Friday, December 16, 2011

Xs and Os: Basic Offense



by Arnaldo
As we all know, there are two ways of advancing the football: running and passing.  There are dozens of different ways to execute each of those, however.  In this Xs and Os, we'll be looking at types of offensive plays, with some detail into specific plays.  Here's a review of offensive positions, if you need one.


Running Plays


Today's football strives for a 50:50 distribution of run and pass plays, but at its origins, football was strictly run oriented.  A run play is much more than just a hand off to a running back.  The entire offense has a job to do, from different routes to formations and blocking schemes.  Essentially, a run is defined by two things: the formation and the play.  We're going to focus on the plays instead of the formation, but keep in mind most of these can be adapted into most common formations.

Dive - A dive play consists of a the half back receiving the ball and running straight forward into the A-gap (the gaps between the center and either guard).  Typically the full back will run ahead and serve as the lead blocker, though dive plays can be run out of formations without full backs.

Power - a power run consists of an angled exchange between the quarterback and half back, leading the half back into a route towards either the B-gap (gap between a guard and a tackle) or the C-gap (between a tackle and a tight end).  There is typically a full back as the lead blocker (but again not necessary), and there is always a pulling guard from the backside (the side where the play is not developing, opposing the playside).  "Pulling" refers to a player leaving his usual post to block elsewhere.  This is one of the most common run plays in football.

Counter - a counter run starts like a power run, but after the half back takes one or two steps in one direction, he cuts to the opposite direction.  The counter technique can be applied to more than just the power run, but is most commonly so.  It is designed to trick linebackers to start moving to one side, only to be delayed in recognizing and reaching the true play side.

Dotted lines denote toss
Sweep - a sweep refers to the direction of the running route and can be run several different ways.  The route moves directly outwards towards the sideline and curves up towards the endzone, beyond the tackles.  There are 3 basic sweeps: Toss, QB, and jet.  A toss sweep, the most popular, usually run out of an Ace or I-formation, involves the quarterback turn around and toss the football back to the half back as he begins running the sweep route.

A QB sweep is a sweep patter ran by the quarterback himself.  It can be run out of almost any formation and is popular in the spread option style where quarterbacks are typically mobile.  The jet sweep has the backside slot receiver in motion before the snap towards the quarterback.  The ball is snapped as the receiver is close and immediately handed off to the receiver who is already at near top speed.  This is a great way to get the ball quickly to the outside, before the majority of the defense can react.

Green denotes pre-snap motion
The jet sweep is also ran effectively from a empty backfield set, where the quarterback is alone in the backfield and the defense does not expect a run play without a running back on the field.





FB run - a full back run refers to any run play where the full back is the designated ballcarrier (excluding the option).  This is typically ran out of the I-formation but again can be run from where ever there's a full back.  The play sacrifices a lead blocker but gains an element of surprise.  The fullback is much closer to the line of scrimmage and so the play takes off in less than half the time as a conventional dive play.  Also, full backs are typically larger and stronger than half backs and can push through defenses.  Some instances have the full back actually switch to the half back position for extra momentum on short yardage situations (see Mike Alstott).

QB sneak - a run designed for the quarterback from under center.  As the name implies, the play is sneaky.  From under center, the quarterback wastes no time to hand the ball off to anyone and immediately starts forward progress.  This play is fairly commonly used in very short yardage situations (inches).  Most of the responsibility actually lies with the center and the two guards to push the defense enough for the quarterback to get the ball passed the first down marker, inches away.

Draw - a draw is any type of run that is first disguised as a pass.  The key in recognizing (and executing) a draw is a delayed hand-off.  The quarterback will take his drop into the pocket as if looking for receivers, but then hand the ball off.  Draws can be made out of almost all conventional run plays where the quarterback can at least appear to be passing.  In offenses with mobile quarterbacks, the quarterback himself can run the ball in a QB draw.  Draws are a way to open up running lanes by "drawing" linebackers back into coverage as they expect a pass.


Passing Plays


Passing plays are nothing but a combination of different parts: formation/personnel, routes, and protection.  Each formation puts a different number of receivers in different places on the field.  Formations can put together a different combination of wide receivers, tight ends, full backs, and half backs, but all of these are eligible receivers.  Each runs a different route that is predetermined, and the quarterback has a "progression" of receivers he will try to throw too on each play.  A half back or full back might run a short route and wait as a last resort, called a "checkdown".  Alternatively, the half back or full back, or both, may stay in the pocket to help the offensive line block for the quarterback, which is referred to as "max protect".  I intend on delving into formations later on, so for now let's look at some common routes.

Slant - a slant route is one of the more common patterns.  It has the receiver run directly at a 45 degree (or less) angle from the line of scrimmage.  Slants may be towards the center of the field or away.

Hitch/comeback/curl/hook - these are a group of routes that are all fairly similar.  Each has the receiver run straight forward (towards the endzone), stops, and turns around to make the catch.  Hitch routes are shorter (two or three steps before turning) while curls and hooks are longer (four or five yards).  These are common checkdown routes.

* From the right side of the field (slot or Z receiver)
Go/fly/seam - a go route has the receiver go in a straight line directly towards the endzone.  Hail Mary plays consist of four or five of these.

Post - a post route begins like a go route but cuts into an angle towards the center of the field (the goal post).

Corner - a corner route is the opposite of a post route where it begins like a go route straight forward but cuts in an angle towards the sidelines.

Drag/in - a drag or an in route has the receiver take a few steps forward and then cut at a 90 degree angle towards the center of the field.

Out - an out route is the opposite of a drag route, where the receiver will take a few steps and then cut 90 degrees towards the sidelines.

Flat - a flat route is ran exclusively by running backs that start near the quarterback, and run directly towards the sidelines.  Flat routes may be flat or slanted.  They can also be used for a lateral pass that won't count as a forward pass, allowing the receiver to then make a forward pass himself, which is considered a trick play.

Wheel - a wheel route is also usually ran out of the backfield (though less commonly also by wide receivers).  It starts as a flat route that cuts 90 degrees towards the endzone.

Sluggo - a sluggo route is a "slant and go".  After the receiver makes his initial slant cut, he makes another cut into a go route to shake off his defender.

These routes combine with formations to form specific passing plays, like "all slants" or "double sluggo".


Unconventional Passing


Play-action pass - play-action passes are like draw runs but reversed.  They are passes disguised as runs.  The quarterback will fake a hand-off with a running back, who will fake "running the ball".  The quarterback then resets himself into the pocket and makes his pass.  Most passing plays can be made into a play-action pass with the addition of the running fake.  It has its advantages and disadvantages.  Play-action passes take much longer to develop and requires the quarterback to read his progression much quicker since the play has been in motion for some time before he sets in the pocket.  This extra time also makes the quarterback more susceptible to pressure and sacks.  If executed well, its advantages outweigh these.  Defenses first need to recognize the play as a run or pass.  If fooled into a run, they might forget their coverage assignments and pursue the ball carrier, leaving receivers wide open.  Even a small hesitation by linebackers or cornerbacks can be exploited by an experienced quarterback.

Flea-flicker - the flea-flicker is a more extreme play-action pass.  In a flea-flicker, the quarterback will actually hand off the ball to a running back, who will then take a step or two with the ball, stop, turn around, and toss it back to the quarterback, who then makes a pass.  The flea-flicker is rare because it shares the same advantages and disadvantages of the play-action pass, but amplified; high risk, high reward.

Andrew Luck on a simple flea-flicker

Screen pass - a screen pass is a specially designed pass.  As I mentioned earlier, on a pass play, the quarterback goes through a progression of potential receivers.  Screen passes are designed with one receiver in mind, and moves other players around him to block for after the catch.  There are several types of screen passes but two I want to focus on.

Bubble screen - a bubble screen is thrown to an outside reciever (X or Z) as makes a "bubble" route behind and around the slot receiver.  It can also be thrown to a slot receiver as he makes a bubble route around the outside receiver.  The other receiver serves as his lead blocker.

Notice the pulling linemen
Slip screen - a slip screen is the most common screen pass.  Three offensive linemen (center and guards) will block for only a moment, leave their assignments and move the pocket towards a sideline with a running back following.  The quarterback is left alone and typically finds himself backing up several yards as the unblocked defensive linemen pursue.  Once the "side pocket" is formed and clear of defenders, the quarterback makes the easy pass to the running back, who now has several blockers ahead of him.  It takes very experienced defensive linemen to recognize this play as it develops and react appropriately.


Bootleg - the bootleg is really both a run and a pass play.  The bootleg refers to the route ran by a quarterback on certain play-action passes.  It begins with the normal fake hand off but instead of setting himself in the pocket, the quarterback will look for receivers in a run towards the sidelines (concealing the ball behind his hip like a bootlegger).  A half back or full back might serve as his lead blocker for protection or if the quarterback decides to tuck the ball and run it himself.  If no blocker accompanies him, it is called a "naked bootleg".  Several conventional running plays will have the quarterback run the bootleg route without the ball anyway to try to confuse the defense and to set up the bootleg play-action.  Bootleg passing and running are integral components in several offensive philosophies.

 
Peyton Manning on a bootleg keep

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