Here are 10 thoughts in developing an offense. I'm sure there are many moreI may be leaving out but here's my thought process!
1. Run game- Choose the run game that best fits your players.
Personnel groupings: 12, 11 ,21 or 10. What do you want to be on offense.
Gap/Zone- If you can move laterally and have quicker o lineman then run a zone scheme. More size and less speed run a gap scheme. Don't try to force round pegs into a square hole.
Every run game you should have:
A. Bread and butter-what 3 plays are you going to have
B. Perimeter run-toss, jet sweep, wide zone, maybe pin and pull-You need to stretch the field horizontally as most big runs will happen with a missed tackle on the edge.
C. Misdirection: Counter and trap. With all the 4-2 fronts, why we don't see more trap is a big surprise to me.
D. QB designed runs: Always a fan of 3x1 speed option away from the trips. QB power game is a great play and some of the other ones you can scheme up.
E. Zone read game: We all have our zone read and rpo variations. We can write a book on those.
2. Pass game-
A.Drop Back- quick and 5 step game with route concepts that will work vs both man/zon concepts:
3 Examples include: Mesh, dagger and sail route.
B. Boot game
C. Play action pass game
D. Crack Screen game-In college you can block when ball is thrown behind the LOS. Take advantage of that with a a crack screen game and take advantage of 2 for 1's on the perimeter vs teams that play man.
E. Traditional or quick screen game if you have athletic lineman that can play in space. Some teams can't run screens.
F. RPO game and ability to make things a definite give
G. Protection schemes-drop back, sprint or dart and move the pocket, Half man-half zone, and full/4 man slide protections
3. Pre snap read component:
There are always some easy throws that defenses give you on early downs. Rather than check to it make it part of the equation and system on early downs.
Here's an easy example:
You come out in 3x1.
A) you have 3 over 2 to the trips side, the qb can throw the bubble
B) You have a 1 wr pattern that is built in to your system: slant, hitch or out for arguments sake.
C) Neither look you like you run the designed play. It may be a zone read or an rpo but you have A and B built into your offense.
You have a presnap throw to the single wr side. If CB is 7 yards off you throw it.
4. The ability to play tempo at any time:
A. 1 word calls to get them off quick
Example: Arizona-everyone gets lined up in the predetermined formation and runs inside zone
Pass game: Michigan-Auto mesh
B. Something to get lined up quick and try to draw them off. A quick call like Delta, its's 3rd and 2 get lined up try to draw them off. If it doesn't work, call the play at the LOS.
5. Unbalanced component
A. Run to the strength of unbalanced, run away from the strength
B. Pass play away from unbalanced when teams over rate in the secondary (CB in the middle of the field)
6. Formation into the boundary
A. How do they handle this:
Do defenses roll the coverage into the boundary? Do they align the sam to the boundary? How do they play it and have a few answers depending on what they do.
7. Stack Formations:
Will they give you a 5 man box. If so run the football. Give you 6 have a few easy pass concepts from stack formations.
8. Motions
How do they handle it. Most teams will tell you zone or man. Use motions to give you leverage in the run game and also give you
Some will spin the secondary and others will shift some LB. Have your answers based on what they do.
9. Empty Component out of 12/21
If you run 12/21 you should run empty, most teams will go zone vs 12 defensively so you can create some easy throws and completions with some easy formations and routes. Stick to the 3 wr with 2 slants weak is an easy one.
10. Less is more
Have answers for everything the defense can give you. You don't need 50 plays to accomplish that. Take 10% out of your playbook and see what happens. Have answers!!
These are my 10: Subject to change!
Game Day:
A. 3rd down component-The following situations need to be looked at
3rd and 1-3
3rd and 4-6
3rd and 7-10
3rd and long
B. Automatics for various situations
- Tempo
- Catch them 3rd-4th down or draw them off sides
- 1 word calls
C. Screens/Alerts
D. Coming out
E. Short Yardage and 2 point play
F. 2nd and 1 take a shot call or 3rd and short in their territory take a shot
G. 4 minute both slow down and quick package
H. Special Situations-need a field goal, need to kill clock, staying in bounds
I. Openers-1o plays you want to run early in the game