Download as pdf or txt
Download as pdf or txt
You are on page 1of 72

High Efficiency

Offense
Alex Heilig
Defensive/Special Teams Coordinator
South Tahoe HS, CA
Nogales HS, AZ Coupeville HS, WA
Nogales HS, AZ Coupeville HS, WA
OL/DL & Frosh OC RB/LB/Specials
OL/DL & Frosh OC RB/LB/Specials

South Whidbey HS, WA Granite Falls HS, WA


South Whidbey HS, WA Granite Falls HS, WA
OC/OL/LB HC/OC/DC/QB
OC/OL/LB HC/OC/DC/QB

Port Townsend HS, WA South Tahoe HS, CA


Port Townsend HS, WA South Tahoe HS, CA
HC/OC DC/DB/Specials
HC/OC/Specials DC/DB/Specials
• A truly effective team has a clear
goal and clear expectations.
• Proactive Coaching
The True
• Bruce Brown
Backbone • We needed to know who we are
and where we are going before we
could begin.
Efficient Passing Game
South Whidbey Port Townsend
School Single Season Records School Single Season Record
• Passing Yds • QB Rating
• Passing Yds per Game • 12.8 Yds per Completion
• 11.8 Yds per Completion 2nd Season
• 11.6 Yds per Completion
Granite Falls
Rewrote All School Single Season Passing/Receiving
Records
•15 Yds per Completion
• Part of Programs with countless pass
plays
• Name of plays would not always align
with common sense
• “Why is it called that?” “Well that’s
just what it has always been.”
• Numerous Blocking Schemes
• Slide Protection
Simplify • Gate
• Pass Pro
• Got away from passing trees and
utilized concepts that players would
remember more easily.
• Inability to become masters. We
continued to be journeymen at our
craft.
• Reduce the amount of information to
process
• We yell or signal the play from the
sideline
• Yelling the play allows for clear
communication and increases
tempo
Communication • RPO, we call three plays per play
call. Defense cannot cheat all three
• Increase tempo, increase defensive
fatigue and less attentive
• Fears
• 14-18 year old kids, most of them
can not make the connection
within a game
• Out of season evaluation
• What do you truly use?
• Rip the band aid
• Made a playbook with 15 ½
Our Method pass plays.
• We run these plays out of 12
formations.
• Resist the temptation to add
more.
• 90% of our plays are called as run
& pass plays
• Ex. Base Red Zorro
• Inside Zone to the Right with
Backside Slants
How We Call • QB has the right to take
designated hot route (Gift Route)
• QB must go through progression to
make it to pass option
• No more Passing Tree’s
• This allows for consistency and less
variation for players to adapt to.
Blocking
• Made “all” plays based on zone blocking
• Needed to make rules that were universal and simple
• Our rule was predominately “head up, to play side.”
• Think of the time spent in team answering “who do I block?”
• OL is told to drive 5 yds
• Progression needs to be fast enough to avoid OL downfield.
• 5 OL downfield calls in 3 years
• If straight pass with attached TE
• Slide towards TE
• RB blocks weak
• If straight pass without attached TE
• Pass Pro
Kick-Slide with Sled
Drills
• Sled Work
• Fast Hands
• Board
Running Adapted Mirror Drill
• Pass Pro
• Cones
• Mirror
• Cut Work
Slide & Gather Mirror Full Mirror
• Most Important Player to keep simple
• Determine who the unblocked player
is
• EMOL
• Over Hung OLB
• Simplistic Keep/Give Read
QB Play • Secondary Keep/Throw Read
• Stress the Importance of Outlets
Pass Difference
• Designate Weeks “Gift” Route
• Take the high percentage throw (<5
Yds)
• Live to fight another day
QB Drills
• Throwing on the Run
• Non-Traditional Stance
• Hips and eyes on target
• Games
• Hit the Crossbar
Competition
• Trash Can Competition
• Hit the Wheel Competition
• Routes
• On Air/Defenders
• Always Mesh
• Competition
Mesh
83
(Go with Comeback)
83 Route Concept
• Most Effective Pass
Concept
• Works Against Man &
Zone Concepts
• Progression
• Go
• Hit at 5-10yds
• Thrown to
outside
• Comeback
• Throw low and
away
• Balls should be
delivered when
receiver snaps
head around
Bench
(Out with Go)
Bench Route Concept
• Works Against Man & Zone
Concepts
• Great short yardage play
since most defenses give this
area
• Progression
• Go
• Hit at 5-10yds
• If safety, push for
outside release, no
safety push for
inside release
• Out
• Hit on break
• Throw outside
leading
• Receiver turns
outside and upfield
Duck
(Slant with Wheel)
Duck Route Concept

• Works Against Man & Soft


Zone Concepts
• Progression
• Slant
• Immediate Slant
• If coverage allows,
take
• Turn vertical asap
• High Percentage
Throw
• Wheel
• Behind slant
• Gain depth while
working outside
• Turn head as soon
as you work vertical
• Expect pass early
• Momentum
Changer
Mars
(Go’s)
Mars Route Concept

• Works Against Man &


Zone Concepts. Especially
great in 3.
• Progression
• Look for the soft
coverage at the LOS.
• Ideally want to
deliver the ball in the
5-10 yd range.
• Ridiculously simple
play, but a nightmare
to defend.
Silver
(Arrow with Slant)
Silver Route Concept

• Works Against Man & Zone


Concepts.
• Great goal line/short
yardage/2 pt. play
• Progression
• Slant
• Pre-Snap read if slant
will be open.
• If 1 step slant is open,
take it every time.
• Arrow
• Working to a depth 3
yds.
• Gain the depth as we
progress out.
• Get head around asap.
Smoke
(Backpedal with Slant)
Smoke Route Concept

• Works Against Man & Zone


Concepts.
• Easy check down in RPO
• Progression
• Slant
• Pre-Snap read if slant
will be open.
• If 3 step slant is open,
take it every time.
• In RPO, this route is
designed to drag the
corner.
• Backpedal
• Get square with the Why Backpedal?
QB and use DB steps.
• Creates a simpler pass-catch relationship.
• Don’t run out of play.
• Gives a two way go for receiver.
• Developed by a guy from Princeton, and they are smart.
Spacing
(Hitches)
Spacing Route
Concept
• Works Against Zone Concepts.
• 2nd most effective play.
• Works great in RPO, as well as
straight drop back.
• When WRs master the
concept, allow them to turn
vertical with double move.
• Progression
• Pre-snap determine side.
• DB’s alignment pre-snap
will determine 1 or 2.
• Throw away from
coverage.
• Anticipate receivers
plant, and hit on plant.
• WRs work back to QB.
Zorro
(Slants)
Zorro Route Concept

• Works Against Man & Zone


Concepts.
• Great change up play in play
action RPO.
• When WRs master the
concept, allow them to turn
vertical with double move.
• Combine with motion to
create soft zone or man
coverage.
• Progression
• Pre-snap determine side.
• DB’s alignment pre-snap
will determine 1 or 2.
• Timing is 1, 2, throw.
Must be a quick pass. We
want this delivered on
the break.
Smash
(Corner with Hitch)
Smash Route Concept

• Works Against Man & Zone


Concepts.
• Great deep play after running
spacing.
• Provides a deep strike while
also a comfortable RPO
compatible short route.
• Progression
• Corner
• Pre-snap determine if
corner is man or tight.
• If man or tight, take the
deep shot to the
outside.
• Never throw to the
inside.
• Hitch
• Anticipate receivers
plant, and hit on plant.
• WRs work back to QB.
Townsend/Port
(WR Screen)
Townsend
Port/Townsend
Route Concept
• Works Against Zone Concepts.
• Partners well with RPO. Easy 3rd Option, similar to
Port Option.
• Progression
• Hitch
• Pre-Snap determine which who has soft coverage.
• WR need to determine who to block.
• RPO not effective in slot hitch.
• If straight throw, get the ball out now. Not worried about
feet.
3 Man Routes
Sink
(Arrow, Go, and Curl)
Sink Route Concept

• Works Against Man & Zone Concepts.


• We will take the arrow (high percentage
shot) every time.
• After 2-3 attempts, the curl will open.
• Progression 2, 1, 3
• Go
• If soft coverage, or press, take
at 5-10yds.
• Real purpose is to blow the top
off.
• Curl
• Work back to QB.
• Angle back must be inside. Can
not work outside.
• Arrow
• Working to a depth 3 yds.
• Gain the depth as we progress
out.
• Get head around asap.
Chair
(Corner, In, and In)
Chair Route Concept

• Works Against Man & Zone


Concepts.
• If press coverage/man go deep.
• Progression 3, 2, 1
• Corner
• In tight coverage, take
the safe corner shot.
• Throw away from the
coverage, where only
your receiver can get to.
• In’s
• Run flat at 5yds.
• Hit fast on break.
• Pre-Snap determine
which of the two has
the weakest
coverage.
Sail
(Arrow, Corner, and Deep Post)
Sail Route Concept

• Works Against Man & Zone Concepts.


• We will take the arrow (high percentage shot)
every time.
• Deep routes are designed to drag coverage and
get us on a LB.
• The corner will be open after a few short shots.
• Progression 1, 2, 3
• Deep Post
• Drag the corner out of coverage.
• Deepen Route to 15
• Need to get on our horse due to
depth.
• Corner
• Break at 10.
• Can not break over post route.
• Arrow
• Working to a depth 3 yds.
• Gain the depth as we progress out.
• Get head around asap.
Star
(Arrow, Corner, and Sit)
Sail Route Concept

• Works Against Man & Zone


Concepts.
• Progression 2, 1, 3
• Corner
• Break at 10.
• Look for ball at break.
• Sit
• Read the corner, sit down
away from coverage.
• 90%, will be inside.
• Look for space.
• High percentage pass.
• Arrow
• Working to a depth 3 yds.
• Gain the depth as we
progress out.
• Get head around asap.
• Have to move fast and
press downfield more
quickly.
Laketahoefootballcamp.com
Cost: $90 a Team
Alex Heilig
South Tahoe High School

1735 Lake Tahoe Blvd,


High Efficiency South Lake Tahoe, CA 96150
Offense:
: Aheilig@ltusd.org
Passing Game
: 520-841-1892

: @CoachHeilig

You might also like