Playbooks

Wing Tight Nasty

Specialists3DRBGadgetPower HB

Overview

Shotgun Wing Tight Nasty is a 13 personnel set: one running back, three tight ends and a single wide receiver. It stacks the tight ends toward the strength of the formation, with one inline, one on the wing and one in a nasty split a couple of yards outside the tackle. The lone receiver is isolated on the backside. Most Shotgun sets spread the field with three or four wideouts. This one condenses the formation and forces the defense to match heavy personnel. Opponents usually respond with base 4-3 or 3-4 fronts, which puts linebackers and safeties in coverage against athletic tight ends and a dual-threat quarterback.

The tight end alignment creates extra gaps and gives you a numbers advantage at the point of attack. That makes Inside Zone, HB Punch and Read Option especially effective, because the wing and nasty tight ends can seal edges or climb to the second level. Together they create a hard run look with gun spacing. The quarterback keeps his vision and his option to pull the ball, which a Singleback or I Form heavy set cannot offer.

The passing menu is where the Gadget and 3DRB tags earn their spots. Bench and Bench Swap use the tight ends as release valves on out-breaking and swing concepts. Mesh Spot drags two tight ends underneath linebackers who have to respect the run. The isolated backside receiver draws single coverage against heavy fronts, so a quick hot route to a slant or fade becomes a reliable man beater. Your best tight end can win mismatches against slower linebackers all day.

Strengths

  • Heavy 13 personnel forces base defense, which creates linebacker on tight end mismatches in Mesh Spot and Bench concepts that you can exploit with drag and out routes.
  • The nasty split and wing tight ends add extra gaps and edge blockers, so Inside Zone and HB Punch consistently hit downhill against light boxes or nickel personnel.
  • Read Option puts the backside defensive end in conflict, and a mobile quarterback can punish crashing ends or user-controlled edge defenders who chase the mesh.
  • The isolated backside receiver often draws press man with no help when the defense rolls the safety down to play the run, making slant, fade or back shoulder hot routes strong man beaters.
  • Bench Swap and the 3DRB tag let you attack the flat with the running back, which stresses Cover 3 and Cover 4 flat defenders who are keyed on the heavy tight end side.

Weaknesses

  • The formation declares run strength, so defenses can shift the front and slant toward the tight end side, which clogs Inside Zone and HB Punch lanes.
  • With only one true receiver, man coverage with a single high safety can blanket every route. A nano blitz off the boundary side overwhelms the quarterback before Mesh Spot develops.
  • A user-controlled middle linebacker or robber safety sitting in the mesh window can jump the underneath crossers and create interceptions on Mesh Spot.
  • The play count is thin, so savvy opponents can key tendencies quickly and sell out against the run or the flat after a few snaps.
  • The tight ends lack the speed to stretch Cover 2 or Cover 4 vertically, which lets safeties play downhill without fearing a deep shot.

Usage Tips

Check the box count pre-snap: if the defense stays in nickel or dime against 13 personnel, audible to Inside Zone or HB Punch and run at the light side.

On Read Option, read the backside end. If he crashes, pull the ball, and if he stays home, hand it off. Pair this with a user who knows how to stick the edge after the mesh.

Against man coverage, hot route the lone receiver to a slant or streak and put your fastest tight end on a drag in Mesh Spot to create a rub for easy yards after the catch.

Use this set on short yardage, third and 2 or less, and in the red zone, where the heavy look draws base defense and your tight ends can leak into open flats on Bench and Bench Swap.

When the defense crowds the line with seven or eight in the box, motion a tight end to shift strength. Then take Bench Swap to the running back in the flat before the defense can adjust its leverage.

Other Sets in Shotgun

Wing Pair

16 Plays · 1 RB, 3 TE, 1 WR

Wing Tight

16 Plays · 1 RB, 3 TE, 1 WR

Wing Tight Flip

12 Plays · 1 RB, 3 TE, 1 WR

Wing Tight Z

10 Plays · 1 RB, 3 TE, 1 WR

Gadget Backfield

6 Plays · 3 RB, 1 TE, 1 WR

Gadget Package

6 Plays · 3 RB, 1 TE, 1 WR

Double Wing

9 Plays · 2 RB, 3 TE, 0 WR

Heavy Panther

9 Plays · 2 RB, 3 TE, 0 WR

Split U Off Close

9 Plays · 2 RB, 2 TE, 1 WR

Split Wing Nasty

6 Plays · 2 RB, 2 TE, 1 WR

Duo Twins Flex

9 Plays · 2 RB, 1 TE, 2 WR

Go Go Twins Flex

9 Plays · 2 RB, 1 TE, 2 WR

See all 237 sets in Shotgun