5/12/12

Building Your QB’s Confidence Early in the Game

Getting your quarterback into the flow of the game can sometimes be a challenging task.  During my playing career I was fortunate to have an offensive coordinator who understood the concept of allowing a qb to build his confidence and get into a rhythm during the first few possessions of a game.  As a play caller, it is our responsibility to limit negative effects that can be brought on by initial excitement, nervousness, and the mental strain of defensive recognition that often takes place for a qb early in a game.  I recently read some notes from one of Coach Tony Franklin’s clinics and one of the points he made was to abstain from calling a 90’s (3 step drop) type play until at least 15 to 20 plays deep into the game.  This means that the majority of your plays calls early on should be a combination of runs, screens, and quick game.  The benefits of this strategy; offensive rhythm, qb confidence, and forcing the defense to react to completions and cover from sideline to sideline.  As your quarterback makes these easy completions, his confidence grows and the game slows down for him mentally.  I know as a player, regardless of whether we scored early or not, it was always nice to be on the sideline thinking “ok, I’m settled in, I’ve completed 7 or 8 passes already, now let’s take some shots at these guys”.  This strategy also provides the qb time to gain understanding of the opponent’s defense without having to make more complex down field decisions.  He has time to recognize fronts, defensive back alignment, key players, and available grass for him to utilize later in the game.  Below are some concepts that incorporate this strategy for building your quarterbacks confidence early in a game.

 Fast Screens ,Bubbles, and RB Swing Screens – I love fast screens, bubbles to the WR’s and swings to the RB’s early in a game because not only does it build your qb’s confidence but it also builds the confidence of the receivers and backs.  Getting several of your key players catches early on gets them into the flow of the game. Your qb is getting completions and for the most part staying protected from those blitzing linebackers that are looking to rip somebodies head off during the first series or two of the game.  Establishing these screens force the defense to defend horizontally and will eventually cause those float defenders to widen and defend further and further away from the box, creating a more favorable match up for your run game.

Quick Game – Quick game is always a safe and effective way to get your players into the flow of a game.  Early in the game, my thinking is to run the quick game concepts that I feel my team is best at.  Personally, my favorites are; stick, hitch game, slant-bubble, and snag.  But like I said, it has to be the concepts that the players run best and you feel most comfortable with calling.  The plays I mentioned provide your qb with simple read progressions that allow him to get the ball out quickly.  The qb will be reading one single defender (flat defender), which keeps him from having to make more complex reads early in the game.  These quick game concepts also become very effective when you are able to establish the bubble screen.  With all of the plays I listed, the wider the flat defender, the better the window is to complete routes such as stick, slant, hitches, and the snag route.  My thinking early in a game is to stretch the defense horizontally as much as possible.  When running slant bubble, I’m thinking throw the bubble until the defense adjusts to stop it.  When running snag, it’s the swing route all the way until the defense chooses to respect it.  By making the defense to widen, and defend closer to the line of scrimmage, throwing lanes open and down field opportunities begin to present themselves. 

** updated - It is also beneficial to take a couple "homerun" shots. Find the best matchup and take a shot on an outside go route. Simple read for qb, safe throw, and chance for a big play. Of my first 15 plays, at least 2 will be "homerun" shots. What I like for some early game homerun calls ; 97 (All Verticals), any Play Action with hi-lo progression, Screen&Go, and trick plays (come up with something creative and use it early in the game), Slant-Wheel,  and 95 X-Post (tell QB to see X). 

I also like slow screens to the backs, jailbreaks, and inside shovel.  All of these plays help control early aggressiveness from the defense and slow down the pass rush.  As far as running game goes, I believe you have to do what your best at.  If you’re a zone read team, then you know you must establish the inside zone early.  Personally, I like stretch, draw, and speed option.   Recently I have become very interested in the stick/draw concept, where the qb is reading the mike linebacker.  If the mike drops on the stick, qb hands the ball off on the draw, if the mike jumps on the run, throw the stick.  It’s a safe concept with a simple read.  If the qb doesn’t get a clear look at the mike, he should always hand off the draw. 

I’m not completely against throwing a couple 90’s calls in there during your first couple possessions.  But if I make a 90s call early, I’m most likely going to tell my quarterback to see one of the backs.  For example, on mesh, I would tell him to read straight from the corner to the back.  If he has the corner route based on pre-snap, then he has full discretion to throw it but if the read is cloudy, throw the swing and force the defense to react.  I also really like tagging angle routes to the backs early. Some of my favorite plays to tag angles on are vertical game and shallows. 

To summarize my pass game strategy early in a game, it would be this – establish the bubble and swing screens, get the qb comfortable making simple reads and allow him to get a feel for the defense, run the quick game concepts you feel you have perfected in practice, and get your best play makers involved early.  My best play maker is going to touch the ball 5 to 10 times on my first 15 to 20 plays.  Force the defense to defend sideline to sideline, force the defense to react to completions and tempo, and force the defense to defend my best athlete. 




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