Playbooks

Mtn HB Off Tackle

Likely unavailable in the playbook builder
This play belongs to no NFL team or scheme playbook, so it may not appear in the in-game builder.

Quick Reference

In 1 playbook

Breakdown

Mtn HB Off Tackle is a gap scheme run play out of the Shotgun Wing Trips WK set that sends the HB downhill through the off tackle hole with a lead blocker attacking the edge defender. The offensive line uses down blocks with a kickout or wham block from the TE or fullback to seal the edge, creating a natural cutback lane if the frontside gets clogged. This is a run play, not a route concept, so the primary read progression starts with the playside double team and defensive end reaction, then moves to the alley defender or overhang linebacker to decide between hitting the hole downhill or bouncing outside.

Defensive Reads

Pre-snap, identify whether the defense is in a run heavy front with linebackers stacked tight to the line, since that signals a crowded box that can shut down the off tackle lane. Watch the defensive end alignment and hand placement, if he is squeezing down hard to take away the edge kickout block, expect the cutback lane to open up behind the double team. Post-snap, track the flow of the strong side linebacker or Sam defender, if he is reading run and flowing fast to the point of attack the play can get strung out toward the sideline with no cutback. User controlled defenders sitting in the alley or lurking near the tackle box are the biggest threat to this play, since a good user hit at the line of scrimmage kills the blocking scheme before it develops. This run struggles against odd stack fronts or heavy blitz packages that send extra defenders off the edge before the kickout block can seal them, so be ready to check to a quick pass concept if you see pressure alignment pre-snap.

Usage Tips

Use this play against base 4-3 or 3-4 fronts where the defensive end is not crashing hard down the line, since the kickout block needs a clean angle to work.

Check the box count before the snap and if the defense has six or more in the box, consider audibling to Inside Zone Split or Power Read from this same set for a better numbers matchup.

Manually control the fullback or TE lead blocker if the game gives you the option, since a well timed user block on the first defender in the alley can turn a four yard gain into a house call.

This works best on early downs like first and second and short to medium yardage, where defenses are not selling out against the pass and linebackers are playing downhill rather than sitting in coverage drops.

Pair this with PA Power Y Pop or Counter Bash out of the same set to keep defenders honest, since both plays sell similar frontside action before diverging, forcing linebackers to hesitate on their run fits.

Other Plays in Wing Trips WK

Other plays in Wing Trips WK
PlaySaveOpen
619 SailCorner, Curl, Dig +3
Buck SweepRun Play
Counter BashRun Play
Counter YRun Play
Four VerticalsDeep Cross, Crosser, Fade +3
GT Counter BashRun Play
HB BaseRun Play
HB Slip ScreenScreen Pass, Deep Cross, Crosser +4
Inside Zone SplitRun Play
Mtn Cross Z PocoCrosser, Post Corner, Deep Cross +4
Mtn Dash Hitch OverHitch, Deep Cross, Crosser +3
Mtn HB Slip ScreenScreen Pass, Deep Cross, Crosser +3
Mtn Inside Zone SplitRun Play
PA Inverted VeerBlock and Release, Deep Cross, Crosser +5
PA Power Y PopFade, Speed Out, Streak +2
PA ReadComeback, Deep Cross, Crosser +5
PA Y WheelWheel, Curl, Deep Cross +5
Power ReadRun Play
Quads Cross Y DelayCrosser, Delay, Deep Cross +4
Quads DriveDrag, Crosser, Fade +4
Quads Sprint SpotCorner, Deep Cross, Crosser +2
RPO Alert OutOut, Pass Play, Run Play
Slot CrossCrosser, Block and Release, Corner +4
StickStick, Flat, Out +3
Switch ComebackComeback, Block and Release, Fade +2
Switch Z CurlCurl, Hook, Post +3
Wide TrapRun Play
Y Lead Read OptionRun Play
Z SpotCorner, Curl, Flat +1