DESIGN
The Stack Defense is designed to: 1) prevent the score- this is always the number one priority; 2) physically dominate the opponent- run, hit, and gang tackle; 3) prevent the big play- be simple enough that the players are never out of position; 4) force three and outs- be great on first and third down; 5) force turnovers- strip the ball carrier and break on the thrown ball; and, 6) score on defense- the ultimate sudden change play for the defense.
STRATEGY
The guidelines for developing game strategy are: 1) stop the run and control the pass; 2) take away what the offense does best; 3) disguise our intentions; 4) play situation defenses; 5) devise a sound blitz package; and, 6) have a special "wrinkle" for every big game.
DEFENSIVE GAME OBJECTIVES
Our defensive game objectives are: 1) win; 2) hold the opponent to under 2.8 yards per rushing attempt; 3) hold the opponent to under 120 yards passing; 4) hold the opponent to less than 236 yards of total offense; 5) give up no touchdown passes; 6) give up no gains over twenty five yards; 7) sack the passer one of every eight attempts; 8) intercept one of every seventeen passes; 9) give up no touchdowns after a sudden change; 10) allow no drives over ten plays; and, 11) hold the opponent under thirteen points.
PRE-SNAP READS
The basic pre-snap reads are: 1) the down and distance; 2) the time and score; 3) the stance of the OL (offensive linemen); 4) the splits of the OL; 5) the splits of the WRs (wide receivers); 6) the eyes of all the offensive players; and, 7) the personnel and formation.
DEFENSIVE TACTICS
We want to attack, confuse, and destroy the offense by every means possible. Our down linemen attack the LOS (line of scrimmage) on every snap. We use the zone blitz concept against all offenses and defend all phases of the option with each call. Our theory is to get penetration vs. the run and pressure on the QB vs. the pass. To us, blitzing means bringing five men. We always keep at least one S deep to help the CBs. We consider this pressure without risk.
When facing a Wing-T Offense we like to cover the Gs and blitz the B gaps because the OT has trouble executing a down block vs. a blitzing LB. This also works well vs. Turnback protection. We like to cross key the HBs. If the HBs cheat we have someone cover them on the LOS. We force them to beat us with the pass. We also use all these principles for a Wishbone, Power-I, and a Single-Wing.
When defending the Run 'n Shoot we want to pressure them off the edge because they have no TEs. We treat them much like a Wing-T because most of them involve the two slotbacks in the running game, run the option, and use some form of turnback protection. We never use a rotating coverage because the QB only uses a half roll. We also have to be prepared for spread adjustments.
The Pro-Set Offense cause problems because of its multiplicity. It is not a sequence of plays but instead is a combination of mini-systems. For this reason we have to be aware of tendencies by formation and personnel in the game. The nature of this offense is to change its attack constantly. We key the near back in most cases because of the five out passing game. As always we like to pressure but it becomes more of a "chess match" because of the more balanced approach. If a team employs the option from a Pro-Set, we blitz and vary coverage on virtually all passing downs because they probably are not proficient at protection and/or route adjustment.
Against a Single-Back Offense our methods are similar to those for a Pro-Set. The difference is that they are playing the removal game with us. We have to aware that if we move out they generally run and if we stay in they generally pass. Because the Single-Back Offense uses TEs (unlike the Run 'n Shoot) we blitz inside more than outside.
Against all passing offenses we devise a blitz package based on their protection schemes. We blitz protections, not formations. We also want to get overlap in pass coverage. Our desire is to take away the inside and force them to beat us outside. Likewise, against all running offenses we devise stunts and blitzes to stop their best plays. We also maintain the overlap and force the ball outside strategy.
INDIVIDUAL EVALUATION SYSTEM
The first tool to evaluate performance is a percentage grade. The possible grades for each play are: 1) plus- perfect execution; 2) double plus- exceptional play; 3) minus- less than perfect execution; and, 4) double minus- major mistake. To determine the overall grade for the game, divide the number of pluses by the number of plays. A winner is 80 percent or better.
The other tool for performance evaluation is the number of bonus points. A playmaker averages more than one bonus point per play. The plays that receive bonus points are: 1) tackle- plus one; 2) assist- plus a half; 3) tackle for loss- plus one; 4) cause fumble- plus three; 5) recover fumble- plus one; 6) interception- plus three; 7) pass breakup- plus one; 8) cause interception- plus three; 9) sack- plus three; 10) pressure- plus one; 11) stop (conversion down)- plus three; 12) score a TD- plus five; 13) block for sudden change- plus three; 14) extra effort- plus three; 15) plus- plus one; 16) missed tackle- minus five; 17) missed assignment- minus five; 18) loaf- minus ten; 19) penalty- minus three; 20) drive sustaining penalty- minus five; 21) missed play- minus three; and, 22) minus- minus one.
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