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Myths

and Reali.es of the


Spread Op.on
POPCS Football
Larry Thexton, HC
Larry.thexton@princeofpeace.org
www.popcsfootball.org

Myth #1

The triple is a ground &
pound oense

REALITY #1

It can be, but that depends
on you

Build the line for a big play oense


Center BEST OVERALL LINEMAN
Guards Looking for Drive and Push,
not PULL
Tackles Long, lean, and fast
(TE type kids = great tackles)

Build the backeld for a big play oense


B Best runner, speed and strength, Game
Breaker

How fast can he get through the mesh?
Feet?
Vision?

Evolu.on of the Op.on QB


Great Athlete > Great Decision Maker
QB should be the 2nd Primary Runner

(IV think B Back First)
(Mid think QB First)
NO HUDDLE HAS CHANGED THIS POSITION

Build the backeld for a big play oense


A Back
1st MUST BE A BLOCKER FIRST
2nd MUST BE ABLE TO CATCH A PITCH AND TOSS

Really, thats it.
BLOCKING ABILITY > SPEED
They are the 3rd Op.on for IV.

Build the perimeter for a big play oense


SE The must be great blockers
(If they can catch, that is a bonus)

Must be able to communicate with the A back.

K.I.S.S.
KEEP IT SIMPLE, Stupid

Ground & Pound Preven.on



2 assigned to PSB + Hat on #3 + Hat on
Edge Player =

Big Plays
POPCS had 80 runs of 15+ Yards in 2012

School Year Wins Avg Pts Avg. Rush


CCCA 2006 5 18.72 105.47
Transi3oned to the Flexbone Spread

CCCA 2007 6 37.54 315.88


CCCA 2008 13 43.54 375.26
CCCA 2009 13 42.23 381.26
Transi3oned away from the Flexbone Spread

CCCA 2010 5 18.09 137.64


School Year Wins Avg Pts Avg Rush


POPCS 2009 1 10.11 103.27
Transi3oned to Flex Bone Spread

POPCS 2010 6 23.63 287.50


POPCS 2011 9 37.75 341.32
Moved up to LARGER classica3on

POPCS 2012 5 34.40 342.80



Myth #2
I want to add that play
to my Oense!

Reality #2
Its a system, not just a play

Game Day Goal 70% of calls IV



Run IV to every front

Forma.on, forma.on, forma.on to create and
advantage

Prac.ce Goal
Every Front, Every Day
Rules do not change:

IV Read 4i Out
Mid Read Shade Out
Mid Triple Read Shade Out

Inside Veer System


IF / THEN

If corner or a safety makes


tackle within 3 yards of the line
of scrimmage, then IV PASS

If play side backer scrapes


outside, then ZONE DIVE.

If play side backer tackles


dive for less then three,
then MID TRIPLE or TOSS

If defense keeps giving


EASY (BIRD) stunts,
then TOSS.

If backside defender makes a tackle on QB or


Dive, then CHECK your splits.

If defense gives you an odd front with a one high
safety, then TACKLE OVER or SE OVER.

If play side backer blitzes A & B consistently,


then TOSS

If you cannot block the 3 tech for IV, then asack
him with MIDLINE

If QB is having a brain fart, then BELLY or TOSS

1.
2.
3.
4.

Every Days
QB & B
Space & Step Drill (6 mins)
Ride & Decide Drill (6 mins)
Toss Steps / 3 on 3 Drill (6 mins)
Op.on Drill (12 18 mins)

Every Days
A Backs
1. IV, Mid, and Twirl Mo.ons (6 mins)
2. Switch, Arc, & Load Blocks w SE (6 mins)
3. Toss Drill (6 mins)
4. Op.on Drill (12 18 mins)

Every Days
SE (x,y)
1. Stalk & Fit (6 mins)
2. Switch & Arcs (with A Backs) (6 mins)
3. Push / Crack / Routes
4. Op.on Drill (12 18 mins)

Myth #3
There is no need for a
TE.

Reality #3
There is ( is not) a need for
a TE.

Tight Ends Advantages?


1. Set even fronts, come out of the huddle and
know where 3 tech
2. Outside Veer to TE side

Tight End Disadvantages?


1. Changes count system with slot on #3.
2. Awkward angles for Toss.
3. Need an extra coach for the posi.on

Heavy Forma.on (tackle over)


1. Outside Veer is back with no TE
2. Toss is an op.on with angles back in play
3. Slight change in count for #3
X & Y On Same Side
1. Count system is back in play on #3
2. Toss is back in play

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