Playbooks

Ace Offset

SpecialistsGadget

Overview

Shotgun Ace Offset puts the quarterback in the gun with a single back offset beside him and two tight ends on the field: one attached inline to the tackle and a second aligned off the ball in an offset wing position, with the X and Z receivers split wide. Unlike the spread sets in the Shotgun formation, such as Trips, Bunch, or Empty, Ace Offset keeps a heavy 12 personnel look while still giving you the vision, spacing, and quick throws of the gun. That personnel pressure forces a real decision pre-snap. If the defense stays in base to match the two tight ends, you get linebackers covering tight ends and backs in space. If it subs to nickel or dime to handle the pass game, you have an extra gap blocker to run downhill. The offset tight end is the key piece. He can arc block on the edge for Outside Zone and Buck Sweep, release into the flat or seam on Y-Sail and Dagger, or act as a lead blocker on option looks like Read Option and PA Read. With only two wide receivers, the X and Z are often isolated on the boundary against single coverage, which makes Corner Strike, Flanker Drive, and Z Spot real answers when the defense rolls a safety down to handle the run. The Gadget tag comes from the jet motion package. Jet Touch Pass and Jet PA Cross send a receiver across the formation at full speed, which stresses edge contain, forces man defenders to chase across traffic, and makes zone defenders pass off responsibilities mid-snap. Mixed with play-action shots like PA Comeback Seam and constraint plays like Mtn HB Slip Screen and HB Punch, Ace Offset works as a complete game plan set where every look can hold both run and pass.

Strengths

  • 12 personnel in the gun creates a matchup problem: base defenses leave linebackers on the tight ends in Y-Sail and Dagger, while nickel and dime looks get punished by Inside Zone, Outside Zone, and Buck Sweep with an extra blocker at the point of attack.
  • Dagger (seam clear plus deep dig) and Y-Sail (vertical, corner, flat flood) are elite zone beaters against Cover 3 and Cover 4, stretching the flat defender and the deep third defender with a high/low read.
  • Jet Touch Pass and Jet PA Cross use jet motion to wreck defensive rotation, forcing man defenders to trail across the formation and making Cover 3 buzz defenders hesitate, which opens the crosser or the edge.
  • The run game is deep and versatile, with Read Option and PA Read letting you option off the backside end while the offset tight end kicks out or leads, so spying or crashing defenders get exploited either way.
  • Quick Slants and Curl Flats give you fast man and zone answers on the same play art, so you can get the ball out against pressure without leaving the set or tipping your tendency with a formation change.

Weaknesses

  • Only two wide receivers limit horizontal stretch, so Cover 2 Man or Cover 1 Robber with a user in the middle can bracket the tight ends and leave you forcing throws to isolated boundary receivers.
  • PA Comeback Seam, Corner Strike, and Jet PA Cross take a long time to develop, and edge pressure off the side away from the offset tight end, or a nano blitz through the B gap, can get home before the deep routes break.
  • Jet motion is an obvious tell: experienced opponents key the motion man and user the flat or the crosser, and once they see Jet Touch Pass, they can crash the edge and blow up the gadget look.
  • Mtn HB Slip Screen and HB Punch are vulnerable to zone blitzes that drop defensive linemen into the flats and to outside contain calls that keep the screen from ever turning upfield.
  • If the defense matches with a heavy front and plays single high, the inside run lanes close quickly, and the set leans too heavily on your boundary receivers to win one on one.

Usage Tips

Read the defensive personnel before the snap: if they stay in base against 12, attack linebackers with Y-Sail, Dagger, or Curl Flats; if they go nickel or dime, audible to Inside Zone, Buck Sweep, or HB Punch and run at the lighter box.

Set up the gadget with Jet Touch Pass early, then call Jet PA Cross on the same motion once the opponent starts crashing the edge or chasing the jet man, since the crosser comes open behind the flowing defense.

Against heavy pressure or a nano blitz look, hot route the offset tight end to a block or a quick slant, slide protection toward the overloaded side, and check to Quick Slants for a fast release that punishes vacated zones.

Use Read Option and PA Read on first and second down to keep the defense honest, then work PA Comeback Seam or Corner Strike on second and short when safeties creep down to stop the option.

In the red zone and on third and medium, lean on Z Spot and Curl Flats because the compressed field favors quick high/low reads, and motion the offset tight end to create a leverage advantage against man coverage.

Other Sets in Shotgun

Ace

28 Plays · 1 RB, 2 TE, 2 WR

Ace Slot

16 Plays · 1 RB, 2 TE, 2 WR

Ace Slot Offset

22 Plays · 1 RB, 2 TE, 2 WR

Deuce

26 Plays · 1 RB, 2 TE, 2 WR

Deuce Close

53 Plays · 1 RB, 2 TE, 2 WR

Empty Ace

15 Plays · 1 RB, 2 TE, 2 WR

U Off Stack

13 Plays · 1 RB, 2 TE, 2 WR

U Off Trips

30 Plays · 1 RB, 2 TE, 2 WR

U Off Trips Flex

15 Plays · 1 RB, 2 TE, 2 WR

U Off Trips Wk

23 Plays · 1 RB, 2 TE, 2 WR

Wing

15 Plays · 1 RB, 2 TE, 2 WR

Wing Flex Offset

27 Plays · 1 RB, 2 TE, 2 WR

See all 237 sets in Shotgun