Southlake Carroll HS (TX) Offense - Part 1 - Todd Dodge
Southlake Carroll HS (TX) Offense - Part 1 - Todd Dodge
Offensive Playbook
Defensive Recognition
Offensive Mechanics
Situational Offense
Running Game
Passing Game
Advanced Routes
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Offensive Goals:
1. To outscore our opponent; this will ensure a VICTORY!
2. To score four TD’s a game.
3. To out-hit and punish every defense we face.
4. To average 300 yards of total offense.
5. To be the Top offense in the MVAL.
Offensive Objectives:
4. SCORE: We will score first, fast, and we will finish the fourth
quarter. We will maximize the Red Zone and we will take
advantage of every turnover that our defense creates by scoring
points.
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“Hang Loose, One of Us is Fixing to Score!”
The first key to our success is to immediately recognize the defense. Our offense will see
many defensive schemes. Some teams will prefer to play zone coverage against most of
our formations. They may play a 2 deep or 3 deep zone with four or five defenders
underneath. Other teams will play a man scheme against us. They will also do so from a
1 deep or 2 deep look. These teams will also blitz from all points on the field. We will
see various fronts also. A majority of the time the defense will have at least 5 defenders
in the box. This will include down linemen and linebackers.
For our offense to be successful it is important for our players to recognize and
understand what the defense is doing. We will have tools in the toolbox for everything
we will see, but we have to know what they are doing.
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We label defenders on the line of scrimmage with numbers and call
them “Techniques.” We identify the alignments of the defenders using
their technique.
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FS & SS: One deep, aligned in the middle of the field or formation, 10 yards
deep, eyes on the QB. SS head up to inside of #2, 5 yards or less from LOS, eyes
on #2.
Cover 1 Corners:
eyes on WR.
Aligned 5 yards or less from LOS, head up or hold inside leverage,
FS & SS: One deep, aligned in the middle of the field or formation, 10 yards
deep, eyes on the QB. SS head up to inside of #2, 5 yards or less from LOS, eyes
on QB.
Cover 3 Corners: Aligned head up to outside of WR, 8 to 10 yards deep, eyes on the
QB.
Weak OLB: Aligned head up to inside of #2, 4 to 6 yards deep, eyes on the
QB.
FS & SS: No one deep, usually aligned 4 to 6 yards from LOS, head up to
inside of #2 or #3, eyes on #2 or #3.
Cover 0 Corners: Aligned head up or hold inside leverage, 5 yards or less from the
LOS, eyes on WR.
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FS & SS: Two deep, aligned on or outside the hash, 10
yards deep, eyes on the QB.
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South Carroll Part 1
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● Personnel:
⮚ FS- Free Safety, plays deep in most coverage.
⮚ SS- Strong Safety, will come down and cover a wing in a 1 deep
look.
⮚ S- Sam, strong side OLB.
⮚ W- Will, weak side OLB.
⮚ M- Mike, middle linebacker.
⮚ N- Nickel, may be substituted for a LB in passing situations.
⮚ Joker- A combination rush/drop player who plays from the edge
of the defense in the nickel package, often from a 3-3 front.
● Terms:
⮚ Strong Side- The side of the defenses’ strength.
⮚ Weak Side- The side away from the defenses’ strength.
⮚ Front- Down linemen and the linebacker(s).
⮚ Leverage- This is where a defender aligns over a receiver.
⮚ Combo- A technique in which 2 DBs in man coverage exchange
responsibilities based on the receiver releases.
⮚ Box- The area spanning from the line of scrimmage to seven yards
deep and is from tight end to tight end wide.
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⮚ Pattern Read- Refers to a coverage technique where zone
defenders react differently to specific releases and route combinations,
more like a match-up zone.
Our offense begins with Offensive Organization. With our simple organizational tools
we will implement a very multiple offense. Organization is the key to our success within
our system. Our mechanics are simple, yet effective. Our play calling is a simple
approach that allows us to tell different players certain things to change the look we give
the defense. Each player has words that affect him or himself and another player working
together. We have two rules to our basic communication system.
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1. Focus Only On The Words That Affect You- this is the key to our
simple play calling, do not get caught-up by all the words in the play
all, listen to only those words that speak to you.
2. Learn To See The Big Picture- You will master the system, you get
past the stage of trying to figure out what you are supposed to do, and
get to the point that you understand and can visualize the entire play
and concept of the play.
HUDDLE PROCEDURE
● Center sets the huddle 5 yards from the ball.
● Linemen will bend down slightly, with hands on knees.
● Tackles will turn in at a 45-degree angle to face the QB.
● The back line, the Receivers and R back, will stand straight up.
● As the QB steps in front of the huddle, all talking will STOP.
● All eyes will focus on the Quarterback’s mouth.
● QB will then call the play.
● Focus only on those words and terms that specifically apply to you.
● Learn to see the BIG PICTURE, visualize the entire play
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● When in two-minute mode, we will NOT huddle; the QB and receivers will
receive the play via hand signals and a play board located on the sidelines.
Lineman will hustle to the LOS and listen for the QB call.
We will try to keep play calling very simple and short in length. We will implement two
different types of play calls in our normal huddle situations. Our run game is all called
by using words, i.e. the name of the play. We will also add a tag to motion on running
plays. Our passing game is called using a simple numbering system. We also use words
in our passing game to tag and adjust our base plays, but passing calls will always use
numbers in combination with words.
Zone Right
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The following is an example of one our play calls within our passing game and also an
explanation of what the each word means:
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I. Offensive Cadence: We implement a very unsophisticated cadence system in hopes that
the offensive team can better concentrate on WHAT and HOW intently, rather than when
they are going to do something. There is no question that concentration is a key to
getting off the ball, but once the snap count is called, it must be stored in your mind and
your thoughts should switch to assignment recognition and intensity. The SNAP count
must be automatic! The cadence is divided into 5 Phases!
I.1 Phase one: Quick count or First Sound snap—To keep the defense off balance we
use a “First Sound” command as a quick count. The First Sound is DOWN.
1 The QB will merely call the snap as “on the First Sound” which means
DOWN.
2 Everyone must get up to the L.O.S. quickly and get set in your stance.
No shifting or motion will take place when a play is called on the First
Sound.
Example: Toss Right/Toss Right – on the First Sound.
2.1 Any time any category of motion is called, the snap count cannot be a phase one
or phase two call.
2.2 The man called into motion will initiate his movement on the first color, and the
QB will be responsible for controlling the distance desired.
3.1 Basic Philosophy: We will audible merely to get us out of a bad play. We will
not attempt to mastermind the game on the Line of Scrimmage with an audible.
The following are keys to look for when an audible is needed:
1 Box- Number of defenders on the defensive front.
2 Side to Side- Number of defenders either side of the center.
3 Personnel- Where a specific player is located.
4 Looks- Specific front or coverage look.
5 Any time a play is changed at the L.O.S. the snap count is automatically
one.
6 **Disregard the audible. QB calls the play in the huddle and then says
disregard the audible. This is to keep the defense off balanced when we
do and audible and when we don’t.
CADENCE
DOWN – COLOR – COLOR – SET – GO – GO – GO
Examples:
On “Down” Down
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● Personnel:
⮚ Split Ends- The two outside receivers in our doubles formation.
⮚ Wings-The two inside receivers in our doubles formation.
⮚ X- Split End on the left side.
⮚ W- Wing on the left side.
⮚ Y- Wing on the right side.
⮚ Z- Split End on the right side.
⮚ R- Running back (R-Back).
⮚ N- Nickel, may be substituted for R in our No-back formations.
● Terms:
⮚ Wide Side (Field)- Wide side of the field when the ball is on the hash.
⮚ Short Side (Boundary)- Short side of the field when the ball is on the hash.
⮚ Front Side- The side of the play.
⮚ Back Side- Away from the play.
⮚ Split- How far a player’s alignment is from a landmark on the field.
⮚ Landmark- Certain places on the field or another player on the field.
⮚ Trouble- Alerts to offense to a potential blitzing player.
⮚ Run / Quick Check- A packaged call where the QB is given a running play and a
quick pass to choose from, he will read the front and choose the best play for the situation.
⮚ D.A.- This is for wings, if the defender over you plays wide or on the snap of the ball
flies out to cover the flats, show your numbers to the QB. Stay 3-4 yards from LOS.
⮚ Sight Adjust- Refers to the adjustment a receiver makes when he is the “Q”
Receiver, he will break off his route to a quicker to fill the void created by the blitzing player.
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⮚ Six Second Rule- A pre-snap rule for the QB, WRs, and RB, in which they mentally
go through their respective assignments on the upcoming play.
One of the defining characteristics of our offense is that we are a very MULTIPLE
formation and motion offense. This allows us to gain better angles and leverage
for certain types of plays, to maximize the use of our personnel that lets them get
in the most favorable match-ups, creates uncertainty and confusion on the part of
the defense, and allows great flexibility within the things we do.
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A few simple terms allow our offense to change its look. Memorization is
minimized, and basic formations can be combined in numerous ways to give us
the possibility of a nearly endless number of different looks. More importantly, it
allows us to put our best people or combination of people in positions on the field
where they have the BEST chance of succeeding.
Formations allow our offense to spread the field. We like to make our opponent
defend the entire field. We will stretch the defense both vertically and
horizontally. Using different formations also allows us to put our best athletes
against lesser athletes and weaker defenders. Our formations depend on
landmarks, both on the field and in relationship to our own players.
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Motion is the second part of how we want to align before we want the ball
snapped. We use motion in our offense for specific, defined purposes some of
which include:
The basics of our motions will be first in the play call. A player and a type of
motion will be the few words before the play call. We will designate WHO we
want to be in motion and we will designate WHAT type of motion we want. The
QB will control final destination with the snap count. It is vital to our offense that
our WRs, RBs, and QBs know who has to be on the line of scrimmage and who
has to be off.
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Shifting is a type of motion we will use to change our alignments before the ball
is snapped. Shifts and Motions are different because when shifting, all players
will reset before the ball is snapped. We use shifts in our offense for specific,
defined purposes some of which include:
The basics of our shifts, like our motions, will be first in the play call. All shift
are player specific. We will designate WHO we want shift and WHAT shift we
want. The QB will control when he wants the shift. It is vital to our offense that
our WRs, RBs, and QBs know who will be shifting their alignments on each call.
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A great thing about our offense is that we can use our base system in situations that other teams may go
into their 2-minute offense. We feel we can score using our base passing game with 2 minutes
left, or by using a two-minute look at ANY point and for ANY length in the game. Situational
football is a key to success as an offense. Utilizing this mindset, we can use the clock to OUR
advantage when we are ahead, and can also score in very short amounts of time from great
distances.
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Our one-minute offense is designed to move the ball quickly down field and enable our offense to
score either a touchdown or field goal. In order for our offense to operate efficiently we must all
be on the same pace and know the situation.
A “MAYDAY” call puts us in our one-minute offense. Thee basic formation is Doubles, or Trips
to the wide side of the field. The QB will call out the play, and then proceed into the cadence.
The cadence will be “Set Go.”
Anytime we want to stop the clock, we will call Kill, Kill—the ball will be snapped on Go. QB
throws ball to the ground behind LOS.
1. Last play Hail Mary with more than 25 yards to go. QB must throw the ball high and to the end
zone. (DO NOT OVERTHROW)
2. QB—NO sack—put the ball up.
3. Receivers align to doubles formation. (Possible use of motion to allow for easier release)
4. Receivers be alert for laterals or tips.
5. Linemen will be in 3-point stance with narrower splits.
6. If field goal wins, field goal team must be alert if no time outs are left. (If NOT on field goal
team you SPRINT off the field.)
7. Maintain pose. (Many games have been WON on the last play.)
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7. DO NOT burden the offense with more plays than you can practice effectively.
Our ability to function smoothly and efficiently in these time periods can have a great effect on our
season. Knowledge of the rules as they apply to the game clock is the single most important
factor in this phase of the game.
The wise use of time-outs is the first factor to be considered. Each team is allowed three (3) time-outs
per half. It is imperative that we do not use any of our time-outs unnecessarily during the normal
course of the game. If at all possible, we would like to have all three of our time-outs available
for our two-minute offense.
2. Use close to the full 25 seconds on each play if the clock is running. But do
not cut it so close that you risk a clock-stopping penalty.
4. Ball carriers should over protect the ball. Cover it with two hands and do not
be too intense in fighting for extra yardage thereby allowing more defensive
players a shot at you and at the ball. REMEMBER!!! The defense is going to
be going after the ball!
5. If there are less than 25 seconds remaining allow the clock to run down
without leaving the huddle.
7. Injuries happen, but if you are injured try to get off the field under your own
power. If you remain on the ground the clock will be stopped. If at all
possible we want to avoid this happening.
There are two Tables shown on this page, which help to illustrate the time, which can be
“burned.” These Tables are based on factors, which involve three variables:
1. The down
2. The time remaining
3. The number of time outs still available to our opponents
Table I shows the situations in which you merely need to kneel down. In actuality the factors are shown
in the purest form since the Table is constructed with no time being used for the actual running of
the QB Kneel play. (Victory Play)
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Table II shows the time you can realistically expect to use when we run a play, which in itself is
designed to consume time. These would not be QB Kneel plays. The basic assumption is that
you can use five seconds in actually running a play when our opponents call a time out
immediately upon tackling the ball carrier. When the opponents have no time outs remaining, we
feel we use 10 seconds (5 seconds to run the play and 5 seconds to unpile) for east first, second,
and third down play. Fourth down would still be a 5-second play.
Table I: QB KNEEL
NO TIME OUTS ONE TIME OUT TWO TIMEOUTS THREE TIME
REMAINING REMAIN OUTS REMAIN
3RD DOWN : 25
4TH DOWN
3RD DOWN : 25 : 10 : 10 : 10
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1. Requires using 5 seconds per play when a time out remains.
2. Requires using 10 seconds per play when no time outs remain.
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