Whenever a coach takes over a program or decides to change his offense, there is a question of how much to install. Most times a coach will try to do too much. It’s always better to master a minimum amount of plays and concepts. I’d rather run a lousy play great than a great play lousy.
Self-adjusting plays are the basis of the Triple Gun Offense. Plays that adjust after the snap eliminate the need for a fat playbook. The basis of the run game is the Gun Triple which adapts to the defense and even provides a built in counter play. The hub of the Pass Game is the Quick/Boot Package and Drop back Pass that both\have a routes that convert based on coverage and a built in Quarterback run. The Triple Gun is completely flexible and can adapt to situations or talent. These self adjusting plays are “cure alls” because they are good vs. any defense.
The complimentary plays are “answer plays” because they are answers to a specific defense or blitz etc. These plays are more conventional plays and are only used as “answers” for very specific situations. We try to be limit these plays and make them part of a check with me package.
Another important principle in installing an offense is to minimize the number of techniques you’re teaching & maximize the number of ways you use them. Also use the same patterns and reads for the QB in the passing game. Getting as many reps as possible is critical to execution, so by minimizing the skills that have to be learned you can maximize the amount of reps each skill gets. There are many great football plays but like cars you can’t own all of them.
The following are some tips and guidelines that I’ve used the times I have taken over programs and had to install a new offense. The key is to always to keep it simple but have the answers you need to be effective.
- GOAL – Be simple enough to execute but diverse enough to be effective.
- Limit concepts but have enough variety for balance.
- Concepts must compliment one another.
- Offense should be sequential
- Must be able to adapt to :
- Field Zones
- Time Management
- Talent Available – feature a great WR or TB – must get the ball to playmakers.
- Must be simple enough for talented frosh to master so they can contribute.
- Must have a “Jazz Element” – the ability to improvise.
- PASS ATTACK – must revolve around protection & the assets of the Q.B.
- Protection come 1st – simplicity is a must. When in doubt – “Max”
- High % passes to control the clock.
- Must be able to pick up 3rd & long situations.
- Must have come from behind & Clutch Offense capabilities.
- Must compliment the run game. Create defensive conflicts produce big plays. Quick strike capability.
- Must have pass/ run threats for the Q.B.
- Must be “blitz proof” – avoid sacks. Emphasis on “Ball Security.”
- RUN GAME – control the clock & be effective in run situations
- a. Feature the Option – put speed in space. Get your playmakers the ball.
- If Q.B. is not a good runner use “Gun Option” & Power game. Speed Sweep series & “Toss” to get outside.
- Quick Screen & Bubble plays must be featured
- Every run must be part of a sequence. (Base Run, Counter & Play Action Passes)
- Package Runs to best attack fronts & stay out of bad plays. (Simplifies Blocking Schemes).
- Have Run Checks to exploit specific fronts (Simplifies Blocking Schemes)
- Must be able to run in run situations. (Goal line, Coming out, & Short yardage)
- TEMPO CONTROL – clock management offense.
- Clutch Offense, Victory Offense & Stall Ball.
- Limit contingency plays.
- TEACH – detailed teaching in every technique
- Build the foundation of system
- Limit techniques & maximize their use.
- Reps lead to mastery – the fewer the number of techniques the greater amount of reps for each. Use teaching & drill progressions to teach technique.
- Daily repetitions lead to good fundamentals. Law of Accumulation.