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Sim Multirolepersonnel Rn Offense

OtherOffense
7Formations
23Sets
186Plays

Overview

Sim Multirolepersonnel Rn Offense is a 186 play specialty offense built around personnel disguise rather than formation volume. Seven formations and 23 sets is a wide set count for a book this size, and the point of that spread is that the same personnel grouping shows up in wildly different alignments. The book carries eight personnel groups including 23 (2 RB, 3 TE, 0 WR), 22 (2 RB, 2 TE, 1 WR) and 13 (1 RB, 3 TE, 1 WR) on the heavy end, then swings all the way to 10 (1 RB, 0 TE, 4 WR) and 01 (0 RB, 1 TE, 4 WR) empty looks. That range is the whole identity: you keep the same eleven on the field, change the picture, and make the defense guess whether FB Dive or Double Out is coming.

The formation weighting is Singleback first at 68 plays (37%) across seven sets, with Shotgun second at 50 plays (27%) across seven sets. Those two carry 63% of the book and both are deep enough in sets that you can live in either one for a full drive without repeating an alignment. Pistol adds 27 plays (15%) across three sets as the middle ground, giving you downhill run angles with a deeper read point than Singleback. The heavy end is real but compact: Strong I at 18 plays (10%) across two sets, I Form at 11 plays (6%) in a single set, and Goal Line Offense at 9 plays (5%). Hail Mary appears at 3 plays (2%) across two sets, which is end of half insurance only, not a package.

The concept list tells you how to call it: Power and Power Run, Counter, Toss and Dive on the ground, then Play Action off those same looks, with Flat, Spot, Cover 3 Beater and Motion tags in the pass game. You get 0 1 Trap and HB Counter Wk as misdirection run answers, 617 and Curls as rhythm throws, and Goal Post as the desperation shot. Choosing Sim Multirolepersonnel Rn Offense over a spread heavy book means you are buying formation and personnel flexibility instead of raw Shotgun volume. Choosing it over a pure power book means you get 50 Shotgun plays and empty personnel to punish defenses that commit a safety to the box.

Scheme Fit

Sim Multirolepersonnel Rn Offense wants versatile bodies over specialists: tight ends with real run blocking grades who can still release on Spot and Flat routes, a fullback who can pass protect and take FB Dive, and a receiving back who lets you run the same 21 (2 RB, 1 TE, 2 WR) grouping as a run look or a five man protection pass look. A quarterback with decent play action and short accuracy fits better than a pure gunslinger, since the book's deep menu stops at Goal Post and the Hail Mary sets. Pick this playbook if you like calling from personnel rather than from formation, if you enjoy using formation subs and motions to break the opponent's substitution logic, and if you want a Singleback and Shotgun core (118 of 186 plays) that can turn into Strong I or Goal Line football when the game asks for it.

Example Plays from this Playbook

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Strengths

  • Singleback at 68 plays across seven sets is the deepest branch in the book, and that many sets under one formation call means you can audible between completely different looks without ever leaving the huddle screen, so the defense cannot pre-read your play from your alignment.
  • Eight personnel groups spanning 23 (2 RB, 3 TE, 0 WR) to 01 (0 RB, 1 TE, 4 WR) is unusually wide for a 186 play book, which makes formation subs extremely effective here: put a receiving back or a movement tight end in a heavy grouping and the defense's personnel based nickel and dime substitutions get punished.
  • Shotgun at 50 plays across seven sets gives you a full second identity rather than a passing changeup, so you can open a drive in Shotgun spread with Curls and Cover 3 Beater concepts, then close it in Strong I or Goal Line Offense with Power Run without the playbook feeling thin at either end.
  • Pistol at 27 plays across three sets is the connective tissue between the two halves of the book: Counter and Toss out of Pistol look identical pre-snap to the Play Action shots, which is where the Motion tag concepts earn their keep against user controlled defenders reading the backfield.
  • The run tree is genuinely varied for a specialty book (Power, Power Run, Counter, Toss, Dive), so plays like HB Counter Wk and 0 1 Trap attack different gaps from the same Singleback and Strong I shells, and opponents cannot commit a nano blitz to one side without giving up a cutback.

Weaknesses

  • Only 11 plays of I Form across a single set means your true two back downhill package is one alignment, and once an opponent sees it they know the concept pool is small enough to guess at, especially compared to the 18 plays Strong I gives you.
  • Goal Line Offense is just 9 plays (5%), so short yardage and inside the five is a thin menu and a defender who user controls the middle linebacker can sit on the Dive and Power Run calls with no fear of a wide answer.
  • Singleback and Shotgun combine for 118 of 186 plays, which means a defense that plays nickel and mixes Cover 3 with a single high user will see the majority of your book without ever changing personnel to answer it.
  • Hail Mary at 3 plays across two sets is a hard cap on true four vertical desperation football, so Goal Post is basically your only bomb call and it is completely scriptable at the end of a half.
  • The concept list is Power, Counter, Toss and Dive heavy on the ground with Flat, Spot and Cover 3 Beater in the pass game, which skews short and intermediate: there is no deep crossing or seam heavy answer listed, so man coverage with a robber over the middle forces you into checkdowns.

Usage Tips

Build your primary audible package entirely out of the Singleback sets, since 68 plays across seven sets is where the book is deepest. Keep a Power Run, a Counter, and a Play Action off the same alignment bound to the same call so first and second down looks identical every snap.

On third and medium go to Shotgun, which owns 50 plays across seven sets. Curls and the Spot and Flat concepts are your rhythm answers, and the 10 (1 RB, 0 TE, 4 WR) and 01 (0 RB, 1 TE, 4 WR) groupings pull a defender out of the box so hot routing the back on a flat becomes a free five yards against zone.

Use Pistol (27 plays, three sets) on second and short to medium when you want Toss or Counter without telegraphing gap direction. The deeper read point compared to Singleback buys you time to read the user defender before committing to the handoff.

Save Strong I (18 plays, two sets) and I Form (11 plays, one set) for third and one, fourth and short, and clock killing drives. Motion a wing out of 22 (2 RB, 2 TE, 1 WR) first so the defense has to declare its front before the snap.

Do not touch Goal Line Offense before you are inside the three, because 9 plays is easy to memorize. Use the 23 (2 RB, 3 TE, 0 WR) and 13 (1 RB, 3 TE, 1 WR) groupings from your heavier Singleback sets in the red zone instead and keep Goal Post and the Hail Mary sets holstered for end of half only.

Formations in this playbook

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