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Welcome to my installation breakdown of the Shoot bone offense for NCAA 12.

I will be discussing how to install a variation of the Run & Shoot that has plays devoted to the various eras of the Run & Shoot Offense. This offense is named the Shootbone this year simply because I base my offense from the Flexbone formation since it is the same as the original Run & Shoot formation. There is some Option in the offense, but it isnt the focus merely an additional component. Origins Glenn Tiger Ellison is the originator of this offense, long story sort of short, he took a losing team, and with some playground/sandlot ingenuity, crafted an offense that through the use of motion, and a simple motto, turned into one of the strongest prolific offensive attacks in Ohio High School History. Through the years several coaches have adapted, modernized, and revolutionized the scheme Tiger created from his Lonesome Polecat. Darrel Mouse Davis brought the Run & Shoot into the 80s with his attack coming first from Portland St. and then into the USFL with the Houston Gamblers in 84. He revolutionized Tigers Attack, by applying expanded rules for the WRs read coverage. Through the 80s he used a 3 step passing game along with 5 Classic Shoot packages. Go, Choice, Slide, Switch, & Streak. He also implemented route Tags to the plays to get broader variation. I use these tags along with a couple I use personally to expand the routes of the Shoot. Goals & Philosophy It all starts with Tigers Motto: Artwork Follow that up with the rule that if there is 6 or more in the box pass it, and if there are 5 or less run it. The main Philosophy of the Run & Shoot is spread the defense out and attack it where it is weak. Its a scheme of numbers and punishing the D defense for doing the wrong thing. Which by and large is always, rarely does a Run and Shoot offense not put up gawdy numbers in yardage, and scoring. Taken from John Jenkins 92 Houston Cougars Playbook: Score Enough to Win Average 37 ppg Average more than 450 net ypg Rushers average more than 6.0ypc (Lofty I know) Average more than 6.5yds per play Never put the Defense on the field with less than 50yds of field to work with To me these are the goals all Shooters should strive for. Does this mean you accomplish them every game? No of course not, but that doesnt mean you dont give you all to achieve these goals.

Personnel For this HamFist, we are going to focus on the Offensive personnel of the University of Hawaii at Manoa. The Warriors who already employ the Run and Shoot as their offense. Ideally their personnel should be exactly who you are looking for as types for the positions in this offense. So first, let us look at how Hawaii did last year on offense. Team G Pts/G PassYds RushYds 1stD/G 3rdD% 4thD% Hawaii 13 39.9 5041 1418 23.5 38.4 50.0 Top individuals Bryant Moniz 555pa 361pc 65.0% 5040yds 39tds 15ints Alex Green 146att 1163yds 8.0ypc 18tds Greg Salas 119rec 1889yds 15.9ypr 14tds Kealoha Pilares - 88rec 1306yds 14.8ypr 15tds This year they lose both Salas and Pilares, but still have a decent WR core. Moniz and Green return, Green was HawaiI first 1000yd rusher in Hawaiis shoot era In the game there Offense is rated as a C+, the weak spots are on the oline where they really need help. QB - needs to be a decent runner I go for 75-85spd/acc/agi, must be able to throw hard and accurate or you limit yourself, wimpy throw on an Out route or a curl and its pick 6 city. HB(S) - the Superback he is your primary runner, I like them big, with good pass blocking, 80 to 90 spd/acc/agi hands are not overly important as little as I use them for catches at 50 catch usually works. Slotbacks (A and Y) - Small, fast, good hands great feet type, they need to be able to take pitches, speed sweeps, be able to get YAC on passes to the flat and in the mesh. they need to have decent run blocking its nice, must have good awareness and route running tp make the right reads on the Option routes. Split Ends (X and Z) Why call them SE and not WR you ask? Well because they are always EMOLOS. (End Man On Line Of Scrimmage) You want tall sturdy guys, they need to be able to move catch and when called for block. Their Awareness and Route Running must be damn good to not screw-up the option routes. Linemen They need to be fast agile and be able to get the blocks down, 52 or better spd/acc/agi.

Formation I am using Hawaiis playbook as my base. Formations used: Flexbone Normal (Normal) Flexbone Trips Left (Trips Lt) Flexbone Trips Right (Trips Rt) Pistol Spread (Pistol) Shotgun Spread (Shotgun) Pistol Train (Train)

6 Formations total heresy I hear you say, but I have gotten my best results using just these 6 sets. I can also make the best use out of the 5 user audibles and the formation audibles from this small group of formations. Also, this is just a starting point, you can add remove to your hearts content. But this is how I run my offense. In my system the Left WR(SE) is X, Right WR(SE) is Z, Left Slot is A & Right Slot is Y & the HB/FB is S. I will notate formation strength by using the terms Trips Side, SE Side, and Left or Right if in 2 x 2. You will notice that none of the formation has the play Slide I am ok with this because, I have better luck usually using the Georgia concept, and I honestly have never gotten a decent gain from any bubble play since EA developed it. On top of the fact their version of Slide is not the same as Mouses and basically a cluster fuck of option routes. I Presnap read the single SE side receiver on every pass play in this offense looking for advantage. I follow the rules/motto established by Tiger many years back. Artwork inserted here. So for the game. If the CB is back I hot route a Curl If the CB is tight I hot route a Fly If the CB is inside I hot route an Out If the CB is outside I hot route a Slant

Flexbone Normal This is my base formation; I am in it at least 75% of the time when I get to the line. It is 2 x 2 in alignment. Plays (this is how I have them laid out in my playbook) 60 Go | FB Draw | 60 Choice Curls | FB Sting | WR Corners Speed Sweep | Triple Option Str | WB Misdirection PA Switch | WB Dive | Flood Flexbone Trips Right/Left Mouses offense relied heavily on using motion to determine Man or Zone. However, sometimes he would use hard called Trips formation that could be left as is or motioned back to 2 x 2. He would denote this change by added the word Early in the play call, this would be followed by the motion type so the play call would look something akin to this. In EAs brilliance they are basically the same formation flipped so your slot backs dont change assignment. HB 1 will always be the A and the Slot will always be Y. Early Load 61 X Go Y Post Which I would use Trips Left Curl Flat to run (hot routing both SEs to Fly routes) Trips Right would be tagged as Early Rip 60 X Go Y Post. Plays (this is how I have them laid out in my playbook) Trips Left Curl Flats | FB Dive | PA Switch Triple Option | Slot Corner | WB Toss Trips Right Curl Flat | FB Dive | Curl Post Double Post | Quick Slants | 4 Verticals FB Trap | PA Fake Toss | Load Option Str Pistol Spread Hawaii added the Kiko formation as their primary set last year. Kiko is a slight variation on the Pistol formation. EA added a very nice set of plays to Pistol Spread and Pistol 4WR Trips this year. I have had the most luck though with Pistol Spread, and to make the most out of my audible system it became evident that I really only needed Pistol Spread to round out my offense. Plays (this is how I have them laid out in my playbook) RNS Vertical Read | HB Dive | 60 H-Y Option RNS Switch Smash | HB Draw | RNS Post Drag Quick Slot Out | Speed Option | Weak Flood HB Slip Screen | Quick Slants | WR Mid Screen Shotgun Spread Yeah I know I am not a Shotgun guy but since they left out a few very integral plays out of Pistol I un them from the Gun. Plays (this is how I have them laid out in my playbook) 60 H-Y Option | Mid Draw | Deep Attack RNS Switch Smash | Quick Slants | RNS Post Drag Jet Sweep | Speed Option | PA Jet WR Screen | HB Slip Screen | WR Mid Screen Pistol Train Goal line situations in the Shoot have always been tricky, I love this formation for that. Id like to think it is what Red

Faught would have thought up for his unbalanced goal line set if he wanted to go Pistol. Plays (this is how I have them laid out in my playbook) Power Option | PA Power O | HB Power O HB Stretch | HB Off Tackle | HB Dive

I am a big proponent of series based offenses. The 6 formations above account for 5 base series. The series are Mouse in honor of Coach Davis this series focuses on the use of Across motion to create Trips look. Tiger in honor of Coach Ellison this series focuses on the use of Tail motion to create I Slot look. Gonzo focuses on using Tail motion from Trips to create a wide I Slot look. Static focuses on plays with no motion; many of the modern Shoot ideas lay within this series. Red in Honor of Coach Faught this series focuses on using an unbalanced line and attacking that mismatch. While it is primarily a short yardage series dont be afraid to use it to throw off your opponent when surprise is needed. Mouse This series uses Across motion to create trips to distinguish if the D is in Man or Zone. The plays used in this series are: (SE) = X or Z (Slot) = A or Y 60/61 (SE) Go: 60 Go from Normal: primary pass This is the beginning of it all, variations of Go is usually a good 45% of my offense. 22/21 Zone Dive: FB Dive from Trips Lt: primary run set as a user audible, I love to run it to the hole created as the OLB moves to cover the motion Slot. 61/60 (SE) Choice: 60 Choice from Normal: constraint pass the backside constraint play when the D starts over reacting to the trips hit the Choice. 22/21 Draw: FB Draw from Normal: constraint run the classic Run & Shoot Draw, so tasty. 48/37 Jet: Speed Sweep from Normal: complimentary run I use this play to establish the slot backs in the running game. I take it up the first available hole, so the play can attack all Gaps. Curl Flat from Trips Lt: complimentary passes it is the deep pass formation audible fr Trips LT. I create 5 passes from this play in this series. Load 61 X Go Y Post, Load 60 Z Choice Y Post, Load 70 Georgia Special, Load 51 Y Trigger, & Load 50 X Bingo. The 50 Package is part of my short passing game and used for blitz control. Mouse from Pistol & SG Spread 60/61 (SE) Go: RNS Vertical Read | Deep Attack I hot the motion slot (none seam read) to a Flat/In and motion him across. 61/60 (SE) Choice: 60 H-Y Option | 60 H-Y Option - I hot the motion slot (none seam read) to an Out and motion him across. 22/21 Zone Dive : HB Dive | n/a same as above. 22/21 Draw: HB Draw | HB Mid Draw same as above. 70/71 Hook: RNS Switch Smash | RNS Switch Smash: compliment pass a nice compliment to the Go package, I hot the Wheel Slot to a Fly and motion him across, I hot the Switch Post to a Fly. 70/71 Georgia: Quick Slants | Quick Slants: complimentary pass a variation of Slide you can use this play to create 5 variations of Georgia. The base play you hot Right SE to a Curl, the Left Slot to an Out and motion over to create trips, & the Left SE to a Dig (in + 1st Down) 48/37 Jet: n/a | Jet Sweep same as above. 480/370 Jet: n/a | PA Jet PA off the Jet Sweep after they bite on the sweep the PA is a nice hitter. Hot the Right SE to a Fly.

18/17 Speed: Speed Option | Speed Option Used to establish an outside run game. 500/550 Slip: HB Slip Screen | HB Slip Screen Blitz control 600/660 Jailbreak: WR Mid Screen | WR Mid Screen Blitz control

Tiger focuses on the use of Tail motion to create I Slot look. It utilizes play made famous by Coach Ellison, including plays from his Cowboy, Chuck Wagon, and Popcorn series. 60/61 Go Y/A Bench S Flat: Flood from Normal: primary pass The first variation off 60 Go this play has Y running a Bench instead of his Seam read this creates a Flood concept. 18/17 Veer: Triple Option Str from Normal: primary run Tiger had a triple option play based off a Trap Give as part of his Cowboy series. I like how the mesh between the QB and FB are in this play, also prefer the normal PA paass to the triple option passes and there isnt a PA pass based off the Counter action. 180/170 Veer Pass: PA Switch from Normal: constraint pass I use this when the Safeties suck up after getting hit with the TOS a few times. I hot X to a Fly creating 180 SE Go Switch. 47/38 Sally Trap: WB Misdirection from Normal: constraint run This attacks the over pursuit of the D to the tail motion. 42/31 ISO: WB Dive from Normal: complimentary run This is my downhill running play, it is a nice compliment to the Veer, and Sally Trap, it also helps attack the Ds pursuit of the veer. 70/71 Ga. Post S Flat: Flood from Normal: complimentary pass the 2nd variation off of Flood. I hot Z to a Curl and Y to a In.

Gonzo focuses on using Tail motion from Trips to create a wide I Slot look. It predominately attacks the SE Side. It has many shared ideas of Tiger. 18/17 Veer: Triple Option from Trips Lt: primary run - same as from Tiger 180/170 Veer: PA Switch from Trips Lt: primary pass I use this same as in Tiger except the play is 180/170 SE Choice A Flat. 18/17 Load load Option Str from Trips Rt: constraint run This double option attacks the edge quickly and keeps a trips attack in the blocking scheme. I like to use it against the Veer when the D cheats towards the motion. 24/23 Trap: FB Trap from Trips Rt: constraint run This Trap goes against the tail motion of A, it works well to catch the D off guard when they over pursue the motion. 48/47 Rocket: WB Toss from Trips Rt: complimentary run When the D starts to pinch in this quick hitting Sweep works well. It can be used also as a constraint against 22/21 Dive from Static as well. 480/470 Rocket: PA Fake Toss from Trips Rt: constraint pass If they bit hard on the Toss you know they will be worried if you hit it again this Pass then attacks that over pursuit. 70/71 Ga. Slant S Flat: Quick Slants from Trips Rt: complimentary pass hot S to a flat, Y to an In, & Trips side SE to a Curl.

Static focuses on plays with no motion; many of the modern Shoot ideas lay within it. One could say it is full on complimentary or constraint plays. I am only going to discuss a sample of the plays you can run via hot routing. It will be broken down by Trips, 2 x 2 & Pistol/Shotgun. Basically covering plays that have not been identified yet as why they are in the playbook. From Trips 22/21 Zone Dive: FB Dive from Trips Rt: same as in Mouse except Early. 220/210 Zone: PA Middle from Trips Lt: constraint play hot A to an In and Presnap read the SE SIDE Receiver and you have a variation of Choice Special. 220 (SE) Choice Special (SE) Post 61/60 SE Choice Y Post: Double Post from Trips Rt or Curl Flats from Trips Lt: same as ran from the Mouse except Early. 61/60 SE Choice Switch: Curl Post from Trips Rt: a nice variation off Choice, Presnap read the single side SE. 70/71 Georgia: Curl Flats from Trips Rt: hot A to an In & X to a Dig (In + 1St Down) creates a Shallow Cross/curl flat concept. 70/71 Twin Outs: 4 Verticals from Trips Rt : another variation of Go, hot both Slots to outs, read off the Defense and hit the Slot who has best chance of YAC. From 2 x 2 22/21 Zone Dive: FB Sting: same as in Mouse except 2 x 2. 61/60 SE Choice Even: WR Corners from Normal: Presnap read primary SE, I tend to hot the drag slot to an In. and usually leave the runoff SEs Slant n Corner alone. 70/71 Georgia Even: Curl Flats from Normal: hot the Left SE to a Dig (In + 1st down), right Slot to an In. Creates a Shallow Cross/Flood concept. From Pistol/Shotgun 61/60 (SE) Choice Even (Slot) Post: RNS Post Drag | RNS Post Drag The 2 x 2 variation of choice came from the need to keep OLB from cheating outside to protect against the Choice Route. I run it by hotting the Right Slot to an In & Presnap reading the Left SE. 61/60 (SE) Choice (Slot) Post: Quick Slot Out | n/a Choice with a hard called Post for the seam Slot. I run by motioning the Left Slot across to trips & Presnap reading the Left SE. 61/60 :Weak Flood | n/a - ? 700/770 Pop: n/a | WR Screen: blitz control.

Red is used for short yardage, goal line, and for well just to throw off the Defense when you come out in basically 3 looks. New wrinkles boggle most coaches. It is a 5 play series that places focus on running behind the overloaded formation that I use with my 6th best OL subbed in at the TE spot. I sub my Right Slot in at Wing and through sub packages I can have either my Superback or my left Slotback at Upback spot or at Tailback. 32/31 Zone Dive: HB Dive: primary run your stable ISO with a lead blocker you can flip it so that the play attacks the weakside or motion the Upback over to lead the Tailback. 38/37 Stretch: HB Stretch: complimentary run you basic stretch play, you can flip it to the weak side or motion the Upback over to seal to the outside. 18/17 Load: Power Option: complimentary run this play you can use a couple ways you can leave and attack the weakside, which is great when the D is expecting you to hit the strongside. You can also flip it (it flips backwards you have to hit the stick left for it to flip to the right or vice versa.) and the Upback crosses in front of the QB who will mock the mesh, or you can flip and move the FB over for a Load scheme. 24 Cross: HB Off Tackle: complimentary run this is a quick hitter to the Upback it also helps ad to the fake stage of the Power Option which I flip to the strongside. 38 Power O: Power O: complimentary run I love this play down at the goal line the automotion of the FB sets up a nice lead for the Tailback 380 Power O: PA Power O: Primary Pass the only pass in this series I use it when I feel teams are expecting the Power O down at the goal line. That sums up my basic hamfist breakdown for my Shootbone. I will be adding to this initial document with new schemes, added plays ways to integrate it depending on personnel as we move forward in the game. Always keep in mind that this is merely a starting point you can actually even strip this down further to just the Mouse & Static series or just the Tiger & Gonzo. Red works great in just about any offense.

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