Playbooks

4wr Pack Trips

Specialists3DRBGadget

Overview

The 4wr Pack Trips set in Shotgun uses 10 personnel (one running back, zero tight ends, four wide receivers) and splits them into a compressed three receiver pack to one side with a lone X receiver isolated on the backside. Other Shotgun sets spread the trips wide or balance receivers two by two. Here the three receivers align tight to one another and closer to the formation. That creates natural stacks and bunch style releases that make press man and clean zone passing rules difficult to execute. The back sits beside the quarterback, which makes this a set for a true 3DRB who can pick up blitzes, run angle routes, and catch screens.

The spacing puts constant stress on the defense. The pack side floods short and intermediate zones with Stick, Smash, Curls, and Double Ins concepts. The backside X gets a one on one read with slants, comebacks, digs, and posts tagged directly into the play art (Stick X-slant, Seam X-comeback, Smash X-dig, Drive X-post). When the defense rotates a safety or slides its coverage toward the three receiver side, your best route runner is left alone against a single corner, often with no help over the top.

The Gadget tag reflects how much misdirection and personnel manipulation this set allows. The HB Slip Screen, HB Draw, Inside Zone, and Ohio HB Angle keep defenses honest against a light box. Four Verticals and PA WR In punish defenders who crowd the pack. Put a slot receiver or a speed back in space and the compressed alignment creates mismatches against linebackers and safeties forced to cover in space.

Strengths

  • The compressed pack creates built in rubs and stack releases, so Double Slants, Slant Slot Fade, and Double Ins become reliable man beaters against press and Cover 1 Robber looks.
  • The isolated backside X gives you a clean one on one read in Stick X-slant, Smash X-dig, and Drive X-post, and it becomes a big play when the defense rotates coverage or shades a safety to the trips side.
  • Stick Nod, Curls, and Smash flood the flat and curl zones on the pack side, which stresses Cover 3 and Cover 4 underneath defenders with high to low and horizontal reads.
  • Four Verticals out of a compressed alignment puts the seam runners inside the hash landmarks, which splits Cover 2 and Cover 3 safeties and forces a single high safety to pick a side.
  • A 3DRB can move the ball with the Ohio HB Angle, HB Slip Screen, and Scat protection, punishing man coverage with a linebacker isolated on a fast back and exposing blitz happy defenses that leave the flat empty.

Weaknesses

  • With no tight end, the pass protection starts at five linemen plus the back, so overload blitzes from the boundary or a nano blitz on the pack side can get home before intermediate routes develop.
  • The compressed trips alignment is easy to identify pre snap, and defenses can bracket the pack with Cover 3 Buzz, Cover 4 Palms, or trips check matchups that pass off crossers cleanly.
  • A user controlled robber or hook defender sitting in the middle of the field can jump the Double Ins, Drive X-post, and Smash X-dig windows since most intermediate concepts attack the same inside lanes.
  • The run game has no lead blocker or extra edge body, so Inside Zone and HB Draw stall against a six man box when a defensive tackle or linebacker wins a gap, especially on short yardage downs.
  • If the backside X cannot beat press, the defense can play a lockdown corner on him in single coverage and roll everything else to the pack, which takes away your primary isolation read.

Usage Tips

Read the safety rotation pre snap: if a safety walks down or the defense shifts coverage to the pack, work the backside X first on Stick X-slant or Drive X-post before looking to the trips side.

Against press man or Cover 0 looks, audible to Double Slants or Slant Slot Fade and let the pack releases generate picks, and block the back with a hot route if you see extra rushers on the edge.

On 3rd and medium against zone, Stick Nod and Smash X-dig are your best calls since they combine a quick sit route with a deeper option, giving you a safe completion and a chunk play read in the same progression.

Mix in HB Draw, Inside Zone, and HB Slip Screen on early downs when defenses play dime or quarters to stop the pass, since the four receiver spread naturally empties the box.

Use a slot motion to confirm man or zone before the snap, then hot route the backside X to a streak or slant based on the corner's leverage to create a quick isolation shot.

Plays (18)

Plays in 4wr Pack Trips
PlaySaveOpen
CurlsCurl, Pass Play, Out +2
Double InsIn, Pass Play, Block and Release +1
Double SlantsSlant, Pass Play, Block and Release +2
Drive X-postPost, Drive, Pass Play +6
Four VerticalsFour Verts, Pass Play, Cover 2 Beater +6
HB BaseDive, Run Play
HB DrawDraw, Run Play
HB Slip ScreenScreen Pass, Hb Screen, Pass Play +4
Inside ZoneInside Zone, Run Play, Zone Run
Ohio HB AngleAngle, Pass Play, Curl +3
PA WR InPlay Action, Pass Play, Post +4
ScatScat, Pass Play, Curl +2
Seam X-comebackSeam, Pass Play, Block and Release +3
Slant Slot FadeSlant, Fade, Pass Play +4
Slot OutOut, Pass Play, Block and Release +3
Smash X-digDig, Smash, Pass Play +6
Stick NodStick, Stick Concept, Pass Play +5
Stick X-slantSlant, Stick, Stick Concept +3

Other Sets in Shotgun

4WR Trips Strong

18 Plays · 1 RB, 0 TE, 4 WR

Box

18 Plays · 1 RB, 0 TE, 4 WR

Bunch Open

9 Plays · 1 RB, 0 TE, 4 WR

Flanker Close

17 Plays · 1 RB, 0 TE, 4 WR

Spread

85 Plays · 1 RB, 0 TE, 4 WR

Spread Slots Close

22 Plays · 1 RB, 0 TE, 4 WR

Trey 4WR

21 Plays · 1 RB, 0 TE, 4 WR

Trio 4wr Str

15 Plays · 1 RB, 0 TE, 4 WR

Trips

49 Plays · 1 RB, 0 TE, 4 WR

Trips HB Wk

61 Plays · 1 RB, 0 TE, 4 WR

Trips Slots Close

27 Plays · 1 RB, 0 TE, 4 WR

Wide Trips

15 Plays · 1 RB, 0 TE, 4 WR

See all 237 sets in Shotgun