FLEXBONE NATION

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Post #3 in a series of Complimentary Plays with in a Flexbone Offense, Guest Blog: Scott Dieterich

“CONNECTOR” PLAYS FOR A FLEXBONE OFFENSE

 

I’d like to extend a great appreciation to Coach Matt McLeod for his continued work on www.flexbonenation.com as a tremendous resource of valuable information for flexbone coaches around the country. This is an excellent website!!

            I have been running a version of the flexbone offense for about 20 years at the same school. And over the course of many years at the same school, we have had to play many of the same teams’ year after year. And even when we play against a relatively new opponent, there is still plenty of resources & film for them to choose from to help determine how they want to defend us – in other words, there is a lot of “trial and error” defenses already done for them. To me this is where the flexibility of the flex bone can be fully appreciated and used. In the words of Coach Kenny Wheaton of Harding University: “there is a lot of different ways to be good in this offense”. The use of plays besides the traditional core or foundation plays (i.e. The Big 5) of Triple, Mid-Triple, Midline, Rocket Toss, and then the 5th can vary greatly depending on who you ask (for me it’s been a series of isolation plays) is what the focus of this article will be – a category of plays I like to refer to as “connector” plays (I also like to refer to these as “tweener” plays since these plays are in-between runs & passes). These plays may not always play a huge part in this offense percentage-wise, but I feel like they are inexpensive to install & rep, and they hold a valuable place in this offense; at least for us they have. In the battle to maintain that fine line of “just enough” offense - (as compared to too much, and not enough offense), I feel like connector plays help us to do this without having too much offense to be effective at.

 

OFFENSIVE CATEGORIES & GROUPING of PLAYS

          Most offensive coaches will categorize or group plays to help organize their thoughts and ultimately help their install & teaching progression. This can help by also finding common ground for “overlap teaching” by finding plays that share common rules or techniques. For me, our offensive categories are:

1.      Core Runs (Most Flex Coaches “Big 5”)

2.      Complementary Runs (Plays that complement the Big 5).

3.      Connector Plays (Combine Run & Pass Elements into a Play)

4.      Concepts – Passing Game Actions & Route Concepts

5.      Creatives (Specials)

           

CONNECTOR PLAYS – WHAT, WHY, & WHEN

What exactly do we consider to be a “connector” plays?

  • A play that connects the run game to the passing game by combining elements & concepts of both run & pass plays or schemes.

  • Plays that use an existing run schemes and/or an existing passing game protection scheme as it’s blocking scheme for the play.

    Specific examples include:

  • Draws

  • Dash

  • Shovel Passes

  • Screens (Fast & Slow)

  • Under Center RPO (yea I said it – don’t judge me, LOL).

Why we carry and use connector plays?

  • Very easy & inexpensive to install since they use existing schemes and play concepts – it’s just a matter of giving the play a name terminology-wise so that it makes sense to the players.

  • Opponents do not show up to the game vs. a flex bone team defending these plays as their main concern, as a result these plays can be very effective vs teams that are content to stop your core or main plays.

When do we like to use connector plays?

  • These plays can be anytime play calls but they can also be good plays to have and call on tough down & distance situations – 1st or 2nd Down & Long (after a penalty or a negative play) or 3rd and Long or Medium when the defense has been doing a good job of defending your core & complementary runs.

 

 

DRAW PLAYS (Also QB Dash & Shovel Passes)

I’ll begin with our draw plays. Our draw plays come off of (2) of our main pass actions (3-step pass & sprint-out). Without getting too detailed and lengthy with our pass protection, I’ll just touch on the basics of our pass protection rules since our draw plays tie directly into this.

QB DRAW (3-STEP DRAW) PLAY CONCEPT & RULES:     

Our QB draw comes off our 3-step passing game. Our 3-step passing protection is what we call “Bob-Base”, which is like man-slide protection. Big on Big to the call side with a man count to the back side. Our fullback has the play side backer.

PSG – Pass set on 1st DL & work man upfield, if he sits or pinches then attack & run him.

PST - Pass set on 2nd DL & work man upfield, if he sits or pinches then attack & run him.

C & BSG – Pass set on 0 defender & back side backer; can fold vs. an A-Gap defender.

BST- Pass set on 2nd defender back side. Possible fold w/BSG vs 4i.

QB – 3-step drop, read the front movement as you drop & think play side but it could break back side. Find a crease & hit it.

FBPlay side backer – Use a “check & chase” technique if he drops. If he blitzes then stuff him @ the LOS and create a crease for QB.

PS SLOT or PS TE – Force defender – Use a “check & chase” technique if he drops. If he blitzes then attack him & work him upfield.

BS SLOT or BS TE – Hot defender (basically the widest front defender) – Use “show & go” technique if he drops into coverage.

WR’s – DRAW RULES - Push corner & crack near deep safety late or run off the corner.

 

 

SPRINT-DRAW(s) (FULLBACK or SLOT PLAY) PLAY CONCEPT & RULES:   

Our sprint-draw play can be a fullback or slot draw play. Both plays are blocked the same and we only have one assignment switch to give us (2) different plays. Sprint-draw comes off our sprint-out passing game protection which is true turn-back protection. Our fullback draw looks like sprint-out action and our slot draw looks like triple option action, but again both are blocked the same for our linemen.

ALL O-LINEMEN TECHNIQUE – Hinge set at a 45 angle by putting your butt into the play side gap and your eyes into the back-side gap. Attack the 1st threat in your back-side gap or climb to backer level. Key coaching point is don’t force the issue vs. a head-up defender and know that your threat to the back side gap can come from several different places.

QBFullback Sprint-Draw – show sprint out action, adjust to fullback with an underneath hand off then finish with sprint action. Slot triple sprint-draw – flash fake fullback like a double option and adjust to play side slot with an underneath hand off then finish triple option fake to the perimeter.

FBFullback Sprint-Draw – 3-steps flat to sell sprint-out action, turn shoulders & hips; square up with low pads on the 3rd step (should be in the B-gap). Receive ball and look to hit anywhere from the near C-gap to the back side. Slot triple sprint-draw – flash fake like double option, then become the hinge check blocker, attack the 1st threat off the play side tackle’s hip but don’t chase wide defenders.

PS SLOTFullback Sprint-Draw - hinge check blocker, set tight to play side tackle & attack the 1st threat off the play side tackle’s hip but don’t chase. Slot triple sprint-draw – shuffle inside gaining a little depth & set up square in the B-gap area. Receive ball and look to hit anywhere from the near C-gap to the back side.

BS SLOT – Probably wouldn’t have this on FB Draw. On Slot Triple draw, sell pitch.

PS TE – Best release to 1st backer left in the box; if no backer climb to safety level.

BS TE – Same technique as the O-Linemen.

WR’s – Block Draw Rules

 

 

QB DASH PLAY CONCEPT & RULES:

Our QB Dash play is a very simple play that combines elements of our sprint-out passing game and our sprint-out draw play(s). This play is best when the defense is dropping hard into zone coverage and not necessarily setting a hard edge on sprint-out action. It helps greatly to have a QB with a little speed to run this play.

ALL O-LINEMEN TECHNIQUE – Very simple rule: block this play like sprint-draw except climb faster than draw if your gap is not threatened immediately. Our best coaching point for the linemen is block “fast-draw”.

QB – show sprint out action, come out at a shallower angle & fast since this is a pre-determined QB run. Have ball in a passing position until you break the LOS.

FB – Block sprint-out protection which is 2nd contain defender to next MDM to the play. The fullback is the escort for the QB to the perimeter.

PS SLOTSprint-out protection rules; set the edge or deuce call it. Work for outside leverage but don’t allow too much penetration.

BS SLOT – Would be rare to have a back-side slot on this play.

PS TE – Block sprint-out rules which is basically the same as the PS Slot.

BS TE – Same technique as the O-Linemen.

WR’s – Block Draw Rules.

SLOT WR – Stalk cover down defender unless it’s man coverage then run him off. We can also build in a backer crack adjustment on this play also.

 

 

SHOVEL PASS(es) CONCEPT & RULES:         

Our shovel passes are easy plays that can be a non-read or a read play. We have (3) shovel passes that we will use at times and they use elements of the draw plays that have been previously explained. The great thing about shovel passes is that if they are not complete then it’s not a fumble.

1.      SPRINT SHOVEL ISO RULES (To the #2 WR in Trips):

O-LINE: Basically, block QB draw. Since this is a little slower developing than the QB draw, we use the coaching point “slow draw”.

QB – show sprint out action gaining more depth than normal, soft shovel pitch to the #2 WR and finish sprint out action.

FB – Block QB draw with a counter lead action; if the play side backer shows blitz then don’t counter step.

PS SLOTEdge defender to lead. If your hot defender is not a rusher then you become an extra lead blocker for the play.

BS SLOT – Would be rare to have a back-side slot on this play.

PS TE – Rare to have on this play.

BS TE – Block QB draw rules

WR’s – Block Draw Rules.

SLOT WR – 1 step push upfield then soft arc back towards the ball, work to a depth of about 4 yards behind the LOS. Catch shovel and run it where it opens play side.

 

 

2. SPRINT SHOVEL SOLID RULES (To the #3 Slot in Trips):

O-LINE: Basically, block QB draw with solid or base blocking instead of an iso scheme. Since this is a little slower developing than the QB draw, we use the coaching point “slow base”.

QB – same as sprint shovel iso except the shovel goes to the slot.

FB – Block QB solid draw with a counter lead action; if the play side force defender shows blitz then don’t counter step.

PS SLOTShow pass to the edge or HOT defender then pivot-twirl away from him and gain 3-4 yards’ depth, catch the shovel pass and look to hit it outside back side.

BS SLOT – Wouldn’t have one on this play.

PS TE – Block base/solid rules and work for outside leverage.

BS TE – Block base/solid rules and protect the edge for the shovel pass.

WR’s – Block Draw Rules

SLOT WR – Block Draw Rules

 

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3.      SPRINT SHOVEL OPTION (To the back-side Slot or Back Side TE):

This is a true “shovel double option play”. QB will read pitch off the EMLOS.

O-LINE: Block like sprint-draw except be more aggressive to avoid penetration.

QB – same as sprint shovel except read EMLOS for pitch or run.

FB – Block sprint-out but don’t block EMLOS.

PS SLOTAvoid EMLOS & seal play side backer to back side backer to climb.

BS SLOT – Open & work parallel to the LOS & get into backwards pitch relationship with the QB.

PS TE – Block sprint-draw like O-Line.

BS TE – Block draw like O-Line unless you are the shovel pitch man, then you are like the BS Slot.

WR’s – Block Draw Rules

SLOT WR – Block Draw Rules

 

 

SCREEN PLAYS (Fast & Slow)

Our screen plays are basically (2) types, Fast & Slow. Fast screens are basically perimeter screens attacking perimeter leverage and/or numbers. Slow screens are used to get linemen involved for a designated screener off of different actions. By base definition, a screen pass is a ball thrown behind the LOS with blockers in front of the receiver.

FAST SCREEN PLAY CONCEPT & RULES:   

Our fast screens are tied in to our 3-step passing game with a few basic adjustments. We can tag any number of receivers as the screener on this based on perimeter leverage & numbers. We can screen to any number of players: #1, #2, #3, or a Slot or TE from the back side.

PSG – Attack & reach the 1st DL.

PST – Attack & reach the 2nd DL.

C & BSG – Run block the 0-defender to back side #1 using man, fold, or you-me technique.

BST- Run block #2 defender back side. Scoop to cut-off a 4i.

QB – 1, 2, or 3-step drop trigger based on which perimeter screen we tag or call.

FBPlay side backer – Use a “check & chase” technique if he drops. If he blitzes then stuff him @ the LOS and create a crease for QB.

PS SLOTRun twirl screen, or block cover down defender for called screen or fly away based on the tag or play call.

PS TE (if one) – Force defender – Use a “check & chase” technique if he drops. If he blitzes then attack him & work him upfield.

BS SLOT or BS TE – Hot defender (basically the widest front defender) – Use “show & go” technique if he drops into coverage. BS Slot could run a swing or line screen from the back side.

WR’s – Run quick/now screen or block MDM for bubble or twirl screen

SLOT WR – Run bubble or block cover down for twirl, or corner for quick screen.

 

 

 

 

SLOW SCREEN PLAY CONCEPT & RULES:

Our slow screens are tied any of our pass action with just a few simple concepts to give us a lot of flexibility with this series of plays. We can tag any number of receivers as the screener off any number of actions.

PSG – Block the called protection for 2 counts then release for hook/curl defender. Block level 2 defenders, these guys make the plays before the secondary.

PST – Block the called protection for 2 counts then release for the flat defender. If your man hangs on you & smells the screen then block him & leverage him the best way.

CENTER – Block the called protection for 2 counts then look for “hangers” or defenders at or near the LOS that are able to make a play on the screen.

BSG – Block the called protection. Release once you know the ball is out and then pursue & play.

BST- Block the called protection. Release once you know the ball is out and then pursue & play.

QB – Execute the pass action called, retreat & pull the rushers to you & make the throw you need to make to get it to the screener. If it’s ugly throw it at his feet unless you know you can run it for positive yards.

ALL SKILLED PLAYERS RULES FOR SLOW SCREENS:

1.      If you are detached and not the screener - release into deep zones & block deep defenders.

2.      If you are in the core and not the screener – release into deep zones if the play call normally has you release. If you are a protector then protect until you know the ball is out then release to your protection rule.

3.      If you are the tagged screener – show the protection called for 2 counts, then work to the screen spot which is 4 yards x 4 yards off our EMLOS. Make yourself available & visible to the QB.

 

RPO (“ROPE”) PLAY CONCEPT & RULES:  

 

Our “RPO” is truly a simple “run-pass-option”, our code name for this play is “rope”. Just like all our connector plays, we combine elements of run & pass concepts using an existing blocking scheme. The basic concept of our RPO is simply a dive play in which we block aggressive “BOB” and our QB reads the play side backer for his give read. If the backer sits or drops then we simply hand it off. If the backer steps up pre-snap or post-snap then the QB simply disconnects & hits the inside slot on a pop pass or “replace route”. We only run this into trips and our QB has the option to check out of it if the safety walks close to the inside slot since our read is the backer and we can’t account for the safety.

ALL O-LINEMEN TECHNIQUE – Very simple rule: block our Bob-Base protection scheme aggressively as a run play. As quick as this play is by being under center, there is not threat of having a lineman downfield if the play reads pass.

QB – fake to the gap of the play side backer and read his intentions for give or pull. On pull, then immediately hit the play side slot in the dead spot.

FB – Mesh with the QB on A or B gap track for give or pull. On pull look to block the backer.

PS SLOTRun a pop-seam / replace route. Choke it down so we don’t get past 8 yards before ball is thrown. If ball is given to FB then block the safety.

BS SLOT – Won’t have this position.

PS TE – Won’t have this position.

BS TE – Same as O-Line

WR’s – #1 Run an outside release fade/Go.

SLOT WR – Run Bubble then pursue & play.

 

IN CLOSING:

I truly hope this article has helped you in at least some small way. I know I greatly benefit from the articles contributed to www.flexbonenation.com and I’d like to thank all of you who have taken the time to contribute to the site. I also hope that this article helps coaches appreciate the flexibility of the flexbone offense which helps it to continue to be an effective way to move the football in this era of modern spread offenses.

I appreciate Coach McLeod for asking me to write this article for www.flexbonenation.com; it’s been a pleasure because it makes me evaluate what we are doing and forces me to organize my thoughts. If I can ever do anything to help you along these lines please don’t hesitate to contact me. Good Luck,

 

Scott Dieterich (Deter)

OC

Parkview Baptist HS

Baton Rouge, La.