<![CDATA[Winning Flag Football - Coach Art's BlogBook]]>Wed, 01 May 2024 10:18:39 -0700Weebly<![CDATA[Defensing "All Around Passing"]]>Mon, 05 May 2014 05:20:00 GMThttp://winningflagfootball.net/coach-arts-blogbook/defensing-all-around-passingThere is a brand of flag football where passing all around is the norm.  I don’t mean laterals, where a runner is looking to soft pitch the ball to a nearby ally.  No, I mean “all-around-passing.”  The strategy is simple.  Throw a short or medium pass to a receiver.  While the Defense is converging on the ball-carrier, quickly pass the ball across the field to an open teammate, who can streak up the field for a big gain. 

I recently played against a team highly skilled in this brand of football, which hardly resembles football at all, but is more like rugby or even fast-break basketball.  Incredibly the ball-carrier was not standing still looking for a pass-back to a teammate.  Instead, the ball-carrier was running full speed up the field sideways, looking back for a teammate.  I had never seen this strategy executed so brazenly, or so efficiently, as it created three single-play TDs.

Stinging from our defeat (it was ugly), I have devoted some time to devising the proper strategy to defeat this Offense.  If you have to play this kind of Offense, either laterals or brazen all-around-passing, here is how you can limit the big plays and maybe win outright.

FORMATION

We played 7-on-7, which allows the Offense six potential receivers for the “pass-back.”  Our initial thought was to play a simple 2-3-2 Zone, where we would rush two people, drop three people in short zones, and sit two safeties over the top.  Typically rushing two will rattle the QB and force bad passes or even get you some sacks.  But our rush was completely neutralized by the QB’s quick release.  Since all the passes were short, there was no time for the rush to reach the QB.  The Offense did not even put a blocking back in the backfield.  As a result, we were wasting a defender in a futile rush, which only compounded the problem of defensing the “pass-back.”   The better formation is the 2-4-1, where you have two Safeties at 10 yards deep and four defenders in short 5-yard zones to attack the short completion.

RUSH

Therefore, if you play against this Offense, rush only one person.  Know that the rusher will likely NOT reach the QB in time.  The rusher must try to disrupt the timing of the throw or, at the very least, attack the QB’s dominant arm to influence a less accurate throw.  The rusher must also stick with the QB after the ball is thrown to defend against the “pass-back.”

PURSUIT IN “SWIM LANES”

So, after the completion is when the play really starts.  The pass-back is potentially deadly, and the goal becomes being in position to make a play rather than everyone converging on the lone ball-carrier.  To prevent the pass-back from breaking wide open, defenders need to be disciplined in maintaining their zones vertically.  It looks like this:

In this example, the pass is completed to the up receiver on the left.  He immediately looks back for the pass-back.  At this point, the Safeties both sprint up toward the first line of defense and the playside Cornerback (C) breaks down to make the flag pull.  This means the Cornerback has vacated his swim lane.  As a result, the Safety behind the play steps up and fills the swim lane.

If the Cornerback can make the play, that’s great.  But chances are good that the pass-back will occur.  No worries. Once the ball is thrown backward across the field, the Cornerback returns to his swim lane, freeing the Safety to work towards the middle of the field.  The nearest play-side defender attacks the new ball-carrier, with the opposite Safety stepping up to fill the now vacant swim lane.

DEFENSIVE GOAL

Remember, the goal is to be in position to make the play.  In theory, every pass-back is an opportunity for a turnover, an incompletion, or a loss of yardage.  As long as the defense is in position to make the play, they can force the Offense to be perfect in execution.  The pass-back Offense can be defensed.

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<![CDATA[A Return to the Field (Part 2)]]>Mon, 31 Mar 2014 10:00:25 GMThttp://winningflagfootball.net/coach-arts-blogbook/a-return-to-the-field-part-2Game 2 of the grand experiment (playing competitive football after age 40) began with a drizzle.  Rain flirted with us all night, with a fine mist glazing the field turf.  We were down a man from Game 1 due to injury, and his replacement also missed due to injury.  We showed with 8 strong and our opponents (the Brinks trucks) were six strong.  We still had a numbers edge, so we needed to keep it close in the first half and wait for fatigue to give us a competitive advantage in the 2nd half.

The previous week my team had started very slowly on Offense, throwing three INTs and have zero points to show for it.  Defensively this put us in bad field position, resulting in 21 easy points for our opponents.  This week, we needed to manage the Offense more efficiently and keep ourselves out of bad situations.  So I trimmed my game plan from 6 formations to 3, from 24 plays down to 12, and from a key ring of 12 flip cards to two simple wrist bands.  The result was very positive – two strong drives, one ending in a TD, and seven points.  We also forced the opposing team to drive the length of the field twice for their two scores.  At half, we were losing 13-7, which is right where we hoped to be, ready to pounce on a tired opponent.

But that’s not what happened.  Injuries mounted in the first half.  In our first drive, we lost a talented CB to a muscle strain.  Then, late in the first half, we suffered a devastating loss of our premier pass rusher to a leg injury (we later discovered, at the ER, that this was a serious calf muscle tear).  Both players were out the remainder of the game, making the numerical odds even.  With fatigue affecting both teams equally, we lost our competitive advantage in the second half.  And we lost the game by two scores.

With that loss, our season was over.  Typically, leagues are for young people, and this league took on our age demographic as a test, a proof of concept.  We had strong attendance and a lot of participation from the core group.  I am confident that other leagues will follow suit, building player rosters and support city-wide for this extension of our youth.  We have another 35+ league beginning in one month.

I did learn a few things, not only about football, but also about life and even a little about myself.  Here are a few items I thought worth mentioning:

1.       QB Play – We used a dual QB system.  We had one QB with great physical abilities and arm strength, but not a lot of experience.  Our other QB had 8 seasons of experience in other leagues and better accuracy, but less elusiveness and arm strength.  Rather than choose one QB permanently, we purposely planned our game plan around their strengths and had a smooth transition of control around halftime.  So, which QB played better, you ask?

Each QB started one game, with the other playing the 2nd half.  And invariably what happened was this – whoever started the game played poorly.  However, whoever came in 2nd played like a beast. 

At first I was tempted to look at the personalities and the skill sets, and draw conclusions that way.  But I quickly determined that was wrong.  Environmental conditions played a bigger factor.  For example, the defense was fresh for the starting QB, and we were still struggling to establish our Offensive rhythm.  The faster rush made it very hard to get anything going.  By the second half, the defense was more fatigued, meaning more receivers were open and the rush was more predictable and less intense.  Take into account also that the new QB had a completely different style, forcing the defense to adjust its pressure and coverage, which they weren’t able to do quickly, and you can see why the 2nd QB always outperformed the first.  The 2nd guy always had an edge.

2.       Injuries – One thing that caught me completely by surprise was the number of injuries we sustained.  Remember, this was a two-week season!  There’s no way I expected more than one person to go down.  After all, we had 10 people on the roster.  During the season we had five (5) injuries!  What can account for this?

Full disclosure, one of the injuries was me during practice, and ultimately it wasn’t serious enough to keep me off the field, but I was a game time decision for sure.  Of the five injuries, we suffered three leg injuries, one groin pull, and one lower back injury (not during play, kept him from participating at all).  All three game day injuries were suffered on Defense.  The “rusher” position suffered two of those, which should tell you something about how our bodies are responding (poorly)to the strain of going “full-out” every play.

Fundamentally, the injuries were a function of age.  We did not stretch as a team, but left that to each person to attend to himself.  In organized ball, of course, the whole team stretches together.  As younger men, we likely could get away with less stretching.  Therefore, my change in the future will be to have organized stretching as part of the pre-game ritual.  I hope this will limit the number of preventable injuries and support our strategy of avoiding 2nd half fatigue through superior numbers.

3.       Coaching – An odd side effect of purely recreational flag football is that the team typically avoids designating a “coach.”  I cannot explain it, but I suspect it has to do with ego and preserving team harmony.  The Offense had a dedicated play-caller.  The Defense had no dedicated signal-caller.  Was there any appreciable difference?

The short answer is “Yes, I saw a difference.”  The Offense improved performance between Week 1 and Week 2 due to better strategy and some dedicated QB practice.  That would not have been possible without coaching.

Our Defense did not regress due to lack of coaching – it was actually injuries that lowered our effectiveness in Game 2 – but coaching could have kept us closer in a tight 13-7 halftime struggle, limited mental mistakes, and allowed us to change strategies to match our new personnel better.  After all, we were so depleted on Defense, I stepped in to play CB for two drives.  Me.  Yeah, that’s saying something.  (NOTE: Though typically terrible at coverage, I did manage to contribute to one of our only 4-and-out stops with a sweet pass deflection on a Hook.  Hey, I don’t get many – gotta brag a little, right?) 

Now, if you are significantly outclassed by your opponents, no amount of coaching can save you.  Where coaching really becomes valuable is in pre-game preparation and in-game adjustments.  And where you see coaching tip the scales most obviously is in a tight ball-game.  Next time, we’re going to designate a Defensive Coordinator and run the D through him.

Our next adventure starts in one month.  I’ll keep you posted!

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<![CDATA[A Return to the Field (Part 1)]]>Fri, 21 Mar 2014 13:10:55 GMThttp://winningflagfootball.net/coach-arts-blogbook/a-return-to-the-field-part-1It is a cool night, crisp, but wet enough for mosquitoes.  There are hundreds of them, but I don’t care.  I am 40 years old, and I am about to play organized flag football for the first time in… well, let’s just say an unreasonable length of time.

The field at Harrell Stadium is a delight.  The field turf is professional quality, donated from the Mercedes-Benz Superdome.  It was the actual turf that hosted Super Bowl XLVII, when the Baltimore Ravens defeated the San Francisco 49ers.  I am hoping the turf will inspire us to play like professionals.

My 5-on-5 team arrives with 9 players.  We have purposely over-recruited to ensure that we can field fresh players on Offense and Defense.  Despite the short length of the game (20 min halves), most of us are at or over 40 years of age.  Our opponents appear, stretching in the end zone, with only 5 players.  Perhaps we will have a competitive advantage in the 2nd half.

Our opponents, however, are built like Brinks trucks.  I chat them up, shake hands, and begin an easy comparative analysis.  Though they bemoan their age, singing our same song of aches and pain, of rust and the march of time, my eye is trained.  Athletically, we’re going to be in trouble.

The field is marked between the numbers, sixty yards long, and we get the ball first.  And from that moment on, the entire game is a haze of motion, a blur of memory, a frenetic… you get the picture.  I am only aware of snippets as we race towards half time.  We throw a few interceptions.  We give up a few scores on defense.  We mount one decent drive late that stalls.  We are losing badly.

But here is the value of experience.  I am very impressed that, at half time, there is no finger pointing.  There is no dissention.  There is only the focus on continual improvement.  We change QB’s, which was pre-planned.  We adjust our receiver route expectations on Offense.  We refine our Defensive pressure and coverage.  And we stay positive.

Defense starts the 2nd half with a stop.  I am right about the 2nd half competitive advantage.  Our opponents, playing both “O” and “D,” are running out of gas.  Offense gets a TD pass.  Defense gets another stop.  Offense gets another TD pass (this time to me!).  Defense gives up a score but intercepts and returns the PAT for 3 points, putting us closer.  Offense scores another TD pass.  In conserving their strength after half time, they open the door for our Offense to be productive and claw back into the game.

We are inching closer before our opponents wake up and turn on their late surge.  We lose by about 2 touchdowns, but that doesn’t matter.  What could have turned into a rout was actually fun and competitive.

Lessons To Share:

1.       Don’t be a slave to the play book.  Start off with a game plan and use your play book.  But as you notice defensive trends, feel empowered to draw up some plays up verbally in the huddle to attack the weak spots.

2.       Designate one person as “play-caller.”  This worked really well for us (it was me) because we consulted on the sideline as a unit, then I incorporated the changes in the play calling on the field.  As a result, the play calling improved as the game continued.

3.       Stay positive.  Perhaps the most important lesson to share, remember that your opponent is the other team, not your fellow players.  Focus your energy on improvement, not blame, and you will have a better chance of success.

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<![CDATA[Low-Impact Football: A Modest Proposal]]>Tue, 03 Dec 2013 16:15:50 GMThttp://winningflagfootball.net/coach-arts-blogbook/low-impact-football-a-modest-proposalI contend that if flag football more closely resembled tackle in the strategic options available, flag football would become a more familiar, more significant, more substantial (and thus more watchable) product.
I’ve played flag football for years now and am deeply engrossed in the strategy, execution, and drama of a good matchup.  However, as a player on the field or as a coach on the sidelines, I am keenly aware of information that other spectators do not have – play calls, skill sets of players, or even the personalities on the field that can influence my appreciation for and enjoyment (or lack thereof) of the game.  So, here is my controversial statement of the week…

“I think flag football could make an excellent spectator sport, but not in its current form.”

The only time I’ve seen flag football broadcast as a spectator sport was at the NFL Pro Bowl.  I don’t know if they still do this but years ago the NFL would cart out old-time greats and ask them to play exhibition flag football (4-on-4, I think), then chop it up into a 30-minute TV package.  I recall seeing Marcus Allen, Joe Montana, and many other notable personalities play flag football on TV.  It was thrilling, but mainly because of the personalities involved.  I might have been just as interested if these same NFL players were Curling.  Outside of the nostalgia of watching the old guys work their magic again, it was a boring, wide-open game of no defense, everybody get open, and very little strategy.

Without an identifiable strategy, flag football can seem like a predictable Ping-Pong of “which set of athletes can juke and jive better after getting the football.”  Nothing is more snooze-inducing that watching the same bubble screen or 2-yard Drag route to the super-athlete who breaks one open on the “Washington Generals” of football.  And I’m sure we’ve all experienced how pure athleticism can eclipse and dominate even an excellent strategy, which, to me, signals a game out of balance, a game lacking drama, a game fun to play (for the athletes) but dull to watch.

Remember, “real” football means teamwork, strategy, execution, imposing your will on the other team, physical and mental exhaustion, fighting for yards and claiming victory as a team.  Because so many of us are knowledgeable fans of tackle football (thanks TV!), we can recognize what the coach and players are doing (what plays are being called, if the execution and clock management is good or bad, etc.) and compare this to what WE might do.  This psychological interaction with the game is a crucial piece of engaging an audience or being an engaged spectator.  But flag football in its current form is too dissimilar from tackle football to be a satisfying substitute. If tackle football is orange juice, flag football is Tang.  Tackle is sugar, flag is saccharine.  Why?  Because strategies that work in flag typically won’t work in tackle, and vice versa.  

My fundamental assertion: Flag football is so misaligned and tactically incongruent with tackle football that the spectators cannot enjoyably follow the game.  I contend that if flag football more closely resembled tackle in the strategic options available, flag football would become a more familiar, more significant, more substantial (and thus more watchable) product.

But I’m not complaining – I’m offering a solution.

With two basic rule changes, creating dedicated Offensive Lines and allowing low-impact screen blocking for running plays, flag football can become “Low-Impact Football,” something safer than tackle but just as satisfying.  Let’s take each rule change separately:

RULE CHANGE #1 - DEDICATED OFFENSIVE LINEMEN

As leagues get larger (7-on-7 or 8-on-8, for example) you run into the problem of too many moving parts on the field.  Be honest, how many times have you tried to run a real offense and watched it unravel into “just get open” after 10 minutes?  I coached in 6-on-6 leagues, which I felt was just large enough to keep track of all the eligible receivers.  Anything bigger and you ended up focusing on one or two routes, with everyone else being decoys or debris to obscure from where the QB wanted the pass to go. 

In tackle football, you have 11 Offensive players.  Of these you have an even split, five Offensive Linemen and five “skill position” players (WR, RB, TE) plus one Quarterback. The reason 6-on-6 seemed to work was that there were only five (5) eligible receivers, the same as in tackle football.  Anything larger felt less like football and more like Ultimate Frisbee.

My rule change proposes to maintain this 50/50 split between OL and “skill” players in flag football.

For example, 7-on-7 football would now consist of three OLs (ineligible receivers) and three skill players (3 WRs, or 2 WRs and 1 RB, or even 2 RBs and one WR).  Now you’ve got seven (7) defenders to cover three (3) eligible receivers.  The defense has a whole new set of strategic options for covering the pass.  You can play a real zone now and sacrifice pressure on the QB, if you so choose.  You can blitz the QB and send most of your defenders to beat their pass protection.  Either of these is effectively suicide in traditional flag football, where you typically play straight Man Coverage and send as many rushers as the Offense leaves in the backfield.  Strategically, this is very boring, and usually it’s only a matter of time before the Offense finds the one or two weak match-ups that kill the defense.

Of course, Offenses will see how tough it is to complete passes if every receiver is double covered.  In tackle football, you have to run to set up the pass.  But sustainable running in traditional flag football is far too difficult to rely on. How can you accomplish a balanced running game inside the OLs?

RULE CHANGE #2 - "SNAG" BLOCKING FOR RUNNING PLAYS

A solid running game is a big advantage for spectators.  With only passing, the game of flag football is too one-dimensional and cannot support a season’s worth of drama.  A “real” running game provides a new mode of attack, an extra layer of complexity for defenses, a new set of athletic challenges for the players, and a variety of new offensive plays that can be executed for an expanding audience.

The challenge lies in how to model tackle football’s blocking schemes without introducing full-contact blocking.  I’m actively working on drafts of this particular rule change, trying to make it reasonable and enforceable.

The basic rules of "SNAG" blocking:

  1. Offensive Lineman can act as a blocker in an attempt to screen a defender from a ball-carrier.
  2. On pass plays, Offensive Linemen cannot cross the line of scrimmage until after the ball is passed forward.  Note: for Screen plays, the forward pass would be executed behind the line of scrimmage and behind the blockers
  3. Once on the move, blockers must keep their hands and arms either at their side or behind their back.  Any use of the hands in the process of blocking is considered “initiating contact” and will be penalized.
  4. Offensive linemen are not eligible receivers and, as such, do not wear flag belts.  
  5. Offensive Linemen can pull any defender's flags to "SNAG" the block. As a result, both the blocker and defender are out of the play for the duration of the down, and must stand still in the spot of the "SNAG." Any attempt by either player to influence the outcome of the play after the "SNAG" is a penalty.

The consequences of contact between players are as follows:

  • Anyone who initiates contact is penalized.  “Initiate” means using shoulder or elbow as weapon, accelerating through a blocker or defender, using leg whips, kneeing a runner, or any use of the hands against another player
  • Flagrant or intentional fouls are first-time ejection offenses and are not tolerated.  Flagrant fouls in the final drive of a game can garner additional loss of playing time in subsequent games.
  • “Incidental contact” is the anticipated bumping that typically occurs between defenders and receivers or blockers and rushers.  Provided neither player “initiates” the contact, the contact is minor in nature, and the contact does not directly alter the result of the play, the referee is encouraged to allow incidental contact.

By adopting these rules, offensive line becomes a position of great power.  The offensive lineman is an obstacle to be circumnavigated, not overpowered.  Now a Guard can pull across the formation, accelerate downfield, and pull the flags of a Safety, thus "blocking" him from his ball-carrier.  Now, if a defense chooses to drop seven players into coverage to defend the pass, a smart team can run the ball up the middle with three linemen and a half back and get five yards or more.  In this way the game provides enough strategy to achieve balance, the same way it is in tackle football.  Yes, you can blitz all your players in either flag or tackle, but you’ll pay a price.
Be honest, how many times have you tried to run a real offense and watched it unravel into “just get open” after 10 minutes?
The point of all of this is to create a sport that closely resembles tackle football so that we can get kids away from Pop Warner and Pee-Wee leagues where full contact is an expectation.  The brain injuries and long term damage that can be caused by full-contact tackle football are unacceptable risks to the health of our children. With a few rule tweaks, you can have something enjoyable: Low-Impact Football, a game that carries on the essential cultural importance that Americans identify with tackle football, a game that millions can recognize and appreciate as an evolution of football over the past 100 years, a game that prevents unnecessary head trauma by removing full-contact blocking and tackling.

Let us know what you think! Comment on this post or join the conversation on Facebook at Winning Flag Football's page.
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<![CDATA[Replacing Pre-Teen Tackle Football with Flag Football]]>Sat, 23 Nov 2013 19:22:42 GMThttp://winningflagfootball.net/coach-arts-blogbook/replacing-pre-teen-tackle-football-with-flag-footballAs the world of tackle football deals with the crisis of conscience that is the long-term debilitating effects of concussions, two competing views have emerged.  1) Tackle football can protect players better through rule changes and equipment improvements or 2) tackle football is inherently risky, and there is no way to effectively remove that risk.

I’d like to explore (for as long as you’ll allow me) the possible efficacy of flag football as a suitable alternative for early football skill development.  I recently discovered that Archie Manning, former Ole Miss and New Orleans Saints Quarterback, prohibited his three sons from playing tackle football as pre-teens (they began playing in 7th grade, I believe).  Two of them are now NFL QB’s with Super Bowl rings.  Pedigree aside, it suggests that playing football at a very young age is not a necessary training ground or a predictor of future ability.

What is the advantage of having pre-teens play tackle football?  I suggest there is not enough benefit to offset the significant level of risk of injury.  Below are my top 5 distinct advantages for schools and playgrounds to consider:
  1. It’s Still Football:  Flag football embodies many of the most compelling aspects of tackle football – passing acumen, wide open play-calling, electric runs from elusive speedsters.  Players still learn valuable football skills for later careers, should they choose to play in high school and beyond, without the risk of significant head injury.
  2. Builds Character:  Players gain the values of teamwork, sacrifice, endurance, and the importance of practice without the risk of significant head injury.
  3. Less Liability:  Flag football has significantly less contact that tackle football, resulting in fewer injuries, especially head injuries.
  4. Lower Cost:  The investment of equipment and (I can only assume) insurance on the program is far lower.  More schools or playgrounds can participate since the up-front cost is lower, while also avoiding the risk of significant head injury.
  5. More meaningful participation:  With smaller team sizes (5-man, 6-man, 7-man teams are smaller than 11-on-11 tackle), coaches can better instruct the players.  Like basketball, players have more opportunity to impact the flow of the game.  Also, smaller team sizes lead to the formation of more teams to service the total population, resulting in more opportunity for participation in local or regional play.

In my opinion, JV high school football should be the first introduction to tackle football in a boy’s life.  But what limits flag football as a viable alternative is that it’s not a great spectator experience.  If flag football were more fun to watch, flag football would give pre-teen tackle a run for its money.

It would be simple to make flag football “watchable” – just put the same investment into the playing fields, referees, uniforms, concessions, equipment, and emotional capital that we already sink into middle school and playground tackle.  Keep stats.  Tape the games and break down game film.  Most importantly, tell the players that flag football the way we learn how to play tackle football.  This way we can make it safer to enjoy the game we all love.
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<![CDATA[Defense in 5-Man Flag]]>Sat, 25 May 2013 14:11:26 GMThttp://winningflagfootball.net/coach-arts-blogbook/defense-in-5-man-flag"Your best player needs to rush in order to disrupt the QB’s timing, make him move from his starting point, and force the play in one direction."
Many 5-Man leagues make it tough to get creative on defense.  Usually your 5-Man team is safest when playing Man coverage.  All receivers are accounted for and you have one person running free at the QB.  It looks like this:
For these “empty” sets (where all receivers are on the line of scrimmage), your best bet is to rush your very best athlete.  Your best player needs to rush in order to disrupt the QB’s timing, make him move from his starting point, and force the play in one direction. 

An outstanding rusher can single-handedly remove as much as ½ of the QB’s field vision just by make him run towards the sideline.  This is called “flushing the Quarterback,” and the best direction to “flush” the QB is away from his dominant hand.  Make a right-handed QB run to his left and squeeze him between a relentless DL and the sideline.  Any throw should be less accurate and less powerful, making it harder for the Offense to succeed.

In 5-Man flag football, any defense other than head-up Man Coverage opens you up to risk. The right zone can surprise your opposing QB and open the door for a defensive big play. The benefit is, if you guess right, you can counter their best plays or players. The problem is, if you guess wrong or telegraph your intentions, you can give up easy yards.

Zone in 5-Man flag is, to me, too big of a risk unless the opposing offense runs all its plays through one receiver. And you get this from time to time - one athlete who dominates and controls the whole game. In that case it may be worth the risk to try to neutralize their star with a zone.

Take the following play - Double Zone:
Here the rusher forces the play towards the sideline and into the over and under zone.  This is effective in disrupting the timing on deep routes either down the sideline or to the Post.  Notice you are abandoning the right side of the field, so there is a risk of an athletic QB escaping the rush, rolling right, and running or passing for big yards.

In versions of flag football where there are more defenders - 7-man and 8-man for sure fit this mode - you have enough bodies to cover a significant area in the secondary without abandoning pressure. But in 5-Man, it's almost impossible to cover the whole field with 4 players AND get pressure with the only rusher.
 
Also, in 6-man, 7-man, or 8-man flag, you can use zone to delay or slow down the Offense's momentum. But in 5-man, you just don't have enough defenders in coverage. Too often zone defenses in 5-man expose large chunks of open field for quick receivers to exploit. Zone allows Offenses to bunch receivers and create mismatches purely from formation.
 
Therefore, if you plan to use Zone in 5-Man Flag Football, I recommend it be
used as a surprise - a special defense designed to take away a specific player or a specific area of the field. 

Remember, Zone is a risk, but it is sometimes worth the risk.  If you put your best rusher at DL, you'll give yourself the best shot at success every time.
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<![CDATA[Winning Defense: The Appearance of Complexity]]>Thu, 21 Mar 2013 02:57:53 GMThttp://winningflagfootball.net/coach-arts-blogbook/winning-defense-the-appearance-of-complexityPicture
In flag football, there is usually little argument over the style of defense you will play. 

If your roster features lightning-fast athletes with good instincts for the ball, you will play a traditional Man coverage and blitz the remaining defenders assigned to the backfield blockers.  This can get great pressure on the Quarterback, cut off outside running lanes, or force the Quarterback to roll away from his dominant arm to create a bad pass.  All the while your coverage is insuring that every potential receiver is matched one-for-one with a defender.

If your roster is less athletic than your opponent’s Offense, you’ll likely resort to traditional Zone coverage, with an eye on covering large areas of the field and being in position to make smart decisions and sound, fundamental flag-pulls.  The focus of the Zone defense is to delay or slow down the Offense, take advantage of a Quarterback’s mistakes, and force perfect execution from the receiver and the passer to make the play succeed.  Zone can rattle less-talented or less-savvy Quarterbacks, especially ones with big arm strength but poor accuracy.

Defense is about executing the strategy with reaction and instinct.  Thinking about where you are supposed to be, who you’re supposed to cover, what your “assignment” is on this play, that is where the coverage breaks down, the flag pull is missed, etc.  So above all else, make your defense simple.

But your defense should not APPEAR to be so simple to your opposing Offense.  That is the big secret.  How do you infuse the appearance of complexity into a system that is very straight-forward?

Here are a few tips on how to achieve the appearance of complexity.  Before we list them, remember this one basic rule: “If my players are confused, make it simpler.  If my players are STILL confused, make it even simpler.”  Confusion is the first sign of failure.

1. Pre-snap motion – Examples include linemen switching positions pre-snap, Cornerbacks bailing or running up to the line pre-snap, shifts in the secondary.  Pre-snap motion can confuse less experienced QBs and help put defenders closer to the point of attack.

2. Live audibles – Defenses can change alignment, pressure, or coverage combinations with simple verbal cues from the Middle Linebacker.  Use colors, numbers, or terms like “Omaha” or “zebra” to covertly communicate the change to your defenders.

3. Fake audibles – Better still, use lots of terms, letters, numbers, other colors that have no meaning (“48 Green!  Strong Go!  Razor-Razor!”) to make the Offense think you’re making major changes at the line.  I would often designate one “hot” color to indicate a simple change, like Man to Blitz or Man to Zone, and tell the Middle Linebacker to improvise the rest to confuse their QB.  Be sure your defenders know to ignore this chatter to minimize confusion.

4. Non-standard formations – Try different depths for the outside cornerbacks.  Play with the starting position of your rushers, pinching them in or flexing them wider to the sidelines.  Running your base package out of unique-looking formations can help disguise your base package for when you need it in the clutch.

5. Surprise assignments – Blitz from unexpected places, like the cornerback or safety positions.  Drop your rushers into coverage.  These tactics can often disrupt a QB’s decision making long enough to affect the play.

6. Monster Back / Lone Wolf – On occasion, allow your best defender to roam free anywhere they like.  Give them the freedom to diagnose the play, blitz, drop in coverage, delay rush, or shift their location within the formation.  By using it sparingly, the Monster Back technique will appear carefully scripted to the opposing QB, and that will make it harder for the QB to diagnose your base defense during the game.

Good luck!

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<![CDATA["In The Huddle": Option Running vs. Passing]]>Sat, 10 Nov 2012 17:43:29 GMThttp://winningflagfootball.net/coach-arts-blogbook/in-the-huddle-option-running-vs-passingPicture
Coach, I am a coach of a girl’s flag football team. Our school district picked it up as a varsity sport and is 7 on 7.  Do you have a podcast or advice for me on a running game? I don't have a QB that I am confident with over 5-10 yard passes and those passes are not that strong, with only average accuracy. I don't really have great receivers. What I do have is some soccer and track girls with speed. I want to put a running game together and run 80% of the time. Can you help me?


Great questions.  I coached a girls’ flag football team for three years. We often dealt with significant challenges at QB.

First, you’re right that an Option attack is a great alternative to a passing attack when the accuracy or arm strength of your QB is lacking.  The problem with abandoning the pass, though, is that the defense cheats up closer to the line of scrimmage and plays laterally, rather than vertically.  So what you end up with is Cornerbacks on the line and Safeties only 5 yards deep, making it very hard to turn the corner. 

So, you cannot fully abandon the pass.  Even if you can only throw 10 yards downfield, at least the Cornerbacks will have to honor that possibility, which will prevent them from cheating up to the line and committing only to run support.

Option running is all about adjustments at the line to find weaknesses in the defense.  Simply put, the kids on the field need to react to what they see.  As such, you need to give your QB enough authority to change the play call to match the opportunity presented by the defense.  This means not only calling “Power Option” and coaching the QB to read the DL and keep or pitch accordingly.  What it REALLY means is giving your QB the chance to audible out of pass and into run, or vice versa, based on the alignment and pre-snap read of the defense. 

My first girls’ team won their league championship largely on the play of several Offensive superstars and a very aggressive defense.  My final three years were disappointing for a number of reasons, but most detrimental was our lack of a traditional drop-back passing QB.  As a play caller, not giving up some control was perhaps my biggest missed opportunity. 

There are three things you’ll need to do:

1. Design a small playbook (6-9 plays) in few formations (1-2 max) that allows you a wide possibility in run and pass.

2. Game plan these plays against anticipated defensive alignments so you can identify the “keys”

3. Teach your players how to spot weakness and how to change offensive calls at the line to exploit weakness.  Literally, you’re giving the “keys” to the Offense and telling them to drive.

PODCASTS THAT MAY HELP
Option Attack: Part 1
http://www.youtube.com/watch?v=VaN8NWCoOoA

Option Attack: Part 2
http://www.youtube.com/watch?v=wv5kNKbDX70

Also, check out this video I built on The Pick Play, which might help you get people open on short passing and make it an easier throw on the QB:
http://www.youtube.com/watch?v=vlmmpF-MoWQ

Good luck, and keep us posted on your progress on our Facebook page or in the comments box below.
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<![CDATA[What's an "Oscity Sheet"?]]>Thu, 25 Oct 2012 04:12:21 GMThttp://winningflagfootball.net/coach-arts-blogbook/whats-an-oscity-sheetSo, I'm only slightly embarrassed by this, but I'll share it anyway. The past three weeks I have not been posting because I've been developing a new "oscity sheet" for my recreational time.

What's an "oscity sheet" you ask?  Well, if you explore the English language you'll find a number of words that end in "-ivity" "-oscity" and "-aceous" are just plain fun to say, especially when you stress the final syllables in a Southern style voice.  Give this a shot: "Con-nect-ivity" Think Burl Ives in Cat on a Hot Tin Roof..."Men-dacity."  After some time, my friends and I started to add these fun suffixes to the ends of normal words to make strange and exotic new words.  "Intellect-ivity" (n.) for "empirical intelligence" or "Subway-ceous" (adj.) for "Of, like, or pertaining to a Subway sandwich."

Initially, "-oscity" represented anything that was so awesome it could not be expressed succinctly.  For years now we've been obsessed with football coaching sims. As a result, "Oscity" now means "The act of coaching football in an electronic medium, either via PC or game console."

Which brings us to the sheet.  I play NCAA Football 13 on the XBox 360, and love it, and want to coach with my friends, but it's tough to do with one controller.  I wanted to develop a job aid play-calling sheet that could make the game enjoyable for two players, one to call the plays from the card, and one to work the controller.  So I designed an 11"x17" layout, full-color, 2-sided, laminated job aid for calling Offensive plays.  It is so awesome, my friend now refuses to touch the controller, preferring to call the plays from the sheet.
Here's what it looks like:
But Defense always eluded me.  How can you make a Defensive play-calling sheet that actually adds value to the game-play experience?  Here's what I came up with:
As you can see, the look and feel is different.  I discovered I could not model the decision-making process, as I initially wanted to.  It's more important to provide all the play options on the sheet than it is to ask the sheet to make the choice for you. For those who get stuck in the moment, however, there is a cheat sheet of sorts that suggests formations based on the number of wide receivers the Offense is using.

The real trick is making it simple to select from a wide range of options and to facilitate the best possible decision in a little over 10 seconds.  Defensive play calling on the game console has a 10-second window for you to call plays.

That's why the color coding is so deliberate.  The play groupings are provided by the video game, and the colors on the sheet do a solid job of visually differentiating among types of plays.  That way the choice you are making can begin with play type first (red for Man Blitz, for example) with formation as your second decision.

However, all the player positions within the formations are visible, so you can tell where your FS or SS will be on the play.  In that way some coaches may prefer (as I do) to choose formation first and then scan the rows for the correct color that shows your preferred play type.  For example, I know I want to stay in Dime-Normal to counter his 4 WR set, so I'll choose among the Cover 2 defenses in that formation for my 2nd and 15 play.  Pick a yellow play.

Here's how I built it:

I had to assemble the game plan in the XBox, design and lay out the job aid, type in all the play names, color code the plays, the reorganize the plays on the sheet to align in more functional blocks of color, then finally rearrange the plays in the custom playbook on the game console to match the sheet.

All told, I took easily 16-20 hours of development to create this.  Waste of time?  Perhaps, yes. I'll concede as much.  But what captured my imagination was how to solve the problem - making better calls on defense.  I like my solution.

NOTE: First game I used the new defensive "oscity" sheet, I held my opponent to 3 points.

If you want to use these "oscity" sheets yourself for NCAA Football 13, I'm happy to help you crush your opponents with your new found "oscity"!  Visit the "In The Huddle" tab of the website (www.WinningFlagFootball.net) and send me an e-mail requesting the oscity sheet of your choice.  I'll send you a PDF you can have printed and laminated for less than $9.00.

There's nothing quite as fun (football geek fun, let me clarify) as actually calling plays from a color-coded menu!  And NCAA Football 13 has a Coach Mode that removes the ability to control the players, perfect for those who crave ultimate verisimilitude in the challenges of coaching and play calling.  Enjoy!
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<![CDATA[Essential Routes: Comeback]]>Sat, 22 Sep 2012 13:35:20 GMThttp://winningflagfootball.net/coach-arts-blogbook/essential-routes-comeback
Description – A 12-yard sideline route.

Technique – Sprint hard past 10 yards to sell deep Fly route. Gain depth to 14 yards. Break down by planting on inside foot. Spin 120 degrees towards the sideline. Ball is in the air as receiver works back to the sideline to a depth of 12 yards.

Coaching Tips – Keep defenders in front of you when running downfield. Running past the defender puts them between you and the QB, which increases the difficulty of the throw.

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