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GUN RUNS

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It is a multiple formation, motioning, offense ... 202 / 208 'LOCO' (CRAZY OPTION) CRAZY OPTION- Now, if you can picture the shuttle, now imagine that the play ... – PowerPoint PPT presentation

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Title: GUN RUNS


1
GUN RUNS
  • By Coach Walter Haworth

2
What is the Gun Run Game?
  • The Gun Run Game is from a three wide receiver,
    two back set.
  • It is a multiple formation, motioning, offense
    whose run game is based both upon the option, and
    a power run game.
  • It is easily adapted to a No-Huddle Attack.
  • It is easily adapted to offensive systems that
    are already in place.
  • Success is realized through technique and
    confidence, not overpowering size and strength.

3
Why the Gun Run Game?
  • By forcing the defense to cover the entire field,
    ganging-up on the ball carrier is reduced.
  • Line play is simplified by reducing the defensive
    front and limiting the number of blocking
    schemes.
  • More repetitions are afforded the line, due to
    fewer different schemes.
  • More repetitions means technique can be
    emphasized.
  • Blocks are delivered confidently, due to a
    concrete understanding of assignment.
  • Runs are varied through different backfield
    actions.

4
Gun Run Game
  • Whether you install just a small portion, or the
    whole enchilada, you will find immediate success
    with these Gun Runs. Non-Option type
    Quarterbacks suddenly can have success running
    simple options. Plus, they are in gun for the
    passing game.
  • Defenses have to choose their poison
  • -Gang up on the run game, and get picked
    apart by quick passes, OR
  • -Stay in some sort of Cover 2 shell, and get
    gutted up the middle.
  • Here is the first Scheme The CHIP SERIES

5
Chip Series
  • PT- (Play-side Tackle) Always step with inside
    foot toward nearest down lineman (3 or 1), if it
    is a 3 tech, combo up to the Mike, keeping head
    up to track the MIKE. If it is a 1 or 2i, take
    step making sure the 1 or 5 does not stem across
    guards face. Then head directly up-field for the
    Mike or near ILB...remembering he will be
    flowing.
  • PG- Step with inside foot to either combo the 3
    or was the 1...if a stunt appears in the A Gap,
    wash it down.
  • C- Block back. Block nearest down lineman on
    backside. If it is a 3 tech, you must block flat
    down the line, and not gain a single inch.
  • BG- pull and hug the double team. He must stay
    low and hug the inside as tight as possible in
    case the Mike slips through...the BG should be
    looking for the play-side backer, and should
    drive him out of the hole. If he stays low, the
    block should be rising, and the feet must remain
    moving. If no LB appears, stay on 45 degree
    angle (stay on track) and pick off any secondary,
    but DO NOT CHASE!
  • BT- Gap/Hinge, Step into backside B gap and look
    for blitz. If there is a 3 tech, punch him for
    the Center, and Hinge back to the DE, wheeling
    him up-field.
  • FB- Fit motion behind play-side guard, and kick
    out DE with up-field shoulder. Stay low and
    drive feet. (On Trade, you must stop motion
    between backside guard and tackle, so guard can
    pull and kick, and you can hug the double.)
  • CHIP and TRADE are the same blocking scheme
    except on TRADE, the FB and Guard trade
    assignments (this is our counter). You cannot
    get a kick block by a FB from 5 yards deep
    aligned on inside leg of tackle, so he must be
    motioned. This motioning is used an many plays
    to avoid giving run call away, and TRADE goes
    away from where the FB motions to, while POWER
    obviously goes toward where the FB motions
    towards.

6
Chip Series
  • To 1-Technique

7
Chip Series
  • To 3-Technique

8
Chip Series
  • The reason I have not drawn a block on the end,
    is because there are many ways to deal with him.
    You can kick him with a Fullback, you can option
    him uphill or downhill, or you can have the
    Fullback and Guard Trade, and kick him with the
    guard while the Fullback hugs the double.
  • Both 2 and 3 represent the off-tackle hole to the
    right, but 2 is direct backfield action (power),
    while 3 is counter action. 8 and 7 are the same
    way on the left off-tackle hole. So our Powers
    end in 2 or 8, and our Counters end in 3 or 7.
    Speed option end in 1 / 9, and we run triple
    ending in 4 / 6
  • So 242 is Chip Series / Tailback / Power Right.
  • 217 is Chip Series / Quarterback / Counter
    Left
  • The line just listens for the first and last
    numbers and if Trade is called. They either
    Chip Right (200 a last less than 5), or Chip
    Left (200 a last more than 5).

9
Chip Series
  • Example Fred Right 243 Trade
  • Fred Right Formation
  • 243 Chip / Tailback / Right Counter Action

10
Chip Series
  • 211 / 219 (SPEED / LEAD OPTION)
  • LEAD OPTION - FB Leaves the DE and blocks the
    force player OLB. Since there is a pulling guard,
    if the QB keeps because the DE widened, he has a
    lead blocker in the BG. This alleviates the
    problems with a team who has the DE widen, but
    moves the Will in occasionally. This 'stunt' will
    cause a QB to keep often, but he ends up getting
    tackled by the WILL. The pulling guard now blows
    up the WILL.
  • Fred Right Weak, F-Crazy, 211

11
Chip Series
  • 211 / 219 (SPEED / LEAD OPTION)
  • Twins Right Weak 219

12
Chip Series
  • 234 / 236 (TRIPLE OPTION)
  • TRIPLE OPTION- TRUE triple from gun...averaging
    14yds / attempt
  • this year! If FB gets the ball, he has a lead
    blocker in the BG!
  • Twins Right Weak 236

13
Chip Series
  • 242 / 48 (TB POWER)
  • Fred Right, F-Crazy, 242

14
Chip Series
  • 242 / 48 Trade (TB POWER)
  • Ram Weak 248 Trade

15
Chip Series
  • 212 /18 TRADE
    (QUARTERBACK POWER)
  • We run this 2 different ways, each is nasty. We
    either fake Q-Pitch to TB who then heads downhill
    to block, after fake, QB heads downhill (DE
    always widens and gets ear-holed) or can fake
    roll-out by QB taking classic counter steps
    towards the roll-out (open, crossover, plant,
    head straight downhill). This action also widens
    the DE and he gets ear-holed. You can also empty
    out the backfield, motion the FB and run the QB
    on direct power action behind FB.
  • Fred Right Weak, 212 Trade

16
Chip Series
  • 212 /18 TRADE Q (QUARTERBACK
    POWER)
  • Quarterback fakes the quick pitch action, and
    heads downhill. Tailback swings and fakes
    looking for the pitch. Quarterback heads
    straight downhill.
  • Fred Right
    Weak, F-Idiot, 212 Trade Q

17
Chip Series
  • 213 / 17 TRADE (QUARTERBACK
    COUNTER)
  • QB TRADE (COUNTER)- On this play, TB fakes the
    hand-off (we often run this after FB motions like
    power) and QB pulls and follows FB though the
    hole. We also run this after widening out the TB
    to create empty with FB motioning, then we just
    have the QB jab to roll to the trips side, and
    head back the other way behind the FB.

  • Ram, 217 Trade

18
Chip Series
  • 213 / 17 TRADE (QUARTERBACK
    COUNTER)
  • Ram, T2, 217
    Trade

19
Chip Series
  • 243 / 47 TRADE (TAILBACK
    COUNTER)
  • TB TRADE (COUNTER) On this, the TB can come
    from either side by taking a jab step outward and
    coming back across to the other side, or by
    faking power across QB's face, but upon receiving
    the ball, he heads back to the side he started
    on. Steps are same as classic counter Open,
    Crossover, Plant.

  • Ram, 247 Trade

20
Chip Series
  • 243 / 47 TRADE (TAILBACK
    COUNTER)
  • Ram Weak, 247
    Trade

21
Chip Series
  • 202 / 208
    (SHUTTLE PASS)
  • SHUTTLE PASS- Since we roll often (small line),
    we incorporate a shuttle pass. We roll with the
    FB 1x1 off the line to the roll side, or in the
    backfield, leading downhill. If the TB is in the
    backfield to the opposite side of the roll, we
    have him help shore up backside A GAP (this sets
    up throwback screen). Or, we have the TB 1x1 off
    the backside of the line and let him help again
    with backside pursuit (he gets a breather). From
    either of these spots, he can run shuttle.
  • The QB rolls just like it was a roll-out pass,
    only the blocking is the same as POWER. The only
    difference is that the FB leads the QB as if it
    were a sweep, so no one blocks the DE. The BG
    pulls with the TB fitting in right behind him.
    If the DE widens to stop the QB, he just pitches
    downhill to the TB, if the DE sniffs the play
    out, the QB runs sweep against a secondary who
    just sees roll-out action. This play is enhanced
    if your receivers know how to cross block a cover
    2 secondary. This play goes for huge yards, and
    will frustrate the heck out of DE's if combined
    with Q-Pitch, the 2 QB Trades, and a consistent
    roll-out attack. Most DE's that play us leave
    shaking their heads, because we hit'em from all
    sides.... literally... no matter what they do,
    they are wrong!

22
Chip Series
  • 202 / 208 (SHUTTLE PASS)
  • Spread Right, 202

23
Chip Series
  • 202 / 208 LOCO
    (CRAZY OPTION)
  • CRAZY OPTION- Now, if you can picture the
    shuttle, now imagine that the play remains
    identical, except the lead FB bubble and becomes
    a pitch back. Now if the DE sniffs out the play
    and stays in for the shuttle, the QB just roll
    out and otions off the OLB. Nasty! Remember
    that on both of these plays you will have a
    pulling lineman downfield, so if you want to
    throw, you can't.
  • Spread
    Right, 202 Loco

24
Gun Runs
  • I will be posting more in the near future
    namely our runs from ZONE blocking, and our runs
    from TRAP blocking. Then Ill cover draws and
    the Quarterback ISO. Hope these ideas help!
  • -J.R. Haworth
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