COLERAIN FOOTBALL RUN FAST! HIT HARD! Creating An Effective Game Plan In The 50 Defense Head Coach – Tom Bolden Defensive Coordinator – Shawn Cutright Secondary Coach – Phill Joseph About Us • Division I High School (Approx. 1100 Boys) in Cincinnati • 11 Consecutive Greater Miami Conference Titles • Playoff Qualifier 10 of the past 11 seasons • Multiple Division I College Players • 2004 Ohio State Champions • 127 – 14 with 35 All-Ohio players since 2000 About Our Defense Defensive Averages Since 2005: • 80 Rush Yds. Per Game • 99 Pass Yds. • 10 Pts. • 3 Ohio Defensive Player’s of the Year Since 2000 Why Run The 50? • Lack of size on the line • Advantageous to our players… speed • Difficult to get a pre-snap read • Easy to adjust to power and spread • Flexibility to change players • Ability to run multiple coverages • Keeps offense off balance with ability to angle Colerain Defensive Philosophy • Use formation recognition & game situation to make defensive adjustments/alignments • Be flexible enough to react to what the offense is doing, even if that means changing our call • ILB’s & Safeties are leaders on the field & must completely understand the game plan each week • Allow them to get us into good situations through checks • Take advantage of team speed • Run all defensive calls from the same look Defensive Goals @ Colerain 1. Win 2. Hold Opponent under 10 points 3. Hold under 100 yds. rushing 4. Hold under 125 yds. Passing 5. No plays over 25 yds. 6. Force 3 Turnovers 7. Score/Setup a Score 8. Win all sudden changes 9. Prevent Back-to-back 1st downs after we score 10. No penalties to extend drives 11. Hold Opponent to under 33% on 3rd down 12. 5 Sacks/TFL Creating The Game Plan: What We Want to Know • • • • What do they want to do & when do they do it? What are they best at/What do we have to stop? What can we do best against them? Personnel – Who’s the guy? – – – – Best Player QB Ability Worst OL/Do they flip O-Line Do they have packages? Phases of Creating an Effective Game Plan 1. 2. 3. 4. 5. Film Breakdown (Coaches) Game Plan Creation/Scouting Report Film Study (Players) Practice Putting it all together & Making adjustments in-game Phase 1: Film Breakdown • Meet & get it done in 1 day. • Defensive staff meets & begins film breakdown @ 7am Saturday, typically finished before 2pm • Breakdown 3 films* – Last 3 opponents or 3 opponents who run the 50 defense • Make sure that every coach has responsibilities & let them create a system to meet them Film Breakdown Responsibilities • Coach 1: Inputs Formation, Play, Play Type, Play Direction, Field/Bench • Coach 2: Inputs Location, Down & Distance, Result • Coach 3: Draws all run plays • Coach 4: Draws all pass plays/create passing chart • Coach 5: Watch/note personnel, begin to draw scout cards Film Breakdown Continued • After 3 Films are finished: – Create personnel sheet for scouting report – Determine basic tendencies (run/pass, field/bench) – Draw enough cards for Monday practice – Create a Run & Pass Summary page – Draw each formation & label plays from them – Discuss initial thoughts & Go home! • Coaches may need to finish drawing cards, generate tendency reports, watch additional film Phase 2: Creating the Game Plan • Sunday is spent creating the game plan & scouting report. By Sunday night this is finished • Assistants finish scout cards, begin writing scripts, create film playlists, etc. • Coordinator reviews all information, contacts coaches, reviews film, etc. to formulate plan • If you play angle defense, tendencies are critical to your game plan Tendency Reports We want to know as much as we can about what the opponent will do in almost all situations. Tendency reports will determine our automatic checks, the direction we want to angle, where to bring pressures, what coverage's to play when, etc. We start by looking at the following: • Run/Pass • Hash/Direction • Each formation • Tight End • Motion/Type of Motion • Backfield Alignment • Down & Distance • Combinations of any of these • Anything else we may see that week Scouting Report Format Handed out @ 7am Monday morning • • • • • • • • • • Title Page – Paragraph summary of opponent Personnel Page Keys to Victory by position (3-4 each) Tendency Nutshell Down & Distance Tendencies Checks & Game Plan Page (What we will call & won’t) Run Summary Page Pass Summary Page Passing Chart Formation Drawings with plays Phase 3: Film Study • • • • Your players can never watch enough film!! Short 15 – 20 min. sessions if possible Teach formation recognition during film Our online system is extremely helpful – Playlists are created and sent to players via text & email each week. – Players can now see what is important for them quickly & easily Film for Players • Players will watch opponent film Tues./Weds./Thurs./Fri. from 7 – 7:25 am • We typically watch the film from previous seasons game on Friday morning • Players are expected to watch film from the playlists created online • Players are quizzed during film sessions about information from scouting report Phase 4: Practice • Monday – Learning Day – Use walk-thru periods, be patient, adjust if need be • Tuesday – Chaos – Up-tempo, lot’s of mental mistakes, focus on effort • Wednesday – Get it Right! – Should be few mental mistakes, correct anything that goes wrong • Thursday – Perfect Practice! – As game-like as possible, no mistakes Practice Continued • As much about coaches learning & adjusting as it is for the kids (debrief after each day) • Film practice! We watch practice film with players everyday • Utilize opportunities for 1’s on 1’s • We try to see every situation in practice, almost 100 plays a day • The key to this is having scout cards & scripts done right Creating Scout Cards & Practice Scripts • • • • Scripts Have the same coaches responsible for creating them Make sure you see a variety of plays Put players in good & bad positions Pay attention to details like down/distance, hash Scout Cards • We draw EVERY PLAY! • Typically from 3 films this means we have over 250 plays, we use about 90 a day • Cards are numbered, drawn, color-coded, and have hash and field position labeled Monday Practice Full Pads/Full Contact • 10 – 15 minute Walk – Thru – Done every Monday!! Take as long as you need! • Individual – Walk – thru again by position, discuss keys for the week, fundamental drills • Interior & Perimeter Periods – 32 Plays Each – 8 plays of 1’s on 1’s during interior – Group your plays by formation to help players learn checks – Put them in good situations a lot • Team Period – 33 Plays – 8 plays of 1’s on 1’s – Arranged by hash & down/distance – Group plays together by formations Tuesday Full Pads/Full Contact • Tuesday is mistake day! High-paced practice, energetic/enthusiastic coaching. • Individual – Work on opponent specifics (DB’s = Route Combos, DL/LB = Key Drill) • Interior (32 Plays, Including 8 1’s on 1’s & 5 Goal Line) • Perimeter (32 Plays) • Team (33 Plays including 8 of 1’s on 1’s) – Players will make multiple mental mistakes, coach the physical!! – Put players in bad positions and see how they react – Repeat checks later on to see if they are learning Wednesday Helmets & Shoulder Pads Only • Walk thru again if need be • Individual – Usually Combo’s or fixing something from the previous practices • Interior (32 Plays), Perimeter (32 Plays/ 8 are 1’s on 1’s), &Team (33 Plays) – Checks should run smoothly – Mix up formations & plays – Challenge your players mentally & physically Thursday • We simulate this as close to a game as possible • Put players in positions to make plays • Coach in between series • Players should make all checks with little or no problem • Be as positive as possible so your players leave confident Friday - Gameday • 3 pm – Review of Defensive Goals with team, pass out incentives • 4:30 pm – Position Meetings with coaches • Remind them of checks, keys, answer questions • Pre-game warm-up's = no checks • Run Fast! Hit Hard! In Game • ALWAYS HAVE A C.O.P. READY! – We always have something just in case • Check on Personnel (Pre-game & during) • Chart tendencies from press box – Down/Distance – Field/Bench – Formation & Play • Chart what you are doing effectively/ineffectively • How are our guys doing? • Listen to your players & adjust Questions/Contact Shawn Cutright dcutright@nwlsd.org Phill Joseph pjoseph@nwlsd.org Colerain High School 8801 Cheviot Rd. Cincinnati, OH 45239 COLERAIN FOOTBALL Team Script ST. X #1 PLAY HASH D&D CARD 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 M 1 & 10 M 2&2 542 39a 754 23 300 8a 37a 78 122 42a 75 118 72 210 74 71 123 41a 55 132 305 76 17a 1008 28a 330 323 73 319 100 70 302 31a M 3&4 M 1 & 10 R 2&8 R R R L L L L M M M M R R R R L L L L M M M R R R L L L 3&2 1 & 10 2&7 3&6 1 & 10 2 & 12 3 & 10 1 & 10 2&3 3&3 1 & 10 2&1 3&1 1 & 10 2&7 3 & 11 1 & 10 2&7 3&5 1 & 10 2&6 3&6 1 & 10 2 & 12 3&5 1 & 10 2&8 3&1 PLAY NAME G Rt Closed Trips Lt 60 Boot St. I East 19T G Split Blue 60 Hitch G Split Blue Rocket 14TT G Rt Bengal 60 Out Wk I Red Launch 17 Jet Closed TE Trips Lt Rocket 25 G Lt Red West 14TT G Empty Rt TE Lt Launch 50 JB G Rt Trips Rt Counter 15 TT G Rt Blue East 24CB Closed Trips Rt 60 CSF G Rt Blue East 19T G Rt TE Trips Lt Rocket 50 HB Wheel Wk I West Bounce Lt 16 Ctr Toss Bengal 25 G Rt Blue East 50 JB & Go St I West 10T G Lt Red West 18T Bengal 50 Boot G Lt Closed TE Trips Rt 60 Under Bengal Rocket 16 Jet Closed TE Trips Rt 25 G Lt Red West 60 Hitch G Rt Trips Rt Counter 15 TT Bengal 50 Out N up G Rt Dbl Slot Stallion G Lt Bengal 24 G Empty Bunch Lt 50 Seam Switch Bengal 60 Slant Bengal 24 G Rt DS 50 Dig Wheel Blue 1 Dive DEFENSE Offensive Tendencies - Week 3 COLERAIN vs. Fairfield 52% Run vs. 48% Pass 98 Plays to the Field vs. 27 to the Bench 63 plays to the Left vs. 79 to the Right Passing Game: 91% to the field 57% to the right Favorite Routes – Hitch, Post/Out, Smash, Screen Running Game: 69% to the Field 54% to the Left Favorite Plays: 56/57, 10/11, Toss Sweep Motion: Rip/Liz Motion, Both Plays to that side Rocket/Launch, 2/2 Pass to the motion Return Motion, 2/3 Plays away from the motion Gun 1 RB – 30 Passes & only 6 Runs Gun 2 RB – 27 Passes & 15 Runs Shotgun Totals – 57 Passes & 21 Runs Under Center – 36 Runs & only 9 Passes Trips Formations : 11 Runs, 22 Passes 23 of 33 Plays to the Trips (Plays away = Ctr Trey, Boot) If RB is AWAY FROM trips 13 of 14 plays = pass East & West = 8/8 Pass, always to twins Single Width – 11 of 15 plays to the strength, away from nub Down & Distance and Field Position 1st & 10 – 75% Run vs. 25% Pass 2nd & 10 or more 77% Pass vs. 23% Run 3rd & 10 or more 87% Pass vs. 13% Run 2nd & 5-9 yds. 2nd & 5 or less 65 % Run vs. 35% Pass 67% Run vs. 33% Pass 3rd & 5-9 yds. 92% Pass vs. 8% Run 3rd & 5 or less 50% Run vs. 50% Pass 4th Down = 1 Run (less than 5 to go) & 1 Pass (more than 5 to go) Red Zone Tendencies: 8 Passes (Smash, Slant, Outs) & 12 Runs (56/57, Toss Sweep) Goal Line: 1 Pass & 1 Run Passing Chart 3 Game Totals: 5 – 22, 126 Yds., 1 TD, 1 INT 5 Sack, 3 Scramble 21 Yards & Up 21 Yards & Up 21 Yards & Up 1 – 5, 39 yds. 0 – 3, 0 yds. 1 – 2, 39 yds. 11 – 20 Yards 11 – 20 Yards 11 – 20 Yards 0 – 3, 0 yds. 1 – 1, 15 yds. 1 – 2, 16 yds. 0 – 10 Yards 0 – 10 Yards 0 – 10 Yards 1 – 1, 3 yds. 0 - 1, 0 yds. 0 – 4, 0 yds. 1 TD! 1 INT Season Leaders & Totals: Kyle Sess, 13 -36, 300 Yds., 4TD, 3 INT Receiving: Darius Hillary, 4 Catches, 116 yds., 2 TD Will Bundy, 4 Catches, 143 yds., 3 TD SYCAMORE DEFENSIVE CHECKS Tight Angle Defense: Gun 1 RB ANGLE TO RB Angle AWAY from twins in DBL east and west Angle to TE Angle to trips DO NOT Check angle W MOTION……UNLESS THEY MOTION TO QUADS IN EMPTY Angle to Unbalanced In EMPTY……KEEP ANGLE CALL….ANGLE TO THE 2 PLAYER SIDE Angle to Offset I 6 PACK Check WEAK in closed trips NUT SHELL 1. 2/1 plays to the field 2. Pass 40% out of I backs 3. Shot gun 2RB….RUN 51/53 4. Pistol 1 RB…..11/11 run (speed option 8/11) 5. 74/228 total plays where QB RUNS 6. #74 is there best O-LINEMEN 7. #3 is a DB…watch HIM getting the ball when he comes to OFFENSE 8. #3 runs wildcat sometimes 9. KEEP ALL FIELD/ BENCH CALLS KEYS TO SUCCESS VS. SYCAMORE TEAM 1. PLAY LIKE HELL AND ENJOY THIS GREAT GAME OF FOOTBALL! 2. Run fast and hit hard. 3. FIGHT FOR EVERY INCH, NEVER GIVE UP! 4. CREATE TURNOVERS. DEFENSIVE LINE 1. PLAY ON THE LINE OF SCRIMMAGE – DO NOT GET PUSHED AND ANGLE FLAT! 2. GET YOUR GUY EVERY PLAY! 3. The favorite run is QB TRAP, 40/41 AND 24/25. 4. This game will be WON by stopping the run! LINEBACKERS 1. 2. 3. 4. ENDS Be physical. Stop the run with authority #8 is there best player. GET YOUR GUY and get all checks. Best run is the QB TRAP, 40/41 AND 24/25. This game will be WON by stopping the run! 1. Best run is the QB TRAP, 40/41 AND 24/25 – BE PHYSICAL! 2. Read the end man on the line and close on all down blocks. 3. #8 IS THE MAN… you are QB KILLERS! 4. This game will be WON by stopping the running! SECONDARY 1. 2. 3. 4. Run to the ball and be great tacklers. Support the run by being physical. Cover the 3 step and quick passes - make plays on the ball! Eliminate the big plays by being great in coverage and doing your job. This game will be WON by stopping the run! When your team is winning, be ready to be tough, because winning can make you soft! Remember: SYCAMORE GAME PLAN RUN DEFEND T<2 T<4 S<3 T<3 T BIRD F < 2/3 B<3 T STRAIGHT 3 Tuff St. Tuff St. 3 Tuff St.Fire 3 Tuff St. Pick Rt/Lt 3 Tuff St. Falcon Rt/Lt 3 PASS DEFEND All ABOVE 6 PACK END 3 6 PACK WK END 2 RUN ATTACK T < CRASH 2/3 F/T smoke 3 S lightning 3 S shoot 3 Tuff St. Dbl Falcon 3 Tuff St. Dbl Pick 3 Tuff St. Fire Dbl Pick 3 Tuff St.FireDblFalcon 3 6 PACK 2 MAX (Fire) 6 PACK 3 MAX (Fire) PASS ATTACK (5 man) 6 PACK BOLT 3 6 PACK DBL END 3 6 PACK BOLT PICK 3 6 PACK SHOOT END 3 3 6 PACK FIRE BIRD 3 6 PACK EAGLE 3 ALL 6 PACK WEAK BLITZES 6 PACK SHOW BOLT PICK 3 and 3 MAX PASS ATTACK (6 / 7 man) 6 PACK BOLT X 3/1 6 PACK FIRE BIRD X 3/1 6 PACK EAGLE X 3/1 6 PACK DBL BOLT 0 6 PACK DBL BOLT PICK 0 6 PACK DBL FIRE BIRD 0 6 PACK DBL EAGLE 0 6 PACK DBL EAGLE PICK 0 Nickel Dbl Fire 2 Trail Nickel Dbl Pinch 2 Trail 6 PACK BOLT SWITCH 3 6 PACK BOLT PICK SWITCH 6 PACK TWIST END