ESPN Film Room with Addazzio, Chryst, and Sumlin was a step in the right direction for providing real time analysis of this epic bowl matchup. Unfortunately, chuckleheads Millen and Spielman ensured the discourse never rose above the Buffalo Wild Wings demographic.
have at it….[UPDATED 2013] 2010 Auburn O vs Oregon D
2010 Auburn O vs LSU D – 1st Half
2010 Auburn O vs LSU D – 2nd Half
2010 Texas A&M O vs La Tech D
2011 Baylor O vs TCU D
2009 Houston O – 1st Practice
2011 Baylor O vs TAMU D
2009 Alabama O vs LSU D
As we all anticipate what should be an exciting match up between two explosive offenses in Auburn and Oregon for the National Championship, we may be able to glean some useful lessons from both these teams. Both represent fast-paced no-huddle offenses that are borrowing on basic concepts and adapting them as the lastest offensive innovation. Ironic or fittingly, I suppose, that we covered both teams offenses earlier in the Fall (Oregon / Auburn), but what stands out to most people about each is not their plays or scheme so much, as their method of operation...................fast. In this post, we will provide some insight into how one of these teams facilitates this tempo via sideline signal boards.
While it has garnered quite a bit of attention (and favor) with the BooYah Sports Network by featuring their self-heralded icons during Oregon games, Auburn's similar practice has been rather subdued. Both essentially share the system of communication, along with other offenses (Oklahoma State).
It may appear as complex chaos, the methodology is quite simple. You have a base offense and concepts that you run, all you are doing is eliminating the unnecessary huddle and parsing the relevant pieces of information needed on a given play. The no-huddle concept has been around for a while, but recently it has undergone more efficient tweaking, accentuating the irrelevance of the huddle. If you've ever spent anytime coaching offense, you'll know just how tedious and frustrating it can be dicking around "coaching" the huddle procedure ('YOU go here...you go there....no, no, no...you're supposed to face that way!").
To better explain this process, I've included examples of how this information would be coded and signaled to flesh out how it actually works. Lets explore what needs to be delivered to the players....
Formation Motion Play direction Play Type
This is common information usually shared in the huddle, before anything is presented to the defense. What the no-huddle is doing is presenting a formation, allowing the defense to match it, then call an offensive play based on this information and/or change it (if necessary). All this can be accomplished outside the confines gathering the players together; just line up, get the play, and execute it.
How information is being communicated (the huddle is a waste of resources)
As the offense nears the spot, they will assume the same formation as the last play (though nothing really changes for the offensive line, quarterback, and fullback on most every play). The formation will be signaled (usually by a sideline player) as soon as the previous play ends along with any pre-snap movement until that formation is achieved. Next, the play type will be given to the players. The quarterback will begin the cadence, repeating the playside/series code, and snap the ball. Once the play ends, the next begins and the process repeats.
This necessitates an offense to develop its own language, with multiple terms (and signals) to deliver the same information, so the code cannot be easily ‘cracked’. This is achieved by concept association and by allowing the position units to devise the terms they want to use (ownership of association).
Sideline Communication The sideline usually features up to four different signalers consisting quarterbacks, receivers, graduate assistants, assistant coaches, and coordinators. These players will be signaling something every down, though not every signaler will be ‘live’ (will be signaling bogus dummy calls). The common method is broken down as follows;
Play Caller: coordinator / coordinator assistant Signaler: position coach (runs, play action, screens) Color: player (black or blue = right / white or gold = left / red = play change/check) Signal Board: GA (passes)
All these individuals will present their signals to the on-field players until the ball is snapped to ensure that no player did not receive the information. So once a play ends, the 'next play' begins with the entire offense setting up on the spot of the ball, looking to their sideline for new information.
The real key to the team of signalers is the Color designator. Colors will determine if the signaler is hot (or the board is hot) as well as reinforce what the playside will be.
Black, White, Green, Pink, Brown – Signaler is Hot Blue, Gold, Red – Board is Hot
So by this example, after a formation is given and the sideline player signaling “Black” (right is playside / signaler is hot) the players on the field will look to the signaler for the play. If the color signaler is delivering “Blue”, they can understand that the playside is right and the board is hot (i.e. pass routes) and disregard the signaler.
To better explain this process, I've included examples of how this information would be coded and signaled to flesh out how it actually works. Let’s explore what needs to be delivered to the players....
As you can see by the charts above, the no-huddle concept of signaling can deliver this information quickly through association and will generally only affect the 5 specialists on offense.
Next, the play type (run, play action, screen, or pass) can be delivered. The key is to group the play type by genus or series.
“If the reference is X, I will know that the play is going to be ‘this type’, now all I need to know is which one”
In our examples we can classify the play types as; Runs are represented by NFL teams (or mascot) Passes are represented by College teams (or mascot) Play action passes will be represented by the run action signal with a (color) tag Screens are based off locations (city or state)
We saw this earlier (and it is quite common) during the write-up on Louisiana Tech’s first few practices last spring as well as Bo Pelini’s base defense concepts, where commonly used categories represent different types of plays.
Take these examples for instance; I=draws the association of “I for IZ” that is commonly tied to the NFL team, Indianapolis Colts, so any horse reference would be able to convey a zone run.
P=draws the association of “P for Power” (i.e. NFL team with a ‘P’ is the Patriots), so all you would have to do is deliver an iconic symbol of what people would associate a ‘patriot’ with.
During this entire process, the quarterback can eyeball the sideline while ‘translating’ audibly to the line and backs…. “Blue, Blue….Cowboy! Cowboy!” (right counter) without the defense really having any idea of what is going on. Alternatively, the very next play could be called “Black, Blue….Dallas! Dallas!”, and still be running the same play.
With passing plays, it is the same process, but this is where the boards come in. If the board is 'hot', the bogus play type will be called out and let the offensive line know it is not run-action, so they will need to listen for the protection. The fullback will then call out a play-specific protection on every down (much like the TFS system will have the back make a 'roger' / 'louie' call each play).
When the board is ‘hot’ the quadrants will represent primary and secondary receiver routes based on the route tree used. So, you could have your passing concepts represented by both associations (NCAA teams/mascots deliver a passing concept) as well as number representations (“20” / “97”). See below for a standard chart for passing concepts and marry them up with the included passing tree.
If you are calling a smash concept, you could just call "Razorback" (Arkansas) or the "20" (or "90"). The "2" in this call would represent the initial read side (right) and the "0" indicates primary receiver running the hitch.
The "Hand Sweep" is nothing more than the old Wing-T “bucksweep”.
For the Hand Sweep, motion is optional, but used to hold the backside defender with fake reverse action.
The H-back blocks the same as power option, and looks to log the DE. With Hand Sweep, the H-back is more man-conscious, looking to kickout the DE if he takes an outside-upfield path. The H-back can be replaced by a tight end with no change (reach block) in assignment.
Split End – who is the bigger, physical wide receiver (Y) cracks first backer in the box. Playside Tackle maintains his power B-gap track Backside Tackle will hinge, like he does in power and counter. Center blocks back, like he does in power and counter. Playside Guard – will pull to block the support defender. If the defense is in man coverage (the Y receiver’s defender chases him inside), the guard will look to log the first backer to clear. If the defense is in zone (the support player just sitting in the flat), the guard will kick the defender outside. Backside Guard - the backside guard will skip pull to pick up the backside linebacker scraping over the top. If this backer tries to run-through the open playside A-gap, the guard will pick him up. If the backside backer shoots the backside B gap, the guard will not pull and just pickup the linebacker.
One of the better methods of defending Wing-T is by matching numbers with a reduction (Under) front, making it difficult to get enough blockers at point of attack. To accommodate for this front, as the playside tackle would have a terrible angle to account for an A-gap defender, the playside guard will make an “IN” call. This communicates that he is staying “in” (not pulling) and adhering to his A-gap track. This now reverts back to how power is blocked, with the exception that the backside guard will now be pulling for playside defensive support player.
Once you’ve taught the power, you’ve also taught the counter (to the playside). All the rules remain the same; PST works a B-gap track, PSG works an A-gap track, Center works backside, and BST hinges.
The only thing that changes with counter is the backside guard and H-back. The guard will change his pulling footwork to accommodate the trap technique on the end. He will exit on a 45 degree angle, rather than the 90 degree open-hip technique used on power option. Since the guard is kicking out the end, the H-back will exchange roles (with power) and seal the first backer inside the box.
The same principles used with power apply with counter. If the DE wrong-arms the kickout, the guard can log, leaving the H-back to loop outside and bounce the run.
After a heavy diet of power (overload of numbers at the point of attack), the homerun threat of counter action can stretch defenses to a breaking point. To help with this horizontal stretch, the slot (#2) running orbit motion will adhere to a simple set of rules. If the ball carrier is aligned in split backs (away from where the orbit motion is coming from), the slot (in motion) will continue on an (power) reverse track to the counter action. If the ball carrier is stacked (pistol), the motion man will reverse out and run an option course with the quarterback. This simple rule helps stress defenses who will game plan against counter/power, by spinning a safety down with the motion. By introducing the reverse path, the playside safety is widened, creating a larger seam for the ball carrier to run through.
One interesting thing to note regarding Malzahn’s approach to offense, is that with this system, they don’t tell the backs where to line up.The backs will align based on the play called (not the formation).A basic formation, such as “Twins Right” will be called (“Twins Right, 91 Counter”), but the H-back and Fullback will align based on the play (i.e. counter = split-backs).
Another wrinkle can be added to run the exact same play out of 1-back; QB Counter.Nothing changes for guys upfront.Since QB counter is usually run out of 1-back, the play-fake speed sweep helps open the run.
Malzahn’s offense is premised on a 2-back run and play-action team that will keep constant pressure on a defense and defensive coaches by;
Running the offense at a 2 minute pace the entire game (physically and mentally wear them down)
Balanced attack
Heavy misdirection in the run and passing game
Stretch the field vertically and horizontally
Throw the book at defenses with specials, fire alarms, and various personnel packages. Plan to go into each game with 7-8 trick plays
Present the option in 3 different ways (zone read, speed option, power g option)
While the 2010 Auburn offense appears to be achieving success through this aggressive ethos, it is the run game utilizing Newton, Dyer, McCalebb, and Fannin that remains at the forefront.
After covering the zone-read with bubble last year and with the Cam Newton destroying defensive fronts this season, it may be time to cover Auburn's gap run schemes (Power,Counter, Hand Sweep). What is interesting about this "spread" is how much nothing has really changed over the years. This series is nothing more than Wing-T from the gun, and you'll find more and more spread teams complimenting their zone runs with these concepts (La Tech, for one).
Gus Malzahn gained notoriety as a high school coach in Arkansas throwing the ball and attacking through tempo and extreme spread sets (see ninja). While joining forces with Rich Rodriguez protege, Herb Hand, the appreciation of the 2-back power run game was realized and perfected. In this post, we'll take a look at how Auburn's inside/outside zone is complimented by gap blocking via "Power", in its many forms.
POWER G
The tenets of Auburn’s run game are simple; they want to appear multiple by changing formations, ball carriers, and backfield action, while keeping scheme and technique simple for the offensive line. By reducing the workload and specifity for the offensive line, it allows them to operate efficiently at a high-tempo.
One of the first plays Malzahn installs is Power. The play is rather simple and for the offensive line, the footwork and technique can remain consistent with their zone skill sets. The vital elements of this off-tackle play revolve around the playside tackle, the H-back, and the backside guard.
The H-back looks to make his first step to the midline of the defensive end (or EMOL), who he will kick/dig out of the C gap. He obviously wants to leverage this player quickly by striking the chest and pin the inside shoulder of the defender. This player doesn’t always align in the backfield. Malzahn will often bring a slot receiver or tight end into the formation late with motion.
The playside tackle will step down hard inside and follow a B-gap track. He is looking to work his track to the 2nd inside linebacker in the box. If it is an (base) odd front, the tackle will work toward the backside inside linebacker. If it is a stacked front, he will work to the MLB. If confronted with a 3 technique playside (defensive linemen in B gap), the tackle will look to make this DT an A gap player, washing him into the playside guard’s track (thereby creating a double-team). This method allows the tackle to have a better angle attacking the backside linebacker.
The backside guard on power will skip (or shuffle) pull by first taking a quick retreat step with his backside foot, then horizontally extend his playside foot (some would even teach the skip pull by placing the backside foot behind the playside foot for a quicker release), allowing him to keep his shoulders square to the LOS and prevent him from opening his hips away. The guard is looking to pull through B-gap (right off the hip of the playside guard), so this will be a short path, and work to the first linebacker inside the box.
As mentioned, the playside guard will step down and work an A-gap track and wash any shade head-up to shade of the center. The center will always block back on a nose / backside shade / backside 3 tech, aiming high to ensure the defender does not cross his face.
The backside tackle will hinge, by stepping hard inside to prevent backside B-gap penetration, retreat, and look to just get a hand on the shoulder of the backside end.
The running back will align 7 yards deep (just like he would in zone), with his inside foot on the outside foot of the playside guard. After meshing with the quarterback, he will hug the double team, right off the hip of the playside guard, attacking B-gap.
The slot receiver (or #2) will orbit (“Utah”) motion and get even with tailback. On the snap, he will reverse field and establish a pitch relationship with QB. Often times, this orbit motion will be extended across the formation to control the backside safety.
An effective way for defenses to combat power-heavy offenses (as I write about here in 2005) is to overload their overload, bringing strong side pressure into C gap ala a "MARS" stunt or "NCAA (fire zone) blitz". This usually has an end long-sticking into B-gap and a linebacker blitzing into C-gap (or visa versa). When anticipating outside pressure or a end crashing inside, the PST has the ability to make a "MOMO" call, which essentially means, "(I have a) Man On and a Man Outside". This alerts the entire offensive line to slow down on their releases and allow the line to stunt, so they can pickup the exchanges. With a "MOMO" call, it will alert everyone to be man-concious on their blocks; the PST will delay his track release, waiting on the end to crash into B-gap (where he will wash him inside). That alert helps the H-back recognize that the end will not be on the edge once the ball is snapped, and won't be the defender needing to be kicked out. The center will delay his backside block on the shade, anticipating the playside defensive tackle to cross his face, and likewise, wash him on his gap-track.
QB POWER
When you have an exceptional runner at quarterback (like Cam Newton) Power can be run with him as the ball carrier and/or a running back can be substituted as the ‘quarterback’ (ala Wildcat). The QB power is usually complimented with perimeter stressors like speed sweep / reverse.
POWER OPTION
While great anywhere on the field, the Power Option is Auburn’s go-to play in the red zone. It is becomes the fail safe answer to fundamentally sound defenses that look to spill the load block (H-back) with the wrong-arm. Since it becomes near impossible to kick out a C-gap defender who is cutting inside a blocker, with Power Option this defender will be logged (pinned inside) and the area of attack will be moved to the perimeter. The H-back will log the end and the backside guard will work around the log and pick up the scraping MLB (first backer in the box).
The only nuance of Power Option for the line (everything remains exactly the same), is the technique used by the backside guard. Because the H-back will not be kicking out the end, the guard will have a longer path to work to the backers. To account for this, Malzahn will have the guard use the ‘old-school’ shoulder throw with playside foot pivot as the first step. Opening the hips of the guard for this extended pull track (outside C gap) helps neutralize any penetration and gets the linemen to the destination faster.
The split end will attack the slot receiver’s (who is becoming the pitch man) cover defender and the pitch key will be the flat defender. This is a fantastic play inside the 10 yard line, as most defenses will be in some sort of man coverage.