Playbooks

Breakdown

HB Draw out of Shotgun 4wr Pack Trips is a run play designed to sell dropback pass action before handing the ball off to the HB, using the 10 personnel spread look to pull defenders out of the box. The offensive line initially fires out in a pass blocking set to freeze linebackers and the pass rush, then transitions to run blocks at the second level once the handoff hits. This is a blitz beater above all else, since it capitalizes on aggressive interior pressure by letting rushers run themselves upfield past the HB, and the primary read is simply to find the natural crease as the frontside guard and center climb to the second level.

Defensive Reads

Pre-snap, identify if the defense is showing a blitz package with linebackers or safeties creeping toward the line of scrimmage, since draw plays thrive against pressure that overruns the play. Watch linebacker depth at the snap: if they immediately attack downhill on run flow instead of dropping into pass rush lanes, this play gets stuffed for a loss. Key the defensive line get off, since a disciplined edge rusher who stays home or a spy assignment can blow this play up before the blocking scheme develops. User controlled defenders lurking in the middle of the field, especially a linebacker spying the QB or sitting in a hook zone, are the biggest threat to jump the draw timing and make an unblocked tackle. Check for man coverage on the perimeter receivers with safeties rotated deep, since that usually means fewer defenders in the box and a cleaner path for the HB once the second level blockers engage.

Usage Tips

Call this on early downs or in second and long situations when the defense has shown a tendency to bring pressure, since overaggressive user blitzers create the biggest lanes for this draw. Check the defensive alignment pre-snap for stacked boxes or delayed blitz looks from nickel and dime packages, since those are your green light situations. Use this play as a changeup after establishing Inside Zone and HB Base, so the defense starts keying run fits and blitz timing, then hit them with the delayed action of the draw when they overcommit. Avoid calling this into base 4-3 or 3-4 looks with linebackers sitting flat footed at normal depth, since disciplined backers can read draw and fill quickly. Pair this play in a sequence with Four Verticals or PA WR In from the same set so opponents cannot key on formation tendencies and start guessing between pass and draw.

Other Plays in 4wr Pack Trips

Other plays in 4wr Pack Trips
PlayOpen
CurlsCurl, Pass Play
Double InsIn, Pass Play
Double SlantsSlant, Pass Play
Drive X-postPost, Drive, Pass Play +1
Four VerticalsFour Verts, Pass Play, Cover 2 Beater +1
HB BaseDive, Run Play
HB Slip ScreenScreen Pass, Hb Screen, Pass Play
Inside ZoneInside Zone, Run Play, Zone Run
Ohio HB AngleAngle, Pass Play
PA WR InPlay Action, Pass Play
ScatScat, Pass Play
Seam X-comebackComeback, Seam, Pass Play
Slant Slot FadeSlant, Fade, Pass Play
Slot OutOut, Pass Play
Smash X-digDig, Smash, Pass Play +1
Stick NodStick, Stick Concept, Pass Play
Stick X-slantSlant, Stick, Stick Concept +1