Playbooks

Franchise Playsheet

Slants-R-Us

PlaysheetOffense
5Formations
12Sets
39Plays

Overview

Slants-R-Us is a 39 play situational playsheet spread across 5 formations and 12 sets, which makes it bigger than 80% of the 42 offensive franchise playsheets in the game. The weighting tells you exactly what it wants to be: Shotgun carries 51% of the calls (20 plays across 6 sets) while I Form adds another 23% (9 plays across 3 sets). That split is the whole identity. You get a modern Shotgun spread core built on Screen Pass, Bubble Screen, Crosser and Motion concepts, then you flip to 21 and 22 personnel under center for Duo, Power Run, Dive and Iso when the clock and the scoreboard say run it.

The supporting formations are where this book separates itself from the generic Shotgun heavy playsheet. Pistol gives you 4 plays out of a single set, Near gives you 3, and Singleback gives you 3. Near is the standout: it appears in only 9 of the game's 236 playbooks, so most opponents have never defended its blocking angles or its motion looks and will not have a pre snap read ready. Sample calls like Close HB Lead, 0 1 Trap, HB Slam and HB Zone Wk show a run menu that attacks between the tackles with trap and lead blocking rather than leaning entirely on outside zone, and Sweep and Jet Sweep concepts give you the perimeter answer when a defense crashes the interior.

Choosing Slants-R-Us over a pure Shotgun book gets you a real two phase game plan: six Shotgun sets to build your third down and two minute audible package, plus a legitimate heavy personnel package (21, 22 and 12) for short yardage, goal line and four minute drill situations. The personnel range runs 10 through 22, so you can empty the box or load it without leaving the playsheet. If you want to play ball control football and still have quick screens and crossers on call, this is the weighting to take.

Scheme Fit

Slants-R-Us wants a downhill halfback with strong trucking and ball carrier vision for the Duo, Dive, Iso and trap calls, plus a receiving back who can catch the screen and bubble work out of the Shotgun sets. Up front you need high impact blocking and run block power linemen and at least one blocking tight end to make 21 and 22 personnel out of I Form and Near legitimate, while a quarterback with a quick short accuracy release matters more than an elite deep arm given how much of the passing menu is screens and crossers. It fits the player who wants to control tempo, run the ball on schedule, and use a six set Shotgun package for the situational passing rather than living in the spread every snap.

Playsheet bonuses

  • IUnlocks the playsheet
  • II+3Pass BlockOL
  • III+3Short Route Running, Catch in TrafficWR & TE
  • IV+5ReleaseWR+5Short AccuracyQB

Every play in this playsheet (39 plays)

I Form Slot Open3 plays

Near Y Left Slot3 plays

Shotgun Flex Y Off Wk3 plays

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Strengths

  • Shotgun at 51% across 6 sets gives you enough distinct looks to build a full third down audible package inside one formation family, so you can hot route the bubble screen and crosser combos from multiple alignments without ever tipping personnel.
  • The 23% I Form allocation plus Near means you can run Duo, Power Run, Iso and Dive from true 21 and 22 personnel, something a 100% Shotgun book simply cannot threaten in four minute mode or on the goal line.
  • Near shows up in only 9 of the game's 236 playbooks, so the blocking angles and motion options out of that set are effectively unscouted by most online opponents.
  • Motion and Jet Sweep concepts let you shift eligible receivers across the formation pre snap to diagnose man versus zone before the snap, then check into the Sweep or the interior trap depending on the leverage you see.
  • Personnel spanning 10, 11, 12, 20, 21 and 22 means your formation subs and audible flips can move a defense from nickel to base and back without a huddle break.

Weaknesses

  • With 51% of the book in Shotgun, an opponent who dedicates a user defender to the flat and the underneath zones takes away a large share of the Screen Pass and Bubble Screen answers at once.
  • Pistol is only 4 plays from a single set, so there is no depth in the one formation that would normally hide your run pass balance behind identical alignments.
  • Singleback is only 3 plays from one set, which leaves you thin on the traditional single high beating dropback concepts and forces third and long back into the crowded Shotgun sets.
  • The run concepts listed skew interior with Duo, Dive, Iso, Power Run and trap calls, so a defense that pinches the line and commits inside linebackers to the A and B gaps makes you prove you can win with Sweep and Jet Sweep on the perimeter.
  • Near and I Form telegraph heavy personnel on the field, and a user who reads the substitution will sit in run fits before your play art ever develops.

Usage Tips

Build your primary audible package out of two or three of the six Shotgun sets and keep a Bubble Screen and a Crosser on opposite sides so second and medium always has a man beater and a zone beater on the same call.

Reach for I Form on third and one, fourth and one and inside the five, where Close HB Lead and the Iso and Dive concepts give you a lead blocker and downhill angles instead of a Shotgun handoff losing ground.

Save Near for your second and third possession, not your first script: because it only appears in 9 playbooks of 236, it is most valuable after your opponent has already committed to defending your Shotgun tendencies.

Use your 4 Pistol plays as a change of pace in the red zone where the tighter quarterback depth speeds up the run fit read, then flip back to Shotgun for the play action shot.

Chain Motion into the Jet Sweep look on early downs to confirm whether the defense rotates, then check into 0 1 Trap or HB Zone Wk against the light box instead of forcing the outside run.

Formations in this playbook

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