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Flex Bone
Flex Bone
One point of contention with some coaches on this play is the PSG and what they do with him. Many
coaches I've talked to do not pull this player on the screen. One main reason they give is that as we
know in the Flexbone offense, the guards are both the "road graders" of the offense and are not really
adept at pulling. Most coaches said they didn't want to put a guy out there that wasn't capable of blocking
in space. This is really preference. I always pulled mine, but you don't have to.
Center
The center executes the same two step scoop, and then climb technique similar to the PST and PSG, but
the center is looking to cut off any backside trash that is coming from the second level of the defense. If
nothing shows at the second level, the center should continue to climb and work on to the third level of
the defense. Again, a crushing block is not necessary here, just simply making a defender change
course may be enough of a block to spring the play.
Back Side Guard
The back side guard (BSG) has been one that I've toyed with over the years with doing a couple of things,
and it really depends on what you're seeing and how comfortable you are with your QB play. In the early
years of running this offense, I had the PSG simply scoop hard in the direction of the fake, looking to help
vs. any blitz or stunt that I may have not anticipated. The more I ran this play, the more I noticed the
guard was more of a "traffic cop" doing nothing than actually help sell the play. Later, I had the guard
take a drop step and eye any backer on the action side for a blitz, and then pull around the back side
tackle (BST) as he would if we were running Rocket Toss. Now, of course, I don't teach a delayed pull on
Rocket, but the defense never seemed to catch on to this subtle change, so we kept it in. What I noticed
was an even bigger jump by the defense, especially the LB's when they saw that guard pull. The idea
behind the peeking for the blitzer, is that there is a time, when the QB, will have his back to defense (i.e.
when he's faking the toss to the motioning A back), so the QB would be vulnerable to the blitz. The rule I
gave the BSG was if you saw a blitz, or it looked as though they were going to blitz, simple scoop and
pick up any blitzer. The backside of this play is very similar to the reach concept some teams employ for
their sprint out passing game. If you choose to pull the guard, then he's really just "window dressing" in
that all he's there for is to get defenders to over commit to the toss. If you have him scoop, he does have
an assignment and that would be to protect from his inside gap to his outside gap the first thing that
shows.
Quarterback
The QB has to be the Blackjack dealer on this play. He's got to slight of hand enough to sell the pitch
fake, but keep his balance and wit about him to set up and drop back to set up the screen. The QB
should take his normal Rocket pitch steps, and make a fake toss to the motioning slot back. The fake
pitch is done by extending the arms out and simply not letting the ball go. The key to the fake is not to be
so long and drawn out that the defense gets a jump on rushing the QB and can sack him, but not so short
that the defense isn't fooled either. This technique takes some finesse and some refining, but don't over
coach it if you can help it. The idea is getting the ball off and into the hands of the B back. The motion
fake, the pulling guard, and the arc blocking slot are also helping to fool the defense, so keep that in mind
as well. Once the fake is made, the QB should then drop back two more steps as if to set up, and then
add a third, shorter drop step and deliver the ball to the B back. If the B back is covered, the QB should
simply throw the ball at the feet of the B back. Never take a sack on a screen. Also, it is never a good
option for a QB to scramble on a screen play either. Throw the ball in the dirt towards the intended
receiver and live to fight another day.
The ball should be delivered in a manner that it can be easily caught. No need to drill the back with the
ball. If anything the QB should make a soft deliberate toss in the direction of the B back's outside
shoulder so as to lead the back in the direction we ulitimately want the play to go. This is another skill
that you don't need to over coach. All you have to do is tell the QB he's making a long handoff to the B
back. I'd be more crucial of his fake than I would be of the actual pass.
Game Planning
Another segment of the Featured Play series is going to be game planning these plays. It does us no
good to know how to run a play, if we don't know the best time to run said play. Rocket Screen is a play
that, in a few ways, is like a well-timed trick play. Now, it's not as gadgetey as some trick plays, but you
must admit, the more you run it, the worse the outcome is. Rocket Screen is more like a well-timed
reverse. Not only is it well-timed, but it's well calculated also. When looking back at this past season's
Army-Navy game, one will see that Navy didn't run all that much Rocket in the game, but did run it
enough. What was key, was Army's reaction to Rocket. Army sold the farm to stop this play. Army and
Navy also know each other VERY well, so Army's defense knows when a Rocket Toss play is potentially
going to be called. Third and five is an excellent down to run Rocket on. What should've given away the
play to Army was the timeout just before they ran this play. Whether the initial play call was Rocket
Screen or not, I think as a defensive coordinator (DC) you have to be aware when a team takes a timeout
when these two situations align:
So where does this lead us in our quest for when to call Rocket Screen. Well, the answer to this question
is tricky, because it all depends on the success you're having with Rocket. If you haven't run Rocket well,
or haven't run it much, I see no need to run a play that isn't going to fool the defense very much. With a
play like this you're looking to, at the very least, secure a first down. That being said, you're really
wanting this thing to go the distance because of how thin Rocket Screen spreads the defense (it truly
makes them defend all 53 1/3 yards of the field).
So, assuming Rocket has been a staple of your run game, I'd look to run this play in a critical situation in
which you think:
1. You cannot make the yardage you need with Rocket due to the defense getting more acclimated
to defending it (i.e. they are over committing to defending Rocket Toss)
2. You feel you cannot throw sprint out, three or five step and get the same result.
3. You feel you cannot protect your QB long enough to get the ball down the field with either sprint
out, three or five step passes.
With a "when to run it" there must also be a "when not to run it" as well. I would not look to call this play
in the following situations:
1. Early in the game. Most times when I've seen Navy run this, it has been in the second half. That
is not an "always" rule, but generally that has been when they seem to take this play off the shelf.
2. When the defense is not over committing to stopping Rocket Toss. This is simple math. If you
look at the Navy situation, and it's third and five, and on the last attempt at running Rocket you gained
9 yards, why would you not call Rocket again? This is also a "feel" thing as well you have to
have. You know when you've run a play and gained yards and it seemed easy, and when it seemed
difficult. If the previous attempt was difficult, or your ball carrier simply made one hell of a run, I'd
consider calling the screen, otherwise just run Rocket.
3. On the goalline. I've been a mixed bag when it comes to screens on the goalline. I've had
success with them, but more often than not the defense is in closer proximity to the QB, and the
reduced field makes the deep ball harder to be a threat, so screens lose their value the closer you get
to the goalline. However, playaciton screens, such as Rocket Screen, keep their value in that the field
width never changes, and Rocket Screen stretches the defense across this entire width. Again,
though, a lot of moving parts down near the goalline makes me a bit nervous. I wouldn't say never, but
I'd really have to be feeling my inner riverboat gambler to call it in a goalline situation.
4. If the defensive line (DL) are playing heavy read techniques. If you are getting a DC that is using
a lot of squeeze and spill concepts with his DL, then you might want to think of something else. A DL
that plays a lot of read techniques, or "hands on" techniques and are very disciplined are going to hard
to run a screen against no matter what offense you run.
None of the above are an end-all-be-all to the calling of an offensive play. If you're reading this, I'm sure
you have an idea on play calling. I'd call this more of a guide than a cookbook. Offensive play calling
comes down sometimes to gut feelings based on careful film breakdown and study.
Hopefully this post will be a springboard to future feature play posts that will shed a more in-depth guide
than my original Flexbone playbook posts did. You probably won't hear from for awhile, I'm not planning
on any sort of schedule for these, they are just sort of "when I feel like writing" types posts, but hopefully
they'll be helpful. Merry Christmas and Happy New Year!
Duece
Posted by Duece at 10:05 PM