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SHOCKHERS FOOTBALL

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Title: SHOCKHERS FOOTBALL


1
SHOCKHERS FOOTBALL
2007
2
Principles of Our Offense
Our offense is designed for PERFORMANCE.
Performance is easier said than done, so we want
to ensure we equip ourselves with as many tools
to ensure that each play is run with the utmost
efficiency, increasing our rate of success and
reducing the amount of things that could go
wrong. To do this, we will live by one simple
tenet on offense Not only do we have to do
things RIGHT, We have to do it better than our
competition!. 1.No shortcuts to success We
will be play fundamental football Fundamentals of
offensive football are blocking, catching, and
running. Practice doesnt make perfect, Perfect
Practice makes perfect! If you sure of your
assignment on a play, the chances of you fouling
it up under the pressure of competition is not
likely. We will only run plays that we have
mastered in practice. Expecting a result on game
night that we havent developed to a degree of
proficiency or confidence is a recipe for
disaster. If you cannot make a practice, you are
limiting your ability to execute on game day, and
lessen your value as a trustworthy contributor to
our teams success. There is only one way to do
anything The Right Way. Golda Meir, Prime
Minister of Israel 2. Playing to our strengths /
advantage We will play the cards we are dealt to
our advantage. The cards we will have on any
play will be WHEN the play starts (cadence) and
WHERE the ball is going (play call). To increase
our productivity even more, we will use our
opponents limitations to our own advantage. Our
opponents have as little time to prepare for us,
as we for them. They4 can only prepare for a few
of the concepts we will present them with.
Because their football experience may not
differ that much from our own, they will only be
good at only one or two different defenses. With
of our formations, shifts, and motions, we will
take them out of their comfort zone and make them
adjust to US. WE will dictate what defense they
present us ( by what formation we give them ) and
instill as much anxiety and apprehension as
possible before the ball is snapped. Rapidity is
the essence of war take advantage of the enemys
uneasiness, make your way by unexpected routes,
and attack unguarded spots. Sun-Tzu, The Art
of War 3. Dont make the game harder than it has
to be - Keeping concepts simple Our offense is
meant to LOOK complicated, but be extremely
simple. It will not require phenomenal athletes
or dominating strength it will require a desire
to learn and compete. Our playbook is designed to
marry a few similar techniques together and
utilizing these in various ways. The bottom line
is getting the football in the hands of players
and setting them up to be able to make those
plays without any extraordinary effort.
Variations from our base plays can attack
defenses in different ways and look like an
entirely different play, but wont change up
assignments of the players executing it (limiting
the possibility of forgetting / blowing an
assignment). It will be the coaches job to put
the players in positions to make plays. It will
be the players job to execute. The less critical
thinking required at crunch time the more
likely that player will execute aggressively and
confidently. FUN football leads to optimistic
football, which proceeds into positive football
that gives birth to winning football. - Coach
Glen Tiger Ellison 4. We will prepare for the
WORST case scenario Being proactive through
preparation is the best way to avoid making a bad
situation worse. We understand that there may be
situations where our opponent has dedicated
themselves to outperforming us in our base plays,
that is their job. It is our job to be able to
execute a plan that provides us an escape in
that event. If our run game is stopped, we will
have a solution in the pass game that emphasizes
our personnel strengths and minimizes our
liabilities. Knowing you have an ace in the
hole ready, lends itself to prevent you from
being unnerved in a frustrating situation
(maintaining your focus). Win the war, then
fight the war. Sun-Tzu, The Art of War
3
Principles of Our Run Game
We will excel at three basic plays that require
neither superior physical strength nor
considerable football knowledge. We have designed
this offense to make our job of advancing the
football for first downs and touchdowns as
effortless as possible while at the same time,
making it extremely difficult for a defense to
get comfortable in recognizing what we are doing
on a given play. This hesitation on the defense
will prevent them from being over aggressive in
attacking our formations and allow us an
opportunity to make plays. The backbone of our
offense this year will be the Zone series that
requires an initial push from the offensive line
moving together, allowing four blockers on two
defenders to the side of the play (number
superiority). Instead of one designated hole for
the runner to run through, they will have two
easily visible creases to choose from. From the
base zone play, we can add several wrinkles to it
by tagging specific assignments for different
looks and by progressing to a wide zone play,
known as stretch. Our Veer series is an
extremely quick hitting inside run play that is
centered around attacking the alignment of a
defense by running to where the widest gap
remains in the defensive front (the bubble).
This play leaves one defender unblocked who
cannot tackle all of the three potential ball
carriers. For the sake of efficiency, we will
call the ball carrier out rather than having the
quarterback make reads or decisions on how to
distribute the ball. As our proficiency with this
play increases, we can add more dimensions to
this play to fully realize its multidimensional
threat (with the quarterback, ace back, and
misdirection). Our Jet series is another play
that is designed to attack an area of the field
faster than the defense can assemble bodies to
the ball carrier (number superiority). Jet is a
speed sweep where any one of three ball carriers
will go in lateral motion before the snap then
take the handoff while in stride for an immediate
gain near one side of the field without having to
make any cuts or avoiding defenders. After
developing a high level of execution with the
basic jet play, we can build off this series with
misdirection, reverses, screens, and passes to
further stress defenses. All of these basic runs
have variations built in to them to attack any
defenses weakness to over pursuing the original
play in the series. All of these plays can be run
from a host of formations we will run this year.
All of these run series offer complimentary
play-action passes to take advantage of areas of
the field that defenses will vacate by
aggressively attempting to stop our run game
(without over complicating throws or routes).
Each boot-action play initiates the base run
play, then boots (reverses the side of the
field we are attacking) to take advantage of
aggressive pursuit by the defense.
4
2007 Offensive Goals
  • 2007 IWFL MidSouth Division Champions
  • Finish in the leagues Top 10 in scoring offense
  • Lead the division in rushing yards
  • Team Rushes for more than 1,600 yards
  • Complete 62 or greater passes
  • Convert greater than 29 of 3rd downs
  • gt20 conversion on 3rd 7 yds
  • gt45 conversion on 3rd 2 6 yds
  • gt79 conversion on 3rd 1 yds
  • Less than 10 offensive turnovers for the season

5
Q Quarterback 1 F Full back - 2 A Ace back -
3
Z Slot Receiver 4 Y Tight (Strong End) X
Split End (Weak End)
X
Z
F
A
Y
C
G
T
G
T
Huddle Rules 1 NOBODY
talks in the huddle, but the quarterback
2 Linemen face the ball seven yards
deep with knees slightly bent
3 Offensive backs and receivers line up behind
the linemen facing the quarterback0
Q
Alignment
1.5 18
1.5 18
1.5 18
1.5 18
2 24
2 24
Holes
3
5
7
9
2
4
6
8
Gaps
A
A
B
C
D
B
C
D
Motion Locations
5
4
7
9
6
8
2
3
1
Designated player is tagged after the formation
is declared and on cadence that player will move
laterally to the location tagged.
(ex. Ace - Z9 - 34 zone) line up in Ace, on
cadence Z motions to 9 (across formation) then
ball is snapped..
Shifts
Pop Designates a complete formation
shift after aligning in another.
(ex. Ace Left pop Kings 34 zone) line up in
Ace Left, on cadence backs then shift into Kings
formation.. Trade Y lines up by
strength, then realigns on the opposite side.
(ex. Strong Trade 34 Zone)
line up in Strong formation, on cadence Y
realigns on the left side of the formation.
6
FORMATIONS
ALWAYS to the Right, unless declared Left. Y
Z to strength / X F away from strength
(unless tagged otherwise)
X
X
Y
Y
F
Q
Q
Z
Z
F
A
A
I
Ace
X
Y
Y
F
Z
Q
Z
X
Q
F
A
A
I Over
Ace Tight
X
Y
Y
Y
Q
A
Z
Q
Q
F
F
F
A
A
Kings
Strong
Weak
X
X
Y
Y
Z
Z
Q
Q
A
A
F
F
Queens
Empty
7
ZONE SERIES
34 / 35
X
Y
LT
LG
C
RG
RT
QB
Z
F
A
FORMATIONS
I ACE GUN
8
48 / 49
JET SERIES
X
Y
LT
LG
C
RG
RT
QB
Z
F
A
FORMATIONS
I - ACE - GUN - EMPTY -

9
VEER SERIES
24 / 25
X
Y
LT
LG
C
RG
RT
QB
Z
F
A
FORMATIONS
I ACE GUN
10
Using formations for match ups
11
Protection
LT
LG
C
RG
RT
LT
LG
C
RG
RT
QB
QB
B
B
90 (right) protection
190 (left) protection
Quick passing game will consist of a two-digit
called system. The first number indicates the
protection used, the second number ( 0 9 )
indicate the route structure. The digit 0 will
be for called routes. All two-digit packaged
plays will indicate this is a right oriented read
/ play. We will use turn back protection AWAY
from the call. Therefore, a two-digit route
structure would be TO the right, requiring
protection to protect the backside (left). The
remaining back(s) would release TO the call side
in protection. Conversely, a three-digit packaged
route would be to the LEFT. It would be oriented
to the left and be read to the left. The backside
now becomes the right side. The line would turn
back to the right and the remaining back(s) would
protect to the left. 1 Hitch 2 Out 3
Slant 4 Stop 5 Turn 6 Smash 7 Post /
Short 8 Fade B tag backside designation to
run a route package contrary to the callside
package
12
Quick Passing Game
seam
seam
get open
6 yds
6 yds
LT
LG
C
RG
RT
1
QB
3
2
1
2
91 / 191 Hitch
The Hitch will be run by the widest receiver (1)
regardless of position. The receiver will read
the alignment of the corner. If the corners feet
are 6 yards or deeper, the receiver will convert
the route to a fade route. The receiver will
press the corner vertically then make a sharp
break outside at 6 yards depth to the fade on the
top of the sideline numbers. The receiver should
look for the ball on their outside shoulder
outside the sideline numbers. The second
receiver from the sideline (2) will run the seam
route up the field. The second receiver is
responsible for clearing the 2nd defensive player
from the outside and press the vertical seam. If
the receiver is re-routed or jammed, they must
work to get their release and remain inside their
original seam lane. If the 2nd defender turns
their shoulders outside (to take away the hitch)
the 2nd receiver should turn their shoulders
inside and look for the football immediately. The
tight receiver or 3rd receiver (if present) will
run a get open route that breaks at a depth of
7 yards. The receiver can break into any route
anywhere within the tackle box from a depth of
8 yards to 15 yards, so long as they do not
interfere with the seam route being run to their
outside.Ideally, we would like the 3 receiver to
attack the middle of the field. These route
packages are mirrored (duplicated on each side)
and the quarterback will be given the side of the
field to read. The quarterback is reading the
alignment of the corner. If the corner is tighter
than 5 yards, the 1 receiver will automatically
convert to a fade route and that is the route we
want to throw outside the sideline numbers.We
want to throw hitches against loose or soft
corners (corners who align deeper than 5 yards
from the outside receiver). The quarterbacks
primary read on the Hitch route is the 2
defender (flat defender). The quarterback reads
the shoulders of this player. If the defenders
(2) shoulders stay parallel (basically back
pedaling) we want to hit the hitch on the third
(plant) step. If the defenders (2) shoulders
turn and get outside of the seam receiver
(getting into the lane of the hitch route), the
quarterback should immediately throw to the seam
receiver.
13
Quick Passing Game
seam
seam
get open
6 yds
6 yds
4 yds
4 yds
LT
LG
C
RG
RT
1
QB
3
2
1
2
92 / 192 Quick Out
The Quick / Speed Out will be run by the widest
receiver (1) regardless of position. The
receiver will read the alignment of the corner.
If the corners feet are 6 yards or deeper, the
receiver will convert the route to a fade route.
The receiver will press the corner vertically
then make an elongated release, starting at 4
yards depth. attacking the outside shoulder of
the corner. At a depth of 6 yards the receiver
should make the distinct break outside, flat,
parallel to the line of scrimmage, squaring up to
the quarterback. The second receiver from the
sideline (2) will run the seam route up the
field. The second receiver is responsible for
clearing the 2nd defensive player from the
outside and press the vertical seam. If the
receiver is re-routed or jammed, they must work
to get their release and remain inside their
original seam lane. If the 2nd defender turns
their shoulders outside (to take away the out /
flat) the 2nd receiver should turn their
shoulders inside and look for the football
immediately. The tight receiver or 3rd receiver
(if present) will run a get open route that
breaks at a depth of 7 yards. The receiver can
break into any route anywhere within the tackle
box from a depth of 8 yards to 15 yards, so long
as they do not interfere with the seam route
being run to their outside.Ideally, we would like
the 3 receiver to attack the middle of the
field. These route packages are mirrored
(duplicated on each side) and the quarterback
will be given the side of the field to read. The
quarterback is reading the alignment of the
corner. If the corner is tighter than 5 yards,
the 1 receiver will automatically convert to a
fade route and that is the route we want to throw
outside the sideline numbers.We want to throw
outs against loose or soft corners (corners who
align deeper than 5 yards from the outside
receiver). The quarterbacks primary read on the
out route is the 2 defender (defender over the
second receiver). The quarterback reads the
shoulders of this player. If the defenders (2)
shoulders stay parallel (basically back pedaling)
we want to hit the quick out on the third (plant)
step. If the defenders (2) shoulders turn and
get outside of the seam receiver (getting into
the lane of the out route), the quarterback
should immediately throw to the seam receiver.
14
Quick Passing Game
slant
slant
slant
6 yds
6 yds
5 yds
shoot
shoot
LT
LG
C
RG
RT
1
QB
3
2
1
2
93 / 193 Slant
The Slant will be run by the widest receiver (1)
regardless of position. There is no conversion of
these routes in this package. The out-most
receivers in this package run a route that begins
with an outside stemming / vertical pressing
release, then a sharp and distinct break towards
the inside (heading toward the far side goal
post). Both the 1 receivers will run a on
outside releasing stem, then breaking inside at 6
yards while the 2nd receiver to the three
receiver side will also run the slant,except at a
shallower depth. The 3rd receiver strong or the
2nd receiver weak (basically the inside-most
receiver on your side) will run the shoot
route. This route is a two step and break version
of the quick out route. Against man coverage we
would like to press the defender vertically first
to create greater separation as we break to the
sideline. Again, the quarterback reads the
defender over the second receiver. If the
defenders (2) shoulders stay parallel
(basically back pedaling) we want to hit the
shoot on the third (plant) step. If the
defenders (2) shoulders turn and get outside of
the seam receiver (getting into the lane of the
out route), the quarterback should immediately
throw to the slant as the receiver turns into the
break.
15
Quick Passing Game
fade
fade
seam
break out
break out
6 yds
6 yds
LT
LG
C
RG
RT
1
QB
3
2
1
2
98 / 198 Fade
The Fade will be run by the widest receiver (1)
regardless of position. There is no conversion of
this route.The out-most receivers in this package
run a route that begins with an inside stem to
create a greater cushion between the deep
defender and the sideline. The 3rd receiver
strong or the 2nd receiver weak (basically
the inside-most receiver on your side) will run
the break out route. This route is an inside
pressing vertical stem, which makes a sharp break
flat to the sideline at a depth of 6 yards.
Against man coverage we would like to press the
defender vertically first to create greater
separation as we break to the sideline. These
route packages are mirrored (duplicated on each
side) and the quarterback will be given the side
of the field to read. The quarterback is reading
the alignment of the corner. If the corner is
tighter than 5 yards, the quarterback will throw
the fade route. The seam route of the 2 strong
receiver holds the deep safety from helping on
coverage of the fade. If the corner is deeper
than 6 yards, the quarterback again has the
option of reading the defender over the 2
receiver. If the defenders (2) shoulders stay
parallel (basically back pedaling) we want to hit
the break out on the third (plant) step. If the
defenders (2) shoulders turn and get outside of
the seam receiver (getting into the lane of the
out route), the quarterback should immediately
throw to the seam receiver.
16
Quick Passing Game
slant
slant
slant
6 yds
6 yds
5 yds
short
short
LT
LG
C
RG
RT
1
QB
3
2
1
2
97/ 197 Short
The premise of this package is to use the width
of the field to our advantage pitting two
receivers against one defender, namely the
defender over the 2 receiver. We want to make
sure that whatever formation we align in, we
align with the field width in mind, exaggerating
the split between receivers, so that the next
available defender is a great distance away. The
1 receiver will run the short route, with the
intention of replacing the position of the 2
defender at a depth of 3 4 yards. The receiver
will attempt to get to this position as fast as
possible, then throttle down to look for the ball
or another crease in the coverage. Versus man
coverage, we want this receiver to stem or give
an outside move to generate separation between
themselves and the 1 defender. The 2
receiver(s) will each run a Post pattern,
breaking at 6 yards depth and heading for the
opposite side of the field goal post. If there is
a 3 receiver, they will run the exact same
route, only breaking shallower at 5 yards. The
quarterback will take a 3 step drop (or even a
quick 2 step) and read the 2 defender. If the 2
defender retreats, open / turns shoulders to take
the 2 receiver, the ball must be immediately
fired to the 1 receiver. If the 2 defender
opens their shoulders away or comes to the line
of scrimmage, the ball will be fired to the 2
receiver, breaking on the post.
17
Quick Passing Game
quick smash
quick smash
get open
7 yds
7 yds
hitch
6 yds
hitch
6 yds
LT
LG
C
RG
RT
1
QB
3
2
1
2
96 / 196 Quick Smash
This package is meant to marry the concepts of 90
/ 191 Hitch but adjusted to victimize cover 2
type coverage. The 1 receiver will run the
hitch without a read they will run ONLY the 6
yard hitch. The receiver will run the 6 yard stem
then plant and whip their head around to receive
the hitch pass. The 2 receiver will run a route
identical to their seam route, but will make an
aggressive plant and cut at 7 yards to the
outside. The aiming point for the quick smash
for the 2 receiver is the difference between the
deep 1 defender and the short 1 defender. The
tight receiver or 3rd receiver (if present) will
run a get open route that breaks at a depth of
7 yards. The receiver can break into any route
anywhere within the tackle box from a depth of
8 yards to 15 yards, so long as they do not
interfere with the seam route being run to their
outside.Ideally, we would like the 3 receiver to
attack the middle of the field. The quarterback
takes their 3 step drop and reads the play side
corner. If the corner backs up or gives ground up
at all, the ball is to be fired to the hitch. If
the corner presses or remains shallow on our 1
receiver, the ball should be placed between the
deep (safety) defender and 1 (shallow corner)
defender to that side
18
Quick Passing Game
fade
slant
slant
turn
6 yds
6 yds
shoot
LT
LG
C
RG
RT
1
QB
3
2
1
2
95 / 195 Turn
This package that provides us with an answer
against the coverages that we will face that are
geared to stop our hitch passes as well as
attacking the weaker pass defenders on the field
(the linebackers). This package allows us to get
rid of the football as quickly as possible. This
package is different than any other because it is
not mirrored. There are front side routes and
backside routes. The backside receiver(s) run
slants. The front side receivers (3) run their
various routes. If only two receivers are to the
call side, the remaining back will run the 3
route. If there are two backs in the backfield,
the A back will initiate the 3 route. The 1
receiver runs a fade. Because of this, they
should line up wider than any other formation to
isolate the play side corner at a width of 16
18 yards. We want to press vertically from the
snap to cut the corner off from breaking on any
underneath routes. The 2 receiver, or the next
receiver from the sideline, runs the turn
route. It is important that this receiver is able
to get off the line of scrimmage with little or
no interference (re routing / jamming). If we
cannot get off the press from the 2 defender, we
have no route. Getting up field at a depth of 6
yards, they will simply turn around and look for
the ball. Once turned, the receiver can flatten
out toward the sideline. Once the receiver
catches and secure the pass, they are to pivot
and turn and get UP field immediately. The 3
receiver or the inside most receiver, takes one
or two steps from the line of scrimmage then
aiming (shooting) for 4 yards depth to the
sideline. Once reaching the flat part of the
route, the receiver snaps their head around to
look for the ball. Once securing the ball, the
receiver turns up field down the sideline. The
quarterback will take a 3 step drop and again
read the 2 defender. If the 2 defender WIDENS
(to the shoot), then the turn route is open and
the ball must be fired immediately to the 2
receivers outside shoulder pad.. If the 2
defenders shoulder turn and he hangs in the
area, the quarterback fires the shoot route
immediately.
19
Quick Passing Game
seam
seam
9 10 yds
9 - 10 yds
get open
LT
LG
C
RG
RT
1
QB
3
2
1
2
94 / 194 Stop
The Stop package is extremely similar to the
the 98/198 Fade package, but differs with the 1
receiver running the stop / deep drop out.
Nothing should look different to the difference,
and we want the 1 receiver to sell the fade
route, then drop out at the last minute. The 1
receiver will run the vertical pressing fade
route to a depth of 9 10 yards, then violently
whip their head around, stopping to break back
outside toward the sideline and toward the
quarterback The second receiver from the sideline
(2) will run the seam route up the field. The
second receiver is responsible for clearing the
2nd defensive player from the outside and press
the vertical seam. If the receiver is re-routed
or jammed, they must work to get their release
and remain inside their original seam lane. If
the 2nd defender turns their shoulders outside
(to take away the hitch) the 2nd receiver should
turn their shoulders inside and look for the
football immediately. The tight receiver or 3rd
receiver (if present) will run a get open route
that breaks at a depth of 7 yards. The receiver
can break into any route anywhere within the
tackle box from a depth of 8 yards to 15 yards,
so long as they do not interfere with the seam
route being run to their outside.Ideally, we
would like the 3 receiver to attack the middle
of the field. These route packages are mirrored
(duplicated on each side) and the quarterback
will be given the side of the field to read. The
quarterback should deliver the ball to the
outside armpit of the 1 receiver at a depth of 9
yards.
20
2007 Playbook Supplement
Introducing in-depth concepts of sprint-out pass
game, play-action passes, and run game variations.
21
ZONE / STRETCH BOOT PASS
ZONE SERIES
X
Y
LT
LG
C
RG
RT
QB
Z
F
A
FORMATIONS
I - ACE - GUN - EMPTY -

22
ZONE / STRETCH PASS
ZONE SERIES
X
Y
LT
LG
C
RG
RT
QB
F
Z
A
I - ACE - GUN - EMPTY -

23
ZONE SERIES
34 / 35 ZONE BOB
X
Y
LT
LG
C
RG
RT
QB
Z
F
A
FORMATIONS
I ACE GUN
24
ZONE SERIES
36 / 37 STRETCH
X
Y
LT
LG
C
RG
RT
QB
Z
F
A
FORMATIONS
I ACE GUN
25
ZONE SERIES
36 / 37 STRETCH BOSS
X
Y
LT
LG
C
RG
RT
QB
Z
F
A
FORMATIONS
I ACE GUN
26
VEER SERIES
14 / 15 FOLLOW
X
Y
LT
LG
C
RG
RT
QB
Z
F
A
FORMATIONS
I ACE GUN
27
48 / 49 JET (H/Z/F/X/A) __ REVERSE
JET SERIES
X
Y
LT
LG
C
RG
RT
QB
Z
F
A
FORMATIONS
I - ACE - GUN - EMPTY -

28
48 / 49 JET (F/A) __SHOVEL
JET SERIES
X
Y
LT
LG
C
RG
RT
QB
Z
F
A
FORMATIONS
I - ACE - GUN - EMPTY -

29
Roll Out Protection
LT
LG
C
RT
RG
LT
LG
C
RT
RG
QB
QB
B
B
West (Left) protection
East (Right) protection
Our deep passing game will be premised on getting
outside quickly to make quick decisions and
stretch the defense. We will rely solely on
sprint out passing to minimize our liabilities in
protection before the ball is thrown. We will
aggressively step play side (the side we are
sprinting out to), with the backside tackle
gaining depth and fanning the last defensive
linemen outside. The remaining back will become
the additional edge blocker to ensure the
quarterback can get outside of the pocket. By
relying on sprint out passing, the quarterback is
afforded multiple options to minimize our risks
in the passing game. The quarterback can legally
now throw the ball away, run with it, or choose
between two or three receivers to throw to. The
Sprint Out passing game is premised on five
concepts that can be adjusted to attack a
multitude of defensive coverages. To facilitate
learning and identifying each package, we will
refer to each package after a major city along
the Gulf Coast following Interstate 20. Dallas
Mesh package Monroe Triangle package Jackson
Smash package Birmingham Cross
package Atlanta Over package We will just call
the formation, West / East, and the package to
run. Ex. Ace F Motion East Dallas Ace
East Birmingham Kings Z Motion West
Atlanta
30
Roll Out Passing Game
10 - 12 yds
6 - 8 yds
5 yds
3 yds
LT
LG
C
RG
RT
1
QB
3
2
1
2
Dallas
Dallas is the basis of our deep game passing.
It is built on the Mesh principle of a play
side flood of receivers in close proximity. The
Dallas package affords us multiple throwing
options regardless of coverage used.
31
Roll Out Passing Game
9 10 yds
LT
LG
C
RG
RT
1
QB
3
2
1
2
Monroe
Monroe builds off the Dallas package premised
on building a triangle read for the quarterback
and straining defensive coverages.
32
Roll Out Passing Game
9 10 yds
LT
LG
C
RG
RT
1
QB
3
2
1
Jackson
Jackson alters the routes presented thus far
with creating two inside and two outside
receiving options at various levels of the
defensive coverage.
33
Roll Out Passing Game
9 10 yds
LT
LG
C
RG
RT
1
QB
2
1
2
Birmingham
Birmingham is built to create a mesh / cross in
the middle of the field. This concept affords
itself to initiate a rub / pick of the middle
defender(s), freeing up one or both receivers in
a seam.
34
Roll Out Passing Game
LT
LG
C
RG
RT
1
QB
3
2
1
Atlanta
Atlanta is designed to create a three-level
crossing read to stress a defense. We want to
reach the perimeter quickly and attack one side
of the field at various levels.
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