Playbooks

Franchise Playsheet

West Coast

PlaysheetOffense
2Formations
3Sets
30Plays

Overview

West Coast is a 30 play situational playsheet built entirely out of 21 personnel (2 RB, 1 TE, 2 WR), which means every snap you call puts two backs in the formation and forces the defense to respect the run before they ever see the route distribution. It is a compact book by franchise standards, larger than only about 20 percent of the game's 42 offensive franchise playsheets, and that trimmed size is the point: 30 plays across 2 formations and 3 sets is a playsheet you can memorize in an afternoon and run without hesitation. Near carries 70 percent of the load at 21 plays across 2 sets, with Far supplying the other 9 plays from a single set.

The concept list is a classic timing based passing tree grafted onto two back run support. You get Curl, Out, Post, Go, Corner, Wheel, Flood and Sail work, tagged Cover 3 Beater and Cover 2 Beater plays, plus Play Action off the run game and straight Pass Play dropbacks. Curls out of Near is the anchor of the whole book: a short to intermediate rhythm throw that punishes soft zone and gives your user a clean read progression with two backs available as checkdowns. Far contributes the 0 1 Trap, which is the gap scheme answer that keeps second level defenders from flying upfield against your pass sets.

What you actually gain by picking West Coast over a spread heavy book is formation unfamiliarity. Far shows up in only 6 of the game's 236 playbooks and Near in only 9, so most online opponents have never lined up against either alignment and have no muscle memory for the backfield spacing or the release paths off it. Combine that with a single personnel grouping, meaning no substitution tells whatsoever, and you get an offense where the defense cannot narrow down run or pass from the formation alone. This is a ball control game plan: stay on schedule, take the Curl and Out throws, use Play Action to hit Post and Go shots once the defense starts crowding the box.

Scheme Fit

West Coast wants an accurate, quick decision quarterback with strong short and medium throw power rather than a scrambler, since the book lives on timing throws out of Curl, Out and Sail concepts. You need two usable backs, ideally one power runner for the 0 1 Trap and one receiving back with good catching and route running to make the Wheel and Flood tags matter, plus big bodied blockers at tight end and guard to hold up in 21 personnel. Pick this book if you like methodical, on schedule drives and want the scouting advantage of formations almost nobody in the game has practiced against; avoid it if your roster is built around four wide spacing or a run heavy mobile quarterback.

Playsheet bonuses

  • IUnlocks the playsheet
  • II+3Pass Block, Pass Block Power, Pass Block Finesseall OL
  • III+3Short Route Running, Catch in TrafficWR & TE
  • IV+7Short AccuracyQB

Coaches who run it: Andy Reid, Kyle Shanahan, Jim Harbaugh, Matt LaFleur

Every play in this playsheet (30 plays)

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Strengths

  • Zero personnel tells. Every one of the 30 plays is 21 personnel, so an opponent scanning your sub package pre snap learns nothing about whether Curls or 0 1 Trap is coming, unlike books that swap between 11 and 12 personnel and telegraph intent.
  • Formation rarity is a real edge. Near appears in only 9 of 236 playbooks and Far in only 6, so most users have no reps defending these backfield alignments and will misjudge back release timing on Wheel and Flood concepts.
  • Near's 21 plays across 2 sets let you build a complete audible package inside a single formation. You can flip between both Near sets and cover Curl, Out, Post, Go and Play Action without ever changing the look the defense sees, then hot route the second back on a Wheel or an Out for a man beater.
  • Two backs on every snap means two built in protection bodies or two checkdowns, your call. Against nano blitz pressure you keep both in to block; against zone you motion one out and immediately create a Flood overload to the strength.
  • Tagged Cover 3 Beater and Cover 2 Beater plays give you clean pre snap answers. Read the safety rotation, then pick the concept that attacks it rather than guessing and hoping your route combo happens to fit.

Weaknesses

  • Two formations total is thin. Once an opponent identifies Near and Far, there is no third alignment to make them re-sort their coverage checks, and a spot dropping user defender can sit in your Curl and Out windows all game.
  • Far lives in a single set with only 9 plays, so the 0 1 Trap side of the book is easy to scout. Lose the Far run game and you are pushed back into Near on every meaningful down.
  • No spread or empty looks anywhere. With 21 personnel on every snap you cannot force a defense to remove a linebacker, which means heavy man coverage with a spare defender in the box is a persistent problem.
  • The concept list has no true quick game verticals outside Go and Post, so third and long with the defense playing deep zone leaves you throwing Curl and Sail short of the sticks.
  • Near carrying 70 percent of the plays makes your tendencies readable in a long series. A user who saves their blitz for your Near heavy sequences can time pressure against your Play Action sets specifically.

Usage Tips

Build your primary audible package entirely out of the two Near sets. Put Curls, a Play Action shot and one Wheel or Flood concept in the same audible group so you can change concepts on first and second down without changing formation.

Use Far and the 0 1 Trap on first and 10 and in short yardage. It is your only other formation, so spend it where it forces the defense to commit to the run rather than burning it on third down.

Call Curls on second and medium. The Curl and Out combination sits right at the sticks and both backs are available underneath if the user defender jumps the outside route.

Save Play Action for after you have hit 0 1 Trap out of Far twice. Once linebackers start filling, the Post and Go tags behind it open up and you get the deep shot without needing a spread look.

Check the safety depth and hash before every snap, then pick between the Cover 3 Beater and Cover 2 Beater concepts. With only 30 plays available you cannot afford a call that does not fit the shell.

Formations in this playbook

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