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THE WING-I FOR YOUTH

A Playbook

by Ted Seay

Copyright © 2008 by Edmond E. Seay III


TABLE OF CONTENTS

Introduction Page 3
Personnel Requirements Page 4
The TOSS Page 5
The BLAST Page 6
The SCISSORS Page 7
The TRAP Page 8
The TOSS Pass Page 9
The SPRINT Pass Page 10
The SPRINT Draw Page 12
Attacking With the Youth Wing-I Page 13

“There is no last move in strategic and military competition.”

- Professor Colin S. Gray

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INTRODUCTION: The Wing-I in Youth Football

RIGHT Formation

The double-tight Wing-I is a great platform for a youth football offense. The
system I recommend in this very short playbook includes power, misdirection
and passing, all from seven plays.

Because there are two counter plays included in the offense, it is possible to
run the system from RIGHT formation only (see diagram above). However, I
strongly recommend that you teach the system from both RIGHT and LEFT
formation by “flip-flopping” the players to the other side of the formation so
that they stay in the same relationship relative to each other in both
formations. That way you will designate a Strong End, Tackle and Guard, and a
Quick End, Tackle and Guard, who always stay together on either side of the
Center. The Wingback always sets to the strong side of the formation.

I have diagrammed all seven plays against the Gap-Air-Mirror (GAM) defense for
one simple reason -- if you can block the GAM, you can block just about
anything. You’ll find you can apply the blocking rules on each playsheet
against any defense you face, however.

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PERSONNEL REQUIREMENTS

Tight Ends: A prototypical tight end, big, strong and a good blocker with
hands, should play on the Strong side. Not too many deep pass routes for him,
but plenty of angle blocks on linemen and backers in the defensive core. If you
have a better pass receiver, have him play Quick End. This is also a better
place to “hide” a minimum-play type player.

Wingback: Speed kills. This should be the fastest player on your team who can
catch a football. I believe fast people can be taught how to run the Scissors
play well, but you can't teach good runners speed. The WB must be able to
block -- tell him “no block, no rock.”

Fullback: The key to your running game. He will lead block for the Tailback on
key plays, and misdirect the defense away from the football on others. Smaller
and quicker can work as well as bigger and stronger, but you want that great
forward lean when blocking or running, as well as someone who “smells the
goal line” when you get down close to the end zone. We say that the Tailback
may carry the ball, but down on the goal line, the line and the Fullback score
the touchdowns.

Quarterback: Lots of faking and ball-handling, and some passing. If you have a
good runner who is also your best passer, you can play him here -- but if your
best and fastest runner can pass a bit, put him in at wingback and install an
option pass for him.

Tackles: Rarely asked to block more than one gap over (down blocks and cut-
offs). Should be your biggest, strongest linemen. You can play a minimum-
type kid at Quick Tackle, but only if you have a good player at Quick End (and
vice versa -- never two MPP’s at once next to each other).

Guards: Your Quick Guard will be your best puller. The Strong Guard should
be the better drive blocker of the two, big and strong enough to handle his
man one-on-one. They should both master down and cut-off blocks.

Center: Must be steady, willing to work hard to master the art of snapping and
then blocking either gap or straight ahead.

Line Splits: I recommend 6-inch line splits between Center and Guards, one
foot between Guards and Tackles, and 1-2 feet between Tackles and Ends. The
slower the End is, the tighter he will have to align to his Tackle.

The Wingback lines up a yard outside and a yard behind the Strong End. The
Fullback’s heels are 3 yards deep, directly behind the Quarterback in a three-
point stance. The Tailback lines up a yard behind the Fullback in a two-point
stance with his hands resting lightly on his thigh pads.

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The TOSS

Quick End: Cut-off block downfield - head for the deep middle and cut off any
pursuit. If Tailback cuts back toward the middle, you will be in a perfect
position to dump the deepest defender on his backside.
Quick Tackle: Fill for Quick Guard, cut off penetration. Hustle needed.
Quick Guard: Pull and look for the first wrong color inside the Strong End’s
block.
Center: Man On/Man Away.
Strong Guard: Gap/Down/Backer (Block anyone in the inside Gap; if no one
there, block Down for the first wrong color on the LOS; if no one there, look for
the first Backer away from the play)
Strong Tackle: Gap/Down/Backer
Strong End: Gap/Down/Backer
WB: FBI - First Backer Inside. If you can chip a defensive lineman on the way
past, do so.
FB: Take a banana (inside-out) angle to kick out the EMLOS (End Man/Line of
Scrimmage) defender. If he boxes so deep that he takes himself out of the
play, keep going downfield and look for the first wrong color to show outside of
the Strong End’s block.
TB: Take open step, cross-over step, and open step toward sideline while
looking the ball into your hands. On third step, cut downhill to hole, reading
the Strong End’s block.
QB: Reverse pivot, lead Tailback with a numbers-high toss, then continue
spinning around to kick out first wrong color that shows up downfield of the
Fullback’s block.

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The SCISSORS

Quick End: Gap/Down/Backer (see TOSS, page 5).


Quick Tackle: Gap/Down/Backer
Quick Guard: Gap/Down/Backer
Center: Man On/Man Away.
Strong Guard: Pull and kick out first wrong color past Quick End’s block.
Strong Tackle: Fill for Strong Guard, cut off penetration. Hustle needed.
Strong End: Pull and look for the first wrong color downfield from Strong
Guard.
WB: Drop-step with inside foot, head for a spot a yard behind the QB; take
hand-off, follow Strong End’s block and cut off of it.
FB: Take a direct path over Strong Guard’s original location. Hit first wrong
color you see, hard.
TB: Use same footwork as TOSS, look at QB as though expecting pitch for first
three steps. Block any defender pursuing WB from behind.
QB: Reverse pivot, exactly the same as TOSS, hand off to WB, then tuck hands
away on upfield hip as though carrying the football while rolling out. Stare at
strong-side cornerback as soon as you hand-off and the whole time you roll to
the strong side.

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The BLAST

Quick End: Cut-off block downfield - head for the deep middle and cut off any
pursuit. If Tailback cuts back toward the middle, you will be in a perfect
position to dump the deepest defender on his backside.
Quick Tackle: Playside gap/On/Backer
Quick Guard: Playside gap/On/Backer
Center: Playside gap/On/Backer
Strong Guard: Gap/Down/Backer (see TOSS, page 5).
Strong Tackle: Gap/Down/Backer
Strong End: Gap/Down/Backer
WB: Head directly toward defender over Strong End as though you will block
him. At last second, turn downfield and block first wrong color outside Strong
End’s block.
FB: Take a path between Strong Guard and Strong Tackle and block the first
wrong color to show outside of the Strong End’s block.
TB: Take a path between Strong Guard and Strong Tackle, take hand-off,
follow Fullback and cut off his block.
QB: Reverse pivot, hand ball to Tailback as deep as possible in backfield.
Continue upfield to fake pass.

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The TRAP

Quick End: Gap/Down/Backer (see TOSS, page 5).


Quick Tackle: Gap/Down/Backer
Quick Guard: Gap/Down/Backer
Center: Man On/Man Away.
Strong Guard: Pull and kick out first wrong color past Quick End’s block.
Strong Tackle: Fill for Strong Guard, cut off penetration. Hustle needed.
Strong End: Cut-off block downfield - head for the deep middle and cut off any
pursuit. If Tailback cuts back toward the middle, you will be in a perfect
position to dump the deepest defender on his backside. NOTE: If defender
over you makes a hard move to the inside at the snap, block him.
WB: Head directly toward defender over Strong End as though you will block
him. At last second, turn downfield and block first wrong color outside Strong
End’s block.
FB: Fill for Strong Guard, hit the hole hard.
TB: Take a crossover step with the quick-side foot, then an open step with the
other foot at a 45-degree angle. Cut back on third step, aiming for Quick
Guard’s original position. Take hand-off and head just past Quick End’s block -
- don’t stray outside toward Strong Guard’s kick-out block, run this play tight.
QB: Reverse pivot, make inside hand-off to Tailback, continue upfield to fake
a pass.

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The TOSS Pass

Quick End: Head on cut-off path, exactly like TOSS play (page 5), but look for
pass from QB after clearing linebacker depth.
Quick Tackle: Pull toward Strong side. After third step, wheel around and face
backside of play, block first wrong color that shows -- make him go deep to get
around you.
Quick Guard: Backside gap (can’t block downfield).
Center: Backside gap (can’t block downfield).
Strong Guard: Backside gap (can’t block downfield).
Strong Tackle: Backside gap (can’t block downfield).
Strong End: Start toward nearest linebacker to backside; after three steps, cut
sharply outside and downfield. Look for pass from QB right after outside cut.
WB: Fake block on man over Strong End, then cut outside at right angles to
previous path and look for pass from QB immediately.
FB: Block first wrong color past Strong Tackle’s butt.
TB: Take TOSS path for three steps, then block first wrong color past Fullback.
QB: Reverse pivot and roll outside looking at strong-side cornerback. If he
drops back, throw to WB if he’s open or run for first down marker. If
cornerback hangs in place or comes forward, look for Strong End.

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The SPRINT Pass

Quick End: Take three steps downfield at a slight inside angle (avoid getting
tied up with defenders), then cut sharply toward the Strong side at an angle
that will take you about 7 yards downfield by the time you reach the far
sideline (this is a very shallow crossing route).
Quick Tackle: Pull toward Strong side. After third step, wheel around and face
backside of play, block first wrong color that shows -- make him go deep to get
around you.
Quick Guard: Backside gap (can’t block downfield).
Center: Backside gap (can’t block downfield).
Strong Guard: Backside gap (can’t block downfield).
Strong Tackle: Backside gap (can’t block downfield).
Strong End: Release outside at a 45-degree angle until you are about 1 yard
deep, then cut sharply for the sideline -- snap your head and shoulders around
and look for the pass immediately.
WB: Attack the inside shoulder of the strong cornerback. When you get past
him, cut to the Corner. Look for the ball as soon as you cut.
FB: Block first wrong color past Strong Tackle’s butt.
TB: Block first wrong color past Fullback.

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QB: THIS IS A RUNNING PLAY FIRST, a passing play second. Reverse pivot and
roll outside looking at strong-side cornerback. If he drops back, throw to
Strong End if he’s open or run for first down marker. If cornerback hangs in
place or comes forward, look for Wingback. Quick End will come open later, so
he is a possibility for a late throw. Remember, though, THIS IS A RUNNING
PLAY FIRST.

If, against the GAM as illustrated on page 10 or any other defense that plays its
Ends very wide, the QB finds that he can’t break out of containment with the
football, he can do one of two things: he can throw the ball quickly (only if
the Strong End is wide open), or, he can yell “GO!” and run inside the
Defensive End -- “GO!” tells the Fullback and Tailback to head downfield and
block the first wrong color they see. And remember, THIS IS A RUNNING PLAY
FIRST.

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The SPRINT Draw

Quick End: Run same path as SPRINT pass (page 10), block first wrong color
past Center.
Quick Tackle: Same as SPRINT pass.
Quick Guard: Backside gap (CAN block downfield).
Center: Backside gap (CAN block downfield).
Strong Guard: Backside gap (CAN block downfield).
Strong Tackle: Backside gap (CAN block downfield).
Strong End: Same path as SPRINT pass, block nearest defender out after your
third step.
WB: Attack the inside shoulder of the strong cornerback. As soon as he
recognizes run, block him.
FB: Attack first wrong color past Strong Tackle’s butt and knock him down.
TB: Take same path as SPRINT pass for three steps, take hand-off from QB, run
to daylight.
QB: Reverse pivot and take roll-out course to Tailback. After handing off,
continue outside as though you still have the ball on SPRINT pass.

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ATTACKING WITH THE YOUTH WING-I

The plays in this brief playbook fit into distinct series in order to allow you to
create a game plan for every opponent. Each series has a core play, and every
other play in the series in some way acts as a complement to a core play.
When the defense starts to unbalance itself to stop the core play, you spot
what they are doing and call the appropriate complementary play.

This is a very simple offensive system, and it all begins with the TOSS play. At
least at first, you should call TOSS 6-7 times out of every 10 plays you run. For
one thing, you are forcing the defense to prove they can stop it for less than 4
yards a pop. If they can’t, KEEP RUNNING TOSS!!!

If they do manage to slow down your TOSS play, you should do the following:

If the defense reacts by crashing the Defensive End and/or Cornerback up and
in toward the C gap to shut down the Tailback, you respond by calling TOSS
Pass and running or passing outside the widest defenders.

If they react by sprinting the entire defensive core toward the C gap, leaving
the rest of the inside undefended, you respond by calling SCISSORS and gashing
the defense to the backside. When they do something unsound to stop a core
play, you hit them with the right complement.

The other plays in the offense are also paired up in series -- the BLAST and
TRAP, and the SPRINT Pass and SPRINT Draw. To a lesser extent, each of these
plays is also a complement to the TOSS. BLAST gives you an aiming point closer
to the Center if the defense starts widening to slow down the TOSS. If the
backside of the defense starts recognizing and reacting to BLAST, in turn, you
can call TRAP and burn them right up the gut.

SPRINT Pass is a great substitute for a Sweep play and a good one-two punch
with TOSS Pass, which you won’t want to call all the time. Sprint allows you to
run for the first down marker if your QB can get outside; if he can’t, there’s a
very good chance he can run off-tackle for even more yardage, or a receiver
may come open quickly. Remember, though, SPRINT Pass is a running play
first! Finally, SPRINT Draw will fool defenses which are trying to disrupt the
SPRINT Pass, and will give you a very useful weapon in passing situations, since
your Tailback can cut back against the grain all the way to the backside if he
sees daylight.

If you would like more information on installing the offense, feel free to e-mail
me at seayee AT hotmail DOT com.

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