DESIGN
The Pass First Offense is designed to: 1) attack the entire football field therefore stretching the defense horizontally and vertically; 2) isolate defenders, create one on one situations, and exploit mismatches; 3) force the defense to monitor threats thus destroying recognition and pursuit; 4) be unpredictable because of patience and adjustment; 5) eliminate mistakes by having a simple base offense that we carry every week; 6) be multiple by varying formations and movements but running the same plays; and, 7) add special plays without confusion by changing only one player's assignment.
STRATEGY
The guidelines for game strategy are: 1) the OL will dictate the game plan; 2) we will throw the ball at anytime and from anywhere; 3) we will balance our attack with a simple running game; 4) we will use draws, screens, and delays extensively; 5) we will have a play-action pass for most of our runs; 6) we will use multiple launch points to protect the QB and to put him in the best position to throw; 7) we will use multiple formations and movements to predict defensive adjustments; and, 8) we will take what they give us.
OFFENSIVE GAME OBJECTIVES
The offensive game objectives are: 1) win; 2) score twenty six or more points; 3) score 100 percent inside the plus ten yard line; 4) have no backed up punts; 5) convert 60 percent of third downs and 90 percent of fourth downs; 6) complete 60 percent of all pass attempts; 7) allow no sacks; 8) commit no more than one turnover; 9) commit no penalties to stop a drive; 10) have at least three big plays (twenty five yards or more); and, 11) average five yards on first down.
THE CAUSES OF INTERCEPTIONS
In 1947 the legendary Woody Hayes did a study on the cause of interceptions. He concluded that the reasons are: 1) throwing off-balance; 2) throwing behind the receiver; 3) throwing late; 4) throwing over linebackers instead of between them; 5) throwing a long pass short; 6) throwing a short pass long; 7) allowing receivers to become bunched; 8) allowing receivers to run curves instead of angles; 9) using desperate heaves to get out of trouble; and, 10) throwing deep passes on obvious passing downs. These are our guidelines for avoiding interceptions.
OFFENSIVE TACTICS
In the Dropback passing game we primarily use Solid protection (80 and 90) vs. seven man fronts (Odd and Stack) and Turnback protection (50) vs. eight man fronts (Even and Goal-line). However it is important to change it up. It makes no difference in the Sprint and Play-Action passing game. If a team is blitzing inside we use Solid protection. If a team is blitzing outside or overloading we use Turnback protection.
Our blocking rules for the running game are designed for all three defenses. When attacking Odd and Stack defenses we like to run away from the secondary force. When attacking an even defense we run to the two receiver side until they adjust (we have them outnumbered).
If a team employs hard DEs (inside) we go outside with the Sprint Pass, Sweep and QB Keep(Outside Game) and run Screens rather than Draws. If the DEs play easy (outside) we concentrate inside with the Dropback Pass, Power and Blast (Inside Game). An easy DE is a threat to draws and screens but can not pressure the QB. If the opponent plays the DEs upfield we continue to employ the Inside Game but now can run Screens and Draws as well. We apply the previously mentioned principles against an upfield DL and also Trap. If a team plays a slant NG we run the Zone and the Draws (Cutback Game) and if he is predictable we run away from him.
We employ the Inside Game vs. a scraping onside LB and run the Cutback Game vs. a scraping backside LB. Against all running LBs and over-pursuers we run the Counter and Reverse (Misdirection Game). If the LBs are plugging and/or blitzing inside we use the Outside Game. If the backside LB is plugging we run the Power and Blast.
If the defense is moving the front or stemming the LBs and DBs we go on a Quick Snap Count. This tactic usually discourages moves and stems but if they persist we have to get away from the audibles. We run the ball more because we feel a stemming LB is not a good run defender. If we can catch a DB out of position the big play is a possibility in the passing game or if we break a run into the secondary.
If the CBs are forcing we run inside and throw the Play-Action Go, Up, and Corner. If the FS is an alley player we throw the Play-Action Middle pattern. If the SS is an aggressive run defender we run the Play-Action Flat 'n Curl. We run our Play-Action Slant route vs. all secondary forces.
We believe our Slant and Option routes, Middle pattern, and Screens can be effective against all coverages. Against any soft coverage defenders the Draws and Delays are successful. When attacking a three deep zone we think horizontal stretch (Flat 'n Curl, Hitch 'n Out, etc.). Another area we exploit is the hole (Middle pattern and IR Spot). We also run four verticals (Steamer) and throw opposite the FS. When facing a two deep zone we attack the deep thirds of the field (Double Up and Double Flag) and employ vertical stretch patterns on the CB (Flag 'n Hitch and Flat 'n Flag). We also stretch the Ss horizontally (Steamer). If the defense is playing the sky/cloud game we throw the Option route. When the defense uses a robber coverage we make a Robber call and send the SR to the Post. If the defense plays any form of man coverage we want our best receiver running away from their worst defender with grass to operate (Middle pattern, Flag, Go, Up, etc.). Virtually all of our routes allow the receiver to run away from man coverage. The QB Runs are also effective because no one is assigned to the QB.
When the defense insists on pressure we must be willing to maximum protect and go for the home-run. The Quick Game is effective and Screens can be deadly. The Running Game has big play potential because there is no second level of defense. We have to be patient and understand that they will make some plays, but we will too. We also continue to attack with the previously mentioned tactics for man coverage. Against press man coverage our receivers must get off the LOS (line of scrimmage). We must work on this fundamental every day or press man will cause major problems.
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) touchdown- plus five; 2) conversion- plus three; 3) catch/completion- plus three; 4) ten yard gain- plus three; 5) twenty five yard gain- plus five; 6) recover fumble- plus five; 7) knockdown- plus three; 8) outstanding block- plus five; 9) downfield block- plus five; 10) extra effort- plus three; 11) plus- plus one; 12)turnover- minus five; 13) cause a turnover- minus five; 14) fumble- minus three; 15) drop/poor throw- minus three; 16) penalty- minus three; 17) drive stopping penalty- minus five; 18) give up a sack- minus five; 19) give up a pressure- minus three; 20) missed assignment- minus five; 21) loaf- minus ten; and, 22) minus- minus one.
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