Developing the Coaches Manual (Offense)
The coaching of your assistant coaches is arguably, just as important as coaching your players. Competing priorities, as well as a general lack of resources plague all of us. If you are in a situation where your staff remains with you year after year, count your blessings. Most of us, do not have that luxury.
As part of my Season Plan, I complete a 'coaches manual' (Template available by request). The Coaches Manual is the document that defines the mechanics of the system. This the document at can be handed to a coach to familiarize him or her self with the system.
In High school, they refer to this as the playbook. I can assure you, there is very little benefit to handing this document to a group of 10yr olds. Instead, focus on preparing the coaches.
In the scope of Organizing a Season Plan, this document captures the data from the Offseason phase: System Development.
Structure:
Img 1: Cover
Img 2: Huddle Procedures
As part of my Season Plan, I complete a 'coaches manual' (Template available by request). The Coaches Manual is the document that defines the mechanics of the system. This the document at can be handed to a coach to familiarize him or her self with the system.
In High school, they refer to this as the playbook. I can assure you, there is very little benefit to handing this document to a group of 10yr olds. Instead, focus on preparing the coaches.
In the scope of Organizing a Season Plan, this document captures the data from the Offseason phase: System Development.
Structure:
- Offensive Goals & Objectives
- Huddle procedures
- Alignment of Back & Receivers
- OL Splits
- Cadence
- Normal
- Attack
- Freeze
- Numbering System and Play Calling
- Hole Numbering
- Position Numbering
- Play Calling
- Run Blocking Rules
- Pass Blocking Rules
- Route Packages
- Flood
- Vert
- Scramble Rules
- Surfaces
- Left / Right
- Left Spread / Right Spread
- Left Strong / Right Strong
- Left Over / Right Over
- Left Trips / Right Trips
- Bull / Bull Wing
- Beast Left / Right
- Run Concepts
- Zone
- Power
- Iso
- Pass Concepts
- Flood
- Vert
- Swing
- Two Minute Offense
Img 1: Cover
"It's about the Process...not the Results"
Img 2: Huddle Procedures
Img 3: Alignments & Cadence
Table 1: Hole & Position Numbering
- Hole Numbering System
- Holes are numbered over the offensive linemen. They are used as a directional tool only for run plays and to determine right or left.
- All plays ending in even numbers go to the right side
- All plays ending in odd numbers go to the left side
- Position Numbering
- Quarterback = 1
- H back = 2
- S back = 3
Table 2: Play calling
Our play calls are structured in the following format:
- Surface / Backfield / Play / Blocking
- Ex. Left 31 Zone, Left Spread 31 Zone, Left Over 31 Zone
- *** If a Backfield is not called, we are in our Base pistol alignment
Table 3: Route packages & Scramble Rules
Route Packages
Package
|
X
|
Y
|
Z
|
H
|
S
|
Flood
|
Corner
|
Dig
|
Swing
| ||
Vert
|
Hitch/Go
|
Corner
|
Hitch/Go
|
Post
|
Scramble Rules
- Receiver on sideline towards scrambling quarterback - work deep or find a dead spot on the sideline
- Intermediate routes - run parallel with quarterback
- Backside sideline receiver - work to get in quarterback’s vision
Reference 1: Surfaces
- Detailed information regarding our Surfaces can be found here: Being Multiple on Offense
Table 4: Two Minute Offense
- Know the Game situation
- Do we want to score a touchdown?
- Do we want to run out the clock?
- Clock administration
- The game clock stops:
- When timeout is called
- Incomplete pass
- Ball carrier goes out of bounds
- During administration of penalty
- While chain gang measures for first down
- When either team makes a first down
- Change of possession
- Injury timeout
- The game clock starts:
- When the ball is legally touched on kickoff
- With snap of ball
- With the referee’s whistle indication ball is ready for play
- After measurement for first down
- After administration of penalty
- After chains are advanced and set for first down
- Coaching Points (When tied or behind)
- Saving Time
- Hustle at all times but keep poise
- Always use quick count (Attack) with clock running
- Request measurement if the spot is close
- Hustle to nearest official when calling timeout
- Hustle to line of scrimmage after previous play is over
- No huddle
- Call play that will allow runner or receiver to get out of bounds
- Ball carriers and receivers get as much yardage as possible, then get out of bounds
- Only use ‘clock’ play when absolutely necessary
- Team must be lined up and set on ball when referee signals ball ready to play and starts clock
- Down rolling punts quickly
- Punt out of bounds or over goal line
- No penalties
- Have ball carriers get up as quickly as possible after being tackled
- Have center locate ball placement as quickly as possible
- No motions or shifts with formations
- Move QB to sideline as much as possible
- Never take a sack! Throw the ball away...out of bounds
- Keep your poise - be positive - Never give up!
- When we want to score a touchdown
- Four down zone all over the field
- No turnovers on first, second or third downs
- On fourth down, throw the ball up and give us a chance when desperate
- Coaching Points (When we want to run the clock out)
- Use as much of the play clock as possible
- Always Huddle up
- Keep the ball away from the sidelines
- Warn runners to stay in bounds
- No penalties
- Run wide but stay in bounds
- High percentage passes, if any
- Never call a timeout
- Fourth down is not an automatic kicking down
- Know the number of timeouts your opponent has
- Know how much time we can run off the clock
- If our opponent has no timeouts left, an average of 40 seconds will elapse. If we have a first down and our opponent has no timeouts left, we should be able to run two minutes and 25 seconds off the clock. Example
- 20 seconds before the first snap
- 40 seconds for the play and the 25 second count
- 40 seconds for the second down play
- 40 seconds for the third down play
- 5 seconds for the fourth down play
- Total = 145 seconds to two minutes and 25 seconds
- If our opponent has (1) time out and we have just made a first down, we can run (1) minute and 50 seconds off the clock
- 20 seconds before the first snap
- 5 seconds for the first down play
- 0 seconds between first and second down (time out)
- 40 seconds for the next play and next 25 second period
- 40 seconds for the next
- 5 seconds for the fourth down play
- Total = 110 seconds or 1:50 minutes
- If the clock is stopped before the first down the the opponent has no timeouts left because the ball changed hands, the total is two minutes and five seconds (2:05)
- If the opponent has three timeouts left and the clock is running on first down...the total is 45 seconds
- If the clock is stopped on first down...the total is 20 seconds
By providing the above information in a single document, both the HC and Assistant coaches will be referencing a singular 'knowledge base'.
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