Return to Directory 1.ATTACK: We will play a fast break, up-tempo attack. We will force each opponent to react and adjust to our offense. We will always use intelligence and conditioning to our advantage. 2.GATA: We will GET AFTER THEIR ASS! This is the cornerstone principle of Gun ~N~ Run Football. 3.ELIMINATION OF TURNOVERS: Its tough enough to beat your opponent. Take away the negative plays to ensure that we dont beat ourselves. TURNOVER RATIO is the number one factor in winning and losing college football games. 4.SCORE: The object of our offense is to score. We will score first, fast, and we will finish the fourth quarter. We will maximize the Red Zone and we will take advantage of every turnover that our defense creates by scoring points. 5.TEAM: Foremost, we must be come a true team. On and off the field, we act as one, united as a whole group, where together we can accomplish greatness. Gun ~N~ Run Objectives
Return to Directory 1.To outscore our opponent. VICTORY! 2.To score six times a game. 3.To out-hit and punish every defense we face. 4.To average 400 yards of total offense. 5.To be one of the Top 5 offenses in Texas. Offensive Goals
Return to Directory AttitudeAttitude Spread the FieldSpread the Field Throw to Uncovered ReceiversThrow to Uncovered Receivers Hurt the BlitzHurt the Blitz Game PlanningGame Planning Philosophy
Return to Directory Play loose, Play fast, Play hard! Play with poise through the good and the bad. HAVE FUN! Aggressive basketball on grass mentality. Wear em out. Out hit and out physical our opponent. Attitude
Return to Directory Use Formations and Motions Forces the defense to declare their coverage and blitzes. Easier for the quarterback to read coverage. Helps the run game (5 to 6 simple plays). Create mismatches. Spread the Field
Return to Directory Make Them Cover You Up By Alignment, Motion, and Shifts. By Bubble Screen. **This forces defensive adjustments that help in protection and in running game. Uncovered Principle
Return to DirectoryRules Any receiver that is not covered up and can catch the ball and gain 4 yards. Only throw on 1 st and 2 nd downs or on 3 rd down with less than 5 yards to go. Uncovered Principle
Return to Directory Throwing Uncovered The receiver may widen his alignment or switch his stance. The QB will catch the snap and get the ball to receiver as quick as possible The receiver shows his numbers to the QB, secure the ball, run to daylight. All other receivers will block the most dangerous man. Uncovered Receivers - Orange
Return to Directory Foot Race to the Sidelines Used mostly in a trips formation No cut-back, until you get to the numbers Receivers block the most dangerous man Uncovered Receivers - Silver
Return to Directory Throwing Uncovered Bubble The QB catches the snap, delivers the ball on the up-field shoulder, fades back after the throw. The receiver will have his inside foot up in his stance and runs the bubble, secures the ball, runs to the sidelines. Uncovered Receivers - Silver
Return to Directory 3 0n 2 Throwing Uncovered Bubble NO Cut-back Uncovered Receivers - Silver ZXSFY
Return to Directory Uncovered Receiver Drill Set, Go Play Call: Chase Left Down Orange, Orange Uncovered Principle
Return to Directory Recognize it – Protect it – Attack it! Protections must be simple (man scheme). Attack (must have a game plan). –Sight adjustments –Hot routes –Bring in extra protection –Screens –No back/Quick Game Hurt the Blitz
Return to Directory The Right Tools in the Toolbox Must be able to adjust during game. Routes must be adjustable. Must have the right tools in the toolbox. Game Planning
Return to Directory Multiple with Simplicity Focus Only On The Words That Affect You Learn To See The Big Picture Offensive Mechanics
Return to Directory Play Calls Running Game –Running Game – Words Quick Game –Quick Game – Girls Drop Back Game –Drop Back Game – Names
Return to Directory Tells us the running play we are running. Tells us the direction we are running the play to. Basic Play Call Cash Ricky Running Game
Return to Directory Girl routes are quick game mirrored routes. We will use aggressive sets and cuts in protection. Named routes are 5 step concepts. We will used vertical sets and BOB principles in protection. Basic Play Calls Red Girl Passing Game Judy
Return to DirectoryCadence Gun – On Centers Snap Down Blue – Blue, Ready Under – On One Down Blue – Blue, Set, Go Under – On Two Down Blue – Blue, Set, Go, Go Under – On Repeat Down Blue – Blue, Set Go, Go, Set Go
Return to Directory Color Phase Orange Silver Red & White Black & Blue Gold Brown Uncovered Uncovered Bubble Right Left 39 32
Return to DirectoryTerminology Personnel Split End – X Slots – S/F Tight End – Y Running Back – Z Q
Return to DirectoryTerminology Terms Wide Side (Field)/Short Side (Boundary) Front-side/Back-side Split Landmark Trouble Run/Quick Check
Return to DirectoryTerminology Terms Y.A.C. G.A.T.A. Sight Adjust 6 Second Rule Q Receiver
Return to Directory 6 Second Rule Doing the Little Things Where do I align, according to the formation? How does my assignment affect my split? What is my assignment? What coverage is the defense in? How does the coverage affect my assignment? Who is the Q Receiver? Who causes the sight adjustment?
Return to DirectoryFormations
Return to Directory Run Game SaberFormations Doubles Trips Bunch Passing Game S Cat Girl/Big Girl Nice Girl Smart Girl Crazy Girl (Sucker) The Playbook
Return to DirectorySaber
Return to Directory The Quick Game Girls Our 3-step passing game is the Girls series. This is the BREAD AND BUTTER of our offense. We will throw it at anytime, anywhere on the field. We prefer to use it against covers 3 and 1 or against the blitz. This is a high percentage series. The completion should be 80% - 85%. These are the only pass plays we teach. We can run these plays out of most of our formations, but a majority of the time we like to run them from Doubles, Trips, or Spread.
Return to Directory Girl/Big Girl
Return to Directory Nice Girl
Return to Directory Smart Girl
Return to Directory Crazy Girl (Sucker)
Return to DirectoryMotion Motion is the second part of how we get aligned before we want the ball snapped. We use motion in our offense for specific, defined purposes. The basics of our motions will be first in the play call. A player and a type of motion will be the few words before the play. We will designate WHO we want to be in motion and we will designate WHAT type of motion we want. The QB will control final destination with the snap count. It is vital to our offense that our WRs, RBs, and QBs know who has to be on the line of scrimmage and who has to be off.
Return to Directory SAY/SAX FAY/FAX Zorro/Zulu Stupid Motions Z F Y S X
Return to Directory Q Receiver Q Receiver: within all of our passing concepts, we will have a player built in that will break off his route so the QB has a quick option against the blitz. The QB and WRs must always know who is the Q and who makes him adjust his route.
Return to Directory Run Game Bank Passing Game Z Cat Xena The Playbook
Return to Directory Bank (Color)
Return to Directory Z Cat
Return to Directory Mesh Concept * Xena * Our Mesh concept is known as Xena, and it attacks the underneath edge of coverage very rapidly, many times from a tightened environment. This concept creates multiple rubs by incorporating different crossing routes. Our Mesh Concept is a quick rhythm concept, whose primary purpose is to attack man-to-man defense by creating match-up problems and multiple rubs. With this in mind we also have a zone better built into the mesh concept. This concept, we believe, attacks most of the defenses we will face.
Return to DirectoryXena R Doubles Xena R Spread Xena RULES Play SideBackside #1 Corner#1 Dig#2 Cross #3 Shoot Rule Breakers #1 Cross #2 Shoot Weak #1 & #2 Switch R Bunch Xena
Return to Directory Run Game Cash Q CashFormations Tech Passing Game River Amy The Playbook
Shallow Concept * Amy * Our Shallow Concept is known as Amy, and it attacks the middle of the field coverage very rapidly, many times from a tightened environment. This concept creates pressure on the linebackers with high/low crossing routes. Our Shallow Concept is a quick rhythm concept, whose primary purpose is to attack the middle of the field by creating match-up problems and multiple levels. We can also tag any receiver on the field to run the shallow. This concept, we believe, attacks most of the defenses we will face.
Return to DirectoryAmy R Doubles AmyR Bunch Amy R Spread Amy RULES Play SideBackside #1 Post#1 Go #2 Dig#2 Shallow #3 In Backfield -Shoot Weak #3 Split -Bubble Rule Breakers #1 Shallow #2 Shoot Weak
Return to Directory Run Game Dime Passing Game Judy The Playbook Gator
Return to DirectoryDime
Smash Concept *Judy* The Smash Concept, which we call Judy, is one of the best ways we have of putting pressure on two deep coverage by creating situations where the cornerback cannot cover two people; he will see a six yard hitch in front of him and have a deeper-developing corner route behind him. Depending on the coverage and situation, we can use it to attack down the field on the deep outside edge, or underneath as a ball-control pass. To the single receiver side, the X will run the corner and the Z will run the flat route.
Return to DirectoryJudy R Trips JudyR Doubles Judy L Spread JudyL Hurricane Judy
Return to Directory Run Game Art MoneyFormations Spread Hurricane Passing Game Fleeta The Playbook
Return to DirectoryArt/Money
Vertical Concept *Fleeta* Fleeta signifies the Vertical Concept in our offense. This concept allows our offense to attack and stretch the defense toward the end zone. The vertical passing game is a staple of our offense. We normally will designate our areas of attack as yards down the field. The specific parts of the field that this concept attacks include: 4yards outside of the numbers on each side of the field, 2 yards outside each hash mark, and in some cases directly down the middle of the field. We will also have a lower level control route; the Z will run this route unless we tag another receiver to run it. This concept will be used against any kind of coverage we see, whether it is Man-to-Man, or any zone concept.
Return to DirectoryFleeta R Trips FleetaR Doubles Fleeta L Spread Fleeta
Return to Directory Run Game Review Passing Game Curly Pam Rosy The Playbook
Return to Directory The Flat/Curl Concept is used to stretch the defense horizontally. This concept is called Curly in our offense. We like to stretch a flat defender to the sideline and replace him with a receiver behind him. At the same time we will control the middle of the field with a short control route. This creates a triangle of receivers for the QB to read. This concept allows us to attack an area 12 yards down the field on the hashes and the area 5 yards deep on the numbers. Lastly the control route enables us to attack the middle of the field at a depth of five yards. This concept is best at attacking both Cover 3 and Cover 4. Flat/Curl Concept *Curly*
Return to DirectoryCurly R Trips Curly R Spread Curly R Doubles Curly L Hurricane Curly
Return to DirectoryPam
Return to Directory Run Game Review Passing Game Mickey Clubber Rocky The Playbook
Return to DirectoryMickey
Return to Directory Slot – Tells the S to align 1 x 1 from the weak side tackle. Wing – Tells F to align 1 x 1 from the strong side EMOL. Flip – Tells the F to switch sides on this play. Over – Tells S to switch sides on this play. Close – Tells the Y to align 3 yards form the tackle and the F (and S) to split the difference. Tight – Tells the X to align 3 yards from the tackle and the S (and F) to split the difference. Eye – Tells the S to align in the backfield as the full back. Ghost – Tells the Z to align out of the backfield in the best place to get into his route. Invert – Tells the Y and S to align on the ball. Pro/Con - Tells the slot revivers to align one-by-one off the tackle. He will check release from there. Formation Adjustments
Return to Directory Formation Adjustments DoublesTripsSpreadBunchTreySolidRightHurricane Slot Wing Close Tight Eye Ghost Invert Pro/Con Flip Wing Close Ghost Invert Pro/Con Flip Slot Wing Close Tight Invert Pro/Con Flip Over Eye Ghost Pro/Con Wing Ghost Pro/Con Flip Slot Wing Eye Ghost Pro/Con Flip Over Slot Wing Tight Eye Ghost Pro/Con SFXYZ Slot Tight Eye Invert Con Over Wing Close Invert Pro Flip Tight Invert Con Close Invert Pro Ghost