Wednesday, November 18, 2009

COACHES CHECKLIST FOR OFFENSIVE GAME PLANNING

COACHES CHECKLIST FOR OFFENSIVE GAME PLANNING
by Hank Schrader, Bellevue (WA) High School - The Coaches Checklist for Offensive Game Planning

• Offensive Strategy
• Running Attack
• Passing Attack
• Developing a game plan

OFFENSIVE STRATEGY
Balance- what kind of balance of run to pass plays ratio do you want
Diversity- multiple points of attack
Flexibility- an ability to adjust plays to attack defensive schemes and weaknesses
Deceptiveness- using run and pass plays that look alike to confuse defenses
- Switching assignments on same play

OFFENSIVE EMPHASIS:
Attack- Strike the first blow
Dictate- force the defense to match your formation and game tempo
Execution- you win by how well you performed the designed play
Be unpredictable- confused defenses play slow

STYLES OF PLAY:
Field Position Theory- play calls designed by field position
Ball Control Theory- 3 yards and a cloud of dust, keep away from opponent
Big Play Theory- chop away then go for the big play
Running Game Theory- run the ball more
Passing Game Theory- throw the ball more unless forced to

RUNNING ATTACK
ESTABLISHING THE RUN
YOUR RUN GAME NEEDS 3 KIND OF PLAYS:
Power Game- getting more players to the point of attack than the defense
Speed Game- Plays in which the ball carrier quickly attacks the L.O.S. before the defense can react
Finesse Game- plays based on misdirection to fool the defenders

12 QUESTIONS TO CONSIDER WHEN FORMING YOUR RUNNING ATTACK:
1. What plays should we run ?
2. Where should we run the play ?
3. We should we avoid running ?
4. How can we dictate defensive alignments by our formations, shifts, and motions ?
5. How many yards rushing are needed to win the game ?
6. How many times do we want to run ?
7. How many practice reps do we need to accomplish our goal?
8. How many different sets do we need to win this game?
9. How many tight end and split end formations do we need to use to win ?
10. How will field position change our running game (both hash marks and by vertical field positions)
11. Do we need an audible run plan for this game?
12. What is our plan for the following situations :
- Short yardage
- Goal line
- Danger zone
- Red zone
- 2 minute offense
- Slow down offense
- 2 point conversions
- Must have first downs
- Killing the clock

RUNNING STRATEGY BY DOWN AND DISTANCE:
FIRST AND 10:
- Use your best ball carrier
- Quick hitting dives and traps
- Try for positive runs of 3-5 yards or sweeps to the outside for a sure gain
- Defenses vary looks on first down- sweeps, zone, toss

SECOND AND LONG:
- Use high % runs to get into 3rd and medium/short situation
- Counters, reverses, bootlegs
- Run/Pass option plays are excellent
- Draws can be successful since defenders will make their drops sooner and deeper
- Play action passes

THIRD AND LONG (10 or MORE)
- Use your fastest ball carrier with big play potential
- Need to designate plays with big play potential
- Avoid screens and draws (Defenses expect this)
- Run pass option plays
- Must prepare players mentally for this situation

2nd 3RD AND 7-10
- Spread the field if possible and use traps or counters
- Use the back with the best chance of getting the first down
- Quick toss plays
- 3 step pass game

3RD AND 4-6
- DEFENSES often use their best formation/call in this situation so go with your best call
- Force the defense out of their comfort zone by forcing a switch in alignment, or tempo
- Your runner must get up field on one cut, no dancing
- Often the defense will blitz so consider a run-pass option play

3rd and SHORT (3 or less)
- Power type plays with lead blocker (iso, belly, power)
- Run away from opponents strength
- Use most consistent back and best blockers
- Change up cadences (go on first sound or 2 or 3)

- RUNNING STRATEGY BY DOWN AND DISTANCE:
RED ZONE (opp. 25 AND IN)
- Anticipate man coverage, use quick hitters and more consistent plays
- Give the ball to the 2nd back using lead blocker type plays
- Anticipate blitzes: use draws, traps, screens, and tricks possibly

RED ZONE (15 and IN)
- Consider roll out, sprint passing game, with possiblility of QB run
- Make the defense defend the entire field with counters, reverses, sweeps
- Attack weakest links of defenses
- Use the run to set up the pass (sweep then fake sweep bootleg pass)

DOWN AND GOAL RED ZONE
- Eliminate mistakes
- Best back should run behind best blockers
- Protect the football and eliminate extra ball handling
- Run your best plays
- Must score

DANGER ZONE - BACKED UP (your own 30 to your own goalline)
- Use quick hitters with most reliable back
- Avoid slow to develop plays
- If on the goaline, you must gain at least 5 yards for the punter to not be crowded

COMPOENENTS FOR BUILDING A SUCCESSFUL PASSING GAME:
• You must develop a wide (horizontal) and deep (vertical) game
• A TOTAL PASS PACKAGE includes: drop back passes (3, 5, 7, 9, step drops), quick passes, sprint out passes, play action passes, screens, and some sort of blitz control
• Time to throw is critical meaning you can’t throw it if you can’t block it

12 QUESTIONS TO CONSIDER WHEN FORMING PASS GAME PLAN:
1. What pass plays should we run
2. Where should we pass
3. Where should we avoid passing
4. How can we make the defense change alignment by motions, shifts, and formations
5. How many yards passing do we need to win the game
6. How many times do we want to pass
7. How many practice reps do we need to accomplish these goals
8. How many different sets to we need for this game
9. How many tight end or split end sets do we need
10. How will field position change our passing game
11. Do we need an audible pass plan for this game
12. What is our plan / call for certain situations

PASSING ATTACK BY DOWN AND DISTANCE:
1st and 10:
- Use play action passes that look like run plays
- Utilize high % quick throws (3 step game)
- Qb must not take a sack
- Defenses vary their looks the most in this situation so disguise high % plays

2nd and long:
- Use high % calls to get to 2nd and medium or less
- Have your qb use rhythm throws of 3 or 5 step drops with an option to 2nd level if short receivers are covered
- This is a blitz down, use a hot receiver
- Delay routes are effective, DBs use drops sooner and deeper

3rd and 12 or more:
- deep flag routes are usually high % throws, switch routes, dig routes, are also very good
- consider hook routes and running plays vs. soft zone
- Consider keeping one blocker in to give QB time and play call to develop

3rd and 7-10
- Possible blitz situation- Think Max Protection
- Use hooking routes vs. zone coverage and comeback routes on boundaries vs. man
- Short crosses and delays are also good in this situation
- QB has more time to wait for WRs to get open, WHY? A sack on 3rd down is not as bad as a sack on other downs

3rd and 4-6
- Defenses are going to use their best call, QB and WR pre snap reads are critical
- WR must be aware of first down marker and run route accordingly
- WR must get up field after catch
- Common blitzing down, have a hot receiver

3rd and 3 or less
- Expect tight coverage, so WR must push hard to get up field, Teach WRS to get up field and break contact at LOS
- Hot receiver must always be ready for the ball
- Out routes in the flats should be ran at least 1 yard pass first down marker

PASSING ATTACK BY ZONE (FIELD POSITION)
Red Zone (25 and in)
- Anticipate man coverage
- Use at least 1 play with possible TD ability
- Anticipate blitzes , think hot routes, and protection adjustments

Red Zone (15 and in)
- Use crossing routes and attack corners of endzone – teach QB to lead receivers when throwing into this area
- Have a blitz plan
- Recievers must know to find the back of the endzone if original route breaks down
- Use distinct receiver breaks and push hard – reduced room = tighter coverage

Red Zone (down and goal)
- Receivers must run all routes over the goaline
- Use crossing and play action routes
- QB must not take a sack, get rid of the ball
- Misses must be outside and deep, do not throw off the back foot or late
- Recievers must work to get to the back of the endzone if route breaks down
- Expect tight coverage, teach receivers how to break free

Danger Zone - Backed up (your 30 and in)
- Have a hot receiver ready in case of blitz
- Use isolation routes on the edges away from traffic
- Use max protection to give your QB time

DEVELOPING AN OFFENSIVE GAME PLAN
9 Steps for Developing your Game Plan:
1. Break down game film of your opposition
2. Self scouting is crucial
3. Gather printed scouting material
4. Create scouting reports
5. Diagram / staff chalk talk
6. Develop the game plan
7. Educate your players
8. Design the practice
9. Execute the game plan

• GAME FILM OF YOUR OPPOENENT:
What is their basic defensive scheme ?
Do they play passively or attack ?
What are their situational defenses ?
What are their tendencies by field position, formation, and down & distance ?

• SELF SCOUTING
Are you faking well ?
Do you run the same exact play in the same exact situation ?
Do you substitute one player than give him the ball ?
Is your team predictable ?

• GATHER PRINTED SCOUTING MATERIAL
With your film breakdown determine:
Their best players by position
Who is their best tackler, best pass rusher, best coverage player
Relative strength of DLs, LBs, DBs
Key backups and situational subs
Tip offs such as blitz alignments
Position techniques of opponents such as favorite moves

• CREATE SCOUTING REPORT
Profile the opposition by: height, weight, starters, numbers, class, best and worst players
Diagram defensive fronts and coverages with notes for players
List play % on fronts, coverages, blitzes, by down and distance, and field position
Tell your team what they must do to win

• DIAGRAM / STAFF CHALK TALK
Staff needs to focus on play selection and blocking schemes
Select your play list from master play list and adjust blocking scheme if necessary
Consider developing a list of best plays versus certain defenses/fronts

• DEVELOPING THE GAME PLAN
Two Types of Game Plans:
Situational - plays organized by down and distance
Script- pre determined plays from a script with a plan for situations that call to go off script

• EDUCATE YOUR PLAYERS
Its not what you know, its what they know
If you have a film session reviewing previous game, afterwards have a quick overview of upcoming game
Monday- give out scouting report, only include information that players will need to succeed
Practice new plays or seldom used plays , handouts with blocking adjustments helpful
Keep education process going Tuesday and Wednesday with final review on Thursday

• DESIGNING PRACTICES
Monday: individual and group skills, some team front and coverage recognition
Tuesday: features group and team units with the 1st team look at scout defense (scripted), adjust game plan if needed
Wednesday: Team live vs. scout in scripted special situations
Thursday: Run through script vs bags, make sure each play is executed perfectly, if I do not run a play 10 times in practice, I will not use it in a game
How you accomplish this task is not as important as establishing a practice routine that your players know and understand

• EXECUTING THE GAME PLAN
Get a moment alone to practice your play calling while watching film. Before a team meeting, check in with the booth coaches to review game plan and forms and to insure they know what to look for. Review the game plan with the team and any last minute reminders. Game time communication- develop sound techniques and procedures. Look for early adjustments and fix them quickly. At the end of each series coaches must provide feedback, make sure players know what is expected

Halftime adjustments: What were our most successful plays (CHART PLAYS !) Why ? What must we do to win this game?
Never forget the players. Its not the X and Os, it’s the Jimmies and Joes. If you got a stud, make sure you use him all you can despite criticism.

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