free kick (kick off)When the live ball goes out of boundsAt the discretion of the officialDuring Change of possession
If we are BEHIND the entire offense must be aware of:Time left in the gameTime outs remainingDown and DistancePosition of the ball
Whether we need a TD or a Field GoalWe must execute the offense quickly and efficientlyThe QB is responsible for field communication
If we are AHEAD the entire offense must be aware that we DO NOT want to stop theclock:
Latest possible snap. The QB should be aware of the 25 secondclock and snap the ball at 3 seconds
Ball carriers fight to stay in bounds DO NOT GO OUT OF BOUNDSNo penalties
First downs are critical. Get the initial first downNo incomplete passes. The QB is better off running100 % ball security
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OVERTIME
When a game ends in a regulation tie, an overtime process will occur. The start ofovertime will begin with a coin toss. The team that wins the toss makes thedecision. They must decide to either play offense or defense, or they can choosewhich end of the field will be used for both series of the overtime period. The teamthat ended the first overtime with the ball will start the second overtime period with
the ball.
Important factors concerning overtime:
1. The offensive team will begin its possession 1st and 10 on the +25 yard lineon the hash of its choice.
2. Overtime is not related to the game clock and is played until someone wins.3. The use of the regular 40/25 second clock is the same as regulation.4. Each team has one timeout per period.5. All rules concerning turnovers and penalties pertain.
6. Each possession will end with a TD, field goal, or change of possession.7. Teams have an equal number of possessions.8. The defense may advance a turnover. If a turnover is committed, we must
make sure that we tackle the ball carrier. A turnover that does not scoreresults in a team gaining possession.
9. We will be aggressive and do what it takes to win.10. Beginning in the 3rd overtime, we must attempt a 2 point conversion after all
touchdowns.
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TWO MINUTE OFFENSE
The situation at the end of a half or at the end of the game can have a majorimpact on the outcome. During these times it is important that our offenseoperates efficiently so that we have the ability to put points on the scoreboardwhen we have to.
Communication of the Two Minute Offense:The coaching staff will determine when to utilize the two minute offense.
The QB will command Bennie-Bennie. This is the indication we are in 2-MINUTEOFFENSE .
After each play, the QB should look to sideline.
We will operate primarily out of Queens Personnel in the shotgun. QueensRight/Left will be the base formation with the QB saying Right of Left to get usinto formation and protection.
The terms right or left will communicate formation and protection. Queens Rightwill indicate 61 protection and Queens Left will indicate 68 protection. He will repeat thecall at least twice.
All formations will come from the gun. A Right call will put us in Gun QueensRight. The Back will vary alignments. The QB will then call out or signal the play.
The following are some route concepts of our two minute offense:Smash = 61/68 SmashFox = 61/68 FoxJet = 61/68 Jet (can tag K, X, or Z)Dig = 61/68 DigDraw (code word = Tampa / Florida)
We have the ability to add or change these routes on a game to game basis.During the communication, the QB must make sure everyone is aligning in thecorrect formation. He should begin his pre snap read of the defense, beingaware of any man to man pressure looks. We will use quick count cadence.
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TWO MINUTE OFFENSE (CONT)
Example of the Two Minute Communication:1. Bennie-Bennie = Here we go2. Right-Right = Gun Queens Right (61 protection)3. Jet K hand signal
4. Set.
After a completion, if a WR is between the hash and sideline, he should work togain as much yardage as possible, but his focus should be to get out ofbounds. Any WR, who catches a ball between the hashes, should gain asmuch yardage as possible.
To stop the clock at any time, at the end of a half, or end of a game the QB willuse the term Fire-Fire-Fire. The entire offense sprints to the LOS and gets
set. When a fire call is made all the WRs will align on the LOS. The A Backwill align in his normal alignment. The QB will take the snap from under center.When all are set he will say Set (Quick Count). The OL will utilize inside gapprotection. The QB will THROW THE BALL FORWARD at the ground just off hislead foot.
We can use Fire Fire Fire in any personnel set and in any field zone.
We will never use Fire Fire Fire on 4th down.
If we think that the defense is vulnerable to a fade during a Fire situation, wecan attempt to catch them off guard by calling Clock-Clock-Clock. Clock-Clock-Clock will have the widest receiver on each side run a fade. The inside receiverswill execute Fire-Fire-Fire. The line will inside gap protect. Cadence remainson Set (Quick Count).
The QB is responsible for any and all field communication. Everyone mustremain alert to any sideline communication that may affect substitutions andcontrol of the clock.
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Fast-Break is an up-tempo no-huddle offense where the QB has the flexibility tochange the formations. Similar to our 2-minute offense, the QB will be calling the plays;however, Fast-Break can be run from Queens personnel or Poker personnel. We willuse a series of code words to communicate the correct play. Fast-Break is NOT a 2-minute offense (Benny, Benny). It can be used in situations where we want to changethe tempo or pace of the game to keep the defense on their heels.
LOS Procedure: QB will make a series of calls using code words followed by a dummycall the first call is the play we will execute, the second call is the dummy call.
ORDER: LIVE PLAY (Army, Okie, Sooner, etc.)DUMMY PLAY (Union, Rochester, Coast Guard, etc.)
DIRECTIONS: RIGHT: Colleges (Iowa,Army,Navy,Air Force, etc.)LEFT: Mascots (Hawkeyes,Mule,Goat,Falcon , etc.)
PLAYS:Run - Iowa/Hawkeyes = 14/15 Zone
Okie/Sooner = 11/18 Option
Pass - Air Force/Falcon = 61/68 FoxNavy/Goat = 61/68 UnderMarines/Bulldog = 61/68 Jet X (Breaker to the call-side)Army/Mule = Sprint Rt/Lt
Screen - Duke = 51 Double Screen Rt
FORMATIONS: Poker: Jacks, Tens, or Joker right or left.Queens: Right or Left to signify Queens right or left.Trips Right/Left to signify Queens Trips right or left.
EXAMPLES:Situation: Poker Personnel 2nd and 4 yards to go -Call: Jacks Left, Jacks Left, Jacks Left
Iowa , Coast Guard to the left sideIowa , Coast Guard to the right sideSet-GoPlay run will be 14 Zone
Situation: Queens Personnel 2nd and 7 yards to go -Call: Trips Left, Trips Left, Trips Left
Goat , Coast Guard to the left sideGoat , Coast Guard to the right sideSet-GoPlay run will be 68 Under
Cadence for Fast-Break will be: Set Go and the ball is snapped
NO HUDDLE OFFENSE FAST-BREAK
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Freeze is a no-huddle offense where the QB will get the plays from the sideline.Similar to Fast-Break, Freeze can be run from Queens personnel or Poker personnel.We will use the same code words to communicate the correct play. Freeze is NOT a 2-minute or hurry-up offense. It can be used in situations where we want to change thetempo or pace of the game to keep the defense on their heels. It will allow us to getourselves in the best possible play based on what the defense is showing us pre-snap.
LOS Procedure: The QB will receive hand signals from the sideline to determine whichplay will be run. We will have the ability to use two different cadences within this offense.The QB will then call a series of three NFL teams to alert the offense as to whether weare running the play NOW or FREEZE. He will communicate the play using thesame procedures as Fast-Break. If the cadence is NOW, we will run the play calledusing the same procedures as FAST-BREAK. If the cadence is FREEZE, the QB willfirst give a fake cadence to allow the defense to show their hand. Based on what thedefense is doing, the coaches on the sideline will either confirm or change the play calledby again using a series of hand signals, which will then be again communicated by theQB using our code-words.
CADENCE CODE WORDS: Giants or Jets = NOWAny other NFL team = FREEZE (Vikings, Packers, etc.)
COMMAND / ACTION HAND SIGNALDIRECTIONS:RIGHT Standard Right Arm Swiping Left ArmLEFT Standard Right Arm Swiping Right Leg
PLAYS:IOWA = 14 ZONE Both fingers pointing at eyes + RIGHTHAWKEYES = 15 ZONE Both fingers pointing at eyes + LEFTOKIE = 11 OPTION Both hands forming O + RIGHTSOONER = 18 OPTION Both hands forming O + LEFTAIR FORCE = 61 FOX Both hands pointing to sky + RIGHTFALCON = 68 FOX Both hands pointing to sky + LEFTNAVY = 61 UNDER Both hands making water motion + RIGHTGOAT = 68 UNDER Both hands making water motion + LEFTMARINES = 61 JET X Both hands walking bulldog + RIGHTBULLDOG = 68 JET X Both hands walking bulldog + LEFTARMY = SPRINT RT Both hands making rifle + RIGHTMULE = SPRINT LT Both hands making rifle + LEFTDUKE = DOUBLE SCREEN Both hands shooting a basketball + RIGHT**We will only run Double Screen to the Right w/ a Right-handed QB**
MOTIONS:Inside WR ZAC to the RIGHT Right Hand Z motion w/finger + RIGHTInside WR ZAC to the LEFT Right Hand Z motion w/finger + LEFT
ACTIONS:Thumbs-Up = Confirm Play Both hands giving thumbs-upThumbs-Down = Change Play Both hands giving thumbs-downSwitch-Hands = Backside of Route Both hands switching back and forthDummy = Disregard next signal Pound both fists together Now = Run Play Immediately Point right finger at the ground
NO HUDDLE OFFENSE FREEZE
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EXAMPLES:
Situation: Poker Personnel 2nd and 4 yards to go Call: Jacks Left, Jacks Left, Jacks LeftSignal: QB receives signal from sideline Both fingers pointing at
eyes + Right Arm Swiping Left ArmNOWCall: Giants, Giants, Giants
Iowa , Coast Guard to the left sideIowa , Coast Guard to the right side
Cadence: Set Go
Play run will be 14 Zone
Situation: Queens Personnel 2nd and 7 yards to go -Call: Trips Left, Trips Left, Trips Left
Signal: QB receives signal from sideline Both hands forming arifle + Right Arm Swiping Right Leg
Call: Packers, Packers, PackersMule , Rochester to the left sideMule , Rochester to the right side
Cadence: Set -GoSignal: QB receives signal from sideline Both hands giving a
thumbs-up
Call: Mule , Union to the left sideMule , Union to the right side
Cadence: Set Go
Play run will be Sprint Lt Mule
Situation: Queens Personnel 3rd and 7 yards to go -Call: Trips Right, Trips Right, Trips RightSignal: QB receives signal from sideline Both hands making
water motion + Right Arm Swiping Left Arm
Call: Vikings, Vikings, VikingsNavy , Coast Guard to the left side
Navy , Coast Guard to the right sideCadence: Set GoSignal: QB receives signal from sideline Both hands switching
back and forth + Both hands giving a thumbs-up
Call: Navy , Union to the left sideNavy , Union to the right side
Cadence: Set Go
Play run will be 61 Under (QB looking to the backside)
NO HUDDLE OFFENSE FREEZE (CONT)
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EXAMPLES:Situation: Queens Personnel 1st and 10 yards to go
Call: Left, Left, LeftSignal: QB receives signal from sideline Right Hand Z-motion
w/finger + Right Arm Swiping Right LegBoth hands
forming a rifle + Right Arm Swiping Left Arm
Motion: WR motions Left & re-setsCall: Bengals, Bengals, Bengals
Army , Rochester to the left sideArmy , Rochester to the right side
Cadence: Set GoSignal: QB receives signal from sideline Both hands giving a
thumbs-down + Both hands making water motion + Right
Arm Swiping Right Leg
Call: Goat , Kean to the left sideGoat , Kean to the right side
Cadence: Set Go
Play run will be 68 Under
Situation: Queens Personnel 2nd and 7 yards to go -Call: Trips Right, Trips Right, Trips RightSignal: QB receives signal from sideline Both hands forming an
O + Right Arm Swiping Right Leg
Call: Seahawks, Seahawks, SeahawksSooner , Rochester to the left side
Sooner , Rochester to the right sideCadence: Set GoSignal: QB receives signal from sideline Both hands giving
a thumbs-up + Pound both fists together + Squirm
Call: Sooner , Union to the left sideSooner , Union to the right side
Cadence: Set Go
Play run will be 18 Option
Situation: Queens Personnel 2nd and 6 yards to go -Call: Trips Right, Trips Right, Trips RightSignal: QB receives signal from sideline Right Hand Z-motion
w/finger + Right Arm Swiping Right Leg Both handswalking bulldog + LEFTNOW
Motion: WR motions Left & re-setsCall: Jets, Jets, Jets
Bulldog , Kean to the left sideBulldog , Kean to the right side
Cadence: Set Go
Play run will be 68 Jet (from Queens, Breaker from the left)
NO HUDDLE OFFENSE FREEZE (CONT)
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BACKFIELD SETS
B
A
B
A
B
A
B A BA
B ABA
I Backs B should align w/ toes 4 yds from LOSA should align with toes 7 yds from LOS
** We do not tag 1-back sets with a name if theback is aligned behind the center, if he is offsetwe will use the near/far terminology.
STRONG Offset I with B to strength in B gap. WEAK Offset I with B to weak side in B gap.
NEAR B in normal I alignment; A to strength in B gap FAR B in normal I alignment; A to weak side in B gap
SPLIT B to strength; A to weak side; both in B gap SPLIT WEAK A to strength; B to weak side
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BACKFIELD SETS
B
A
A
POWER I (from Heavy personnel) F aligns in aStrong alignment.
** One back GUN A aligns strong. ** One back GUN FAR A aligns weak.
F BA F/T
T (usually from Heavy personnel) F or T aligns ina Strong alignment; A aligns Weak.
B
A F/T
BONE (usually from Heavy personnel) F or T alignsin a Strong alignment; A aligns Weak at 7 yds.
B
A
F/T
BROKEN BONE (usually from Heavy personnel) F or T aligns in a wing position.
A
BA
GUN B aligns strong; A aligns weak.
AB
GUN FAR B aligns weak; A aligns strong.
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PRO FORMATIONS
B
A
PRO LEFT
XY
Z
B
A
Z
YX
PRO RIGHT
B
A
PRO LEFT STRONG
XY
Z
B
A
Z
YX
PRO RIGHT STRONG
B
A
Z
YX
PRO RIGHT WEAK
B
A
PRO LEFT WEAK
XY
Z
BA
PRO LEFT NEAR
XY
Z
B A
Z
YX
PRO RIGHT NEAR
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PRO FORMATIONS
B A
PRO LEFT FAR
XY
Z
BA
Z
YX
PRO RIGHT FAR
B A
PRO LEFT SPLIT
XY
Z
BA
Z
YX
PRO RIGHT SPLIT
BA
PRO LEFT SPLIT WEAK
XY
Z
B A
Z
YX
PRO RIGHT SPLIT WEAK
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PRO FORMATIONS
B
A
PRO LEFT A-TRIPS
XY
Z
B
A Z
YX
PRO RIGHT A-TRIPS
A
B
PRO LEFT TRIPS
XY
Z
A
B Z
YX
PRO RIGHT TRIPS
B
A
PRO LEFT A-DEUCE
XY
Z
B
A Z
YX
PRO RIGHT A-DEUCE
A
B
PRO LEFT DEUCE
XY
Z
A
B Z
YX
PRO RIGHT DEUCE
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PRO FORMATIONS
B
A
PRO LEFT WING
XY
Z B
A
Z
YX
PRO RIGHT WING
B
A
PRO LEFT SLOT
XY
Z B
A
Z
YX
PRO RIGHT SLOT
B
A
PRO LEFT FLEX
XY
Z
B
A
Z
YX
PRO RIGHT FLEX
5-7 yds5-7 yds
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TWINS FORMATIONS
B
A
TWINS LEFT
X Y
Z
B
A
Z
Y X
TWINS RIGHT
B
A
TWINS LEFT FLIP
X
YZ
B
A
ZY
X
TWINS RIGHT FLIP
B
A
TWINS LEFT STRONG
X Y
Z
B
A
Z
Y X
TWINS RIGHT STRONG
B
A
TWINS LEFT WEAK
X Y
Z
B
A
Z
Y X
TWINS RIGHT WEAK
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TWINS FORMATIONS
B A
TWINS LEFT FAR
X Y
Z
BA
Z
Y X
TWINS RIGHT FAR
B A
TWINS LEFT SPLIT
X Y
Z
BA
Z
Y X
TWINS RIGHT SPLIT
A B
TWINS LEFT SPLIT WEAK
X Y
Z
AB
Z
Y X
TWINS RIGHT SPLIT WEAK
BA
TWINS LEFT NEAR
X Y
Z
B A
Z
Y X
TWINS RIGHT NEAR
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TWINS FORMATIONS
B
A
TWINS LEFT A-TRIPS
X Y
Z
B
A Z
Y X
TWINS RIGHT A-TRIPS
A
B
TWINS LEFT TRIPS
X Y
Z
A
B Z
Y X
TWINS RIGHT TRIPS
B
A
TWINS LEFT A-DEUCE
X Y
Z
B
A Z
Y X
TWINS RIGHT A-DEUCE
A
B
TWINS LEFT DEUCE
X Y
Z
A
B Z
Y X
TWINS RIGHT DEUCE
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TWINS FORMATIONS
B
A
TWINS LEFT WING
X Y
Z
Y
A
Z
X
TWINS RIGHT WING
B
B
A
TWINS LEFT SLOT
X Y
Z
Y
A
Z
X
TWINS RIGHT SLOT
B
B
A
TWINS RIGHT FLEX
XY
Z
B
A
Z
YX
TWINS LEFT FLEX
5-7 yds 5-7 yds
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SPREAD FORMATIONS
B
A
SPREAD LEFT
X W
Z
B
A
Z
W X
SPREAD RIGHT
B
A
SPREAD LEFT FLIP
X
WZ
B
A
ZW
X
SPREADRIGHT FLIP
B
A
SPREAD LEFT STRONG
X W
Z
B
A
Z
W X
SPREAD RIGHT STRONG
B
A
SPREAD LEFT WEAK
X W
Z
B
A
Z
W X
SPREAD RIGHT WEAK
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SPREAD FORMATIONS
B A
SPREAD LEFT FAR
X W
Z
BA
Z
W X
SPREAD RIGHT FAR
B A
SPREAD LEFT SPLIT
X W
Z
BA
Z
W X
SPREAD RIGHT SPLIT
A B
SPREAD LEFT SPLIT WEAK
X W
Z
AB
Z
W X
SPREAD RIGHT SPLIT WEAK
BA
SPREAD LEFT NEAR
X W
Z
B A
Z
W X
SPREAD RIGHT NEAR
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SPREAD FORMATIONS
A
B
SPREAD LEFT TRIPS
X W
Z
A
B Z
W X
SPREAD RIGHT TRIPS
B
A
SPREAD LEFT A-TRIPS
X W
Z
B
A Z
W X
SPREAD RIGHT A-TRIPS
A
B
SPREAD LEFT DEUCE
X W
Z
A
B Z
W X
SPREAD RIGHT DEUCE
B
A
SPREAD LEFT A-DEUCE
X W
Z
B
A Z
W X
SPREAD RIGHT A-DEUCE
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SPREAD FORMATIONS
B
A
SPREAD LEFT SLOT
X W
Z
W
A
Z
X
SPREAD RIGHT SLOT
B
B
A
SPREAD LEFT SLOT WEAK
X W
Z
W
A
Z
X
SPREAD RIGHT SLOT WEAK
B
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ACE FORMATIONS
H
A
ACE LEFT
X
Y
Z
Y
A
ACE RIGHT
Z
H
X
H
A
ACE TRIPS LEFT
X
Y
Z
Y
A
ACE TRIPS RIGHT
Z
H
X
H
A
ACE LEFT WING
X
Y
Z
Y
A
ACE RIGHT WING
Z
H
X
H
A
ACE LEFT DOUBLE WING
X
Y
Z
Y
A
ACE RIGHT DOUBLE WING
Z
H
X
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POKER FORMATIONS
Y
A
JACKS LEFT
X
KZ
X
A
JACKS RIGHT
Z
Y
K
Y
A
TENS RIGHT
K ZX
K
A
TENS LEFT
XY
Z
Y
A
JOKER RIGHT
K ZX
K
A
JOKER LEFT
XY
Z
Y
A
KINGS LEFT
X
KZ
X
A
KINGS RIGHT
Z
Y
K
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QUEENS FORMATIONS
K
A
QUEENS LEFT
X W
Z
X
A
QUEENS RIGHT
Z
W
K
W
A
TRIPS LEFT
X
KZ
X
A
TRIPS RIGHT
Z
W
K
W
A
BUNCH LEFT
X
KZ
X
A
BUNCH RIGHT
Z
W
K
W
K
EMPTY LEFT
X
AZ
W
K
EMPTY RIGHT
X
A Z
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FLUSH FORMATIONS
W
QUADS LEFT
X
KZ
X
QUADS RIGHT
Z
W
K
W
N
DIAMOND LEFT
X
KZ
X
N
DIAMOND RIGHT
Z
W
K
W
N
EMPTY LEFT
X
KZ
X
N
EMPTY RIGHT
Z
W
K
N N
W
N
STACK LEFT
X
K
Z
STACK RIGHT
W
N
X
K
Z
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ROYAL FORMATIONS
Y
K
EMPTY LEFT
X
NZ
X
K
EMPTY RIGHT
Z
Y
N
Y
N
EMPTY TIGHT RIGHT
K ZX
K N
EMPTY TIGHT LEFT
XY
Z
Y
N
QUADS LEFT
X
KZ
X
N
QUADS RIGHT
Z
Y
K
Y
N
QUADS TIGHT RIGHT
K ZX
K N
QUADS TIGHT LEFT
XY
Z
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FLANK FORMATIONS
B
A
FLANK LEFT
HY
Z
B
A
Z
YH
FLANK RIGHT
B
A
FLANK LEFT STRONG
HY
Z
B
A
Z
YH
FLANK RIGHT STRONG
B
A
Z
YH
FLANK RIGHT WEAK
B
A
FLANK LEFT WEAK
HY
Z
BA
FLANK LEFT NEAR
HY
Z
B A
Z
YH
FLANK RIGHT NEAR
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FLANK FORMATIONS
B A
FLANK LEFT FAR
HY
Z
BA
Z
YH
FLANK RIGHT FAR
B A
FLANK LEFT SPLIT
HY
Z
BA
Z
YH
FLANK RIGHT SPLIT
BA
FLANK LEFT SPLIT WEAK
HY
Z
B A
Z
YH
FLANK RIGHT SPLIT WEAK
B
A
FLANK LEFT BUNCH
HY
Z B
A
Z
YH
FLANK RIGHT BUNCH
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FLANK FORMATIONS
B
A
FLANK LEFT WING
HY
Z B
A
Z
YH
FLANK RIGHT WING
B
A
FLANK LEFT WING WEAK
HY
Z B
A
Z
YH
FLANK RIGHT WING WEAK
B
A
FLANK LEFT FLEX BUNCH
HY
Z B
A
Z
YH
FLANK RIGHT FLEX BUNCH
5-7 yds5-7 yds
BA
VICTORY
HY
Z
** WE WILL USE VICTORY OFFENSE WHEN WEWANT TO TAKE A KNEE AT THE END OF AGAME OR HALF. WE WILL TAKE SHOE-TO-SHOE SPLITS ACROSS THE LOS. A & B WILL
ALIGN 1 YARD DEEP IN THE A GAPS IN 3-PTSTANCES. Z WILL ALIGN 15 YARDS DEEPBEHIND THE QB & ACT AS A SAFETY. ON THESNAP, EVERYONE WILL PROTECT THEIRINSIDE GAPS. QB WILL TAKE THE SNAP, STEPSTRAIGHT BACK FROM THE LOS & TAKE AKNEE.
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HEAVY FORMATIONS
B
A
HEAVY LEFT
HY
F B
A
F
YH
HEAVY RIGHT
B
A
HEAVY LEFT WING
HY
F
B
A
F
YH
HEAVY RIGHT WING
B
A
HEAVY LEFT BUNCH
HY
F B
A
F
YH
HEAVY RIGHT BUNCH
B
A
HEAVY LEFT BONE
HY
F
B
A F
YH
HEAVY RIGHT BONE
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JUMBO FORMATIONS
B
A
JUMBO LEFT STRONG
HY
R
B
A
R
YH
JUMBO RIGHT STRONG
B
A
JUMBO LEFT BUNCH
HY
R B
A
R
YH
JUMBO RIGHT BUNCH
B
A
JUMBO LEFT
HY
R
B
A
R
YH
JUMBO RIGHT
B
A
JUMBO LEFT WEAK
HY
R
B
A
R
YH
JUMBO RIGHT WEAK
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JUMBO FORMATIONS
B
A
JUMBO LEFT WING
HY
R B
A
R
YH
JUMBO RIGHT WING
B A
JUMBO LEFT SPLIT
HY
R
BA
R
YH
JUMBO RIGHT SPLIT
A
JUMBO LEFT WING WEAK
HY
R B
A
R
YH
JUMBO RIGHT WING WEAK
A B
JUMBO LEFT SPLIT WEAK
HY
R
AB
R
YH
JUMBO RIGHT SPLIT WEAK
B
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TRADES AND MOTIONS
We will use trades and motions along with multiple
personnel groups to get our offense in a bettermatch up with Defenses. Trades and Motion will bean integral part of our offense so we can keepdefenses off balance.
Motions will start with the foot movement of theQuarterback. The QB will kick personnel intomotion. The timing will vary based on theparticular motion, formation, and play.
Trades & Troops will commence upon theQuarterbacks command of TRADE.
GENERAL RULES:
Wide Receivers must not cover a Tight End thatis going to Trade or move and may shift onlyafter the Tight End has shifted.
All personnel must be set for 1 second beforethe ball can be snapped.
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WR MOTION
ZAC - Extended motion across the formation.This motion will always be by Z unless it istagged with a letter.
Example - Zac to Twins Lt Wk 22 Power
Z would motion.
Example - K-Zac to Joker Rt 14 ZoneK would motion.
This motion should take place on "Set"
ZAC TO TWINS LT WK
K-ZAC TO JOKER RT
ZIN - Short motion toward the formation. Thismotion will always be by Z unless it is taggedwith a letter.
Example - Zin to Pro Rt Str P24 Bk Cross Z would motion.
Example - K-Zin to Trips Rt 61 Jet X
K would motion.
This motion should take place on "Set"
ZIN TO PRO RT STR
K-ZIN TO TRIPS RT
ZOOM - Reverse motion into the formationand back. This motion will always be by Zunless tagged with a letter.
Example - Zoom to Pro Rt 14 ZoneZ would motion.
Example - K-Zoom to Trips Rt 14 ZoneK would motion.
This motion should take place on "Set"
ZOOM TO PRO RT
K-ZOOM TO TRIPS RT
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FB MOTION
FLO - Motion of B or H across the formationor from the I. Motion should begin after thefirst color command in the cadence. If B is inan offset position, he should gain groundtoward the LOS motioning.
This motion will be tagged to indicate wherethe motion player will initially line up. If nottagged, the motion player will align in the I.
Example - Str Flo to Pro Rt Wk 14 Zone
Example - Flo to Pro Rt Wing 11 Boss
STR FLO TO PRO RT WK
FLOP - Return motion by B or H. This motionshould begin after first color command.
This motion will be tagged to indicate wherethe motion player will initially line up.
Example - Wing Flop to Pro Rt Wing11 Boss
Example - Wing Flop to Twins Rt Wk27 Power
WING FLOP TO PRO RT WING
WING FLOP TO TWINS RT WK
SQUIRM - Motion by B. This motion gives theFB the flexibility to start off ANYWHERE, andend up in the alignment needed to effectivelyrun the play that is called. This motion can
cross the Center, or not. The only rule is thatthe FB CANNOT be moving towards the LOSwhen the ball is snapped.
Example - Squirm to Pro Rt 22 Power
Example - Squirm to Twins Rt 18 Boss
FLO TO PRO RT WING
SQUIRM TO PRO RT 22 POWER
SQUIRM TO TWINS RT 18 BOSS
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RB MOTION
SAIL - Is motion by A from his calledalignment to a Wide receiver position on thestrong side of the formation.
Example - Sail to Pro Rt A-Trips 34 Give
Example - Sail to Twins Rt A-Trips 61Under
SAIL TO PRO RT A-TRIPS
WHIP - Is motion by A from his calledalignment to a Wide receiver position on theweak side of the formation.
Example - Whip to Pro Rt A-Deuce 34 Give
Example - Whip to Twins Rt A-Deuce
61 Smash-Big
SAIL TO TWINS RT A-TRIPS
WHIP TO PRO RT A-DEUCE
WHIP TO TWINS RT A-DEUCE
SQUIRM - Motion by A (1-BACK ONLY). Thismotion gives the RB the flexibility to start offANYWHERE, and end up in the alignmentneeded to effectively run the play that is
called. The only rule is that the RB CANNOTbe moving towards the LOS when the ball issnapped.
Example Gun Squirm to Queens Rt14 Zone
Example Gun Squirm to Empty Rt
51 Smash
GUN SQUIRM TO QUEENS RT 14 ZONE
GUN SQUIRM TO EMPTY RT 51 SMASH
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HIGH MOTION
HIGH - Is usually done from a wing or slotposition. Motion back from LOS to backfield.Gain depth to 7 yds, then work flat.
High motion will be tagged after the formation
in the huddle. The motion man has to knowwhere to end up based the play called.Example Pro Rt Slot B-High 15 Zone
B would motion.
This motion should take place on the 2nd"color" in the cadence.
PRO RT SLOT B-HIGH
Example Queens Rt K-High 23 Veer OptK would motion.
This motion should take place on the 2nd"color" in the cadence.
QUEENS RT K-HIGH
Example Spread Rt A-Trips A-High35 Give Opt
A would motion.
This motion should take place on the 2nd"color" in the cadence.
SPREAD RT A-TRIPS A-HIGH
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TE MOTION
PRO RT WK Y-FLO
ACE RT H-FLO
FLO - Motion of Y or H across the formationor from a TE alignment. Motion should beginwith a shift call by the QB. TE must makesure that the WR is on the LOS beforebeginning his motion.
TE motion will be tagged after the formationin the huddle. The TE has to know where toend up based which play is called.Example Pro Rt Wk Y-Flo 18 Boss
Example Ace Rt H-Flow 22 Power
FLOP - Return motion by Y or H from a TEalignment. Motion should begin with a shiftcall by the QB. TE must make sure that theWR is on the LOS before beginning hismotion.
TE motion will be tagged after the formation inthe huddle. The TE has to know where to endup based which play is called.
Example Pro Rt Str Y-Flop 11 Boss
Example Ace Rt Y-Flop 14 Zone Lead
PRO RT STR Y-FLOP
ACE RT Y-FLOP
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TRADE/TROOP
TRADE PRO LT STRTRADE - Call that tells Y to align opposite ofthe huddle call. At the LOS the QB will makea "trade" call and the Y will change sides sothat he is aligned in the formation called inthe huddle.
Example Trade Pro Lt Str 27 Power
TROOP - Call that tells Y and H/B to alignopposite of the huddle call. At the LOS theQB will make a "trade" call and the Y and H/Bwill change sides so that they are aligned inthe formation called in the huddle.
Troop is used almost exclusiveley with a
TE/Wing formation.
Example - Troop Pro Lt Wing 11 BOSS
PRO LT STR
TROOP PRO LT WING
PRO LT WING
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XZ
Y
2 Yds.
BASE ALIGNMENT
WIDE RECEIVERS OUR BASE ALIGNMENT WILL BE BASED ON THE POSITION OF THE BALL- WE WILL USE FIELD MARKERS AS OUR LANDMARKS (HASH & NUMBERS)- ON WRs WILL VERTICALLY ALIGN TOE TO TOE WITH THE CENTER- OFF WRs WILL ALIGN WITH THEIR TOES ON THE HEELS OF THE ENDMAN ON THE LINE OF SCRIMMAGE (H,Y, OR OT)
- WE CAN ADJUST OUR ALIGNMENTS ACCORDING TO THE CALLED
ROUTE
BALL IN THE MIDDLE OF THE FIELD:Outside WR (#1) Align 2yds outside the bottom of the numbersInside WR (#2) Split the difference between #1 and the hashInside WR (#3) Split the difference between #2 and the EMOL (OT or TE)
X YZ
2 Yds. 2 Yds.
PRO RIGHT
TWINS RIGHT
XZ
2 Yds.2 Yds.
WK
TRIPS RIGHT
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XZ
Y
YZ
X
2 Yds.
BALL ON THE HASH:Outside WR to the Field (#1) Align at the top of the numbersOutside WR to the Boundary (#1) - Align 2yds outside the bottom of the numbersInside WR to the Field (#2) Align 2yds outside the hashInside WR to the Boundary (#2) Split the difference between #1 and EMOL (OT)Inside WR (#3) Split the difference between #2 and the EMOL (OT or TE)
WZ
XK
2 Yds.
WK Z
X
2 Yds.
PRO RIGHT
TWINS RIGHT
QUEENS RIGHT
TRIPS RIGHT
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RUNGAME
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ALERT
Example:
TWINS RT 15 ZONE-ALERT
** Pre-snap read by the QB.
** QB must signal the RBs by tapping his right hip,the B-back would have to alter his path to not collidewith the QB.
With any two-WR side, the outside WR runs thehitch-screen and the inside WR blocks the corner.
We can tag specific run plays (usually 14/15 Zone) with Alert. This tag will alert the WRs, RBs, andQB that we will be looking for uncovered or soft covered WRs and have the option to throw a quickhitch-screen to any side with 2 or more detached WRs. The offensive line will not know whether theball is being thrown or not, and will simply block the run play that is called.
B
A
RULES:UNDER CENTER
Pre-snap read for the QB.If the QB likes the look, he has the option to take a 1-stepdrop and throw the hitch-screen. The QB will tap his hipto the direction of the throw to alert the RBs to avoidcolliding with the QB. They will block opposite the hitch-screen side.
IN THE GUN
Pre or Post-snap read for the QB.If the RB is aligned away from the hitch-screen side, it is apre-snap read for the QB. If the RB is aligned towards thehitch-screen side, it is a post-snap read for the QB, wherehe has the option to give the ball or pull it and throw thehitch-screen.
X
Z
Example:
GUN QUEENS RT 15 ZONE-ALERT
** If the QB likes the look to the left, it is a pre-snapread, and there is no need to signal.
** If the QB likes the look to the right, it is a post-snapread, where the QB has the option to give the ball tothe RB or pull it and throw the hitch-screen.
With any two-WR side, the outside WR runs thehitch-screen and the inside WR blocks the corner.
K
A
X
Z
W
Example:
GUN SPREAD RT TRIPS 14 ZONE-ALERT
** Pre-snap read by the QB, and there is no need tosignal.
With any three-WR side, the outside WR runs thehitch-screen, the #2 WR blocks the overhangdefender (OSLB or SS), and the #3 WR blocks thecorner.
B
A
X
Z
W
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ZONESCHEMES
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50
Y: Scoop Man Reach blockZorro Zone Reach block (vs In-move OSLB)
Tex Fence Block DT
PST: Scoop Zone Reach block(Zone combo w/ PSG)
Zorro Zone Reach block
(look for OSLB on In-move)
Tex Pull for OSLB
PSG: Scoop / Zorro Uncov Zone combo w/PSTTex Pull for FSLB
C: Identify #0
Rip/Reach through FS A gap.
BSG: Rip/Reach through BS A gap.
BST: Rip/Reach through BS B gap.
B/H: Block support player.BOSS = Back On Strong Support
Q: Open to 4 or 8 oclock. Extend the ball with bothhands. Get the ball to RB as deep as possible and
Dropback fake.
A: Align with toes at 7 yds. Open step (slight drop) tothe inside leg of the TE, crossover, stay on aiming point.Read block on edge, use your vision.
X: Attackside Block CornerBackside Cut-off safety
Z: Attackside Block CornerBackside Cut-off safety
40
Y: Base Man Reach blockChip Zone Reach Block
(Zone Combo w/ PST)
PST: Base - Pull for FSLBChip Uncovered Zone Combo w/ TE
PSG: Force Zone Reach Block(Zone combo w/Center)
C: Identify #0FS A gap to #0.
Force Uncovered Zone combo w/FSG
BSG: Rip/Reach through BS A gap.
BST: Rip/Reach through BS B gap.
B/H: Block support player.BOSS = Back On Strong Support
Q:Open to 4 or 8 oclock. Extend the ball with bothhands. Get the ball to RB as deep as possible and
Dropback fake.
A: Align with toes at 7 yds. Open step (slight drop) tothe inside leg of the TE, crossover, stay on aiming point.Read block on edge, use your vision.
X: Attackside Block CornerBackside Cut-off safety
Z: Attackside Block CornerBackside Cut-off safety
11/18 Boss is an under-blocked outside stretch play run to a TE from multiple sets. We willutilize both Zone and Man blocking schemes based on the front.
NOTES:
11/18 BOSS
C
$ F
S TE T E
WM C C
F $
W
TE T E
SM C
#0
#0
SCOOP
PRO LT STR 18 BOSS PRO RT 11 BOSS
BLACK (4-3)UNDER (4-3)
FORCEBASE
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18 BOSS 11 BOSS
C
$ F
S NT
D
T W
M C
C
$ F
S
TE T E
WM C
C
$
F
S
NT
D
TW
MC
C
$
F
S
TE T EW
M
C
C
F $
W NT
M
T S
D C
C
F $
W
TE T E
SM C
C
W
F
D
NT
S
T$
MC
C
W
F
M
TE T E$
S
C
#0 #0
SCOOP ZORRO
FORCE
SCOOPTEX
#0#0
#0 #0
#0
OKIE OKIE
BLACK (4-3)BLACK (4-3)
BULLDOG (3-3) BULLDOG (3-3)
BRONCO (4-4)BRONCO (4-4)
#0
FORCE
FORCE
FORCE
CHIP
BASE CHIP
BASE
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50
Y: Rip/Reach through BS C gap.
PST: Scoop Zone Reach block
(Zone combo w/ PSG)
PSG: Scoop Uncovered Zone Combo w/ PST
C: Identify #0Rip/Reach through FS A gap.
BSG: Rip/Reach through BS A gap.
BST: Rip/Reach through BS B gap.
B/H: Block widest LB on play-side (#3). Open step(slight drop) to the inside leg of the ghost TE, crossover,stay on aiming point.
BOB = Back On Backer
Q: Open to 4 or 8 oclock. Extend the ball with bothhands. Get the ball to RB as deep as possible andDropback fake.
A: Align with toes at 7 yds. Open step (slight drop) tothe inside leg of the ghost TE, crossover, stay on aimingpoint. Read block on edge, use your vision.
X: Attackside Read-crack to SupportBackside Cut-off safety
Z: Attackside Read-crack to SupportBackside Cut-off safety
40
Y: Rip/Reach through BS C gap.
PST: Base Man Reach Block
Zorro Zone Reach Block (vs In-move DE)
PSG: Force Zone Reach block(Zone combo w/ C)
Zorro Zone Reach block
(look for DE on In-move)
C: Identify #0FS A gap to #0.
Force / Zorro Uncovered Zone combo w/FSG
BSG: Rip/Reach through BS A gap.
BST: Rip/Reach through BS B gap.
B/H: Block widest LB on play-side (#3). Open step(slight drop) to the inside leg of the ghost TE, crossover,stay on aiming point.
BOB = Back On Backer
Q:Open to 4 or 8 oclock. Extend the ball with bothhands. Get the ball to RB as deep as possible andDropback fake.
A: Align with toes at 7 yds. Open step (slight drop) tothe inside leg of the ghost TE, crossover, stay on aimingpoint. Read block on edge, use your vision.
X: Attackside Read-crack to SupportBackside Cut-off safety
Z: Attackside Read-crack to SupportBackside Cut-off safety
11/18 Bob is an under-blocked outside stretch play run to an open-side (no TE) from multiplesets. We will utilize both Zone and Man blocking schemes based on the front.
11/18 BOB
NOTES:
C
$ F
S
TE T E
WM C#0
SCOOP
SPREAD LT STR 18 BOB PRO LT 11 BOB
C
F$
W
T ETE
S MC#0
BLACK (4-3)UNDER (4-3)
FORCE
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18 BOB 11 BOB
C
$F
SN T
D
TW
MC
#0
SCOOP
OKIE
C
$ F
S NT
D
T W
MC
#0
SCOOP
OKIE
C
$F
S
T ETE
W MC #0
BLACK (4-3)
C
$ F
S
TE T E
WMC#0
BLACK (4-3)
ZORRO
C
$
F
S
N T
D
TW
MC
SCOOP
#0
BULLDOG (3-3)
C
$
F
S
NT
D
TW
MC
SCOOP
#0
BULLDOG (3-3)
C
$
F
S
T ETE
W
MC #0
BRONCO (4-4)
FORCE
FORCE
C
$
F
S
T ETE
W M
C
#0
BRONCO (4-4)
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Y: Covered Drive- block the P/S #.Uncovered Create double team with covered lineman indirection of play. Work to the 2nd level.
PST: Covered Drive- block the P/S #.
PSG: Uncovered Create double team with coveredlineman in direction of play. Work to the 2nd level.
C: Identify #0Covered Drive- block the P/S #.
BSG: Covered Drive- block the P/S #.Uncovered Create double team with covered lineman indirection of play. Work to the 2nd level.
BST: Identify BS #2BS#2 on 2nd Level - Create double team with coveredlineman in direction of play. Work to the 2nd level.
BS#2 on LOS Drive- block the P/S #.
B/H: No wider than the B gap in motion. Take aimingpoint to outside leg of the BSG. Attack the LOS and getthe EMOL on the ground.
Q: Open to 5 or 7 oclock and gain depth. Extend theball with both hands. Get the ball to RB as deep as
possible and Naked fake away.
A: Align with toes at 7 yds. Open step (slight drop) tothe inside leg of the TE, crossover, on 3rd step squareshoulders to B gap. Press the LOS and read the firstdown defender to the playside of the Center, use yourvision.
X: Block primary support
Z: Block primary support
14/15 ZONE
40
Y: Covered Drive- block the P/S #.Uncovered Create double team with covered lineman indirection of play. Work to the 2nd level.
PST: Covered Drive- block the P/S #.Uncovered Create double team with covered lineman in
direction of play. Work to the 2nd level.
PSG: Covered Drive- block the P/S #.
C: Identify #0Uncovered Create double team with covered lineman indirection of play. Work to the 2nd level.
BSG: Covered Drive- block the P/S #.
Uncovered Create double team with covered lineman indirection of play. Work to the 2nd level.
BST: Identify BS #2BS#2 on 2nd Level - Create double team with coveredlineman in direction of play. Work to the 2nd level.
BS#2 on LOS Drive- block the P/S #.
B/H: No wider than the B gap in motion. Take aimingpoint to outside leg of the BSG. Attack the LOS and getthe EMOL on the ground.
Q: Open to 5 or 7 oclock and gain depth. Extend theball with both hands. Get the ball to RB as deep aspossible and Naked fake away.
A: Align with toes at 7 yds. Open step (slight drop) tothe inside leg of the TE, crossover, on 3 rd step squareshoulders to B gap. Press the LOS and read the firstdown defender to the playside of the Center, use yourvision.
X: Block primary support
Z: Block primary support
14/15 Zone is an over-blocked inside zone play that can be run from many 1-back or 2-back sets. 14/15Zone may be choiced to a specific side or packaged with another play. VARIATION: Zone Lead (FB lead)
C
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NOTES:
#0
#0
PRO LT 15 ZONE PRO RT 14 ZONE
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Y: Same as 14/15 Zone.
PST: Same as 14/15 Zone.
PSG: Same as 14/15 Zone.
C: Same as 14/15 Zone.
BSG: Same as 14/15 Zone.
BST: Same as 14/15 Zone.
B/H: Attack the LOS and block #3. Most of the time #3will come from an outside support area.
Q: Open to 5 or 7 oclock and gain depth. Extend theball with both hands. Get the ball to RB as deep aspossible and Naked fake away.
A: Align with toes at 7 yds. Open step (slight drop) tothe inside leg of the TE, crossover, on 3rd step square
shoulders to B gap. Press the LOS and read the firstdown defender to the playside of the Center, use yourvision.
X: Block primary support
Z: Block primary support
14/15 ZONE LEAD
40
Y: Same as 14/15 Zone.
PST: Same as 14/15 Zone.
PSG: Same as 14/15 Zone.
C: Same as 14/15 Zone.
BSG: Same as 14/15 Zone.
BST: Same as 14/15 Zone.
B/H: Attack the LOS and block #3. Most of the time #3will come from an outside support area.
Q: Open to 5 or 7 oclock and gain depth. Extend theball with both hands. Get the ball to RB as deep aspossible and Naked fake away.
A: Align with toes at 7 yds. Open step (slight drop) tothe inside leg of the TE, crossover, on 3 rd step squareshoulders to B gap. Press the LOS and read the firstdown defender to the playside of the Center, use yourvision.
X: Block primary support
Z: Block primary support
14/15 Zone is an over-blocked inside zone play that can be run from 2-back sets. 14/15 Zone-Lead maybe choiced to a specific side or packaged with another play. Primarily a split-end play.
C
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WM CC
F $
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SM C
NOTES:
#0#0
PRO LT 14 ZONE LEADPRO RT 15 ZONE LEAD
BLACK (4-3) UNDER (4-3)
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15 ZONE 14 ZONE
C
$ F
S NT
D
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M C
C
$ F
S
TE T E
WM C
C
$
F
S
NT
D
TW
MC
C
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TE T EW
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C
F $
W NT
M
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C
F $
W
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SM C
C
W
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C
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$S
C
#0
#0 #0
#0
#0 #0
#0 #0
OKIE OKIE
BLACK (4-3)BLACK (4-3)
BULLDOG (3-3) BULLDOG (3-3)
BRONCO (4-4)BRONCO (4-4)
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Y: Same as 14/15 Zone.
PST: Same as 14/15 Zone.
PSG: Same as 14/15 Zone.
C: Same as 14/15 Zone.
BSG: Same as 14/15 Zone.
BST: Same as 14/15 Zone.
B: Align with toes at 4yds. Downhill step with playsidefoot Aiming at the playside leg of the Center. Receivehandoff and read the Centers block.
Q: Drop step with backside foot. Open to mid-line.Quick hand-off to FB & carry out Option fake.
A: Align with toes at 7 yds. Freeze for one count.Open step (slight drop) to the inside leg of the TE,crossover, get to pitch relationship with the QB. Carry outOption fake.
X: Block primary support
Z: Block primary support
34/35 GIVE
40
Y: Same as 14/15 Zone.
PST: Same as 14/15 Zone.
PSG: Same as 14/15 Zone.
C: Same as 14/15 Zone.
BSG: Same as 14/15 Zone.
BST: Same as 14/15 Zone.
B: Align with toes at 4yds. Downhill step with playsidefoot Aiming at the playside leg of the Center. Receivehandoff and read the Centers block.
Q: Drop step with backside foot. Open to mid-line.Quick hand-off to FB & carry out Option fake.
A: Align with toes at 7 yds. Freeze for one count.Open step (slight drop) to the inside leg of the TE,crossover, get to pitch relationship with the QB. Carry outOption fake.
X: Block primary support
Z: Block primary support
34/35 Give is an over-blocked inside zone play run to the FB in 2-back sets. 34/35 Give may be choiced toa specific side or packaged with another play. The blocking assignments are the same as 14/15 Zone.
C
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#0
#0
PRO LT 35 GIVE PRO RT 34 GIVE
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Y: Identify the Point LB. GAP
PST: Identify the Point LB. GAP
PSG: Identify the Point LB. GAP
C: Identify #0 BS ILBBackside GAP Fill for Puller
BSG: PULL Kick-pull for depth to FSLB. Insert into theLOS downhill with shoulders square.
BST: Reach frontside gap & Hinge
B/H: No wider than the B gap in motion. Aim for insideleg of PST. Insert through the C gap. If PST is covered,kick-out EMOL.
Q:Open to 5 or 7 oclock and gain depth. Extend the ballwith both hands. Get the ball to RB as deep as possibleand continue on path for Dropback pass fake.
A: Align with toes at 7yds. Slide-step to OS leg of PST.2nd step is downhill. Receive handoff and follow 2nd puller(BSG) through the C gap.
X: Block primary support
Z: Block primary support
40
Y: Drive Block INSIDE #.**Scheme can adjust based on Gameplan/DE alignment**
PST: Identify the Point LB. GAP
PSG: Identify the Point LB. GAP
C: Identify #0 BS ILBBackside GAP Fill for Puller
BSG: PULL Kick-pull for depth to FSLB. Insert into theLOS downhill with shoulders square.
BST: Reach frontside gap & Hinge
B/H: No wider than the B gap in motion. Aim for insideleg of PST. Insert through the C gap. If PST isuncovered, kick-out the OSLB/SS.
**Scheme can adjust based on Gameplan/DE alignment**
Q: Open to 5 or 7 oclock and gain depth. Extend theball with both hands. Get the ball to RB as deep aspossible and continue on path for Dropback pass fake.
A: Align with toes at 7yds. Slide-step to OS leg of PST.2nd step is downhill. Receive handoff and follow 2nd puller(BSG) through the C gap.
X: Block primary support
Z: Block primary support
22/27 Power is a GAP scheme with a double team at the point of attack to move the line ofscrimmage. Power can be run to either the TE side or split end side of the formation.
NOTES:
22/27 POWER
C
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WM C C
F $
W
TE T E
SM C
PRO LT 27 POWER PRO RT 22 POWER
BLACK (4-3)UNDER (4-3)
#1
#2 #1#2
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27 POWER 22 POWER
C
$ F
S NT
D
T W
M C
C
$ F
S
TE T E
WM C
C
$
F
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NT
D
TW
MC
C
$
F
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TE T EW
M
C
C
F $
W NT
M
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D C
C
F $
W
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SM C
C
W
F
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S
T$
MC
C
W
F
M
TE T E$
S
C
OKIE OKIE
BLACK (4-3)BLACK (4-3)
BULLDOG (3-3) BULLDOG (3-3)
BRONCO (4-4)BRONCO (4-4)
#1
#2
#1
#2
#1
#2#1 #2
#1#2
#1
#2
#1
#2#1 #2
** TE ARC - POSSIBLEGAMEPLAN ADJUSTMENT
** TE DOWN - POSSIBLEGAMEPLAN ADJUSTMENT
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Y: Identify the Point LB. GAP
PST: Identify the Point LB. GAP
PSG: Identify the Point LB. GAP
C: Identify #0 BS ILBBackside GAP Fill for Puller
BSG: PULL Flat-pull for 1st defender outside the tacklebox. Aim for PLAYSIDE # and log or kickout based onreaction.
BST: Reach frontside gap & Hinge
B/H:From I - Open step opposite (slight drop) to the outsideleg of the BST, crossover, on 3rd step plant and redirect.Read block of BSG & insert to FSLB.
From Offset Jab step, plant and redirect. Read block ofBSG & insert to FSLB.
From LOS - PULL Kick-pull for depth. Read block ofBSG & insert to FSLB.
Q:Reverse out to 5:30 or 6:30 oclock and gain depth.Extend the ball with both hands. Get the ball to RB asdeep as possible and Waggle fake away.
A: Align with toes at 7 yds. Open step opposite (slightdrop) to the outside leg of the BST, crossover, on 3 rd stepplant and redirect. Receive handoff and follow 2nd puller (Bor H) through the C gap.
X: Block primary support
Z: Block primary support
40
Y: Drive Block INSIDE #.**Scheme can adjust based on Gameplan/DE alignment**
PST: Identify the Point LB. GAP
PSG: Identify the Point LB. GAP
C: Identify #0 BS ILBBackside GAP Fill for Puller
BSG: PULL Flat-pull for 1st defender outside the tacklebox. Aim for PLAYSIDE # and log or kickout based onreaction.
**Scheme can adjust based on Gameplan/DE alignment**
BST: Reach frontside gap & Hinge
B/H:From I - Open step opposite (slight drop) to the outsideleg of the BST, crossover, on 3rd step plant and redirect.Read block of BSG & insert to FSLB.
From Offset Jab step, plant and redirect. Read block ofBSG & insert to FSLB.
From LOS - PULL Kick-pull for depth. Read block ofBSG & insert to FSLB.
Q: Reverse out to 5:30 or 6:30 oclock and gain depth.Extend the ball with both hands. Get the ball to RB asdeep as possible and Waggle fake away.
A: Align with toes at 7 yds. Open step opposite (slightdrop) to the outside leg of the BST, crossover, on 3 rd stepplant and redirect. Receive handoff and follow 2nd puller (Bor H) through the C gap.
X: Block primary support
Z: Block primary support
22/27 TREY
22/27 Trey is a counter action GAP scheme with a double team at the point of attack to move theline of scrimmage. Trey can be run to either the TE side or split end side of the formation.
C
$ F
S TE T E
WM C C
F $
W
TE T E
SM C
NOTES:
PRO LT 27 TREY ACE RT 22 TREY
BLACK (4-3)UNDER (4-3)
#1
#2 #1#2
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27 TREY 22 TREY
C
$ F
S NT
D
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M C
C
$ F
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TE T E
WM C
C
$
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C
** TE DOWN - POSSIBLEGAMEPLAN ADJUSTMENT
OKIE OKIE
BLACK (4-3)BLACK (4-3)
BULLDOG (3-3) BULLDOG (3-3)
BRONCO (4-4)BRONCO (4-4)
#1
#2
#1
#2
#1
#2#1 #2
#1#2
#1
#2
#1
#2#1 #2
** TE ARC - POSSIBLEGAMEPLAN ADJUSTMENT
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MANSCHEMES
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Y: Block Man-on Drive block the INSIDE #.
PST: Block Man-on Drive block the INSIDE #.
PSG: DOUBLE TEAMA-gap player with Center to backside LB (#1) = COG
C: Identify #0DOUBLE TEAM
A-gap player with FSG to backside LB (#1) = COG
BSG: FAN OUTCovered Block Man-on; Drive block the INSIDE #.
Uncovered combo w/ BST to next LB = SCOUT
BST: FAN OUTBSG Covered Block Man-on; Drive block the INSIDE #.
BSG Uncovered combo w/ BSG to next LB = SCOUT
B/H: Lateral first step, 2nd step down hill & attack theLOS through the A-gap. Block the frontside, inside LB;INSIDE # aiming point.
Q: Reverse pivot, open with backside foot to 6 oclock.Extend the ball with ONE hand. Get the ball to RB as
deep as possible and Dropback fake behind PSG.
A: Align with toes at 7 yds. Lateral step to the insideleg of the PSG, downshill on 2nd step to the A-gap. Pressthe LOS and read the double-team.
X: Block primary support
Z: Block primary support
40
Y: FAN OUTCombo w/ FST to outside LB / support = CHIP
PST: FAN OUTCombo w/ TE to outside LB / support = CHIP
PSG: FAN OUTBlock Man-on Drive block the INSIDE #.
C: Identify #0DOUBLE TEAM
A-gap player with BSG to backside LB (#0) = A
BSG: DOUBLE TEAM
A-gap player with Center to backside LB (#0) = A
BST: Block Man-on Drive block the INSIDE #.
B/H: Lateral first step, 2nd step down hill & attack theLOS through the A-gap. Block the frontside, inside LB;INSIDE # aiming point. In a 4-3 defense, we will block themiddle LB.
Q: Reverse pivot, open with backside foot to 6 oclock.Extend the ball with ONE hand. Get the ball to RB asdeep as possible and Dropback fake behind PSG.
A: Align with toes at 7 yds. Lateral step to the insideleg of the PSG, downshill on 2nd step to the A-gap. Pressthe LOS and read PSGs block to the backside double-team.
X: Block primary support
Z: Block primary support
24/25 ISO
24/25 Iso is an under-blocked inside isolation play that utilizes a man blocking scheme that will alwaysemploy a double-team and a fan. 24/25 Iso is run from 2-Back sets. We will double team the A-gap playerin the front. The FB leads through on the frontside LB. 24/25 Iso may be choiced or packaged.
C
$ F
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F $
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NOTES:
#0
#0
PRO LT 25 ISO PRO RT 24 ISO
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25 ISO 24 ISO
C
$ F
S NT
D
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M C
C
$ F
S
TE T E
WM C
C
$
F
S
NT
D
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MC
C
$
F
S
TE T EW
M
C
#0
#0
#0
#0
OKIE
BLACK (4-3)
BULLDOG (3-3)
BRONCO (4-4)
C
$F
SN T
D
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MC
C
$F
S
T ETE
W MC
C
$
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$
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#0
#0
#0
#0
OKIE
BLACK (4-3)
BULLDOG (3-3)
BRONCO (4-4)
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Y: Frontside - Block Man-on Drive block the INSIDE #.Backside Reach frontside gap & Hinge
PST: Block Man-on Drive block the INSIDE #.
PSG: DOUBLE TEAMA-gap player with Center to backside LB (#1) = COG
C: Identify #0DOUBLE TEAM
A-gap player with FSG to backside LB (#1) = COG
BSG: FAN OUTCovered Block Man-on; Drive block the INSIDE #.
Uncovered Block out; fill for pulling BST
BST: PULL Kick-pull for depth to FSLB. Insert into theLOS downhill with shoulders square.
B/H: No wider than the B gap in motion. Take aimingpoint to outside leg of the BSG. Allow BST to clear, attackthe LOS and get the C-gap defender on the ground.
Q:Reverse out to 5:30 or 6:30 oclock and gain depth.Extend the ball with both hands. Get the ball to RB as
deep as possible and Naked fake away.
A: Align with toes at 7 yds. Open step opposite (slightdrop) to the outside leg of the BST, crossover, on 3 rd stepplant and redirect. Receive handoff and follow pullingTackle.
X: Block primary support
Z: Block primary support
40
Y: FAN OUTCombo w/ FST to outside LB / support = CHIP
PST: FAN OUTCombo w/ TE to outside LB / support = CHIP
PSG: FAN OUTBlock Man-on Drive block the INSIDE #.
C: Identify #0DOUBLE TEAM
A-gap player with BSG to backside LB (#0) = A
BSG: DOUBLE TEAMA-gap player with Center to backside LB (#0) = A
BST: PULL Kick-pull for depth to FSLB. Insert into theLOS downhill with shoulders square.
B/H: No wider than the B gap in motion. Take aimingpoint to outside leg of the BSG. Allow BST to clear, attackthe LOS and get the C-gap defender on the ground.
Q:Reverse out to 5:30 or 6:30 oclock and gain depth.Extend the ball with both hands. Get the ball to RB as
deep as possible and Naked fake away.
A: Align with toes at 7 yds. Open step opposite (slightdrop) to the outside leg of the BST, crossover, on 3 rd stepplant and redirect. Receive handoff and follow pullingTackle.
X: Block primary support
Z: Block primary support
24/25 TED
24/25 Ted is an under-blocked inside isolation play with misdirection backfield action. It can be run fromboth 2-Back or 1-Back sets, and utilizes a man blocking scheme that is identical to 24/25 Iso on thefrontside. The BST leads through on the frontside LB. 24/25 Ted may be choiced or packaged.
C
$ F
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WM C C
F $
W
TE T E
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NOTES:
#0
#0
PRO LT 25 TED PRO RT 24 TED
BLACK (4-3)UNDER (4-3)
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25 TED 24 TED
C
$ F
S NT
D
T W
M C
C
$ F
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WM C
C
$
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D
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C
$
F
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#0
#0
#0
#0
OKIE
BLACK (4-3)
BULLDOG (3-3)
BRONCO (4-4)
C
$F
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#0
#0
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OKIE
BLACK (4-3)
BULLDOG (3-3)
BRONCO (4-4)
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50 (3-DOWN FRONT)
T: Block Man On Pass set to the INSIDE # and turn thedefender to the outside. Allow him to come up the field.
G: Callside PULL Kick-pull for depth to FSLB. Insertinto the LOS downhill with shoulders square.
Offside - DOUBLE TEAM - A-gap player with Center tobackside LB = COG
C: Make the LARRY or ROGER call. Make the calltowards where the Nose is shaded or where you think hewill drive.
G: Callside PULL Kick-pull for depth to FSLB. Insertinto the LOS downhill with shoulders square.
Offside - DOUBLE TEAM - A-gap player with Center tobackside LB = COG
T: Block Man On Pass set to the INSIDE # and turn thedefender to the outside. Allow him to come up the field.
Q: Gun - Catch snap, Fake pass, pause for a 1-count,and hand the ball to the RB.
Under Center Full 5-step drop, plant and hand ball to RBon the right-hand side.
SELL PASS look at Safeties
A: Fake 61/68 protection for a 1-count. Receive handoffand GET TO MIDLINE. Read and react to blocks.
X: Block nearest overhang defender on 2nd level.
K: Block nearest overhang defender on 2nd level.
W: Block primary support.
Z: Block primary support.
40 (4-DOWN FRONT)
T: Block Man On Pass set to the INSIDE # and turn thedefender to the outside. Allow him to come up the field.
G: Callside PULL Kick-pull for depth to FSLB. Insertinto the LOS downhill with shoulders square.
Offside - Block Man On Pass set to the INSIDE # andturn the defender to the outside. Allow him to come up thefield.
C: Make the LARRY or ROGER call. Make the calltowards the tighter of the two DL.
G: Callside PULL Kick-pull for depth to FSLB. Insertinto the LOS downhill with shoulders square.
Offside - Block Man On Pass set to the INSIDE # andturn the defender to the outside. Allow him to come up thefield.
T: Block Man On Pass set to the INSIDE # and turn thedefender to the outside. Allow him to come up the field.
Q: Gun - Catch snap, Fake pass, pause for a 1-count,and hand the ball to the RB.
Under Center Full 5-step drop, plant and hand ball to RBon the right-hand side.
SELL PASS look at Safeties
A: Fake 61/68 protection for a 1-count. Receive handoffand GET TO MIDLINE. Read and react to blocks.
X: Block nearest overhang defender on 2nd level.
K: Block nearest overhang defender on 2nd level.
W: Block primary support.
Z: Block primary support.
Draw is a 5-man in the box draw play that is primarily utilized in our 2-Minute package. It is strictly donefrom Queens personnel. It is a man blocking scheme that uses draw-action in the backfield. One Guard willpull to lead through to the 2nd level based on the leverage of the front the defense presents. There is nofront-side or number associated with the play.
DRAW
NOTES:
GUN QUEENS LT FARDRAW
GUN QUEENS LTDRAW
C
$ F
S
NT
D
T
WMC
OKIE
ROGER
C
$ F
S
TE T E
WM C
BLACK (4-3)
ROGER
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DRAW
C
$ F
S
NT
D
T
WMC
C
$ F
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WM C
C$
F
S
NT
D
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WMC
C
$
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OKIE
BLACK (4-3)
BULLDOG (3-3)
BRONCO (4-4)
ROGER
ROGER
ROGER
ROGER
C
$F
S
N T
D
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C
$F
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W MC
C$
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OKIE
BLACK (4-3)
BULLDOG (3-3)
BRONCO (4-4)
LARRY
LARRY
LARRY
LARRY
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50
PST: Block Man On Pass set to the INSIDE # and turnthe defender to the outside. Allow him to come up thefield.
PSG: Set as the front-side of 61/68 Protection rules,power-set to the A-Gap. Transition to a drive block after a1-count.
C: **First covered lineman in the slide is the fold player**K-set to the A-Gap, punch NG with backside hand. Lookto LB, make HOLD call if LB plugs. If LB does not plug,drop-step and fold for LB (CAGE).
BSG: Set as the slide-side of 61/68 Protection rules,kick-set to the B-Gap. Look for 5-technique on the in-move. Make HOLD call if LB plugs.
BST: Set as the slide-side of 61/68 Protection rules,kick-set to the C-Gap. Look for any edge threat. MakeHARD call versus edge pressure.
Q: Gun - Catch snap, Fake pass, pause for a 1-count,and hand the ball to the RB.
Under Center Full 5-step drop, plant and hand ball to RBon the right-hand side.
SELL PASS look at Safeties
A: Fake 61/68 protection for a 1-count. Receive handoff
and get to the bubble. Read and react to blocks.
B: Fake 61/68 protection for a 1-count. Attack the LOSthrough the A-gap. Block the frontside, inside LB; INSIDE# aiming point.
X: Block nearest overhang defender on 2nd level.
W: Block primary support.
Z: Block primary support.
40
PST: Block Man On Pass set to the INSIDE # and turnthe defender to the outside. Allow him to come up thefield.
PSG: Block Man On Pass set to the INSIDE # andturn the defender to the outside. Allow him to come up thefield.
C: Set as the slide-side of 61/68 Protection rules, kick-setto the A-Gap. Make HOLD call if LB plugs. Transition toa drive block after a 1-count.
BSG: **First covered lineman in the slide is the fold player**K-set to the B-Gap, punch DT with backside hand. Lookto LB, make HOLD call if LB plugs. If LB does not plug,drop-step and fold for LB (BOX).
BST: Set as the slide-side of 61/68 Protection rules,kick-set to the C-Gap. Look for any edge threat. MakeHARD call versus edge pressure.
Q: Gun - Catch snap, Fake pass, pause for a 1-count,and hand the ball to the RB.
Under Center Full 5-step drop, plant and hand ball to RBon the right-hand side.
SELL PASS look at Safeties
A: Fake 61/68 protection for a 1-count. Receive handoff
and get to the bubble. Read and react to blocks.
B: Fake 61/68 protection for a 1-count. Attack the LOSthrough the A-gap. Block the frontside, inside LB; INSIDE# aiming point.
X: Block nearest overhang defender on 2nd level.
W: Block primary support.
Z: Block primary support.
LEAD DRAW
Lead Draw is a 2-Back draw play off of our 61/68 Protection. This play will primarily be run from Spread
C
$ F
S
NT WT
DM C C
F $
W
TE T E
SM C
NOTES:
GUN SPREAD LT68 LEAD DRAW LT
GUN SPREAD RT61 LEAD DRAW RT
BLACK (4-3)OKIE (3-4)
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68 LD DRAW LT 61 LD DRAW RT
C
$ F
SNT
D
T W
MC
C
$ F
S
TE T E
WM C
C
$
F
S
NT
D
T W
MC
C
$
F
S
TE T EW
M
C
OKIE
BLACK (4-3)
BULLDOG (3-3)
BRONCO (4-4)
!
!
C
$F
SN T
D
TW
MC
C$
F
S
T ETE
W M
C
C
$
F
S
N T
D
TW
M
C
C
$
F
S
T ETEW
M
C
OKIE
BLACK (4-3)
BULLDOG (3-3)
BRONCO (4-4)
!
!
!
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OPTIONSCHEMES
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Y: EMOL Rule - avoid OLB and work to the 2nd level(Rip). Seal the frontside LB. We will option the EMOL.
PST: TE Side Scoop Reach block (Zone combo w/PSG)
SE Side EMOL Rule - avoid T and work to the 2 nd level(Rip). Seal the frontside LB. We will option the EMOL.
PSG: Scoop Reach block (Zone combo w/ PST)
C: Identify #0Rip/Reach through FS A gap.
BSG:Rip/Reach through BS A gap.
BST: Rip/Reach through BS B gap.
B/H: Secure 2nd level to 3rd level.
Q:Under Center - Drop step with backside foot. Open tomid-line & press the edge.
Gun - Catch the ball & open step with playside foot aimingat the option defender.
**Attack the option keys outside shoulder to force adecision. Pitch off of his reaction.
A: Under Center - Align with toes at 7 yds. Open step(slight drop) to the inside leg of the TE, crossover, get topitch relationship with the QB.
Gun (1-back) - Align with toes at QBs heels. Dropstepwith backside foot, open step & crossover, work to pitchrelationship on 3rd step.
Gun (2-back) Open and drop playside foot. Workbehind QB to pitch relationahip.
OUTSIDE WR: Attackside Block CornerBackside Cut-off safety
INSIDE WR: Block Over-hang
40
Y: EMOL Rule - avoid E and work to the 2nd level (Rip).Seal the frontside LB. We will option the EMOL.
PST: EMOL Rule - avoid E and work to the 2nd level(Rip). Seal the frontside LB. We will option the EMOL.
PSG: Force Zone Reach Block(Zone combo w/Center)
C: Identify #0FS A gap to #0.
Force Uncovered Zone combo w/FSG
BSG: Rip/Reach through BS A gap.BST: Rip/Reach through BS B gap.
B/H: Secure 2nd level to 3rd level.
Q:Under Center - Drop step with backside foot. Open tomid-line & press the edge.
Gun - Catch the ball & open step with playside foot aimingat the option defender.
**Attack the option keys outside shoulder to force adecision. Pitch off of his reaction.
A: Under Center - Align with toes at 7 yds. Open step(slight drop) to the inside leg of the TE, crossover, get topitch relationship with the QB.
Gun (1-back) - Align with toes at QBs heels. Dropstepwith backside foot, open step & crossover, work to pitchrelationship on 3rd step.
Gun (2-back) Open and drop playside foot. Workbehind QB to pitch relationahip.
OUTSIDE WR: Attackside Block CornerBackside Cut-off safety
INSIDE WR: Block Over-hang
11/18 OPTION
11/18 Option is an under-blocked zone play to attack the edge. It can be run from the gun or under center, to a TE oran open side (split-end), & can be run from 1-Back or 2-Back sets. Option may be choiced or packaged. We willoption EMOL (End Man On the Line) unless the play is tagged (11/18 Option-LB).
C
$ F
S
TE T E
WM C
NOTES:
#0
GUN JOKER LT FAR11 OPTION
BLACK (4-3)
FORCE
C
$ F
S TE T E
WM C#0
SCOOP
PRO LT STR 18 OPTION
UNDER (4-3)
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18 OPTION 11 OPTION
C
W
F
D
NT
S
T
$MC
C
W
F
M
TE T E$
S
C
C
$ F
S
TE T E
WM C
C
$
F
S
NT
D
T W
MC
C
F W
S
TE T E
$ M
C
#0
#0 #0
#0 #0
BLACK (4-3)
BULLDOG (3-3) BULLDOG (3-3)
BRONCO (4-4)BRONCO (4-4)
C
$ F
S NT
D
T W
M C#0
SCOOP
OKIE
FORCE
C
$ F
S
TE T E
WM C#0
BLACK (4-3)
SCOOP SCOOP
** Identify Will as EMOL
FORCE
** Identify T as EMOL
C
$F
S
N T
D
TW
MC#0
OKIE
FORCE
FORCE
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50
Y: Attackside EMOL Rule. Secure 2nd level to 3rdlevel.
Backside Zone rules
PST: Covered Reach block the P/S #.**EMOL Rule if your assignment by your zone-rule countputs you on the end man on the LOS, avoid yourassignment and work to the 2nd level (Rip). Seal thefrontside LB. We will option the EMOL.
PSG: Uncovered Create double team with coveredlineman in direction of play. Work to the 2nd level.
C: Identify #0Covered Reach block the P/S #.
BSG: Covered Reach block the P/S #.Uncovered Create double team with covered lineman indirection of play. Work to the 2nd level.
BST: Identify BS #2BS#2 on 2nd Level - Create double team with coveredlineman in direction of play. Work to the 2nd level.
BS#2 on LOS Reach block the P/S #.
B: Align with toes at 4yds. Downhill step with playsidefoot aiming at the playside leg of the Center. Fake
handoff.
Q: Drop step with backside foot. Open to mid-line. Fakehand-off to FB & press the edge. Option off of the endman on the LOS (EMOL).
A: Align with toes at 7 yds. Freeze for one count.Open step (slight drop) to the inside leg of the TE,crossover, get to pitch relationship with the QB.
X: Block primary support
Z: Block primary support
3