Playbooks

Franchise Playsheet

Motion in the Ocean

PlaysheetOffense
3Formations
4Sets
34Plays

Overview

The Motion in the Ocean playbook is a 34 play franchise situational playsheet built around pre-snap movement and quick, defined reads. It is larger than 73% of the game's 42 offensive franchise playsheets, which gives you more answers per situation than most situational sheets. The concept list reads like a motion offense on a budget: Motion, Option Route, Mesh, Drag, Hitch, Corner and Streak, backed by a screen package that includes WR Screen and Bubble Screen looks. Everything here is designed to shift the defense before the snap, reveal the coverage, and get the ball out on time.

Shotgun carries the load with 17 plays (50%) across 2 sets, so half of your calls come from the gun in 11 personnel, where the mesh, drag, option route and screen concepts live. Singleback supplies 11 plays (32%) from a single set, which is your balanced 11 or 12 personnel home for play-action shots like Drive U Corner and for keeping the defense from sitting in nickel all game. Strong I is the smallest slice at 6 plays (18%) in 21 personnel, and it exists to give you a downhill identity with calls like Mtn Counter Solid, where motion sets the run strength before the snap.

Choose the Motion in the Ocean over a heavier gun sheet if you want a real under center complement to your spread passing game without giving up tempo. Across 11, 12 and 21 personnel you can force substitution mismatches, and the built-in motion concepts help you diagnose man versus zone before you commit to a read. It supports a rhythm passing game plan that uses screens and HB Draw as pressure releases and saves Strong I for short yardage and clock control.

Scheme Fit

The Motion in the Ocean wants a quick decision making quarterback with strong short accuracy, slot receivers with high route running and release to win on Mesh, Drag and Option Route concepts, and a back who can catch screens and hit HB Draw lanes. Tight ends who can both block and run a Corner route make the 12 personnel Singleback package dangerous, and a capable lead blocking fullback keeps the small Strong I package honest. Pick it if you like a rhythm passing attack that uses pre-snap motion to read coverage and wants a compact under center run game for short yardage.

Playsheet bonuses

  • IUnlocks the playsheet
  • II+3Pass BlockOL
  • III+3Throw PowerQB+3Releasereceivers
  • IV+5Medium Accuracy, Deep AccuracyQB

Every play in this playsheet (34 plays)

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Strengths

  • Half the sheet (17 plays) sits in Shotgun across 2 sets, so you get enough repetition in 11 personnel to run Mesh, Drag and Option Route concepts with consistent reads while hot routing a single receiver to punish the coverage motion reveals.
  • The dedicated Man Beater and Mesh concepts in Shotgun give you a reliable answer to Cover 1 and Cover 0 pressure, which most compact situational sheets lack when the opponent starts sending the nano blitz.
  • Screen depth (Screen Pass, WR Screen and Bubble Screen) plus HB Draw gives the gun package built-in blitz relief, letting you slow down a user-controlled edge rusher without burning a timeout.
  • Singleback's 11 plays across 1 set let you swing between 11 and 12 personnel from the same look, so a defense that subs into base to stop the run gets punished by play-action Corner and Streak shots like Drive U Corner.
  • Strong I in 21 personnel adds a true downhill run identity with Mtn Counter Solid, and the pre-snap motion lets you flip the run strength and read how the defense adjusts before the snap.

Weaknesses

  • Strong I has only 6 plays in one set, so the 21 personnel package is thin enough that an opponent who sees the fullback walk on can shrink their run fits to a handful of calls and sell out.
  • With just 3 formations and no Pistol, Empty, Trips-heavy or goal line specific formation listed, you have limited ways to change the picture, and a sharp opponent will key on your personnel group to predict run versus pass.
  • Singleback runs out of a single set, so all 11 of those plays share one alignment, which makes play-action easier to diagnose if you lean on it too often.
  • The concept list is built around short and intermediate throws (Hitch, Drag, Mesh, screens), so vertical options are limited to Corner and Streak; defenses that play soft Cover 3 or Cover 4 and rally can force long, patient drives.
  • The run game named on the sheet leans on a small number of calls such as HB Draw and Mtn Counter Solid, so if the opponent stops those early you may become one dimensional in the gun.

Usage Tips

Build your base audible package around the two Shotgun sets: keep a Mesh or Man Beater call, a Drag or Option Route call, a Bubble Screen and HB Draw on the audible wheel for 1st and 10 and all 3rd and short to medium situations.

On 2nd and long or 3rd and 7 plus against pressure, use motion from Shotgun to identify man coverage, then check to the Man Beater or Mesh concept; if the motion man is followed, hot route the slot to a drag or option route.

Call Singleback on early downs after a successful run to set up Drive U Corner and other Corner or Streak shots, especially when the defense subs into base against 12 personnel.

Reserve Strong I for 3rd and 1, 4th and short and four minute drill situations, using Mtn Counter Solid with motion to set the strength and chew clock while the defense is in heavy personnel.

When the opponent starts loading the box or bringing edge pressure against the gun, go to Screen Pass, WR Screen or HB Draw as a change up rather than forcing a deep read.

Formations in this playbook

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