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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
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Chapter 5 - Quarterback And Captain Manual
When the football coach selects his candidates for the position of quarterback, the first question which presents itself is: How can I teach these candidates my principles of generalship as quickly as possible? What is the most effective method?
An immense amount of time can be saved after selecting the prospective candidates by use of the "Quarterback and Captain Manual" presented within this chapter. This is a reliable method of teaching the quarterbacks and captains one's thinking on strategy and team development prior to the season. It may also serve as a simple constant testing device throughout the season for these essential men.
Since the captain should be familiar with the methods of strategy, this manual is also presented to him. In modern football often the captain and the quarterback are the same individual.
An effective and inexpensive way to form this manual, is to have the material either mimeographed or dittoed, and then stapled within a manila folder. The caption—"Quarterback and Captain"—in large black letters can be printed or stamped on the cover. The quarterback's number may be d in large figures at the top.
Again, this is only a recommended manual for quarterbacks and it is not intended to be the only way of presenting the offense.
Play numbers within the pages of the manual are used for illustrative purposes.
Generalship
Mental attitude and preparation
A. Association with teammates:
- Confidence in your preparation and ability.
- Loyalty to teammates.
- Interest of the team at heart.
- Staying away from a clique.
B. Knowledge of individual abilities:
- The best ball carrier.
- Most dependable passers.
- Sure ball-handlers.
- Accurate punters.
- Punters with slow rhythm.
- Backs that are good for long gains.
- Backs that are good for short gains.
- The strongest offensive linemen.
C. Knowledge of team's ability
Know which attack is the strongest:
1. Running (lists of plays).
Duties
I. Blocking
II. Defensive assignments
III. Voice and rhythm
IV. Mechanics
A. Before the huddle:
1. Last player into huddle.
2. Observation of other players.
B. In the huddle:
1. Play number.
2. Side of the shift. (Keep team away from side line.)
3. Starting signal.
C. Preshift:
Call and defense.
If the opponents shift into a different defense, after our team is in another formation, call out the defensive set-up before the starting signal is given (if time permits).
Factors Influencing Choice Of Plays
I. Tactical situation
A. Down and distance to gain:
1. 1st down—long gainers. Get at least 4 yds. "Stay ahead of the Batter." Use l's, 2's, 3's and 4's.
Any interior play if spacing permits. Each down must be worth 31/3 yds.
2. 2nd down and 1 If in scoring zone, try for a touchdown.
Long gainers. Special passes.
3. 3rd and 1
Use best ball carrier. Need the yard. Late in the game gamble for a touchdown if behind.
4. 4th down
Punt if ahead in the ball game. Score and position of ball will sometimes change your choice.
5. 3rd and long yardage
Punt. Don't quick kick if safety is playing back. Run a play from punt formation. Opponents will be expecting a pass.
6. 2nd and long yardage
Punt or run a play from punt formation. Special pass but don't give away a good play unless there is a chance to score or register a first down that will lead to the touchdown.
B. Position (covered completely in strategy chart):
Consider not only the position of the ball in relation to the end lines, but also in relation to the side lines.
a. Run team away from sidelines
b. Never run any 3's or 4's, 160A-160B, unless 20 or 25 yards away from side lines.
c. Try to keep punter away from side line.
d. Run away from side line and run reverse plays back into the 15-yard zone.
(List plays and passes in this space:) Passes to receiver going down the side line. 154A 154B
Don't run any 4 plays unless you have 25 yards to the side line.
C. Time remaining in quarter, half and game:
a. Play wind advantage at the end of quarters. Check time. Allot about five seconds to completely execute a play.
b. If behind, gamble near end of the half.
c. Stalling late in the game. Run wide plays. Don't let team form the huddle fast. Don't throw any forward passes. Take every second possible bringing team to the line of scrimmage.
d. Saving time to run more plays.
1. Call two plays in the huddle.
2. Eliminate the pre-shift.
3. Throw passes (stop the clock).
4. Encourage ball carriers to step out of bounds.
D. Weather Conditions:
1. Direction and force of the wind.
a. Punt on early downs with wind at your back.
b. Punt on late downs with the wind in front.
c. Try to keep ball on long side of the field to take advantage of a cross wind (especially for passers).
2. Wet or dry.
All preparations in coaching are made with a dry ball and a dry field.
a. Wet field.
Use slants. Avoid sharp cuts. Encourage ball carrier on 117 to slant. (Team will be coached on footwork for a wet gridiron.)
b. Wet ball.
1. Avoid passes unless passer has exceptional ability to control ball.
2. Stay away from 129, 118, 120.
c. Sun or lights.
II. Play classification. Know each play and its possibilities. For example, 115. Small gainer. Not much chance of a fumble. Success depends on charge of strong side defensive tackle. Can be used on wet or dry field.
1. Straights (not more than two lateral steps) and slants.
Small gain always certain.
Probable small loss.
Long gain not probable.
Use to get first down.
Poor play to use on first down unless the defensive spacing calls for it. Plays are: (The Coach then lists plays.)
2. Medium Gainers. Cut backs, fake reverses, spinners. Probable loss of 2 or 3 yards.
Fair to use on first down or with 4 or less yards. Good sequence plays are:
(List plays in this classification.)
3. Long Gainers. Sweeps, reverses, lateral passes.
Probable long gain, also probable loss of ball and yardage.
Use in scoring score. 1st down play or with 4 or more yards to gain are:
(List plays in this classification.)
4. Forward passes classification:
a. Running passes 160 A-B.
Use: If defense is coming up fast, to stop flank plays.
As a sequence with 119—219.
When team reaches the middle of the attack zone.
b. Long passes 152A, 152B.
Use: Deep secondary up close or coming up too fast.
With a good passer. In attack zone.
If safety is deep. 20-25 yards or up close 8 to 10 yards.
c. Short passes 153A-B, Lateral (156A).
Use: Line backers charging up to meet the running attacks.
Line backers playing 6 yds. or more deep.
In scoring zone.
Use 153 lateral or 156 lateral if defensive half back is waiting
d. Delayed passes 154A, 154B (Screen).
a. If defense is dropping back fast to cover.
b. When team reaches the edge of the scoring zone.
c. 154B can be run with 154A.
5. Shovel pass 154. Use:
a. If ends are rushing hard.
b. If line backers drop back fast when our passer starts to fade.
c. Sequence 155A. Statue of liberty.
6. Special passes. Use:
a. As a sequence after a similar running has been called.
129 129 Pass
118X 118
130 130S
112X (Shift Left) 112X
422 423
128X 129
120R 121R
122-SP 122
122X 122 Pass
b. Across middle of attack zone. Save the plays to score with.
III. Factors influencing choice of pass.
1. First learn when not to pass. In your territory early in the the game with score even; unless the defense is wide open and we have a good passer. If a pass is thrown in this territory, the primary objective should be to loosen up the defense. Warn the passer not to chance an interception. Ahead late in the game. With a two or three touchdown lead, why show your good
plays? With a one touchdown lead that will win. In the scoring zone with the running game going well.
2. Tactical situation
a. Down and distance to gain.
Pass on 1st and 2nd.
Save 3rd-down passes until they are needed.
If defense is stopping running play use the special pass of the same play.
Pass after receiving kick-off or punt. Pass after long gain. Pass after recovery of a fumble. Pass after opponents have been penalized.
b. Time:
Late in the half. With a good position.
c. Score:
Games are often lost because too many passes are thrown as soon as the opponents go into the lead. The team loses its offensive balance.
d. Position:
Covered in strategy chart.
Keep in mind the lateral position.
160A-B 20-25 yds. from the side line.
156A 20-25 yds. from the side line.
154A 15 yds., shift away from the side line.
e. Weather dry or wet. Common sense. Depends upon the ability of the passer to control the ball.
3. Individual Defense
a. Height.
b. Speed.
c. Spacing.
1. Up to close
Throw deep
2. Playing deep
Throw flat
d. Reaction.
1. Waiting for play. Especially defensive half backs.
Use 160A-153A
2. H.B.'s coming up too fast to stop flank plays or line backers raring into the line on the snap of the ball. 160B and Special passes.
3. H.B.'s Crossing to opposite side of the field.
Use 120R-SP.
160A throw to weak side end.
4. Team pass defense
a. Man for man.
Strength
1. Best receivers will generally be covered by the best defensive man.
2. Flankers and man in motion might confuse the defense.
Weakness
1. Weak against crossing ends.
2. Individual defensive weakness can be utilized.
b. Zone.
Strength
1. Linemen can aid in the defensive.
(Be alert—use 154 screen).
2. Can stop crossing ends and delayed passes.
Weakness
1. Rush zone.
160A
161A
2. Zones become too large.
c. Combination (best). Strength
Effective against a particular strong pass play. Weakness Possible confusion on assignments.
5. Linemen rushing passer. Use:
(List plays desired in this classification.)
IV. Kicks (use strategy chart)
a. Punts. Factors influencing choice: (1) Tactical situation.
(a) Down, distance to gain and position.
These three factors are very closely related.
They must be considered as a unit.
Kick on 4th down unless loss of ball will not give the opponents the advantage of the distance of a punt.
Example: 4th and 2 on the 30. Run from 421-418-218 or best ground gainer for that particular game.
Example: 4th and 2 on the 40. Punt. Failure to gain the necessary yardage will put opponents in a good offensive position.
(b) Score and time: Behind.
Many games are lost because a team will fail to punt the last five or six minutes of a ball game, thus sacrificing the ball to the opponents if the necessary yards are not made on the 4th down.
Ahead
No question unless stalling for time (such as the last play of a half or game).
(c) Weather and force of wind.
Wet or Dry
See strategy chart. Naturally, kick on an early down in dangerous territory. Why show good plays in that zone?
Wind
Kick early with wind at your back. Kick late down with wind in front. Consider at all times a cross wind.
(2) Ability of kicker as compared to the opponent's punter.
(3) Ability of safety man.
(a) Good receiver and dangerous.
Kick away.
(b) Poor runner.
Try for distance. Kick often.
(c) Fumbler.
Kick often, especially near goal line. Try to make safety play the ball.
b. Quick kick. Factors influencing choice:
1. Down and distance.
Early down with a fairly short yardage. Value of kick is the surprise.
(2) Position of field.
25-45-yard line.
(3) Position and ability of safety man.
Why quick kick if safety is deep?
(4) Set-up passing situation.
Drive safety deep to open up a passing zone.
(5) Score and time.
(6) Wind and weather.
(7) Ability of kicker.
c. Field goal. Factors influencing choice:
(1) Ability of kicker.
(2) Position.
(3) Score.
(4) Time.
Direction of play will probably be from the coach.
d. Try for point.
(1) Ability of kicker.
(2) Strength of opponents' line.
(3) Defensive set-up.
(4) Element of surprise. Also let opponents know we have a running play. Use early in the season. It will loosen their defense to block the kick.
e. Kick-off.
(1) Direction of run.
(2) Run or reverse.
V. Play sequence or play checks:
(List plays that belong in this sequence.) Long passes (list plays):
Quick kick 229 Fake quick kick.
600 Punt, 618, 619, 619 Fake Punt
Plays run according to position and charge of defense:
214 if defensive tackle is too wide and charging hard.
216 if he moves inside or head on the end.
218 if end is crashing.
216 if end comes in straight.
215 weak side tackle is wide and comes in fast.
217 weak side tackle is inside.
217 if end comes in straight.
219 if end crashes.
Deception if defense commits themselves or charging too hard. (List plays under this heading.)
VI. Individual defense (most important):
QB makes observation during practice. Also during a game if he is on the bench.
1. Interior lineman (guards and tackles)
a. Charge
(1) Waiting:
Power—222 226 229 218 217 216
(2) Straight ahead: 214 215 212 223
(3) Sliding defensive (such as Sycamore):
214 216 215 244 227 229
All special passes: 275 228
(4) Loops: Run plays in succession.
b. Position:
Know orthodox or standard spacing
(1) Inside of hole.
(2) Outside of hole.
(3) Head on.
(4) Backs filling the hole from their secondary position with the defense line looping.
2. Ends
a. Charge
(1) Boxing or straight in.
216 224
217 215
(2) Knifing.
Any 3 or 4 play. Especially with double ball handling.
(3) Waiting on line scrimmage.
Poorest type of end. Any play except l's or 2's, but these plays will usually work because of the general lack of ability in the defensive end.
b. Position in relation to defensive tackle
(1) Close
3's and 4's
(2) Wide
Don't be fooled by a crashing end that is playing very wide.
5's—6's
7's—8's
Watch for line backers filling the holes.
VII. Team defenses
Study the defenses that are drawn in your play book.
Strength
1. 6-2-2-1 (62)
a. Stop off tackle and end run.
b. Ends can rush passer.
c. Quick kicks.
2. 5-3-2-1
a. Quick kicks.
b. Passes (if using a zone).
c. Laterals.
d. Deception.
e. Confuse the offensive blocking.
3. 7-1-2-1
a. Running plays.
b. Rushing passer and kicker.
Weakness
a. Depends on line backers to stop line plays. Move the line
backers, and the plays will "roll."
b. Weak in the middle, deep or shallow, depending upon posi
tion of the safety.
a. Bucks.
b. End runs. (Depends upon position of end and tackle.)
c. If lineman drops back, runover his position.
a. Pass defense.
On both sides flat or the weak side for sure.
Strength Weakness
c. Fair against a quick kick. b. One backer up, quick opening
plays will work.
d. Jammed defensive line to confuse
blocking.
4. 6-3-2
a. Flat passes. a. Quick kick.
b. Rushing passer. b. Bucks.
c. Lateral passes. c. Long passes in the middle or
d. End runs and off deep on the outside,
tackles, weak and strong side.
5. 7-2-2
a. Running attack. a. Passes short or deep in the
b. Flat passes. middle.
c. Laterals. b. Quick kick.
d. Goal line with little territory to
cover for passes.
6. 8-2-1
a. Goal line. a. All kinds of passes.
b. Short yardage. b. Quick openings.
c. Flat passes.
VIII. Variations in regular defense which opponents might use to stop the offense.
1. Ends and tackle criss-cross.
8's and 9's. Stay away from 7's and 8's.
4's and 5's.
l's.
2. Cross pull and man through.
Special passes. Deception—Run same l's. Mouse traps.
3. Over-shifted line or backfield. Defense plays a seven-man on the strong side and five-man line on the weak side. Run plays to the opposite side. Reverses, fake reverses spinners.
4. Loops from a six-man line. Important.
Explain coordination of line and line backers with this particular kind of defense.
Deception of all kinds. This kind of a defense will stop all straight plays.
5. Backs shifting into the line.
Call a check play in the huddle.
6. Interior lineman sliding or pulling out behind the defensive line. Deception Reverse and fake reverses.
Special passes and fake passes.
7. Linemen dropping out of the line to protect a zone against forward passes.
Catch the play situations and run a play over the territory the linemen were covering.
Choice Of Formations
I. Single wing (100)
A. Strong attack inside of the ends. Deceptive 3's and 4's work better than straight 3's and 4's.
B. Good for special passes.
C. Quick kicks.
D. Weak-side plays.
II. 5—1 Line (200)
A. Strong for sweeps 228-217-215.
B. Good for weak side plays if the defense over-shifts.
C. Use against "green" ends or ends that stay inside of our outside end.
D. Passes—151A-B. With WB in motion should work good.
III. Hanker (300)
A. Deception and a sequence with the 200 formation.
B. Any passes especially 151 A-B 152 A-B.
C. Should be strong on wide plays if the defensive end plays our half back.
IV. Pre-shift (400)
A. Quick opening.
B. End runs with a man motion.
C. Short "flips" over the line.
D. Run plays as a surprise.
V. Punt(500)
A. Punt.
B. Fake punt plays.
C. Run very few plays from the formation.
VI. Place Kick (600)
A. Try for point.
B. Field goal.

Defensive Quarterbacks
Factors Influencing Choice of Defensive Formations.
I. Tactical Situation
A. Down and distance:
1. 3rd and 1, expect a buck 71 or a close 62.
2. 3rd and 1, or less, 62 or a loose 71. Pass deception.
3. 3rd and 4 or more, 53 or loose 62.
4. 1st and 10, 53 or 62.
5. 2nd and 1, 53 (smart QB will try to score).
B. Time and score:
1. Near end of half, play for a pass or trick play 53 or 62.
2. Opponents ahead near end of game. Use a 71. Try to get them to throw the ball.
3. Opponents behind in the score near end of game. Use 53 or 62. Be careful of a trick play.
C. Weather:
1. Wet field, use 71 or close 62. Linebackers gamble if opponents have a strong running game.
2. If opponents have the wind at their back use a 53 or a loose 62. Expect long passes or a quick kick.
3. If opponents have the advantage of cross wind, 53 or 62. Play defense strong to the windward side.
D. Position of ball on the field:
1. 0—20. Opponents territory, 71-62.
a. Expect straight plays.
b. Punt on early down.
c. Fake plays from punt formation.
2. 20—40. Use 71-62-53.
Opponents will start to open up on their plays.
3. 40—40. Use 62-53.
4. 20—0. Use 62-71-53 (on 4th down with 4 or more yards).
II. Strength and Weakness of Our Defenses
A. See quarterback book
B. See play book for orthodox spacing for defenses. Learn defensive spacing against a balanced and unbalanced line.
III. Knowledge of Offensive Formations
A. Single wing and variations:
D. Double wing
1. Wing inside of ends


DIAGRAM 39
IV. Individual strength of opponents
A. Attendance at chalk talks.
B. Study scout reports.
V. Offensive Pointers
Our opponents will show pointers during the game that our scouts were unable to detect. All eleven men will be coached to be on the alert for any of these pointers, but the defensive quarterback will continuously call the attention of his teammates to any of these tip-offs.
A. Backs looking at the holes or at men through which the play will attack.
B. Personal habits:
1. Spitting in the hands.
2. Adjusting of equipment.
3. Enthusiasm or anxiety coming out of the huddle.
4. Lazy stance will tip-off play to opposite side. Negative pointers.
C. Pointing or leaning the body in the direction of the hole.
D. Changing of positions in the backfield:
1. Fullback interchanging with left-half to pass.
2. Quarterback moving over to wing-back to throw a reverse pass.
3. A punter shifting to the kicking spot for a quick kick.
E. Variation in the position:
1. Tail-back deeper for end runs.
2. QB moving to strong side to be in a better blocking position for an end run.
3. Width and depth of wing-back.
F. Play of running guard.
1. Facial expression—pointing with eyes.
2. Distribution of weight.
a. Pulling out. Weight backward.
b. Charging forward. Weight on hands.
3. Body turned towards hole.
G. Width of ends.
1. Passes. Wider and stance will be loose.
2. Flank plays. Close.
3. Inside plays and punts. Wide.
H. Center pointing ball.
Weak side plays and strong side plays to the tail-back.
I. Blocking back and running guard moving in the direction of the play.
VI. Knowledge of scouting report.
A. Attend all chalk talks.
B. Study past and present scouting books.
C. Variation in offensive formations
See play book.
D. Use of defensive group maneuvers
See play book.
E. Defense against kicks
F. Defensive adjustments for offensive variations
See play book.
G. Possible trick plays
See play book.
H. Offensive play sequence
See offensive quarterback under "Play sequences and check plays."
Field Captain
Game Duties
I. Choice of kicking or receiving at start of game, 2nd half and after opponents score.
Choice influenced by:
1. Force and direction of wind.
2. Offensive strength of opponents.
3. Ability of our team to run back kick-offs.
4. Ability of opponents' kicker.
5. Ability of our kicker.
6. Weather conditions.
II. Choice of penalities:
A. Distance of penalty.
B. Loss of down.
C. Loss of ball to opponents by refusal of penalty.
D. Spot on field where penalty will be enforced.
E. Time and score.
III. Leadership
A. Call time out for:
1. Physical condition of all players.
2. Injury to player.
3. Assignments continuously being missed on offense or defense.
4. Our defense unable to check the opponents.
5. Our offense failing to gain.
6. Torn equipment.
B. Positive:
Your job is not to "bawl out" but help and guide. Demand, but don't boss a teammate; we will say "to move over."
C. Check on Substitution.
1. Opponents
a. Position and any special abilities.
b. Did he come into game to relieve an injured player, to call a play, carry a message or strengthen a definite spot?
2. Clues:
a. Find out if the substitute has a message.
b. Talk to him immediately to relieve any tension.
c. Talking in the huddle.
IV. Courtesy:
A. Toward opponents.
B. Toward officials.
Complete Knowledge of Rules and Application. I. Rule books. II. Play situations from scouting reports of previous years.
Attend all quarterback chalk talks. Your knowledge has to be a combination of both offense and defense.
Summary
In order for the Quarterback to be organized, the head football coach must be organized. This manual is one way to assist the field general and coach in offensive football planning.

