IRISHFBFAN1′S SOUTHERN MISS ACE BIG TWINS SCHEME

The nature of this formation allows one to be able to distinguish between man and zone very easily. I love this formation especially inside my opponents 30 yd line and driving. The counter play is outstanding in this set because it does not get blown up by that defensie end like it does in other sets. That is a gig play for me, below is a simple scheme that you could easily incorporate in your offense.

One thing to keep in mind is that although this formation can be easily found in several playbooks, it is this setup which has both the Counter and the PA Counter Waggle in the formation audibles. This is what you will be looking for and the Southern Miss playbook is ideal!SB ACE BIG TWINSI like to come out inHB POWERFORMATION AUDIBLESremember to check these, not all are the same.

I am giving you mine that are in the Southern Miss playbook that I use from time to time, great playbook!FORM UP—-SLANTSFORM RT—SMASHFORM DN—HB COUNTERFORM LT—PA COUNTER WAGGLEPut the HB Dive in your regular formation audibles as your quick hitter.Now by coming out in HB Power you have the option to run inside or outside depending on what the defense gives you. For example if you come out in HB Power and the defense has taken the outside run away by alignment, you can very easily audible down to HB Counter which can be an inside or an off tackle run, as well as another outside run. Or, you may choose to audible to the HB Dive which we put in our regular audibles. Read more »

Salukifan’a Shoot-Bone Offense PT 5 Passing

Pt. 5 Passing Game pt 1 30 & 40 SeriesPassing Game: Introduction The passing game is broke down into 8 sections,Short(30), Close(40), Tail(50), Half(60), Sprint(70),Playaction(80), Goal line(90) & Screens.x0 indicates Strongside blocking by the FBx1 indicates Backside blocking by the FB. For this writeup I am going to only deal with play running one direction, No Flipping, First because it will take less space and less artwork, but also because due to motioning/and lack of across motion plays except for the 60 series you tend almost have to handle the game with Y going across.

There are a few exceptions of course and I discuss those through this portion of the Guide.All plays chosen that are altered can be ran as is and are good plays in their own right. This is just how I like to run them within a loose framework of the Shoot ideals.HR means you Hot Route the Receivers and Superback accordingly30/31 Series (3 step drop)Trigger is a Curl Flat Slant combo off a short dropExample of 30 Z TriggerIt is based off Curl Flats from Slot Right. It give the QB 4 routes.X – CurlW – FlatY – SlantZ – DragIt is 30 because the FB blocks to the strongside (trips) and Z because he is the backside receiver.At the huddle break, HR Z to a Drag and F to block to the strongside. Motion Y across the formation and HR to slant.

If Y is followed your primary Read is ZIf Zone Y is your primary readYour secondary Read is W’s FlatThird is X curlyour fourth read is either Y or Z depending on your initial man/zone read.If Z was primary Y is 4th as he hits the far hashIf Y was primary Z is 4th as he hits the far hashHere is the play before Hot Routing.Other Plays that you can use to create Trigger.Curl Flats Trips Left (Y to Slant or leave as post, Z to drag F to block Strongside)Curl Flats Slot Left (same as above)Levels Is a modern Shoot play developed by June Jones, it is based of Homer Rice’s “Tracks” play to help in attacking Cover 3 schemes. Read more »

Salukifan’s Shoot and Bone offense PT 4. Run Game

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.

Shoot-Bone Offense Pt. 3 Formations&Motion

Pt. 3 Formations & MotionThe Formations:This Offense can be used from Army, Navy or Georgia Tech’s Playbook. I use Navy’s because well its the one I have used for a long time. The only difference in the three is a couple plays in the goal ling tight set which I do not use. thus you can choose which one you prefer.From this point on Flexbone Normal will be referred to as Double Slot in holding with Tiger and Mouse’s vernacular.In this offense a players letter never changes so, X will always be X he will also always be on the Left side of the field. In the first years of the offense implementation I do use a strongside – weakside concept with the slotbacks so they do flip. Y is always the outside Slot on Trips and Slot sets and Flanker on Trio and Tackle Over. Once I have good balance in the roles of my slot players I use less of the S/W philosophy.Through the Slot Strong formation sub package the SE is on the line and HB 2 is at Flanker.I sub in HB2 at FL and have my best blocking SE on the Line, and the best reserve OL at TE.Motions:The motion scheme for this offense is very simple; this is because EA’s coders are about as bright as the bald nutsack of a newborn. There are four primary motions for the offense Across, Tight, Tail and Whirly. If no Motion occurs it is called Hard.Across: the Slotback/Flanker will motion across the formation and align between the OT and the SE. this is denoted as either Rip or Liz. In TacO he continue to be uncovered once across.Tight: the Slotback/Flanker will motion to the outside hip of the exposed Tackle creating a 2×2 set. this is denoted as Rob and Leo.Tail: the Backside Slotback will motion to a position behind the FB.Whirly: this is the misdirection version of Tail Motion. The SlotBack to the play side start tail motion and then reverses field at the snap.

salukifan’s Shoot-Bone PT 2. Personnel and Recruiting


Part 2. Personnel and Recruiting
Personnel:QB – needs to be a decent runner I go for 75-85spd/acc/agi, must be able to hard and accurate or you limit yourself, wimpy throw ou an out route or a curl and its pick 6 city.
FB(F) – the Superback he is your primary runner, I like them big, with good pass blocking, 80 to 90 spd/acc/agi hands are not overly important as little as I use them for catches at 50 catch usually works.
Further explanations:
Since my offense does not use a TE I use that spot to “grow” FBs, it is a position that is probably the most important to the success of the offense. I want to have 5 FBs in the stable, my two primary runners are in the FB spot, the other 3 are in the TE sport with one being Red shirted. The reason I use the TE spot is their pass blocking and run blocking will improve along with their strength and awareness. By the time they are used in any capacity they are in their 4th or 5th year, and they have progressed well. Also the year I transition them to FB, they tend to improve better from TE to FB than HB to FB.
Here is how the recruit to (RS)Sr. breakdown works
You want the guy to be around 50 to 60 in the initial move to TEincoming Fr moved to TE and Redshirted(RS) Fr – second string TE so basically only used on special teams(RS) So – first string Te and third string FB mainly used on special teams(RS) Jr – second string FB usually has around 40 carries through a 12 game schedule. I have never had the guy’s rankings be lower after the move to FB after the Training Phase usually he is a 65 to 75 before the move and usually comes out 70 to 80 after.(RS) Sr – first string FB starter, usually in the mid 80s or higher. He has around 160-170 carries through 12 games, usually a 5.0+ ypc, so between 800 and a 1000ydsfor the season
I have been asked why not move your recruit directly to FB? Well you need to develop these guys and if you have 5 FBs on your roster, one will try and transfer more than likely, since they are not getting playing time. Plus, if you don’t use a TE in your offense, which in this offense you don’t period, what do you do with those 2 roster slots that have to be filled? What do you do on special teams? The game is going to put a TE in on those sets. So unless you formations sub them out and put in players that work better than a walk-on TE, you have inferior Special Teams. To me, it makes more since to use that spot as a grower for another position that is most vital. FB is one of the three most important components to the shoot or the bone. He is second only to OL and QB. This brings me to why I use the Flexbone to run my offense. If you use a Modern style R&S book (Hawaii, SMU) you now have 2 positions and 4 roster spots that have to fill with some sort of warm body. Doesn’t it make more sense to use those spots in some sort of useful way? By using the Flexbone as a Double Slot/Run and Shoot philosophy you utilize every roster/position spot to its fullest.
Slotbacks (W and Y)HB1(W) – Small, fast, good hands great feet type, they need to be able to take pitches, speed sweeps, be able to get YAC on passes to the flat and in the mesh.
HB2(Y) – Small, fast, great hands, good feet type, if you can get one with decent run blocking its nice, must have good awareness and route running, must be able to make the slot option read on Go and Choice.
Further explanations:
While when I first start a dynasty there is a difference between HB1 and HB2. However, by year 4 the backs should be pretty balanced between run and catch as I am looking for guys with good hands and good feet. Right now in my offline dynasty my W is a (RS)Sr. 88ovr with and HB2 is a (RS)Jr. 86ovr, the difference in them is 2 has a better route running and spectacular catch. #1 is a tad faster with 92sp, 88acc compared to 88sp 90acc.
Split Ends (X and Z)Why call them SE and not WR you ask? Well because they are always EMOLOS (End Man On Line Of Scrimmage) and I am more than a little Old School. The exception is Taco which is a heavy set. I want tall sturdy guys, they need to be able to move catch and when called for block. Their Awareness and Route Running must be damn good to not screw-up the option routes.
LinemenThey need to be fast agile and be able to get the blocks down, 52 or better spd/acc/agi.
My depth chart looks like this…
QB:Not anything odd here three spots. The best guy starts.
HB:HB1 is the best runner,HB2 is the best catcher,HB3 is the best utility guy that is left.HB4 next best utility HB
FB:FB1 My starting back, my Super Back usually a (RS)SrFB2 usually a (RS)Jr he gets 2 ro 3 carries a game.FB3 Best rated TE on Roster Should be a (RS)So
WR:WR1 the second best SE, since EA can’t get motioning right for Trips Right and Slot Left, I tend to go right more than left, thus he doesn’t get as many catches as WR2.WR2 best SE, the go to guyWR3 HB2WR4 HB1WR5 third best SEWR6 fourth best SE
TE: The TE position is solely used in depth chart purposes for special teams assignments. The only formation I use that uses a TE is Tackle Oner and I formation sub in my best reserve lineman into the TE spot.TE1 Highest rated TETE2 Second TETE3 Either Third TE or FB/WR
Recruiting:my coaching style is offense first so yes predictably my Defense is the best I can muster up after getting my offense, I feel I can win a shootout, so I best not get shutdown on Offense.
Every year I recruit players that can be QB, FB, HB1, HB2, SE1, SE2, and 4 linemen once I get those 10 guys I start looking for Defensive guys to fill my holes. It isn’t pretty but I’d rather win 56-54 than win 6-3 different strokes for… well you know the rest.
I look for players that fit the molds I need their position out of HS doesn’t really matter, it is what they turn into that does.
You notice I want to take great care in having a FB that is has years behind him, the main reason is that they take time to groom and you don’t want a sub 80ovr handling the ball, and blocking your QBs backside.
I look at spd, agi, acc, str, carry, since you don’t get the truck with non RB types in the recruiting breakdown. However, Shed Block seems tied to truck, as guys I have gotten with high shed block have had good trucking. So far I have done 2 OLBs to FB. The most common is Ath/HB-FB, then TE-FB then WR-FB. My point is don’t exclusively look for FB in the power HBs because a gem that is easy to get maybe lurking if you take the time to look for them in recruiting, and the search for a recruit tool is useless you have to go guy to guy looking for the right one. When scrolling through players I look at Stars, Spd, Bench and Squat. Here are my ideal ranges for a FB three stars min, 4.45 – 4.65 spd, 280+ for both bench and squat.
Honestly the QB, OL and your FB are the most important pieces to the puzzle. The Slots and Split Ends can be passable as long as you spread the ball around.
My Roster should look like this:
QB(4): HB(4): FB(2): SE(5*): TE(3): T(3/4): G(3/4): C(3) total: 27/29 I try to keep my roster to 60 players so no one trying to jump ship due to lack of playing time. I try to have one guy redshirting at each core position every year. The Core positions are QB, FB, HB, SE, T, G, & C.
*if option is your play style you can keep only 4 WR and still RS one of them does only leave you with 3 active and if an injury occurs you are fucked But I have done it before.
I will always run with 122 personnel 1FB 2HB 2WR, I usually can bank on my Y having better catch and route running than my 3 or 4 SE. HB2 should be a Jr or Sr Redshirted while the 3/4 SE would be a Fr or So Redshirted.
Taco I formation sub HB2 in at FL.

salukifan’s Shoot-Bone Offense!


This is the first Part of a Series of notes concerning the Shoot-Bone Offense devised by my buddy salukifan.
A true student to the game as you will see in this series, salukifan combines 2 of the most prolific offenses and ties them all into one creating a devastating scheme.
It is with his permission I give you an outstanding writeup for you to enjoy, and hopefully employ.
Guys, I introduce to you salukifan, and his Shoot-Bone Offense! (irish)
The Shoot-Bone is about getting you base personnel involved in all phases of your offensive scheme. It’s about spreading the field, taking the ball where your opponents aren’t and putting up a lot of points. In reality it comes from my desire to replicate the offense I was part of back in my high school days, or daze, heh… So flash back to the mid 80s I was a slot back in our run and shoot offense created by Tiger Ellison which is discusses in his book “The Run and Shoot offense: The Now Attack.” When I started playing football video games there really wasn’t any way to play the run and shoot until the games moved to computer and several games gave you the ability to create your own plays. From there my journey went to console games entering the new millennium including EA’s NCAA series. For the last four or five years I have been toying with recreating the offense with the flexbone formation, which is in fact taken directly from the formation Ellison’s potent offense was created, thus bringing me home to my old HS days.
Anyways, enough of that below is how I have run my offense for the last 2 years since EA added Go and Choice to the pass plays of the flexbone offense. It is a hybrid of run and shoot passing mixed with a flexbone running scheme.
What is the Run & Shoot:
The Run and Shoot offense has become a multi-layered offense that has grown from one man’s idea of making football fun again for his team which was suffering from a losing season with now escape in sight, to an offense that can be operated from the under center, shotgun and now Pistol. Originally Tiger envisioned it to be an offense that took what the defense and weather gave them, which could mean a lot of passing yards and big plays, or could mean grinding it out with traps, counters, end-arounds, dives, leads & what would become later the triple option. Through innovators like June Jones and Mouse Davis it became a powerful passing offense that stretched the field, tore up yardage, and blew out lights on scoreboards.
What is the Flexbone:
Air Force Academy Head Coach Fisher DeBerry has been quoted as saying “we need to be more flexible in the Bone.” However, the version of Flexbone in the game is more representative of Paul Johnson’s spread option attack which was originally designed around Georgia Southern’s brilliant QB Tracy Ham, becoming the first quarterback to rush for 3,000 yards and pass for 5,000 yards in a career. Johnson was an assistant on the team that Ham lead to the Eagles to 2 D-Iaa National Championships. The offense that would lead the Eagles to 6 national titles, and the only 15-0 season record, was originally dubbed the Ham-Bone and blended components of the wishbone triple option offense and the Run and shoot offense refined by Mouse Davis at Portland St. A marked note, the option-style running game of the Flexbone can be linked to Ellison’s Cowboy and Gangster series, so in the end Ellison is responsible in some degree to 2 great offenses.
So What the Heck is the Shoot Bone:Well simply put, it is a balanced offense that utilizes concepts from Johnson’s Spread Option, Mouse’s refined Run & Shoot, along with a few wrinkles from other coaches who have used the R&S. The goal is to take what the defense gives you, one game you might put up 400 yds passing the next 400 rushing. However, the ideal is to balance out near a 50-50 split. So far with this year’s game, I have averaged 287.4yds a game in the air and 221.8 on the ground. Scoring has been a steady 37.4 a game in my cpu dynasties and 31.1 in my in house dynasty with 4 other players.
Also, with how I run this offense, a majority of the time I come out with a pass called or in a trips/slot set and then audible to a run if the numbers are in my favor.
I rotate my audibles throughout the game. Rarely what I have set as base is what I have in the end. I also make use formation audibles in conjunction user audibles.
For example:
I have Trips Left FB option set and it almost always stays set because I use it to create a trips set from normal or Slot Right. From there I can keep that audible or formation audible to FB dive or Curl flats, but more on this later.
Going through the Flexbone to run the Run & Shoot you get these advantages:A better running Game, (more ways to run, downhill running, misdirection, counters, Option game)
A way to develop a Great Super Back (FB), who is one of the most important factors in the Shoot. (Thus, why he is called the Super Back)
Counters to every possible scheme, and weather, (A primary reason Tiger had 5 variant offensive series)
It is a set of formations that uses your entire roster spots and spreads the ball around to your playmakers.
Using HBs as your Slots, gives you small quick players who can catch and run the ball to the perimeter.
Using WRs solely as Split Ends you can always have 4/5 solid outside receivers who can catch and block.
For Example:
You don’t get stuck trying to figure out how to arrange your depth chart to really utilize that 5′ 8″ – 5′ 11″ quick WR. It is solved he is a Slotback(HB). Your best 2 Split Ends are your Starters and your two Best catching HBs are you 3rd and 4th WRs on your depth chart. Your 3rd and 4th WRs are 5th and 6th WRs.
When the score gets out of hand and the Game decides for you to autosub in your 2nd string, Fucking reset it to the First String, and make the changes you want to your depth chart, (this is my biggest Peeve with autosubs, let me fucking decide not the damn cpu.)
You have a way to develop your FB into a beast that can protect your QB, destroy the D on runs up the middle, and when needed can take a pitch to the outside on the dbl options.
The Rules:The basic rules of the Run and Shoot are:If the defender goes deep, cut shortIf the defender presses, go deepIf the defender goes inside, go outIf the defender goes out, go in
How this applies to plays where there is no option route is through pre-reading the D.If the defender is back, cut short with a curl or a slant/dragIf the defender presses, go deep with the flyIf the defender goes inside, go to the sidelines with an out or outside release slant.If the defender goes out, go in with a slant or drag.
Since in this system some hot routing to create the plays are almost always necessary, you must limit your pre-read to one or two players at most. Thus since the base 60 series Go/Choice is in 2 sets of my book you sometimes will have to focus on those if you can’t get the hot routes/reads nailed or mapped fast enough.
On a pass play if there is 6 or less in the box audible to a run.
On a run play if there is 8 in the box pass.
You will note that this varies from the standard run and shoot rule, the reason is if you audibled to a pass every time you had 7 in the box using the Flexbone sets you’d never run, and a big part of this offense is balance.
Part 2 will look at Personnel and Recruiting.

Miami Hurricane’s Weak I Close Twins Scheme

Miami Hurricanes

What a great formation Weak I close really is and the fact that you have a compressed Twin set as well in which you can create a lot of problems by hot routing your WR’S to specific routes to create your own concepts to beat whatever defense your opponent is playing at that particular time.The close proximity of both receivers to the left side allows you to create rubs vs man, and flood zones or even turn to the ever popular slantout/streak/flat concept at moments notice.The Formation alone alows the user to identify man or zone presnap. All of this along with some nasty pass plays as well as one of the best outside runs in the game.Let’s take a look at the formation audibles first, then we will look at some plays that can be put in your regular audibles or plays that we may just come out in when utilizing this formation.WEAK I CLOSE TWINS FORMATION AUDIBLESSpacingVertical CrossHB DivePa Boot SlideKey plays to come out inToss WeakDriveMeshBenchWhat I like to do out of this formation is always come out in Toss Weak. I like to put Mesh in my regular audibles. The formation audibles within this set are very strong so we don’t have to use a lot of space with our regular auds.We want the defense to prove that they can stop the Toss Weak play. They are going to see it and they must adjust. When they do adjust that’s when we start hitting them with the formation audible run (HB Dive)this play can be flipped so that we can attack bubbles in the defense that are present from the defense trying to stop the Toss.You can see we have a nice little inside and outside run scheme going here that creates a chess match. They don’t adjust to the toss we run it until they do. When they start spreading the line or moving players wide this opens the inside run game for us. Very effective tactic.If the box is full we now rely on a very simple but yet effective passing game. As I stated before it is very easy to read whether it is man or zone coming out in this set. We have a very very nice short zone pass in our formation audibles with Spacing. One tip I want to share with this play. When labbing take a look at the TE’S out route vs zone. Now, you don’t always want to hit this when he has fully made his break but right before he starts to make his cut. Like an option route. The backs swing route will pull the defender away creating a small void allowing you to squeeze the ball into your TE’S hands, very nice when read correctly. Of course you have on the right side the normal spacing concept read. Check to see who is responsible for the flats, when you see a defender running to the flats usually vs zone the inside mini curl is wide open.Vertical Cross is an outstanding play vs both man and zone. One problem, I feel that the downfield crossing routes take to long to develop, at least for me this is the case. What I like to do is smart route “X”, streak “B” and now I have that common slantout /streak/flat concept which is very effective vs zone cover. I also by doing this with this play have “A” running his Crossing route creating another popular concept vs zone and that is Flood.VS Man Cover I still like Vertical Cross but with these adjustments, Block LB, streak “X” and put “B” on a slant in.What we have done now is created a mesh with our receivers but their depth has been narrowed down in depth. I feel this is far more effective vs man bump and of course the heat we are going to see associated with that particular coverage.Mesh will be and will always be one of my most favorite passing plays to defeat man coverage. You just cannot beat the concept. The idea of 2 receivers crossing shallow and creating rubs is exactly what you need to defeat man coverage.Another play found in so many books is Drive. This play gives us a hi/low read on the inside defender vs zone while giving us a shallow concept that can be used vs man to our favor.Bench would be a zone beater for me and you could use the exact setup vs zone as you did for the Vertical Cross play. Now you get an extremely nice option route to check down to by the back vs zone.Finally, the PA Boot Slide. We all know that EA has not really addressed the fact that the awarenes by the defense is non existent and that destroys one of the most potent tactics in the game, especially if you like to run the rock. But this PA is pretty nice. Remember to utilize Slide Protection to get a hat on a hat. Cannot tell you which side to slide that will depend on the defensive front you are seeing. Protect yourself from overloads. Another tip for PA is cut your routes down. Smart routing will aid in getting your receivers to their landmarks much quicker enabling you to make your reads and get rid of the football quicker. So, we want to smart route both A and B’ routes, use slide protection for overloads, and then after we carry out our fake make our read. The smart routed TE Corner route pulls the corner deep to allow allow X to come right underneath on his very effective crossing route.There you have it, a short and simple but very effective scheme from a formation that tells us a lot! Make them respect the Toss when running the football. You have an answer when they do when running the rock. If to many in the box we have a very capable passing game in which contains both man and zone beaters for short. medium, and long situations.Good luck with this scheme. It has been game tested with both online and offline dynasty and head to head. Believe me when I say, you can create a lot of headaches for the defense because they can never be right. All you have to do is make the right play call, and all those plays are at your fingertips!Irishfbfan1

Using Automotion to your advantage!

ohio state ncaa11

I can remember posting a couple of years ago how much I really loved using auto-motion with my play calling. Many people responded that they didn’t like it because they either felt they didn’t have control over the play, or many thought that it was to easy to read. In other words, they felt it was to easy to identify. Tackling the first issue of not having control is a very simple one. On Passes you may take the auto-motion off by hot routing your WR to another route concept. On runs, not much you can do but some have tried to let the play clock run down to one second on certain auto runs taking away the motion. I don’t like using either because I like auto-motion plays with my play calling.

The second problem listed above where many have said it is easy to identify has changed considerably over the past couple of years regarding auto-motion. There are just to many runs and passes that feature auto-motion that it is impossible to know whether or not one is using auto-motion plays or not. If you don’t believe me take a look at the SB Bunch set in the STANFORD Playbook and you will see exactly what I mean.
Auto-motion Runs such as H Zone, Power O, H Toss are now accompanied by PA Passes that look exactly the same as the runs! As if this were not enough even Counter plays with the associated PA Waggles can also be a headache for defenders.
My answer to those who say they can identify the auto-motion plays is, if I have you thinking then you are not reacting. That’s exactly what an offensive play caller wants when developing schemes either with or without the use of auto-motion.
I am going to show you some very easy tips to help you while implementing auto-motion runs and passes into your play calling scheme but first, Why use Auto-motion?
Auto-motion plays can be very useful in your scheme. First of all with the Passing game the motion allows one to get a pre-snap read of whether you are facing man or zone. This is vital post snap, and if you are using a pass play with a combination of man beaters to one side and zone beaters to the other, you will waste no time directing your attention to the correct side to begin your proper read progression.
Another advantage of auto-motion passes is the fact that this routes can be unbumpable. We live in a world of man coverage bump and run with excessive heat. Having routes that are unbumpable are a must in any players game-plan for an effective passing game.
The run game is a little different. True, we don’t have as much control but that’s not a bad thing. Having auto-motion runs that attack multiple areas of the line of scrimmage and all looking the same including counters that all have auto-motion can be very very effective vs your opponents. This in itself tackles the first problem that many people used to have or may still have as far as identifying automation plays. EA has done a good job with NCAA 11 as far as implementing multiple runs that all look alike that attack different areas of the LOS using auto-motion, and PA Passes to boot (no pun intended). You can no longer identify whether or not an individual is using auto plays, there are just to many.
Now, I would like to share with you some tips that I utilize when using automation plays with my offense. I always run them during a game whether it be run or pass, every game. Pass plays such as Drive, Mesh, Z Spot etc.. are all plays that look the same that produce different results for different reasons. Those reasons are associated with what the defense is trying to employ on you.
If you follow these simple tips, and if you are not worried about whether or not the defense can read whether you are in a an auto play or not, then you can add a very effective and much needed concept to your offensive attack. Auto-motion is your friend and these plays are too good to pass up.
Irishfbfan1′s Tips to using Auto-motion:
1. Click on the player doing the auto-motion so that the defense thinks you are manually doing the motion yourself.2. Manually use motion either as part of your scheme with a specific play or using as a decoy. This manual use of motion will correspond with tip number 1 making it virtually impossible for the defense to know which is which, auto or not.3. Develop a scheme that uses 3-4 auto-motion plays with regular plays using both the manual and the use of auto-motion making sure that all the plays look the same.
If you use these 3 simple but effective tips you will be able to enjoy the productivity that auto-motion can bring to your offense. You are kind of using the philosophy of what defensive players like to try to do when developing a defensive scheme using pressure, and that is making everything look the same, and by doing this your concern with whether or not the defense knows if you are using auto-motion plays or not will soon go away. Remember 2 things, if the defense is thinking they are not reacting.Secondly, auto motion is your friend, and it has a very valuable place in your offense and can be a very important role to effective scheming.
-irish

Irishfbfan1 Bowl Bonanza Challenge has Kicked Off!!!

Ok guys the first week of the bowl season has begun as far the BOWL BONANZA CHALLENGE is concerned. I sim’d the first three bowls and next will be playing those games against another human or the CPU.
All bowl games will be sim’d first and then played by myself vs the CPU or another human. For results of these games and everything you need to know about this years first annual irishfbfan1 bowl challenge head on over to the MADDEN LAB in the NCAA Section!

Irishfbfan1′s NCAA 11 BOWL GAME BONANZA!!!

college bowl bonanza

Hey guys,

Join me this year as I will be playing each bowl game match-up either against the CPU or another human before the game is played in real life! I did this last year, most of the games against the CPU because it is sometimes hard to find people to play with certain teams online. But, if you guys want to do for fun human vs human I am in! Otherwise play it against the CPU, lot of fun.
I will first do a SIM game CPU VS CPU before I play myself either once again vs CPU or another human. I want to keep track on how closely the scores are with real life, as well as the other features such as wins, stats, National Champions, everything involved.
We will probably just all meet here with all the game inputs, your recordings etc…Haven’t decided whether to do an individual thread for each game or not. I know there will be a lot of discussion about schemes with the teams involved as well as all the close similarities that we may encounter.
Some things I want you guys to strive for. I want you to flip a coin to decide which team you will be using in that particular bowl. I already did for the SUN Bowl and I got Notre Dame lol. You can play if it is your favorite team but if no favorite flip the coin. You play on the level you wish using the sliders you are comfortable with.
Quarter length and all the settings are up to you. I don’t want you to be uncomfortable playing it is supposed to be for fun. Just make sure when you report back to the thread that you list all the settings. Come back and tell us some of the important info such as who won, some of the outstanding stats etc…We will compare to real life. Also, make sure you sim the game cpu vs cpu first, only takes a second. With the sim you only need the score but it would be nice to hear about everything else.
I want you guys using the default playbook. This is important because it will open your eyes to other books, concepts, formations, and put you in a critical situation which is a very good thing that can only make you better as a player overall. So, if you drew Oregon in the National Championship Game then you use their playbook.
I will have more details within the next few days about all the info you need to record.
Join me, make yourself better at NCAA 11 with more knowledge about all the different playbooks we will be encountering. I will allow you to choose your defense because it will already be tough enough with a new offense, have to balance things out to get some realistic results.
If you would like to share any other ideas that we may use please let me know on this thread asap because I am writing them up as we speak,
Lets Knock this out! Lets have some fun with this, and lets see how close and how ironic things can be with the video game and real life. Lets also open our eyes to some new schemes that may change the way we play NCAA 11! Post your results here: TGL Bowl Game Bonanza

-IRISH