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4 Verticals, 3x1

Friday, June 27, 2014 / No Comments
Concept: 4 Verticals
Surface: 3x1
Route Package: Corner, Post, Hitch/Go, Hitch/Go
Progression: MOFO: Rhythm Y Corner, Read H Post, Release Backside D gap
Progression: MOFC: Rhythm Z Hitch/Go, Read X Hitch/Go, Release Frontside D gap



Split Flow Inside Zone, Pistol Diamond

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Concept: Inside Zone
Backfield: Pistol Diamond
Blocking: Zone left
P.O.A: 1 Hole
Bend: 0 Hole


FB Outside Zone, Wing Left

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Concept: Outside Zone
Backfield: Wing Left
Blocking: Zone right
P.O.A: 8 Hole
Bend: 6 Hole


Flood Concept, 2x2

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Concept: Flood
Surface: 2x2
Drop: Sprint out, 5 steps
Route Package: Corner, Dig, Flat
Progression: Rhythm: Corner, Read: Dig, Rush: Flat, Release: 8 Hole



Inside Zone, Pistol Diamond

Thursday, June 26, 2014 / No Comments
Concept: Inside Zone
Backfield: Pistol Diamond
Blocking: Zone right
P.O.A: 2 Hole
Bend: 0 Hole


Outside Zone, Pistol Diamond

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Concept: Outside Zone
Backfield: Pistol Diamond
Blocking: Zone right
P.O.A: 8 Hole
Bend: 6 Hole


Wedge, Beast Formation

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Concept: Wedge
Backfield: Beast
Blocking: Zone right
P.O.A: 2 Hole
Bend: 0 Hole


Sweep, Beast Formation

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Concept: Sweep
Backfield: Beast
Blocking: Zone right
P.O.A: 8 Hole
Bend: 6 Hole


Effective Practice Planning

Monday, June 23, 2014 / No Comments
“The absolute bottom line in coaching is organization and preparing for practice.” – Bill Walsh


Effective practice planning is a matter of time management. Before you can begin to plan your practices, you must identify and/or define your respective Offensive and Defensive systems. Once you have these systems defined, you must determine the necessary skills to make your system(s) a success. Finally, you must organize the skills that are to be taught into a structured and organized plan.


The topic of System development is beyond the scope of this article. You can find more information on this subject in the article: Organizing Season Plans


Typically, your practice sessions will be divided into the following groupings:

  • Warm-up period
  • Individual period
  • Group period
  • Team period
  • Cool down period


Description of Periods:
  • Warm-up period
    • The goal of this period is to elevate your players heart rate and prepare them for the more strenuous periods that are to follow.
  • Individual (Indy) period
    • This period is for the development of the individual skills necessary to play any given position. e.g. stance/start, drive blocking, block destruction etc.
    • This period can be against Air, Pads or controlled contact with other players.
  • Group period
    • The Group period is focused on ‘putting the pieces together’. At the conclusion of the Indy period, players (DL/LB/DB’s or OL/QB/RB/WR’s) are brought together to practice as a Unit.
    • This period can be against Air or Pads. There should NOT be live contact in the Group period.
  • Team period
    • The Team period is where the action takes place. This is NOT a period for scrimmaging.
    • This period is a live contact session. 11 on 11 is preferred, but if you do not have 22 available players you may adjust in the following manner:
      • half-shell: aligning offensive and defensive players to one side of the mid-line. Plays can only be run to this side.
      • inside run drills: No Wr’s, no DB’s. Only players in the box. Plays can only be run between the tackles.
    • Goals:
      • Full speed execution as a Unit
      • Proper execution of assignments against ‘live opponents’
      • This period MUST be controlled with a quick whistle. We are concerned with assignments and timing,  NOT TACKLING DRILLS!


Individual Period

To effectively plan your Individual period, you must identify the pertinent skills to be taught. The image below is a simple format for directly translating the needed skills into tangible Everyday drills.


Img 1: EDD’s
EDD.png




Group Period

To effectively plan your Group period, you must recall your Key Offensive/Defensive concepts. The image below is a simple format to categorize your Key concepts:


Img 2: Key Concepts for the Group period
key concepts.png



Team Period

As mentioned earlier, the Team period is for the development of timing and execution during live contact. To ensure that you do not stray from the goals of this period, it should be scripted from beginning to end. This means your plays and the defenses you will face are predetermined and executed in a specific order. The image below is the Offensive side of the script:


Img 3: Script for the Team period
O_script.png


When executed at a brisk pace, you should be able to rep 3-4 plays per minute. This will result in a total of 63 reps in a 20 minute period. Remember, this is a quick whistle phase. As an added bonus, you will not need to plan for or implement ‘gassers’ or wind sprints for conditioning.


For obvious reasons, do not provide the Defense with the plays the offense is going to execute. The defensive side of the script should only provide the various defenses the offense needs to execute against.


Img 4: Defensive script for Team period
D_script.png


An additional component of the Team period is Special Teams. On Offensive days, we will spend 15 minutes working on our Kick return and Punt return phases. On Defensive days, we will spend 15 minutes working on our Kick-off and Punt phases. The Special Teams period follows the same rules and goals as the Team period.


Cool Down

The final period of Practice is Cool Down. In this phase you want to begin easing the players out of ‘attack mode’. A gauntlet-style relay is a great way to transition out of the adrenaline packed action of the Team session while maintaining football relevance. A very short stretching period will complete the cool down phase. 


Practice Plan Templates

Most of us will have 2 hours or less to execute our practices. So, time is of the essence. To that end, I have included three sample practice plans that will address the phases discussed above in less than 2 hours.


***Each plan includes a reference to the Fundamentals Coach. This is a Coach or Coaches that are designated as ‘tutors’. Their primary purpose is to provide one on one and/or small group instruction for players while the Group/Team continues at full speed. You can read more about the Fundamentals Coach here: The Role of the Fundamentals Coach



Beginner Template

The first sample plan is appropriate for younger players that need increased Individual and Group instruction. Each day will have an Defensive or Offensive emphasis, but both sides will be broached.


This Plan is comprised of the following sections:
  • Warm-up - 8mins
  • Indy’s - 20mins
  • Group - 20mins
  • Sp. Teams - 10mins
  • Team: Offense - 25mins
  • Team: Defense - 25mins
  • Total time: 1 Hour and 56 minutes


Example 1:



Intermediate Template

The second plan is appropriate for Intermediate players. This plan will spend less time on Indy’s and Group but will retain the 20 minute period for the Team period. Also, this plan will focus on either Offense or Defense for a given practice.


This plan is comprised of the following sections:
  • Warm-ups - 8mins
  • Tackle Circuit (regardless of offensive/defensive emphasis) - 15mins
  • Indy’s - 10mins
  • Group - 15mins
  • Team - 20mins
  • Sp. Teams - 15mins
  • Cool down - 8mins
  • Total time: 1 Hour and 41 minutes


Example 2:
Intermed_plan.png



Advanced Template

The third plan is for more advanced players. This plan will cover both Offense and Defense in equal portions on each day of practice. The Water breaks are no longer called out into individual sections. To maintain the tempo of this plan, water is to be provided ‘on field’ throughout the duration of practice.


This plan is comprised of the following sections:
  • Warm-ups - 5mins
  • Emphasis: Defense
    • Tackle Circuit - 15mins
    • Indy’s - 10mins
    • Group - 15mins
    • Team - 15mins
    • Sp. Teams - 5mins
  • Emphasis: Offense
    • Indy’s - 10mins
    • Group - 15mins
    • Team - 15mins
    • Sp. Teams - 5mins
  • Cool Down - 5mins
  • Total Time: 1 Hour and 55 minutes


Example 3:
Adv_plan.png


As a coach, the Practice Plan is the most valuable resource in your toolbox. Week in and week out, games are won and lost based on a team’s practices.

Developing the Coaches Manual (Offense)

Sunday, June 15, 2014 / No Comments
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:

    • 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
  1. Hole Numbering System
    1. Holes are numbered over the offensive linemen. They are used as a directional tool only for run plays and to determine right or left.
    2. All plays ending in even numbers go to the right side
    3. All plays ending in odd numbers go to the left side

  1. Position Numbering
    1. Quarterback = 1
    2. H back = 2
    3. 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

  1. Receiver on sideline towards scrambling quarterback - work deep or find a dead spot on the sideline
  2. Intermediate routes - run parallel with quarterback
  3. Backside sideline receiver - work to get in quarterback’s vision

Reference 1: Surfaces
  1. Detailed information regarding our Surfaces can be found here: Being Multiple on Offense

Table 4: Two Minute Offense



  1. Know the Game situation
    1. Do we want to score a touchdown?
    2. Do we want to run out the clock?
  2. Clock administration
    1. The game clock stops:
      1. When timeout is called
      2. Incomplete pass
      3. Ball carrier goes out of bounds
      4. During administration of penalty
      5. While chain gang measures for first down
      6. When either team makes a first down
      7. Change of possession
      8. Injury timeout
    2. The game clock starts:
      1. When the ball is legally touched on kickoff
      2. With snap of ball
      3. With the referee’s whistle indication ball is ready for play
        1. After measurement for first down
        2. After administration of penalty
        3. After chains are advanced and set for first down
  3. Coaching Points (When tied or behind)
    1. Saving Time
      1. Hustle at all times but keep poise
      2. Always use quick count (Attack) with clock running
      3. Request measurement if the spot is close
      4. Hustle to nearest official when calling timeout
      5. Hustle to line of scrimmage after previous play is over
      6. No huddle
      7. Call play that will allow runner or receiver to get out of bounds
      8. Ball carriers and receivers get as much yardage as possible, then get out of bounds
      9. Only use ‘clock’ play when absolutely necessary
      10. Team must be lined up and set on ball when referee signals ball ready to play and starts clock
      11. Down rolling punts quickly
      12. Punt out of bounds or over goal line
      13. No penalties
      14. Have ball carriers get up as quickly as possible after being tackled
      15. Have center locate ball placement as quickly as possible
      16. No motions or shifts with formations
      17. Move QB to sideline as much as possible
      18. Never take a sack! Throw the ball away...out of bounds
      19. Keep your poise - be positive - Never give up!
    2. When we want to score a touchdown
      1. Four down zone all over the field
      2. No turnovers on first, second or third downs
      3. On fourth down, throw the ball up and give us a chance when desperate
  4. Coaching Points (When we want to run the clock out)
    1. Use as much of the play clock as possible
      1. Always Huddle up
      2. Keep the ball away from the sidelines
      3. Warn runners to stay in bounds
      4. No penalties
      5. Run wide but stay in bounds
      6. High percentage passes, if any
      7. Never call a timeout
      8. Fourth down is not an automatic kicking down
      9. Know the number of timeouts your opponent has
      10. Know how much time we can run off the clock
        1. 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
          1. 20 seconds before the first snap
          2. 40 seconds for the play and the 25 second count
          3. 40 seconds for the second down play
          4. 40 seconds for the third down play
          5. 5 seconds for the fourth down play
          6. Total = 145 seconds to two minutes and 25 seconds
        2. 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
          1. 20 seconds before the first snap
          2. 5 seconds for the first down play
          3. 0 seconds between first and second down (time out)
          4. 40 seconds for the next play and next 25 second period
          5. 40 seconds for the next
          6. 5 seconds for the fourth down play
          7. Total = 110 seconds or 1:50 minutes
        3. 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)
        4. If the opponent has three timeouts left and the clock is running on first down...the total is 45 seconds
        5. 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'.


"It's about the Process...not the Results"