Playbooks

Franchise Playsheet

Air Raid Gun

PlaysheetOffense
1Formation
3Sets
30Plays

Overview

Air Raid Gun is a single formation playsheet in the truest sense: all 30 plays live in Shotgun, spread across 3 sets, with nothing under center and no heavy personnel anywhere on the call sheet. It is a situational franchise playbook built to do one thing extremely well, which is operate out of 11 and 20 personnel in a spread alignment and let route distribution beat coverage. Mesh and Whip concepts give you the man beaters, hook based combos like 518 Hook give you the zone answers, and the run game is folded in behind the same looks through Off Tackle, Counter, Power Run and Draw calls so the box never gets an easy pre snap read off your personnel.

Because every snap comes from Shotgun, the operational speed is the real selling point. You never burn time flipping between under center and gun audible groups, your quarterback is always in a passing posture, and your reads and progressions stay consistent from the first drive to the fourth quarter. The three sets inside Shotgun give you enough alignment variety to move a slot, motion a back out wide, or condense and threaten Mesh over the middle without leaving the formation family. Adding Screen Pass and Hb Screen answers plus Play Action off the run shells means the same base look can punish an aggressive user blitzer as easily as a soft zone drop.

Choosing Air Raid Gun over a balanced franchise book is a deliberate trade. You give up heavy run formations and any true short yardage identity in exchange for a playsheet where every call is pass ready, every formation sub carries across the entire book, and a single set of pre snap adjustments applies to 30 plays. Franchise players who want to install one spread system, master a handful of route combos deeply, and lean on Draw and Counter to keep honest defenses honest will get more out of this than any multi formation sheet.

Scheme Fit

This playbook wants an accurate quarterback who is comfortable working a full field progression from Shotgun, ideally with enough mobility to escape edge pressure since the sheet carries no heavy protection personnel. You need at least three reliable route runners with good short and medium route running plus release, and a receiving back with strong catching and carrying to make the Hb Screen, Draw and Counter calls worth defending. Pick Air Raid Gun if you are a pass first franchise player who wants to install one spread system, live in 11 and 20 personnel, and master a small set of route combos rather than manage a multi formation call sheet.

Playsheet bonuses

  • IUnlocks the playsheet
  • II+3Pass Block, Pass Block Power, Pass Block Finesseall OL
  • III+3Short Route Running, Catch in TrafficWR & TE
  • IV+5Medium Route RunningWR/TE+5Medium AccuracyQB

Every play in this playsheet (30 plays)

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Strengths

  • Total Shotgun concentration means one audible package covers all 30 plays, so you can flip between Mesh, Whip and 518 Hook without ever giving away run or pass with a formation change
  • Mesh and Whip give you layered man beaters from the same alignment, and against zone the same personnel can check into hook based spacing concepts like 518 Hook with hot routes instead of a new call
  • Mixing 11 and 20 personnel inside one formation family lets you use formation subs to put a receiving back in the backfield and threaten Hb Screen, Draw and Counter out of a look that reads as empty style spread
  • Play Action off the Off Tackle and Power Run shells punishes defenses that start crashing the box, and because it comes from Shotgun the quarterback is already set up to climb the pocket or reset outside pressure
  • Screen Pass and Hb Screen calls from the same three sets are built in blitz insurance, which lets you attack a user controlled defender who overcommits to the mesh window

Weaknesses

  • Zero under center plays across the entire 30 play sheet means no true short yardage or goal line identity, so third and one and fourth and one become passing decisions by default
  • With 100 percent of calls in Shotgun, a competent opponent can set one base defensive shell and never adjust to a personnel or formation tell, which removes the pre snap guessing you would get from a multi formation book
  • The run game is limited to Off Tackle, Counter, Power Run and Draw out of spread spacing, so clock killing drives against a stacked box are a real problem in the fourth quarter
  • Only 3 sets gives limited alignment disguise, and once an opponent learns which set your Mesh and Whip calls come from, they can pattern match the concept before the snap
  • No heavy personnel or extra blockers on the sheet leaves the quarterback exposed to edge pressure and nano style blitzes unless you manually hot route protection or check to a screen

Usage Tips

Build your audible package entirely inside the three Shotgun sets, with a Mesh call, a hook concept like 518 Hook, and an Hb Screen mapped to the same set so you can answer man, zone and blitz without leaving the formation

Reach for Mesh and Whip on third and four to third and eight, where the crossing and pivot routes beat both man coverage and pattern matched underneath zones

Call Draw and Counter on second and long out of your 20 personnel set, because the defense will be reading spread spacing and light box numbers rather than gap scheme run

Use Play Action only after you have established Off Tackle or Power Run in the same series, since the sheet has no under center action to sell the fake for you

Save Screen Pass and Hb Screen for downs where you expect an aggressive user controlled defender to vacate the middle, typically third and six or later after you have hit Mesh once

Formations in this playbook

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