Would you like
to print a copy of this book to read offline? Click Here to download the printable PDF version |
|
|
Preface
01. History Of Quarterback
02. Selection
03. Training Quarterback
04. Generalship
05. Captain Manual
06. Starting Count
07. Quarterback Drills
08. Forms And Charts
09. Relations
10. Running Game
11. Passing Game
12. Kicking Game
13. Defense
14. Generalship
15. Score + Time
16. Summary
Resources
Add URLContact us
Privacy Policy
Chapter 3 - How To Train The Quarterback
Locating the correct player for the position of quarterback, and then teaching him generalship, is usually the most difficult job we have to encounter. No quarterback in high school, college, or professional football with but a few years of experience can be expected to be a first-rate field general.
What To Teach The Quarterback
Assuming that a man has been found who has the ability to perform and is possessed of leadership, what should he be taught? As we stated in Chapter 1, more quarterbacks are over-coached than are undercoached. Actually, the first rule of all should be NOT to overload him. The method we believe in is that he be given situations and asked to name the correct plays. If an answer does not agree with the judgment of the coach, they should reason the matter out until both have presented their thinking on the choice of a play. In this way, the quarterback learns to think in terms of tactical situations and think the way his coach believes. He will also acquire confidence in his own judgment. In turn, the coach will learn in a hurry how his quarterback thinks. If he attempts to play too much by rule he becomes mechanical and loses his initiative. Along with losing his initiative and most important, he loses the confidence of his teammates . . . with that, everything is lost.
How To Train The Quarterback
The primary object of a football team on offense is to score touchdowns. Somebody carries the ball. Somebody else clears the way. And somebody else tells the others where to go and what to do when they get there. That somebody else is the Quarterback. On him rests the responsibility of a team's success or failure to gain ground, to make touchdowns. He is at once a sort of traffic cop, a general, a cheer leader, and an inspiration to the men he handles.
The purpose of this chapter is to outline the process by which a quarterback candidate may be trained for his duties and responsibilities. To be more exact, it might be called "A Quarterback Course of Study."
Quarterback Manual
The following material should be given to your quarterback to be learned thoroughly and absolutely. The degree of success you enjoy will be in direct proportion to his ability to master these details.
Quarterbacking falls into five definite areas
- Quarterback's Personal make-up.
- Quarterback's Knowledge of his offense.
- Quarterback's Knowledge of defense, their strength and weaknesses.
- Quarterback's Knowledge of the abilities of the individuals of his team.
- Quarterback's Knowledge of the part which the elements (wind, rain, etc.), the score and time play in his strategy.
To become a Great Quarterback, complete mastery at every phase of the above categories is mandatory.
Category One
Quarterback's personal make-up
The quarterback is the heart and soul of your attack. In order to expect the team to execute their assignments properly and with confidence, he must be the source of inspiration. It is not essential that the team like him, but it is essential that they respect him for his courage, selection of plays, and attitude toward the game. He must be a coach on the field, knowing every detail about the 5 areas.
Suggestions for category 1:
- Remember your Quarterback is the boss, the leader; act the part and prepare him to do a great job.
- He must have confidence in himself and his ability. The team will sense it if he doesn't.
- If he has a weakness his team will detect it and their morale will suffer. He must perfect every phase of his game.
- If your team respects his ability, it will bring you along through the tough games.
- He should be the first man out to practice. It gives the players and coaches a great lift to know their leader's interest and desire is intense.
- He cannot win this week's game on what he did last week. Every game is a new challenge.
- His ability and knowledge can inspire the team even beyond their capacity—especially does it pay off when the going is tough.
- Team confidence in your Quarterback will come when he demonstrates on the field that his knowledge of the game is greater than that of his teammates and that to follow his leadership will produce touchdowns.
- He must be able to think clearly and concisely under the pressure of a tight game.
- If he is inclined to get panicky in the pinches, it will reflect in his team.
- Inform him that your teams in the past have won without a good running back, or lineman, but we can't win with out an excellent Quarterback.
- If your team has confidence in him, they will block harder and tackle harder. They will never doubt him in play selection. If they do doubt him, they will play with mental reservation and they will not make as determined an effort.
- Remember it is impossible for a coach to give the team confidence in their Quarterback. He, himself, must win their respect and you will help him in every way possible.
Category Two: The Quarterback's Knowledge Of His Plays
Classification of plays
During the course of a football game—position on the field, down and distance will in most part dictate his call. You do not expect that he will conform entirely to a given pattern and thereby become a tendency quarterback. He may call any play at any time if he feels it has a good chance to gain ground. However, the entire offense should be thought of in terms of the following divisions:
Division 1—touchdown plays
- Delayed sweep
- Passes
- Gadgets
- Screen
- Option pitch
- Waggle
- Stop and Lateral
He must understand that the above plays, listed as Touchdown plays, may go for the distance but the possibility of loss is greater. Consequently, he would not think of utilizing this category inside the 5-yard line, or in short yardage situations .
Division 2—direct hits—first down plays
- Use direct hits with two-on-one blocking at the point of attack .
- The quarterback sneak is a sound play and has averaged well over a period of many years.
- Every offense has a few basic plays that are designed to run off tackle .
- If the defense is playing in the gaps, run wide with quick-hitting or fast ball handling.
The above (Division 2) first down division are sure fire gains. The gain may be small but it is certain, with the probability of the loss being very small, and a fair gain good.
Note that the football field is divided into six zones; a, b, c, d, e, and f. The score, time, weather conditions will alter this basic plan as it will—should he detect weakness in the defense , note how the various division of plays fit into the six field zones (see page 18).
Division 3—position play
You have in your offense certain plays which we call "position plays." Their success is virtually assured when run in certain positions on the field due to tendencies of the defense at particular locations. For example, certain plays usually run into the wide side of the field are effective if run into the sidelines . However, there are specific delayed sweeps that must be run into the wide side of the line to be successful. Have him keep in mind the various locations of the field where your basic plays seem to operate best.
Division 4—basic plays
Your Quarterback will have certain Basic Plays which he must run at almost any time or almost any position on the field. They are plays upon which your entire offense is predicated. Direct hits either by halfback or fullback are sound. The reliable off-tackle plays that every offense has are plays in this category. He must run them often. They have averaged off best over the years.
Play Chart—Opponent's Goal
Opponents' 1-yard line
Nothing but sneak inside the 1-yard line unless he has tried it and it has been stopped.
Opponents' 5-yard line inside 10-yard line
Best and strongest play. Best and strongest, most reliable back. Pounding Zone—no pass—run four downs unless 4th and 4.
Then use the stop pass. It is best—or field goal. Use direct hits—1st down play area.
Use short count—long count takes edge off team.
Opponents' 10-yard line
On first down—1st down division—strongest direct hit, pound!!
Think what play or plays brought the team down here.
Who is your best back?
Opponents' 15-yard line
Are you running the ball well? Then run.
On 2nd and 10 best pass—gadget—T.D. division Run Pass.
On 2nd and 7 or less pound—go for 1st down.
Opponents' 20-yard line
On 3rd and 5 or less pound—1st down division. On 4th and 4 or 5—stop pass for 1st down or T.D.
Keep in mind the field goal potential.
Opponents' 25-yard line
On 1st down—T.D. division—try to break runner for long gain.
Opponents' 30-yard line
2nd and 8—T.D. pass to outside—not down middle.
Opponents' 35-yard line
2nd and 7 or less—1st down division pound.
Opponents' 40-yard line
3rd and 5 or more—T.D. division—play passes. H.O. behind flanker.
Opponents' 45-yard line
3rd and 4 or less—1st down division—pound.
Opponents' 50-yard line
4th, punt unless you are beyond the 50 with 1 yard or less to go.
Own T.D. Division 1st Down Division
45 Screen, Play Pass Power off either tackle.
40 Run Pass Delayed Fullback counter or a similar
play Sweeps using your big
back.
35 Draw and Option Fake pass and run if situation
warrants.
30 Waggle and Traps Strongest and soundest play.
25 Waggle and Traps Strongest direct hit with
minimum ball handling.
Own
20 1st down area—go for first down and make ball handling sure.
15 Safe ball handling area.
10 Let's get out of here in safest way possible. A mistake here is
costly. Give ball to safest back.
5 Sneak until outside of your own 5-yard line
Goal line Sneak until outside of your own 5-yard line
6 Zones 4 Classifications
A. Our goal to 5-yard line 1. T.D.—long gain
B. Our 5-yard line to 20 2. First down
C. Our 20 to their 20 3. Position plays
D. Their 20 to 10 4. Basic plays
E. Their 5 to score
F. Their 1-yard line
Suggestions for category 2
- Inside our opponents' 5-yard line—pound—using our strongest play with our strongest and most reliable back carrying.
- Inside the opponents' 5-yard line—pound for four downs.
- Keep the clock in mind. Remember your Quarterback can throw four passes in 30 seconds.
- Use clutch series if time is running out inside the 5-yard line.
- Use clutch series if time is running out inside the 15-yard line.
- Use clutch series if outside the 15 for the long pass. Note that we have three types of clutch series.
- If the 1st pass on clutch series is incomplete, huddle up for next play. If the pass is completed continue with 2nd play of clutch series.
- Note that all plays are either the long gainer (T.D. area) or the short gainer (1st down area). Improper use will kill your team off.
- Run your basic play category often. It will help make everything else go.
- Invariably when QB's get to the opponents' 20, they neglect the bread and butter play which got them down there.
- If nothing else seems to go resort to stop passes and hitch out behind flanker. They are foolproof—can't be stopped.
- Screen, draw, and trap on obvious passing downs. Play pass on obvious running downs.
- Note that football field is divided into six zones, all zones overlap slightly except the zone inside our 5-yard line and the zone inside their 5-yard line.
- You must use change of pace in the use of the starting count. Control of the count is one of the two advantages the offense has over the defense. Consistent use of one number eliminates the one advantage.
- The other advantage is the control of the point of attack. Be sure to test all areas in the line of scrimmage.
- Basically there are three threats in our attack. 1. Inside, 2. Outside, 3. Pass. All you need to do is to analyze what is working for you in order to know what play to call next.
- If the inside is going—stay with play to the inside.
- Do not save anything. If your Quarterback discovers a weakness, work it to death. It may not be there when he wants it.
- Inside, outside and pass. It is a simple formula—use it!
- The worst thing a Quarterback can do is to change the method of attack if he is succeeding:
- If inside is working, go inside, and only have your Quarterback go outside occasionally to keep them honest.
- If your running attack is working don't change to passing.
- Make sure your Quarterback gives signals in huddle clearly and decisively—emphasize enunciation.
- Stress to your Quarterback to always be sure everyone is set before calling the snap number.
- Your Quarterback must watch for weakening or dazed defensive men. Run at them or pass in their area.
- During time outs—your Quarterback should get all information from teammates. He should talk to both guards or both tackles at one time but talk to only two men at a time.
- If someone is breaking through and spoiling your Quarterback's plays, he should check up at once to find out who is responsible.
- Your Quarterback seldom calls a game from one side to the other hitting the same hole with the same play. Follow the formula—inside—outside and pass. Pass, in side, and outside. Outside, inside and pass.
- It is a good idea to use your best play and ball carrier on 1st down.
- Your Quarterback must gain 5 yards on the 1st down. It puts the defense under pressure.
- If your Quarterback gains less than 5 yards on the 1st down the defense puts him under pressure.
- Don't let the defense case your Quarterback's pattern of calling by a running play on 1st down and a pass on 3rd down. Cross them up on 1st down, by passing and draw, screen, or trap on 3rd down.
- Insist that your Quarterback be forceful in his calls, select plays without hesitation. Be at least one play ahead of the team.
- Don't let your Quarterback be too cute in his calls. Easy touchdowns are difficult against good teams. He must hammer to keep the line play aggressive.
- How to save time:
- Clutch series
- Go on ready set
- Have team line up fast
- Call play quickly in huddle
- Tell backs to run out of bounds
- How to stall:
- Take full count in huddle, 25 seconds
- Be slow in lining up
- Use flanker and have him position himself slowly
- Do not allow backs to go out of bounds
- Make sure that your Quarterback has the analysis of your plays as follows:
- 30% Pass
- 65% Run
- 5% Kick
- Have your Quarterback know all he can about your opponents from coaches and scouts.
- At the beginning of a game have your Quarterback see if opponents are using defensive strategy given to him. If not, use basic plays until your staff is able to give him new information.
- Insist that he have a reason for each play.
- He must know the proper selection of plays and passes for:
- 1st down, 2nd both long and short yardage
- 2nd down and short yardage (less than 4)
- 2nd down and long yardage (more than 4)
- 3rd down and short yardage (less than 3)
- 3rd down and long yardage (more than 3)
- 4th down and short yardage deep in opponents' territory
- 4th and long yardage deep in opponents' territory
- Have your Quarterback learn how side line effects play and passes
- Have your Quarterback learn the use of flankers—vs. corner defenses.
- Have your Quarterback learn how your opponents revolve to flanker.
Category Three
Defenses—Weakness—Strength
The greatest contribution your Quarterback can make is calling a smart game. It is more important than his physical efforts. A Quarterback can have speed, ruggedness, passing ability, faking finesse and still be an ordinary boy . . . stress this. In order to be of greatest value, he must know and appreciate strengths and weaknesses of defenses. Every defense has inherent strengths and weaknesses. He must fully appreciate these strengths and weaknesses so that he can direct his attack intelligently; there is not a defense that does not have a weakness.
Remember—he must know what he is attacking and know the best plays for each defense.
Teach your Quarterback how defenses are conceived:
There are six (6) principles involved in establishing a defense:
1. Defenses are either three-deep or two-deep. They are never four-deep or one-deep except in desperate situations. Defense may be four-deep in the last play of the half or game to defend a lead. Defenses may be one-deep at the goal line. Otherwise, they are either two-deep or three-deep. If there are three men, there are eight men close to the line.
3 Deep 4-4 8 Front
3 Deep 5-3 8 Front
3 Deep 6-2 8 Front
3 Deep 7-1 8 Front
3 Deep 8 (linebackers) 8 Front
If there are two-deep, there are nine men close to the line with corner men.
2 Deep 4-5 9 Front
2 Deep 5-4 9 Front
2 Deep 6-3 9 Front
2 Deep 7-2 9 Front
2 Deep 8-1 9 Front
2 Deep 9-0 9 Front
2. Defenses are odd or even. If there is a man over the center, the defense is odd. If no one is over the center, the defense is even.

DIAGRAM 1: Odd DIAGRAM 2: Even
3. Defensive linemen are generally spaced on every other offensive lineman.


5. Linebackers are usually placed over uncovered linemen.


6. If there are an odd number of linebackers, the odd linebacker will be located in the middle.

Practice drawing defenses using the above principles. You can diagram 80 defenses once you understand the above principles—to repeat, there are six (6) principles in establishing a defense:
1. Two or three deep:
a. 2 deep, nine man front
b. 3 deep, eight man front
2. Defenses essentially are of two types:
a. Odd—man over center
b. Even—no one over center
3. Linemen are usually spaced every third man.
4. Put ends on ends of the line.
5. Linebackers are usually stationed over free or uncovered linemen.
6. If there are an odd number of linebackers, one of them will be stationed in the middle.
H
□ D □
V V V V V
O OO^OO O O
DIAGRAM 13: 3-deep, odd

Suggestions for Category 3
- Every defense you have ever met or shall meet next fall will adhere to the above principles.
- If your Quarterback will look down center field—it will give him an immediate picture of the defense.
Example:

- If there is a man over center it is odd.
- If there is a safety man, there are three deep.
Remember your basic strategy is:
- Middle Inside Outside Pass
- Outside Outside Pass Middle
- Pass Pass Middle Outside
1. Your Quarterback must find the particular area in which your team outnumbers a defense and run them.
1. Example one:

Your three men should be able to handle their two men. You should run inside with 5, 6, plays.
However, if the middle area presents a three-on-three situation, you must avoid this area or wedge.
2. Example two:

Your strategy on above situation would be outside, pass, and occasionally inside.
II. Inside your end-area. If your opponent has two men inside your end 41, 31 LH at 1 is indicated.

Three men inside your end 41, 31, LH at 1, not indicated strategy is outside, pass.

On three-men-inside-your-end situations:
Run 1-2-8-9 holes.
III. Outside situations: If there are two men located outside your end, use only those sweeps in which you have a man assigned to 2nd man standing.
4. Example Deploy wide attack, but use flanker. Goal line use direct hits.

Passing Game
Passing play is a very important part in your total offense. You should expect your Quarterback to throw at least 30 to 40 per cent of the time. Courage plays are an important part in the success of any passer. It requires a great amount of courage to deliver the ball correctly and accurately, knowing he will not have enough time to set himself before being knocked on his rear end.
Since he will get knocked once in a while, the only sensible thing is to expect it and learn the best means for coming through with the least amount of damage. Then he will be a better passer.
Getting knocked is the price he must pay for the distinct honor of passing. Mind must triumph over matter.
General Principles
- The passing game does not merely compliment your running game, but is a vital and potent weapon in itself.
- Your total yardage gained must be somewhat equal to your running total.
- Anytime he sees a glaring weakness in his opponents' defense, your QB should feel free to throw from any place on the field.
- There are three restrictions for the use of the passing game:
a. When ahead and time is running out, do not throw, but control the ball by running.
b. On 4th down on your side of opponents' 30-yard line, do not pass unless information is sent in from the bench.
c. Inside your 5-yard line.
- He must throw:
a. vs. strong running team.
b. if you have a great defense.
- Throwing aids running and vice-versa. It keeps the defense honest.
- Throw 90 per cent of your passes from your running deception rather than from the drop-back method. It freezes the secondary and complements the running game. It will result in many more touchdowns.
- Throw when they expect you to run screen, draw and stutter when they expect your team to pass.
- Great Passing situations:
a. First and ten.
b. Second and one—but do not be thrown for a loss.
c. After any delay in the game such as:
1. After a penalty.
2. After a time out.
3. After a change of goals at the quarter.
4. After opponents fumble—throw in area of the man who fumbled.
d. Versus a substitute.
e. With the wind.
f. Versus an injured man who stays in the ball game.
- Screen, draw and fake in passing downs—long yardage.
a. Long yardage.
b. Third and ten.
c. Second and fifteen.
d. Fourth and eight.
Things your quarterback must do
- Keep cool and relaxed, deliberate; be accurate.
- Conceal his intentions as to when and where he is going to throw.
- Throw so that no interceptions are possible.
- Overthrow rather than underthrow.
- Throw where the receiver is going and not where he is.
- Complete the first pass thrown; it will serve as a shot in the arm to the ball club.
- If our opponents crash linebackers, check with your fill man.
- Anticipate the receiver breaking into the open and having the ball hanging there for him.
- The shorter the pass, the harder it must be thrown.
- The longer the pass, the softer and higher it must be thrown.
- Put the long pass in the air and give the receiver a lead let him run under it.
Things your quarterback must not do
- He must not have any interceptions. The test of a passer is not his completion record but is indicated by the number of interceptions. One interception can nullify a nine for ten record.
- He must not throw off balance.
- He must not throw the ball just for the sake of throwing it. He must feel it and eat it if receiver is not open. He must get back to the line of scrimmage.
- Do not throw unless there is a good opportunity for a completion. Eat it, rather than throw the ball away. It is too valuable if we can't get it, make certain that they don't.
- Don't throw the short ones long and the long ones short. Don't throw through linebackers.
- Don't throw the same pass on all maneuvers. Clothesline if the receiver has break. Loop if throwing over the defender.
- Don't throw deep on an obvious passing down.
- Don't throw deep versus a zone pass defense.
- Don't get hysterical if thrown for a loss—get ready for the next play.
Things your quarterback must know
- Type of pass defense you are playing against.
- Complete pattern of the pass.
- Speed of his receivers.
- Ability of his receivers.
- The reliability of his receivers.
- Your opponent's coverage.
- Know the protection of every pass. If it breaks down, find out why.
General aids to successful passing
- Setting to pass as fast as possible will aid his completion record. It gives him more time to look the field over.
- Plan to hit his first choice unless he is covered; then hit the tie-in man.
- He has complete control of all maneuvers. Give the tie-in man a useful route.
- If he expects protection, he must understand the area we are trying to protect. He must stay within his protection.
a. Width of protection area: Offensive guard to offensive guard.
b. Depth of protection area: Six yards.
c. Time element—he must unload the ball within 3.5 seconds.
The above is for the play-action pass series.
- If he makes any movement, it must be straight forward into the protection pocket.
- On run-outs, make a movement toward the line. He must get beyond the defensive end.
- As your Quarterback sets to pass before throwing, have him:
a. Look in the off direction.
b. Flag the ball in the off direction.
c. Sometimes do both, especially on the long passes; it keeps him busy and relaxed.
- Recovery after the passes is essential if he expects to enjoy a long and healthy experience.
Summary
With the exception of a few "don'ts," it is not logical to handicap a Quarterback with many rules and red tape. He is supposed to be resourceful and possess some initiative of his own. When this is smothered by the coach, he is also crushing the poise and self-confidence of his Quarterback and team.