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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
Resources
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Chapter 10 - How To Use The Running Game
Actually, there are six steps in every play call—and each step takes time.
"FIRST: Assemble the team in the huddle. That takes approximately three seconds.
"SECOND: Estimate the situation—figure the downs, the yards to go, the probable defense the opposition is going to throw at you. Three more seconds.
"THIRD: Call the play, with perhaps some extra instruction to a particular player. Three seconds.
"FOURTH: Hustle the team back to the line of scrimmage. Two seconds.
"FIFTH: Double-check the other team's defense. Maybe they've surprised you. Maybe the play called in the huddle won't work against the defense. When that happens, change your play. Double-checking the defense and possibly calling the automatic takes another two or three seconds.
"SIXTH: Calling the signals takes another three or jour seconds.
"It all adds up to about 18 seconds—and the most important step is that three-second pause when you double-check the defense." *
Few teams make a living on the forward pass; therefore, the task of operating the running game is the core of the offense. There are as many chances for mistakes as there are for cleverness. However, with the assistance of a flexible set of rules for guidance and good "horse-sense," the field general will make few blunders.
In order for the quarterback to understand the principles upon which his tactics are built and make it possible for him to carry out an intelligent plan of offense, it is helpful to classify the types of plays in the system.
*R. Guglielmi and W. Fay, "The Play's the Thing." Colliers, Nov. 26, 1954, p. 79.
Six Classes Of Running Plays
- Strongest Plays—These are sound plays that must be used often. They are first down plays.
- Short Yardage Play—These are plays designed to be sure of from one to three yards. They are safe ball handling plays and are to be used in short yardage situations only, although occasionally these plays will break for big yard age.
- Check Plays—These are plays designed to keep the defense honest so that your basic plays will be effective.
- Fancy Plays—These are plays designed to fool your opponents. They are useful often in a long yardage situation, or late in the game, when other plays have been stopped. Every team should have a couple of fancy plays. The players love them.
- Goal Line Plays—These are a group of plays designed to be used on the goal line. Some of the short yardage plays will be in this classification as well as your strongest plays.
- Cycle Plays—These are plays designed to change the pace of attack. These are plays run without a huddle in series or a quick snap.
With this as a background for his running attack, the quarterback has a foundation to assist him in directing the team.
Inbounds And Sideline
A few suggestions to assist the quarterback with the ball or either hash mark:
- Expect the defense to overshift or play the wide side of the field.
- Fake inside and go outside.
- Fake outside and break inside tackle or end.
- Run into the sidelines after, to keep the defense honest.
- Use more than one type of play to run into the sideline.
- Avoid continually running into the wide side of the field.
Inbounds
Between inbounds lines, run any play in the offense when located in the middle area of the field.
Advantages of rushing attack
There are several advantages of a potent rushing attack, and they are as follows:
- A team with a potent rushing attack does not have to be worried about inclement weather.
- A strong rushing game usually means ball-control football.
- A powerful rushing attack generally brings about a strong all-around team in both blocking and tackling.
- A good rushing attack generally means fewer mistakes and errors in team play.
Twelve Ways The Quarterback Can Take Advantage Of Defensive Tactics
- Run wide against crashing end play.
- Run inside of tackles that penetrate deep.
- Run over waiting linemen with wedge blocking. Trap aggressive linemen.
- Run wide against a tight crashing line and run through a loose line.
- Use counters and reverses against angling defenses.
- Use cross-blocking against a line that comes straight across.
- When the defense strengthens at one spot, find out where strength came from and change tactics to take advantage of a weakness somewhere else.
- Always notice who makes the tackle. If the tackle was made by someone from the other side of the line, take advantage of him. Expect and obtain information from teammates. Ends can always tell if they can get open.
- If the opponent stacks the defense, use motion, flankers, or widen your ends.
- Always remember successful plays and use them frequently. Never forget what has been successful and jump to something else.
- Try to maneuver to keep the team in the center of the field.
- Late in the game, watch for careless spacing. Many times men get tired and line up incorrectly. Watch for this and try to take advantage of the faulty alignment.
Special Hints For The Running Game
- Do not make the mistake of forgetting a good sound play because it has failed two or three times.
- Always vary the snap signal. This applies to running as well as passing. Make this variance so that the advantage is with the offense and not the defense.
- Always run a backfield man who is "hot." If he is in condition, keep using him time after time. Always make sure the best back is getting plenty of work.
- If you locate a defensive weakness, whether personnel or alignment, exploit it. Keep hitting that weakness, because it probably won't be available too long. If you plan on saving it until later in the game, it may be gone.
- When you can use this, it is very effective. Whenever your opponent sends in a new defensive lineman, try to trap him on his first play. Usually, he will be aggressive and help the trap play to go.
- If you discover a defensive man making tackles out of his position, use a complimentary play directly over him on the next down.
- You must always establish your "bread and butter" plays early in the game so that your opponent will respect them.
- Always use your best back when you need yardage.
- To prevent the defense from changing, run a high percentage of your plays on the first count. Seventy per cent of your plays should go on a quick snap.
- Don't forget your quarterback sneak. It is one of the surest and best gainers.
- Instead of asking your teammates what play they think might go, inquire as to how and where the defensive man is playing and whether they can handle him. Always make the play call yourself.
- Use any of your backs in motion or in a flanker position to "window dress" your running game.
- Stay ahead of the defense by making at least four yards on first down.
- Remember that your plays that start wide to the wide side of the field and are designed to cut back are effective. In other words, do not always run wide to the wide side of the field.
- Don't forget your third down play should be called with only one thought in mind—make the yards required for a first down.
- Find out early just how far your offensive ends can split and still have the defensive ends playing on or outside of them.
- Run over an injured man.
- Always know who your best blocking linemen are.
- Always use your best back at the goal line.
- Try to avoid running a substitute as soon as he enters the game.
- Forget fancy plays near the goal line unless they are sent in from the bench.
- The best time to use fancy plays is when your opponents might be "down" momentarily after a fumble, etc.
- Anticipate an overshifted defense to the wide side of the field when you are located on the hash mark.
- When playing on a wet field try to avoid the "bad" spots, because the footing for your backs and linemen will be poor.
- If your ground game is successful, forget about the pass ing game.
- Always remember this statement. If you are "rarin' to go" with plenty of "zip," your team will immediately sense it and act accordingly. However, if you are "asleep" and going through the motions, your team will not carry you.
Basic Principles Of Generalship
When a quarterback totally disregards the basic principles of generalship, he makes critical mistakes of which his opponents will quickly take advantage. In addition, he destroys the morale and spirit of his own team and the game may end in defeat, of which he is the major cause.
These basic principles have been handed down through the evolution of football and were discussed by Charles D. Daly in 1921.* Long experience has shown that all good generalship rests upon these four basic principles:
- An advance by rushing of more than 40 yards is rarely successful.
- Never lose the ball on downs
.
- Press the kicking game.
- Make and play for the breaks.
An advance by rushing of more than forty yards is rarely successful
This is one principle that we are not in complete agreement with. We believe that this has been true in the past, but that today, with such emphasis and perfection in ball control football, an advance of four first-downs without error is not too uncommon. However, this would present an interesting survey project of research for a student of the game.
This rule applies only where teams are evenly matched. It does not apply where the opponent is outclassed and the distance can be gained quite easily. The rule maintains that the rushing attack cannot be successful for a distance of more than 40 yards without one of the following errors occurring:
- A fumble.
- A penalty.
- Missed assignment offensively.
- Faulty generalship.
- The defense will have sized up the attack.
Naturally, if your opponents have you outmanned then this rule would not apply to either team. If a quarterback believes in this basic principle, he should not plan to use his running attack over a distance of more than 40 yards.
Never lose the ball on downs
The second great rule of generalship is never lose the ball on downs. A good method of impressing the quarterback with the importance of this principle is as follows:
*Charles D. Daly, American Football. Harper & Brothers, New York and London, 1921, p. 148.
Inform him that generally the football is worth 40 yards. If he fails to punt on fourth down, he is simply "donating" 40 yards to his opponents. No team, or no quarterback, can expect to achieve success with this brand of generalship.
Naturally, this rule does not apply when the offensive team is within scoring distance of the opponent's goal line. In this area the quarterback should either (1) try for the first down, (2) try for the touchdown, (3) try for a field goal, or (4) kick out of bounds.
As previously mentioned in this book, it is surprising how many fourth down situations are stopped "cold" of the necessary yardage for a first down. Many times the offense will stop themselves by a miscue. They realize they are violating a basic rule and sometimes "beat the gun" in an effort to make the essential yardage.
Press the kicking game
This third basic principle is integrated in the first two described. From experience, we know that it is impossible to "live" on passing alone, and it is impossible to "live" on rushing alone. A combination of the two is desirable. However, the soundest rule for moving the ball against an opponent of equal strength is to out-kick that opponent. Remember, more breaks come out of the kicking game than any other phase of football. Through the efforts of a good kicker, a quarterback has the soundest and simplest way to make yardage and improve the offenses.
Make and play for the breaks
The fourth principle of generalship is make and play for the breaks. The problem of defeating a weak team is rather simple. However, the problem of defeating an equal or superior team generally brings in the application of this rule. By way of illustration, a scouting report of the opponent may show a weakness in:
- Receiving punts.
- Particular man on pass defenses.
- A particular back is a fumbler.
- A particular lineman.
- A particular punter's rhythm is slow.
- Any number of details that every team must expose under close study.
In most cases mentioned, a quarterback can guide his team to take advantage of one of these weaknesses if he has been properly prepared for each contest. If the quarterback can keep his mistakes at a minimum, he can win on his opponent's mistakes. We always preached that our opponents will make enough mistakes for our team to win, but we must play errorless ball. This is generally a true statement.
BreaksThere is a vast difference between making and playing for the breaks and "waiting" for the breaks. A team which is "waiting" for breaks can be in trouble. On the other hand, a team which is making the breaks by forcing the breaks is generally the winner. In football, a clever quarterback can be responsible for his:
- Team's good breaks.
- Team's bad breaks.
Chapter Fifteen, "Effect of the Score and Time," lists the eight major mistakes to avoid.
Basic Principles
The four principles stated have been the basis of most of the successful generalship in the history of football. They are not "old-fashioned" principles, as some quarterbacks may think. Years of experience have proven that they can very seldom be broken successfully.
It is recommended that quarterbacks of all levels of classification and experience learn these four principles most thoroughly.
Summary
Make certain that your quarterback knows you are going to back him "rain or shine." Don't let him down when the going gets rough. Work with him. Be patient and respect his judgment. Have confidence in him. If you don't, he will know it. You can't conceal your thoughts in a situation like this. Treat him as a friend.
