We run no play. Sometimes it works out. Sometimes it's a waste of time outs. This next team we face is big and fast. I'd like to slow them down considerably. No play is a great way to do that... but I don't think we can rely on it. I'm thinking about adding in a play after... we're a small little team. This next team is a big team. We run jet motion. I'm thinking about letting our jet motion carry to the outside. Then we maybe throw a pass to him... or we use the extra blocker to call a pitch to our FB... who is more of a speedy guy anyway.
Our no run play is a tag with cues.
So play could "red light, charger".
This tells us we are running hard count and if they don't jump qb calls "green ,green, go!" And running power to the right".
our qb can also call "red, red" if he sees a walk up blitz. Our base cadence are "go, color number x2, go" if he sees double A gap blitz coming mid cadence he will call "red red" and go with our dummy calls. We only did this once so far and it worked Wonderfully.
Maybe something like this will help
I can explain it to you, I can't understand if for you.
We run no play. Sometimes it works out. Sometimes it's a waste of time outs.
A waste of time outs? I'd never run a no-play without a default play attached. Otherwise, it's a waste of time outs. We've usually tagged it with Power or Wedge. By the way, no-plays have worked much better for us on 2nd/3rd and more than 5, than on 3rd and less than 5.
--Dave
"The Greater the Teacher, the More Powerful the Player."
The Mission Statement: "I want to show any young man that he is far tougher than he thinks, that he can accomplish more than what he dreamed and that his work ethic will take him wherever he wants to go."
#BattleReady newhope
Hmmm
So red light green light... I love it.
Correct
I can explain it to you, I can't understand if for you.
I can tell this worked... You call a color every time? And you let them do it whenever or only when you call no play?
We installed "no play" tonight. We are 100% "check with me" and call all plays from the sideline. "Halfback Pass" means "no play" because a) we do not have a halfback pass and b) if we did, we would never call it that. If no one jumps, we call something else.
When in doot . . . glass and oot.
We run no play out of twins. Our wing opposite of twins goes in jet pre-snap. If they don’t jump we send him back in jet motion across the formation again and run a simple dive underneath the motion. We like to run no play 2-3 times early until teams think they got it figured out. They stop jumping offsides and their backers stop adjusting to the jet motion by our wing. Then, instead of no play we run a tunnel screen to our Z. This time when our wing goes in jet motion, the wing and X cross block (wing takes #1 defender from sideline, X blocks #2). We snap the ball as our wing gets just outside the tackle box and make a quick pass to our Z. This has worked really well for us off of no play. It never fails after running no play 2-3 times the defense stops honoring the jet motion and they just expect that since they didn’t jump that we will bring our wing back across the formation again. It’s an easy way to lull a defense to sleep once they think they have our no play figured out.
You know what... I could probably easily call no play... and then if nobody jumps, just call our the play number. 41 has enough meaning to them that they could just hear that. QB could just repeat it... I liked the red/green thing though. I think that's a smarter way to do it... but probably not at the 8/9 year old level. They definitely won't pick up on what we're calling since we always call a number in, and the number on the wrist coach is different.
We go on the clap so we signal our play with the final signal being "counterfeit". If they don't jump on the clap we signal a new play. We got a team to jump 6 times last week.
I can tell this worked... You call a color every time? And you let them do it whenever or only when you call no play?
It's part of the play call. If the QB sees heavy blitz during cadence he can call "red red". We only do that 12 and up tho.
I can explain it to you, I can't understand if for you.
You know what... I could probably easily call no play... and then if nobody jumps, just call our the play number. 41 has enough meaning to them that they could just hear that. QB could just repeat it... I liked the red/green thing though. I think that's a smarter way to do it... but probably not at the 8/9 year old level. They definitely won't pick up on what we're calling since we always call a number in, and the number on the wrist coach is different.
We use "red light" with 7-9. Probably called 4-6x a game. From self scouting the OC uses it once we cross the opponents 40yd line. Just his tendency. Me personally ide be more likely to use it on 2nd down with 5+ yes to go, if we are playing a good team.
We manipulate our snap a lot we go on first sound, first or second color, first or second number. We never want the defense to be comfortable firing off the ball.
I can explain it to you, I can't understand if for you.
I created my GO/GOGO series for a couple of reasons.
About 7 years ago, I had a 2 back Sim Jim (2 back position using Dave Cisar's numbering system) who wouldn't block and couldn't run very well but he was all I had left for the position. I decided I would motion him out of the backfield and maybe he would at least distract a defender while the rest of the team ran the play.
About the same time, I was moving up to coach older kids and starting to have trouble with aggressive defenses jumping my snap count since we were still using the Dave Cisar approach of not changing our snap count. We had No Play, but were wasting a lot of timeouts when the other team didn't jump. I decided to change my count from always snapping on Go to a 2 count and snapping on the second Go. I had the same frustrations as most coaches do trying to change the count. A little Joey would jump on the first Go. I gave up on the 2 count ideal a time or two.
Then I decided to combine the series of motioning my worthless 2 back motion out of the backfield which I started calling GO motion with GOGO which was what we called our 2 count now. So GOGO rhymes with YOYO and my 2 back would stop his outside motion on the first Go and like a yoyo come back towards the QB and the ball would be snapped on the second GO. Since I was already teaching a Half Spin action to my other backs, having the QB Half Spin mesh with the 2 back was no big deal.
To train my little Joeys to wait on the second Go before moving, I created wrist coaches with our warm up exercises on them and started calling warm up exercises by number from the wrist coaches on the first day of practice. Some of the exercises were 2 count GOGO plays which I color coded red on the wrist coaches. If I call a GOGO warm up play, and little Joey jumps early, warm ups is a good time to have everyone doing pushups for jumping offsides. By the time we got to installing the GOGO series, we had very little trouble with jumping early.
Then I started adding a STAY tag to GOGO plays which tells the 2 back to stay home and not go in motion. So GOGO 18 Power STAY is simply 18 Power on a 2 count snap. We can now easily change the count on any of our base power series plays.
This not only completely eliminated aggressive defenses getting the jump on us, but GO and GOGO is a great series that the players love and it made Slim Jim a valuable player.
Can no longer...resist...urge...
Spelled that way, the best compliment to "no play" is having the defense come offside.