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WEST SHORES

2018 OFFENSE
Coach Gustavo Sandoval

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COMPLETE
FOOTBALL PLAYBOOK
FOR THE
MULTIPLE FORMATION
PISTOL OFFENSE

Coach Gustavo Sandoval

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TABLE OF CONTENTS
1. The Multiple Formation Pistol Offense
Chapter 1: History and Philosophy of the Pistol Offense
Chapter 2: Why the Multiple Formation Pistol

II. Organization for Success


Chapter 3: Huddle, No Huddle or Hybrid
Chapter 4: Lining Up: Alignment, Formations, Motions
Chapter 5: Putting all together: Calling Plays

III. The Run Game and Play action Pass


Chapter 6: Pistol Wing - T
Chapter 7: Pistol I
Chapter 8: Pistol House
Chapter 9: Pistol Single and Double Wing

IV. The Passing Game


Chapter 10: Blocking Schemes
Chapter 11: Screens and Shovel Passes
Chapter 12: Flood Concept and TE Delay Concept

V. Special Packages
Chapter 13: Slot T and Slot T w/TE
Chapter 14: Sledge and Hammer

V1. Game Planning and Scouting


Chapter 15: Practice and Organization
Chapter 16: Attacking the Defense
Chapter 17: Scouting from Spring to Game Day
Chapter 18: Game Day Organization

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CHAPTER ONE

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CHAPTER ONE: HISTORY OF THE
PISTOL OFFENSE

Developed by Michael Taylor and popularized by Chris Ault in 2005, while the
latter was head coach at the University of Nevada, Reno. It is a hybrid of the
traditional shotgun and single back offenses. In the pistol offense, also
commonly referred to as the "pistol formation", the quarterback lines up four
yards behind the center, which is much closer than the seven-yard setback in
a traditional shotgun formation. The running back then lines up three yards
directly behind the quarterback, which is in contrast to the shotgun, where
they are beside each other. It is argued that the position of the quarterback in
the pistol formation strikes an advantageous compromise: the quarterback is
close enough to the line of scrimmage to be able to read the defense, as with
run situation sets such as the I formation, but far enough back to give him
extra time and a better vision of the field for passing plays, as in the shotgun.
The pistol formation is thus very versatile, particularly if the quarterback
himself is a threat to run the ball, which makes it difficult for the defense to
correctly anticipate the play

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CHAPTER TWO

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CHAPTER TWO: WHY THE MULTIPLE
PISTOL OFFENSE

The pistol formation can be used in a variety of ways, because the quarterback
is closer to the line of scrimmage than a traditional shotgun formation. This
allows him to see more easily over the line and make downfield reads. He will
also get the ball snapped to him faster, which can alter timing patterns greatly
for a preparing defense. The pistol offense can effectively use draw plays,
counters, and multiiple formations or multiple tight ends combined with a
fullback for pass protection. In a pistol formation, handoffs occur 2-3 yards
closer to the line of scrimmage than in the shotgun. In the traditional shotgun,
run plays are most effectively run to the side opposite the running back, without
a cutback to the other side. In the pistol, they can be effectively executed to
either side of the QB, opening up more options for the offense. This can make
for a more effective running game, but may limit pass efficiency due to quicker
recognition of play action by linebackers and defensive backs. This formation
works well with dual threat quarterbacks who can both throw and run and is
also used when quarterback's mobility has been limited by injury.

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CHAPTER THREE

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CHAPTER THREE: HUDDLE, NO HUDDLE
OR HYBRID

Huddle

Approximately 4 yards from ball, it is a quick business meeting. Huddling can be used to slow
the game down. The huddling can be used when you have the lead and you are trying to run
the clock out. The team can also huddle the entire game and you are not using tempo.

No Huddle

Wears out your opponent, both physically and mentally


Limits defensive substitutions and defensive blitz calls from the sideline
Harder for the defense to prepare since their scout offense can’t simulate the speed
No time for defensive celebrations or emotions slapping between snaps
Changes offensive production in a positive
Takes the place of end of practice conditioning
Plays get signaled in or we use wristbands

Hybrid

Team bunches together around ball


QB gets the play and relates to team using a number
Wristbands must be used in this system
Any resembles of a huddle is not true because the offense does not form the traditional
huddle
It is not a true no huddle because the players do not run to their position once the play is
blown dead

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CHAPTER FOUR
FORMATIONS

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PISTOL HOUSE

The O - Line has 3 ft splits

Strength is dictated
by wide side of field

The QB, TB and TB


are 3 yds deep in backfield
The FB and TB align directly
behind the OG

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PISTOL WEAK WING
Wing is aligned 3 x 1 yards and will go in motion
The FB will align at a depth of 3 yard directly
behind OG. O- Line has 3 ft split. Wing will always
align to the boundary.

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PISTOL DOUBLE WING

The O - Line has 0 splits or 2 ft splits. The splits


depend on the play being called or on the coach.
The wing are tilted inward and behind the TE’s
Strength is to the field. The QB is 3 yards
in the backfield

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PISTOL WING T

The O - Line has 2 ft split.


The QB is at a 3 yard depth.
The TB is at a 5yard depth
from the center. The wing
back is at 1 x 1 alignment

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PISTOL I FORMATION

The O-Line 2ft split


The QB at 2 yard depth
The FB at 4 yard depth from center
The TB at 6 yard depth from center

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PISTOL SLOT - T

The WR’s align to the boundary, X is 2 yards


from the side line; Y is aligned 4 yards away
from X. The QB is 3 yards in the backfield.
The TB is align directly behind QB 1 yard.
The FB aligns directly behind OG at the same
depth as the TB.

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PISTOL SLOT - T TE

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TRIPS WEAK

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TRIPS

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SPREAD

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PISTOL WING - T

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Power Right

C
B B C
E T T E

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Counter

Read the DE
If he follows pull

C the ball and keep

B B C
E T T E

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TRAP

C
B B C
E T T E

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Strike

C
B B C
E T T E

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Green Sweep Read

C
B B C
E T T E

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Green Sweep

Read the ILB if


he goes across formation
pull ball and run up the middle

C
B B C
E T T E

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LIZ TOSS

C
B B C
E T T E

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LIZ 31 G SUCKER

C
B B C
E T T E

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GO CRISS CROSS 43 TIMMY

C
B B C
E T T E

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QB BUCK SWEEP

Read the ILB if


he goes across formation
pull ball and run up the middle

C
B B C
E T T E

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Veer

Read the DE if
he crashes on the
FB pull the ball and
C
B B C
carry out the option
if the DE take away pitchman
give to the dive back

E T T E

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Speed Option

C
B B C
E T T E

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18 Go Pass

C
B B C
E T T E

TE chips the DT and releases


The TB blocks the DE and delay
into flats and a safety route

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17 Go Pass

C
B B C
TE delay releases
E T T E

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PISTOL I FORMATION

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Power

C
B B C
E T T E

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Counter

C
B B C
E T T E

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Trap

C
B B C
E T T E

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Strike

C
B B C
E T T E

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Veer

C
B B C
E T T E

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Speed option

C
B B C
E T T E

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18 Go Pass

C
B B C
E T T E

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17 Go Pass

C
B B C
E T T E

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PISTOL HOUSE

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Power

C
B B C
E T T E

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Counter

C
B B C
E T T E

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TRAP

C
B B C
E T T E

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Strike

C
B B C
E T T E

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18 Go Pass

2
3 1

C
B B C
E T T E

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18 Go Pass

C
B B C
E T T E

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SINGLE WING

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Power

C
B B C
E T T E

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Counter

C
B B C
E T T E

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Trap

C C
B B
E T T E

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Strike

C
B B C
E T T E

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Green Sweep

C
B B C
E T T E

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Green Sweep Read

C
B B C
E T T E

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Veer

C
B B C
E T T E DE goes to Dive
Pull the ball and
Continue with pitch
DE takes pitch away
Hand - off to dive

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Double Speed option

C C
B B
E T T E

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20/21 Dive

C
B B C
E T T E

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18 Go Pass

C
B B C
E T T E

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17 Go Pass

C B B C
E T T E

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DOUBLE WING

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Power

C
B B C
E T T E

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Counter

C
B B C
E T T E

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Trap

C
B B C
E T T E

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Strike

C
B B C
E T T E

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Speed option

C
B B C
E T T E

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18 Go pass

C
B B C
E T T E

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17 Go Pass

C
B B C
E T T E

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DIVE

C
B B C
E T T E

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PASSING GAME

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ZONE BLOCKING
SCHEME

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ZONE SCHEME VS 3
MAN FRONT
TRIPS WEAK
ZEBRA=ZONE TE READS ILB IF HE BLITZES
TE RELEASE AND LOOKS FOR BALL
RIGHT AWAY. TE OR QB MAKES A FLORIDA, FLY,
FAR, FIVE CALL THEY MEAN FLAT. TE MUST FIRST
CHIP BLITZING ILB. QB WILL ROLE OUT
IF ILB DROPS INTO COVERAGE TE BLOCKS DE

C B B C
B E N E

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ZONE SCHEME VS 3
MAN FRONT
TRIPS STRONG
ZEBRA=ZONE TE READS ILB IF HE BLITZES
TE RELEASE AND LOOKS FOR BALL
RIGHT AWAY. TE OR QB MAKES A FLORIDA, FLY,
FAR, FIVE CALL THEY MEAN FLAT. TE MUST FIRST
CHIP BLITZING ILB. QB WILL ROLE OUT
IF ILB DROPS INTO COVERAGE TE BLOCKS DE

B B C
B
E N E C

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ZONE SCHEME VS 3
MAN FRONT
SPREAD
ZEBRA=ZONE TE READS ILB IF HE BLITZES
TE RELEASE AND LOOKS FOR BALL
RIGHT AWAY. TE OR QB MAKES A FLORIDA, FLY,
FAR, FIVE CALL THEY MEAN FLAT. TE MUST FIRST
CHIP BLITZING ILB. QB WILL ROLE OUT
IF ILB DROPS INTO COVERAGE TE BLOCKS DE

B B C
C
E N E B

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SLIDE PROTECTION:
RINGO AND LARRY

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RINGO VS 4 MAN
FRONT
CENTER CALLS RINGO, FOR SLIDE
PROTECTION RIGHT. THE WIDE SIDE
SPREAD OF THE IS TO THE RIGHT. QB MUST
RINGO = RIGHT ROLL THE SIDE OF THE CALL. CENTER
READS MLB IF MLB BLITZES THEN
CENTER PICKS UP BLITZ

B C
C
E N T E B

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LARRY VS 4 MAN
FRONT
CENTER CALLS LARRY, FOR SLIDE
PROTECTION LEFT. THE WIDE SIDE
SPREAD OF THE IS TO THE LEFT. QB MUST
LARRY = LEFT ROLL THE SIDE OF THE CALL THE
CENTER READS MLB.IF MLB BLITZES
CENTER PICKS UP BLITZ

B C
C
B E T N E

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RINGO VS 4 MAN FRONT
AND BLITZ THROUGH B GAP
SPREAD OT PICKS UP BLITZING ILB
CENTER SLIDES TO PICK UP
RINGO = RIGHT DT

B C
C
E N T E B

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LARRY VS 4 MAN FRONT AND
A BLITZ THROUGH B GAP

SPREAD OT PICKS UP BLITZING ILB


CENTER SLIDES TO PICK UP
LARRY = LEFT DT

B C
C
B E T N E

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RINGO VS 4 MAN FRONT
AND BLITZ THROUGH C GAP
TE PICKS UP BLITZING ILB
SPREAD OT SLIDES TO PICK UP DE
RINGO = RIGHT CENTER SLIDES TO PICK UP
DT

B C
C
E N T E B

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LARRY VS 4 MAN FRONT AND
A BLITZ THROUGH B GAP
TE PICKS UP BLITZING ILB
SPREAD OT SLIDES TO PICK UP DE
LARRY = LEFT CENTER SLIDES TO PICK UP
DT

B C
C
B E T N E

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WR SCREENS

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QUICK SCREEN
QUICK SCREEN VS 3 MAN
FRONT TO BOUNDARY
OT READS ILB IF ILB PICK
UP. IF NOT BLOCK DE

C
B B
C B
E N E

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BOSTON
BOSTON SCREEN VS 3 MAN
FRONT TO BOUNDARY
OT READS ILB IF ILB PICK
UP. IF NOT BLOCK DE

C
B B
C
E N E B

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QUICK SCREEN
QUICK SCREEN VS 4 MAN
FRONT TO WIDE SIDEOT
READS ILB IF ILB PICK
UP. IF NOT BLOCK DE

B C
C
E N T E B

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BOSTON SCREEN
BOSTON SCREEN VS 4 MAN
FRONT TO WIDE SIDEOT
READS ILB IF ILB PICK
UP. IF NOT BLOCK DE

B C
C
E N T E B
QB Read MLB if blitz roll to screen

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SCREENS OUT OF THE
PISTOL WING T
FORMATION

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TAIL BACK (TIGER)
SCREEN

C C
B B
E N T E

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MIDDLE SCREEN
(MIAMI)

C C
B B
E N T E

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TE SCREEN (TROJAN)

C C
B B
E N T E

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SHOVEL PASSES

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PISTOL WING T:SHOVEL
PASS

C C
B B
E N T E

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PISTOL SINGLE
WING :SHOVEL PASS

C B B C
E N T E

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PISTOL DOUBLE WING
T:SHOVEL PASS

C C
B B
E N T E

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TRIPS PASSING GAME

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57 FLOOD TE DELAY

READS ILB IF ILB


BLITZES CHIP AND RELEASES

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58 FLOOD TE FLAT

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59 FLOOD TE DELAY

READS ILB IF ILB


BLITZES CHIP AND RELEASES

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60 FLOOD TE DELAY

READS ILB IF ILB


BLITZES CHIP AND RELEASES

102
TRIPS OFF- SET
PASSING GAME

103
WHEEL TE DELAY

READS ILB IF ILB


BLITZES CHIP AND RELEASES

104
DIG TE DELAY

READS ILB IF ILB


BLITZES CHIP AND RELEASES

105
SMASH TE DELAY

READS ILB IF ILB


BLITZES CHIP AND RELEASES

106
BAYLOR TE DELAY

READS ILB IF ILB


BLITZES CHIP AND RELEASES

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QB RUN GAME: SLOT - T

108
QB Power

C C B B
B T T B

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QB DIVE

C C B B
B T T B

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QB TRAP

C C B B
B T T B

111
QB SPEED OPTION

C C B B
B T T B

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SWING SCEEN

C C B B
B T T B

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GOAL-LINE OFFENSE

114
FORMATIONS

Hammer
Sledge

115
HAMMER

116
COUNTER

B B B B
E N T E

117
20/21 Dive

B B B B
E N T E

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SPEED OPTION

B B B B
E N T E

119
TOSS

B B B B
E N T E

120
QB DIVE

B B B B
E N T E

121
QB POWER

B B B B
E N T E

122
FLAT

B B B B
E N T E

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GHOST

If they over shift and


all LB’s are to the Strength B B B
of formation call Ghost and run
to side were there is no B
E N T E B

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TRAP

B B B B
E N T E

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TE POP

B B B B
E N T E

126
SLEDGE

127
COUNTER

B B B B
E T N E

128
20/21 DIVE

B B B B
E T N E

129
SPEED OPTION

B B B B
E T N E

130
TOSS

B B B B
E T N E

131
QB DIVE

B B B B
E T N E

132
QB POWER

B B B B
E T N E

133
FLAT

B B B B
E T N E

134
GHOST If they over shift and
all LB’s are to the Strength
of formation call Ghost and run
to side were there is no B

B B B
B E T N E

135
TRAP

B B B B
E T N E

136
TE POP

B B B B
E T N E

137
2PT. CONVERSION
OFFENSE

138
LIZ BEND ROCKET

C B B C
E N T E

139
EMPTY SLASH BOOT

C B B C
E N T E

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EMPTY LIZ SWING SCREEN

C B B C
E N T E

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EMPTY FLOOD TE DELAY

C B
B C
E N T E

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