Run Game:Back and Hole Break down.Backs Numbering in (#) Hole Above……………………..7…5..3..1.0..2..4…6X…………………………T..G..C..G..T…………………………Z…………………….(3)W……..Q(1)….Y(4)………………………………….F(2)So, QB (1) FB (2) W (3) Y (4)1 is between C and LG3 is between LG and LT5 is between LT and W7 is outside of W0 is between C and RG2 is between RG and RT4 is between RT and Y6 is outside of YI have the run game split into 3 blocking techniques used by the blocking Slotback: Arc, Seal, & Lead, and then Misdirection plays.When in Trips and Slot sets the Slot uses the Stalk technique that the SE’s use.On any given game I don’t use all of these plays, and some way less than others. However, for the full scope of this being used by both shooters and option guys I will break down how I use the plays.Upon further inspectionit occurred to me that EA has most all of the Arc blocking to the Weakside, and the Seal to the Strongside. Why they did this I don’t know but it does give merit to the inclusion of both a triple option str and triple option and triple option counter and triple option counter wk. Would have made more sense to me to call them what they are, but it is EA we are talking about here.Arc Technique (the Slotback pivots out towards the numbers and searches out the S or CB)Triple OptionTr Cntr WkLoad Option To Trips MotionLoad Option Str Whirly MotionSpeed Sweep Wk Jet Sweep can be either to 2/3 hole or 4/5 holeWB Toss WkSeal Technique (the Slotback heads upfield and tries to take out the OLB playside)Tr. Option StrTr. Option CntrSpeed Sweep Jet Sweep can be either to 2/3 hole or 4/5 holeSpeed Option StrWB Toss StrLead Technique (the Slotback lead blocks giving runner a lane)Midline QB IsoWB DiveMisdirection (plays that use Tail motion as deception to create over reaction from the Defense)Trap OptionWB Misdirection WB Sally can be either to 2/3 hole or 4/5 holeFB TrapSo after thinking long and hard how to go about writing up the running game, I decided to simply take what I would call a one game snapshot of a running gameplan. This basically amounts to 3 series which we will call: City, Highway, & Offroad.The point of these series is to give you 3 ways to apply a run game that can be successful in different weather, and against both the 34 and 43.What about 42, 44 and 33? You say…When I face a single high safety defense I treat the running game much differently than I do a traditional 7 man front with the occasion al 8th or 9th man in the box. After I finish up the main collective of the guide I will go back and do a gameplan on the single high safety Defenses.City:City is based around the Tail/Whirly motion and consists of 7 Core Plays plays that give a similar appearance. The FB Dive, Triple Option, Counter Option, WB Toss, Speed Option, Load Option, and WB Sally.FB DiveTriple OptionCounter OptionWB TossSpeed OptionLoad OptionWB SallySo how/when do I use these plays?Well to start off, I read the box, if there is 8 defenders I will audible to a pass, However, if there is 7 or less, I study the field and access what is going on, If there is more defenders to one side of the field I will flip the play and run it to that side. If it is an inside run and I feel the D will pinch the inside I will audible to an outside run, aka a Toss play, Sally or Dbl Option.Further ExplanationYou will notice that from my Audibles I have the ability to call a Triple Option play, then audible to a pass, inside run or outside run based on the D.So if I call say, the Arc Triple (Triple Option from Normal) I can Audible to these plays, within the City Series.FB Dive (Formation Audible)WB Toss (User Audible)and these pass playsPA Switch (Formation Audible)PA WB Post (User Audible)Quick Slants (Formation Audible)So six plays with Tail motion, If City is working well against the team I am playing I might replace 60 Go (User Audible) with PA Curl Flat and Jet Sweep Wk with WB Sally. If a play is working think about moving it into your audibles so if you see the same kind of D that it worked off last time you ran it you have it at your disposal.I usually work first with Arc blocking on the Option Game. However, if the Slotback keeps missing his block or the D is throwing a lot of LBs in man which is killing the pitch, then look to use the Seal scheme as the Slotback will attack closer in and usually heads up on a defender which then frees up the pitch a bit more. Although getting a good pitch off the To is near impossible. EA successfully made the TOs basically no more than a Zone Read play.It is important to use Sally and the Load Option with Whirly Motion to keep the defense honest. Over pursuit is your friend if you work away from it.The name of the game in the City series is that slow and steady wins the race, eventually you will end up on a drag race through downtown if you are patient and vary your attack.Highway:The name of the game for Highway is Across motion setting up the 60 series and plays from Trips Left. (If EA had given us the ability to Flip plays at the audible select screen, I could say trips right plays too, but alas they didn’t.)Highway Consists of 6 Core Plays,Jet Sweep WkFB Option from Trips Left or from Slot Right (motion Slot Across to create Trips)Picture SoonFB Dive from Trips LeftSpeed Option from Trips LeftPicture SoonWB Toss from Trips LeftPicture SoonFB Trap From Slot Right (motion Slot Acrossto create Trips)Load Option Str from Slot Left (motion Slot Across to create Trips)Picture soonSay What? yeah 1 play from Double Slot. The rest involve utilizing The FB Option from trips left user audible. EA chose not to give us a single run that utilizes the Slotback Motion of the 60 series, so we gotta do something to correct that, all we can do is fake it, Bad EA… [Spanks their nose with a rolled up newspaper] Bad EA…Fortunately you can use the 2 Jet Sweep plays out of Double Slot to develop this aspect, So yes if you are going to use the 60 series a lot you will want to use this series a lot. From the Jet Sweep, I work it this way.Further Explanation:Call a play, 60 series usually or Jet Wk from Double Slot, (though truthfully any play from Double Slot or Slot Right/Slot Left[Flipped] can be called) get to the line and scan numbers.If it favors a run: audible to either the Jet Wk user audible, or The FB option user audible.If someone follows Y out: Flip the Option play to the weakside, or audible to the FB Dive.If they start to really over shift on the motion, you can put Speed Option, Jet Sweep, WB Toss from Trips Left in place of WB Toss (Double Slot) and give them fits with the counter action it provides.If you are using a lot of Slot sets you can use the FB Trap, FB Option, the broken Load Option Str i.e. run plays from the slot sets without Tail or Whily motion to create Trips left or Trips Right, which will help set up the 60 series from Slot Left. It will also help set up pass plays from both sets I will discuss later that create 60 series with pre read/hard routing.There is a lot of misdirection you can accomplish especially against humans as once you motion across a few times they are expecting the play to go that direction.This series sets up/compliments these pass plays nicely.Spoiler60 Go (from both Double Slot and Slot left(Flipped so it looks like Slot Right)60 Choice (from both Double Slot and Slot left(Flipped so it looks like Slot Right)Curl Flat (Formation Audible from Trips Left)PA Switch (Formation Audible from Trips Left)Any Trips Left pass play you want to add as an audible.In the end this series is used primarily to set up across motion. By using the Jet Sweep from Double Slot you can run the 60 series to both sides. After working the Jet, Dive, and FB Option going to the Left. Applying plays that counter the across motion can really jack up an opposing player.Offroad:Well sometiems we all want to just get away from it all and go tear up shit. Offroad is like that in that it includes important plays to the system that to me do have a core consept, and can when the D is caught off guard get you big gains.The Offroad is based around 3 core plays which on the outside don’t seem that similar but once you look at the backside Slotback’s Motion tract and how the playside Slot reacts, deliver some linkage.The Core Plays are:SpoilerMidline QB IsoWB DiveTrap OptionSo What Do These Plays Have in Common? Well all three have the Backside Slot carrying the Tail motion to right behind FB, on the other tail motion plays the peak at a spot most acknowledged with the location of a Wishbone HB. This extended motion gives you a couple advantages players who start guessing your play off tail motion will get caught off guard and will often commit offsides by jumping the snap count. (against CPU) not as important. The other thing they share is the playside Slot or FB lead blocks into the Line, (Trap Option is the exception) this gives you a bit of a smash mouth feel that is often said to be lacking in both the Shoot and Spread Option scheme. The trap Option is included here because one it’s success rate is umm… questionable, but on occasion you can really catch a human opponent off guard.How I use these plays, When all else isn’t working, when things look dire, I can almost always get yardage from the ISO and the Dive, I use the ISO ad a FB Lead play with the FB going in behind the playside Slot. The WB Dive man that play can be your Bread and butter if it needs to be, Basically creates a I Slot look.Further ExplanationSpoilerWhere can you link these games in to your passing game, With the Offroad you can link it up with WB Toss, WB Sally, even the triple option game.Within the Passing Game the Playaction plays, but also those same plays with tail motion used as 60 series plays like Slide, Sting, Switch, & Smash.The Trap Option, man what can we do… it is so damn tempting to do, but it almost always fails. When doesn’t it, well if you are playing a a human opponent that you have frightened into a nickel, Dime, Quarters D… Bingo, it usually is good for some nice runs, mixed in with the rest of the mixture. It is always something to keep in your toolkit.Conclusion:I find that when you start to over analyze how the D will react to the running game the more trouble you get into. So with that in mind, I try to keep it simple if you are facing a tough interior & if inside runs are getting blown up, go outside the Toss being the first choice since it develops at least somewhat fast. If the outside is being stopped go inside with The Dive/Give or the Jet Sweep or Sally up the 2/3 hole. Don’t forget to throw in the misdirection plays, no matter that the D is doing, just to keep them honest.Also, if you are facing a 34 go to using the Close formation sticking to the City Series. The Load Option to Trips usually gets you out to the flank when run to the soft side of the D.