Showing posts with label Flexbone Passing. Show all posts
Showing posts with label Flexbone Passing. Show all posts

Tuesday, January 22, 2013

The Five Wide Offense

You really have five WR's on the field at one time!!!!!

A post on the Huey board about this very topic intrigued me enough to write a post about an offense that I do have some association with.  Now, I was just the defensive coordinator (who stole a playbook when I left) at the time, but I always paid attention to what my cohorts on the opposite side of the ball were doing.  The Five Wide Offense (FWO) was a very interesting concept at the time we were running it (late 90's early 2000's), because almost everybody we faced was a run the football, grind it out type of offense.  When I first joined the staff, we had a stud QB who could really zing the pigskin around, plus a very good group of WR's (we had 2 that signed D-1AA scholarships and the other 2 went D-III and NAIA).  Our OL, was suspect for most of the time, and we were not very good at running the football.  By the time I left, the offense had morphed into more of the traditional "spread to run" or "spread option" as our QB was more of a runner, and our receivers were not all that good.

What intrigued me about the offense was the setup and layout of the offense and just how simple it was for the players to understand.  I'm going to take you through and look at the basics of  the offense from the ground up.  Now, most people think FWO and think "Oh, you're just in Empty all the time, you're gonna get kilt!".  Well, that's not necessarily the truth.  As a matter of fact, from what I remember, we were in 2x2 and 3x1 a majority of the time.  Five wide, does not mean Empty, it means you are using five WR's on the field at any given moment.  The formations just put these five receivers in various positions that can create a mismatch or alignment problem for a defense. 

That kind of empty makes me sad...


Personnel

Offensive Line
The OL when I was a part of this offense was never very good, especially at run blocking.  We had a lot of finesse guys, or what I would call "tight ends that couldn't catch".  The OL was set up very similarly to that of a flexbone OL in that the center was one of the better OL, but maybe not a tremendously athletic OL.  The guards were whatever you had leftover after selecting the tackles and the center.  The tackles were lanky, rangy guys that could match up with speedy DE's or OLB's that would blitz off the edge.  Obviously the best OL was saved for protecting the blind side of the QB.



Receivers
In the diagrams below you will see the positions, and they are the X, A, W, Z, and B.  The W is purely a possession guy.  He does not have to be a speed demon, but is probably your best pure route runner of all five.  The Z is a "wild card" type guy.  He's a slot that can run the ball, but is good when matching up against underneath coverage guys.  Don't sacrifice on athleticism here.  The B and the A are almost universal in that they are basically RB's that can catch.  These guys need to be able to run and catch the ball.  They are by far the most versatile athletes within the offense.  The X is the stud, speed burner you have that can give defenses one-on-one match up problems.  He's by far your fastest receiver and probably the second best route runner you have.



Quarterback
I was fortunate enough to go through a couple of types of QB's in this offense.  Our first QB was your prototypical passer.  He was big (6'4" 200 lbs) and had a cannon on the left side of his body (yep, he was a Southpaw).  The second QB was more of a runner, or scrambler who was only 5'9" tall and about 175 pounds.  This guy would have been a great triple option QB, but he could also throw the hell out of the football.  The offense was made to fit around both of these guys, but some essential traits were still needed.  The QB obviously had to be a leader, but physically he had to be able to throw the football and throw it well.  There are some throws in this offense, that some of our younger QB's couldn't make.  They had to be developed to do so, and if you don't have the time to do that, then this is not your cup of tea.  The QB must also be able to make some plays with his feet, but he DOES NOT have to be RGIII either.  He just needs to be able to move and slide around in the pocket as you are usually only going to have five blockers.  He also needs to be able to get rid of the football QUICKLY.  With only five blockers, you end up seeing a lot of blitzes, and the QB has to see this and adjust to whoever is the hot route.



Formations and Alignment

There were four basic formations to the offense, and they were all named for weather events.  The alignments were very simple, if no direction calls were given, the W, the Z and the B would all align to the wide side of the field.  The X and the A only had to know where the W, Z and B were, because the X and the A would align on the opposite side of the offense.  If a direction call was tagged to the formation (example: Hurricane Left), then the W, Z and B all went to the call side, and the X and the A simply aligned on the opposite side.  This made alignment very simple for the players to pick up and to be honest, we very rarely ran out of left handed formations.  Here are the basic four formations:


Thunder
Thunder was the base set for the offense.  All routes and run plays were based from this formation.  Alignment-wise, the W would align as wide as the game plan or route tree called for and the Z would simply split the difference between the tackle and the W.  The X aligned the same way as the W did, while the A and the B flanked the QB, and had variable alignments.  If running routes out of the backfield the A and Z may align as wide as behind the tackles, whereas if running the ball inside they may align behind the guards.  The guard-tackle gap was the base alignment, and that was adjusted in or out based on the play being run.

Hurricane
Hurricane was by far the most popular of all our formations.  I would venture a guess that we were in this formation close to 50% of the time.  The only thing that changed between Thunder and Hurricane was that the A adopted the same alignment rules as the Z would.

Storm
Storm was the next most popular formation we ran, and is a standard 3x1 trips formation with back offset weak.  Here the Z reduced his split by 1/3 and the B aligned halfway between the Z and the EMOL.  The A simply took up his home alignment in the backfield as he would if running from the Thunder formation.

Tornado
Tornado was the least used formation that we had, however we did use it, and was particularly favorable later on with our running QB and using the A and B as "sweepers" to run the jet sweep and complementary plays off of jet action.  The W, B and Z simply aligned in Storm, and the X and the A aligned in Hurricane, so there was no new teaching of alignments to get in our Empty set.

Running Game

The run game varied over the years I was there from a more traditional inside zone and outside zone scheme to more QB iso and power runs, zone read, traps and jet sweeps in the later years.  I really think the sky is the limit when it comes to what you can do in the run game in this offense.  In the early years our bread and butter play was simply the draw to either the A or the B.  This was very good to us because of just how much we threw the football (our OC was a Spurrier guy, so we averaged about 70% passing to 30% running when I first got on campus).  Later, our bread and butter became the jet sweep and a QB trap play off of jet action.  Since our QB was such a threat to run the football, teams couldn't just attack and take away the sweep, because it would leave the middle of the defense vulnerable to QB trap.  QB draw also became a good play for us as well.  Anyhow, the run game is pretty much what you want out of it.  As mentioned earlier, we were 70-30 pass to run in my first two years there.  The last two years I was there, we moved to almost 50-50 and were quite balanced really.



Passing Game
The passing game, at that time, was unlike any I'd ever seen. I had always been a part of a route tree, or mirrored route concept system.  This concept system was unlike any I'd ever seen, however, it is eerily similar to what you are seeing nowadays in NCAA football and the NFL.  The first season I was there, our OC numbered the concepts zero through nine.  Midway through the season he was calling them things like "Middle" and "Wheelies" and the numbers were thrown by the wayside.  Later, he simply named all of his concepts, and as you can see some of them were pretty strange, but our kids understood them and we rarely had busted assignments due to guys not knowing what to do.  Here is the route concept tree from the Thunder formation.


Shoot was our bread and butter pass play.  We gained more yards and scored more touchdowns off this one concept than any other in our playbook.  The routes as they were named going from right to left are Post (W), Slant (Z), Swing (B), Shoot (A), and Takeoff (X). As a side note, these are not what I called these routes, these are the names taken directly from the playbook.


Smash easily was our second or third favorite route concept.  The routes are Slant, Corner, Takeoff, Corner, Hitch.  In this diagram, the A and B would probably have widened out behind the tackles in order to get a better release to run their routes.


Middle was a route concept that was later developed into a good sprintout concept.  The routes are Post-in, Wheel, Post, Swing, Slant.  We did not run this much as a drop back concept, but as I stated earned large dividends when sprinting out to the strong side of the formation to this concept (which I will explain later).


We did not use Zebra all that much, but later started sprinting out to the weak side (X/A side) and that later influenced some of my sprintout passing that I did from the flexbone.  The routes were Hitch, Post, Slant, Takeoff and Comeback.

Panther was a pretty popular route concept the entire time I was around the offense.  Our Z receivers loved it because they always seemed to be open on this one (we saw a lot of cover 3 in those days).   The routes are Post, Hitch, Shoot, Slant and Post.


Oreo was one that was run some with our pure passer, but not much.  Later with the running QB we sprinted to the strong side to this look for some good gains.  The routes that go with the Oreo concept are Out, Takeoff, Comeback, Post and Out.

Taco was one that when we began moving our QB around, we ran this to both sides with a TON of success.  I have no clue why it was called Taco, but that's what they named it.  The routes are Takeoff, Out, Post, Wheel, Post-in.

Hamburger was a rarely used concept, but I like the Smash-like qualities on the front side of the formation.  The routes are Now, Hitch, Corner, Hitch and Takeoff.  I know we would throw this if the defense was playing way off our W, yet later we simply tagged the receiver we wanted to run the Now route and ran it that way, which ultimately led to our not running Hamburger very much.

The JV DB coach used to always call this one "Stained Shorts" and he was right!  Streak we used quite a bit, but not as much as many would think.  It's also not the traditional Run-n-Shoot Streak concept either.  The B on this play was almost always open.  We hit the B for some serious gains off of this one.  The routes are Takeoff, Takeoff, Slant, Takeoff, Takeoff.

Tunnel is one we ran a bunch too, especially early on with teams trying to blitz our less-mobile QB.  The routes are Tunnel, Wheel, the B would block anybody trailing the W, Wheel, and Tunnel.

Now comes the really good part, and that's how these routes translated from formation to formation.  Our Shoot concept was our favorite and that is the one I will focus on for the next post.  I'm also going to talk about how we adapted to our running QB by giving him a pass/run option in the sprintout game and pass protection.  Stay tuned for more on the FWO!



Duece

Wednesday, June 6, 2012

More Flexbone Passing





Going with the theme from the last post, here's some drop back stuff that might interest some of you flexbone nuts!  I used to keep things simple and mirror my routes to either side in the flex, however, with the Air Raid craze that has taken over the football landscape, there is a need to evolve the flexbone passing game.  I'm going to show you some simple concepts, both Air Raid and Run and Shoot you can add to your arsenal of weaponry with little teaching time so that your team can still master the triple option.  This concept of teaching time is very important to flexbone coaches, as the attention to the passing game gets lost due to the intricate time needed to spend working and perfecting the reads in the run game.  However, this does not mean you cannot have a good passing game in the flexbone.  I think the concepts you choose need to be limited, very simple, and little to no reads on the part of the QB (he has enough on his plate already). 



Levels
Levels has been written about tons of times (as seen here and here), so I'm not going to go into grave detail on the subject, other than this concept fits the flexbone very well.  Since the flex, is a 2x2 offense in the base formation, the concept is very simple.  There are two sides to the play, the clear out side and the "in" side.  These concepts must be tagged so I would tag the clear out side by simply calling "right" or "left" and that call (ie. Levels Left) would dictate what side of the offense was going to be the clear out side.  To the clear out side, the wide receiver runs a takeoff and the slot will attempt to bust the middle of the coverage wide open.  Here's the key to the success of the play is the clear out side slot's read.  He's the only receiver reading anything, and all he does is "run to daylight".  So if the defense is MOFO (2 high safeties), the slot is going to run a skinny post splitting the safeties.  If the defense is MOFC (1 high safety),  then the slot will run right up the hash mark.  To the "in" side, the inside slot is basically running a five yard "in" route while the wide receiver will run his "in" route at a depth of 10 to 12 yards.  The B back, will release to the call side flats on an arrow route and look for the ball immediately if call side LB blitzes.  Here is the concept drawn up out of the base set:




This would be the route combo vs. MOFO defense


This concept can also be run out of trips as well, with the A and Z backs switching their assignments.  The A back will now clear out the middle of the coverage with the Z back running the five yard "in" route.





Levels from a trips set

NCAA
A real popular route combination is the NCAA route.  As most know, the reason for the naming is because of the commonality of the passing concept in college football.  The NCAA concept is another passing concept that with a few tweaks can be formulated to fit into the flexbone passing game. 

The NCAA routes involve a post, a dig, and two drag routes.  In my mirrored route scheme, I had double post and double drag (shown below) tagged as the "six route".  Any time we wanted to run the NCAA combo, I simply tagged which WR was going to run the dig route.


6 Route
In the play below, I simply called "Y Dig" and you come up with the NCAA concept.



The NCAA concept can also be run from the trips formation as well.  When doing this though, I recommend having the A back convert his route into a wheel route.





Shallow Cross
Shallow cross is another passing concept that works well in the flexbone offense.  This concept is very similar to Levels, but with a few different route combinations.  Again, in 2x2 I recommend tagging the side of the offense that will be running the shallow cross, to keep things from being too confusing for the players.  In the diagram below, you can see the route combinations set up as follows; the Y will run the shallow cross, basically being a drag in front of the LB's.  The slot to the tagged side runs a corner route, 10 yards in depth.  Away from the call side the A back is going to run a five yard "in" route.  The receiver away from the tagged side will run a deep post route.  Shallow cross attacks the bottoms and tops of every zone the defense is playing, thereby making a zone dropping defender's job much more difficult because there is a decision to be made.  Defenders do not like to have choices, they want to react and attack and concepts such as the Shallow cross do not allow defenders to attack, because if they do, then receivers are open.







Shallow Cross from trips
As you can see the concept can be run from either the base set, or the trips set.  Another good "change up" is to switch the assignment of the call side receivers.  Have the Y run a clear out or fade, and have the slot run the crossing route.







Run and Shoot
A lot of people ask me "What routes go best with the flexbone", and my usual answer is "Run and Shoot".  The problem with the shoot is that it is a very time intensive passing attack to install.  Flexbone QB's are not going to have the time to learn the reads and routes that a true RNS QB will have.  However, there are some very good concepts that can be utilized in the drop back passing game (some of these concepts have been discussed before).

I'm not going to elaborate much here as there are some really good reads on RNS passing, what I am going to tell you is that you will not have the time you need to dedicate to truly run RNS passing in it's purest form.  However, you can use the concepts, with some tags to put your team in a position for success with very little coaching time involved.  Check the links below for more RNS passing information.

Understanding the Trickeration
Smart Football's Run and Shoot Articles (Chirs does an excellent job of dumbing down the RNS concepts).
Another concept that works well with the flexbone is spacing.  I won't write much about the spacing concept, as it has been documented quite well over the years as well.  However, I will tell you what I did in the past to make spacing a simple concept that the kids could easily run (this comes from the RNS background of "get open" and is easy to put in).

The zero route in my offense meant exactly that, no route was called and the receivers were to listen for the tags.  Some concepts I ran were comeback, slant, and hitch.  If the zero route was called and then "comeback" was added to it, then the receivers would all run comebacks, as shown below.





Comebacks

Here are the others also:



Hitch



Slant



Out


Looks like we were real original with the names right?!  The coaching point for the flexbone coach using the spacing concept is to teach receivers to move around into open areas once they run their routes (this is not how spacing is taught in "mainstream" passing offenses, there, the receivers run to the voids and make reads on the run much like RNS receivers do).  I only did this the two years I had what I would have considered a "good passer", but it was an easy install, as we had some pretty good wide receivers to go along with our gunslinger that year.



Conclusion
Mirrored routes are great in the flexbone, and an offense can go along way by utilizing this simple concept.  However, if you want more out of your passing game in the flex, I suggest adding one, maybe two of the above concepts.  The reason I would keep that number so low is the fact that any addition to the passing game requires time to install, and any time taken from the run game, in the flexbone, can be dangerous.  Another item to consider is pass protection, as the above concepts are all drop back in nature, the OL will have to protect more than usual.  I think the flexbone OC should have at lease one of these concepts under his arm going into every season (mine was Levels), and then only add some if he feels his team absolutely needs them.

Duece

Wednesday, May 30, 2012

Flexbone Passing Tidbits


Looks like it's time to throw the ball


Just thought I'd switch over the offensive side here for a moment and drop off some passing tidbits in the flexbone offense.  I know, the flex is mainly a run oriented offense and most coaches want to hear about veer or midline.  However, the flexbone offense can be a very dangerous passing offense as well, when used correctly.  I'm going to build on some concepts I discovered while running this offense, and hopefully you can use these as well.


I constantly here the statement by defensive coaches "The idea that the flexbone can attack with four vertical routes is absurd!".  Well, I'm here to tell you that the four vertical combination is alive and well in the flexbone offense.  Why most coaches who run the flexbone, will tell you that the idea that four verticals is this "magic pill" is somewhat skewed, the threat is always there for this play to be run.  Another one I get is that the defense can be ready for four verticals because the offense can't run motion AND run four verticals.  What I'm going to show you in this post, is how to make four verticals a more deadly weapon, and how you CAN run four verticals with motion, and even run the play off of playaction!



Run and Shoot Concepts
Just because you run for verticals does not mean you have to run the routes straight down the field.  There are many good variations on four verticals you can run that it can be mind boggling.  The Run and Shoot Streak Package is the best way to work on a defense with four verticals.  Heck, you could base your entire passing game off this one concept in the flexbone and not have to burn too much time during the week working on the passing game.  This is jut one way to get more mileage out of your four verticals package in the flexbone offense.

Adding Four Verticals to the Playaction Passing Game
How I stumbled across this concept, was as usual, by accident.  I had a play that I stole from when I worked under a split back veer (SBV) coach, that is shown below.






The A back was usually wide open and a key coaching point was to turn this into a wheel route if the QB didn't throw the ball immediately.  In the flexbone the play looks like this:





Same concept, and I had decent success with it, but the play did not seem to time up as well from the flex as it did from split backs.  I think this was mainly due in part to the motion by the slots not always being as consistent as the alignment of the halfback in the split back system.  Anyhow, one day, I called triple pass with all vertical routes (shown below) and a rookie slot back goes in twirl motion and runs the vertical route away from his normal assignment (blocking outside the B back's block).  Well, needless to say the slot was WIDE OPEN, even though he didn't get the ball thrown to him.  I got in the huddle and told the offense to run the very same play, but this time I told the QB where to throw the ball.  BAM!  It goes for a TD, nobody even touched the backside slot.  It was an easy pitch-and-catch for a touchdown, and the play we simply called "14 Veer Pass Streaks" was born!






All the receivers ran their normal routes, but the backside slot would go in twirl motion (three steps) and on the snap would wheel around and run his vertical route as well.  Now I know what you are thinking "four verticals is supposed to have all four routes on the same level if it is to stress the defense!".  Well, when you add in playaction, this is not the case.  This is an excellent play vs. defenses that like to rotate their coverage and against overaggressive LB's on the backside of plays.  For an interactive look at the play go here, otherwise the play is shown below against a 4-3 defense.



Before




After
 As you can see, the playaction holds the LB's and allows the backside slot to "slip" out undetected by the defense.  The other reason this technique works so well, is that the corner, seeing the backside vertical by the number one receiver, and having saw the slot go in motion, is now playing off of his divider and cannot play the inside throw.  The rotated middle third safety is also out of position and in a quandary.  If he rotates back he runs the risk of leaving the front side vertical open, however if he doesn't rotate back or doesn't see the backside vertical, then the back side slot is wide open. 

The benefits of this play are two-fold.  First, it can be a serious home run for the offense, especially if you don't overrun it during the course of a season.  Secondly, this play HAS to hold either the backside safety, which will keep the offense from jumping your motion, or it will hold the backside LB, opening up the triple option once again (which is EXACTLY what every play in the flexbone offense is designed to do).  This is a great play, that is "cheap" to add when it comes to time to install and develop this play.  Who knew when one backup slot did the wrong thing, it would lead into a very dangerous weapon for the flexbone offense?!

Playaction Four Verticals and the Trips Formation
Probably one of the most under used concepts in the four vertical scheme is to throw playaction from the Trips formation.  If we remember the Veer "Q" play, this is a deadly double option out of the Trips formation that requires very little time to adapt to your offense.  Playaction off of this look is no different, in that it is a very simple addition to the offense, that requires little to no new teaching time to install.







Playaction Screens
I have always been a big fan of the screen game.  Whether it be quick screens, running back screens, or simply a jailbreak screen, screens have always been a big part of my passing game.  Here are some that I have run off of playaction that are some pretty nasty little compliments to the flexbone running game.

Triple Pass Jailbreak
The jailbreak screen takes a bit of time to implement, but when you run it off of playaciton, you can really gut a defense's backside.  Most defenses are hell bent on getting players across the midline to stop the triple option and this is their downfall, especially those that rotate coverage.





I particularly liked to use this play when I had WR's that could move in space.  The QB sells the triple and drops off on the pass and instead of his normal one and a half steps off the mesh, he takes another one and a half steps and turns and delivers the football to the backside receiver.  The blocks by the front line do not have to be devastating, but the key coaching point here is to force the defender into an outside release (which is why this play is best run to the three and five side of the defense).  Anyhow, again, not a huge time intensive play  to add to your playaction passing game.

Screens off Rocket Toss
Rocket toss is one of the toughest plays in all of football to defend because of how quickly the play attacks the flank of the defense.  In order to stop the play, the defense must pursue, and pursue quickly.  In order to slow this pursuit down, use the rocket screens shown here.

The first screen is a screen to the B back off rocket action.  This is a flow screen that works to counteract the overreaction by the defense to the rocket.




Another good one off of the Waggle play (off Rocket action) is the throwback screen to the slot.  Here the QB will sell Rocket, then roll to set up Waggle.  Once clear of the "box" he then turns and throws back to the slot that went in motion.  Talk about having the defense's head spinning!




These are just a few ways you can "spice" up your passing game in the Flexbone offense.  The book should show more of these and go into greater detail on playaction passing in the Flexbone.  Anyhow, I'd written about defense enough, thought I would get into some of the offensive side of the football for a while.



See, I can be offensive

Take care,

Duece

Monday, March 28, 2011

Simple Sprintout Passing for the Flexbone Offense-Part II


What better compliment than beans n' cornbread?!

As with any good play in football, there should be a compliment.  Just like the old fashioned trap is to the buck sweep, there must be some compliment to go with a play or it's defense will become simplistic.  Thereby I introduce to you the throwback concept and the sprint draw from the Flexbone offense!  These two plays compliment the sprintout passing game nicely and take very little time to install.  If you haven't read the first part of the article, please go here immediately!!!!  Just kidding, but let's look closer at the two counterparts mentioned above and see what we can find out!



"And this is my counterpart...R2D2..."

The Throwback Concept
This concept is one I've rarely seen, but is easily executed and can really get a defense on its heels.  To simplify, as in the first article, the route concept was called, but then tagged with the term throwback.  What this did was simply tell everyone to run the route concept called, except for the inside slot in our trips formation (we only ran it out of this set by the way).  The line and fullback (FB) blocked identical to the play being a sprintout play (again you can read that in the previous article).  The inside slot, would delay as usual, and then would run a shallow, lazy drag, back against the grain of the sprintout play.  What we had him to was look for the open area in the defense, or basically where the "void" was presented and settle there.  Sometimes this could be on the line of scrimmage (LOS) or as much as 5 yards down field.  We tried not to have him cross the center if possible, but the coaching concept here was simple.  "Get to the hole and sit down, look for the ball".  The quarterback (QB) would take his normal steps, but upon clearing the tackle box, he would then set his feet and deliver the ball to the open slot.  On the backside of the protection, the backside guard (BSG) and backside tackle (BST) would invite their defender's up field, and club them by as they released outside after a 2 count.  They would then count 2 more times and turn upfield with the BST looking to wall the corner, who had hopefully chased the backside crossing route, and the BSG would wall any remaining second or third level defender to show.  We told the slot to catch the football and work opposite of the direction of the sprintout play. 



Sprintout was a top play for us, so when we ran this, the linebackers (LB's) and defensive backs (DB's) had all gotten in to drops and angles that took them in the direction of the sprintout, thereby voiding the backside hook to curl area.  This is where we were able to exploit their over pursuit to the sprintout.  Is it a difficult throw, yes, but the good thing is, the receiver is generally wide open.  We even found that he would be open vs. man to man coverage because the man coverage defender would lose the slot when the slot did his delay block.  A very effective weapon when utilizing the sprintout pass game!



Ahh...the throwback...

The Sprint Draw
The Sprint Draw is nothing new in terms of football, and especially sprintout passing.  Both Navy and Georgia Tech utilize the Sprint Draw in their arsenals as the bulk of their passing game lies in the sprintout concept.  The concept is very simple, the offensive line (OL) would execute turn back protection as normal.  The FB would arc block and either seal his defender down inside, or kick him out to the sideline, depending on the defender's angle of attack.  The playside slot back (PSSB) would not delay block, however, he would simply block the C gap defender.  What we told our guys was if you ended up engaging a man, then take him deep as you would on turn back or hinge protection.  If you ended up free, then settle for a two-count, and then climb to LB level and start picking off defenders working second to third level.  The receivers actually ran their normal route concepts.  The QB would execute his sprintout technique, but once he cleared the tackle box, he tucked the football and was we simply put it..."run to daylight"!  This play was very effective cutting back through the front side B gap and then hitting the defense in the back door where the flat/force player had vacated due to the play looking like sprintout. 



So there you have it!  Two very simple and easy plays that can keep a defense on it's heels, yet are not too overbearing to install. 



Duece