Playbooks

HB Mid Draw

Shotgun·Y Off Trips Pats·Personnel not specified

Breakdown

HB Mid Draw out of the Y Off Trips Pats set is a delayed run play designed to punish aggressive pass rushers and zone drops that vacate the interior. The offensive line initially sets up in a pass-blocking look before climbing to the second level, drawing linebackers upfield and creating a natural cutback lane for the HB up the middle. This is a base run play (not a screen or RPO), and the primary read progression is patience through the mesh point, allowing blocks to develop before pressing the A-gap and reading the Mike backer for a cutback to either B-gap.

Defensive Reads

Identify whether the defense is in a nickel or dime sub package with light boxes, since fewer defenders inside means more room for the draw to hit. Key the Mike linebacker post-snap, if he bites on the pass-blocking action and flows toward the line early, cut away from his pursuit angle. Watch for user-controlled defensive tackles who spy the backfield instead of rushing, this is the primary counter to draw plays and will blow up the timing. Man coverage shells with linebackers turning their backs to run with slot receivers are ideal, since it removes an extra run defender from the box. Avoid calling this against base 4-3 or 3-4 fronts with linebackers sitting at normal run-read depth, and be wary of overload blitzes that send extra defenders through the A-gaps before the blocking scheme can develop.

Usage Tips

Call this on passing downs like 2nd and 7 or 3rd and medium when the defense is showing pressure looks or nickel and dime packages that lighten the box. Watch pre-snap for blitz indicators such as walked-up linebackers or safety rotation toward the trips side, since draws thrive against aggressive four and five man rushes that overpursue upfield. Delay your press of the sprint button and let the offensive line get out to the second level before hitting the hole, resist the urge to take off immediately. Pair this with Pats HB Screen and PA Pats Cross earlier in a drive to condition the defense into expecting quick pressure or play-action, making the delayed draw hit even harder once linebackers start jumping routes. Use trips motion pre-snap to bait linebackers into man coverage responsibilities, which pulls them away from the box and opens up the interior run lanes.

Other Plays in Y Off Trips Pats

Other plays in Y Off Trips Pats
PlayOpen
5 6 TrapTrap, Run Play, Power Run
Deep Slot CurlCurl, Pass Play
Double InsIn, Pass Play
Giants Go Dbl PostPost, Go, Double Posts +3
HB PowerPower, Run Play, Power Run
Inside ZoneInside Zone, Run Play, Zone Run
Jets CrossesCrosser, Pass Play
Jets CurlCurl, Pass Play
Mesh Y OutOut, Mesh, Pass Play +1
Mtn CornersCorner, Motion, Pass Play
Mtn Empty Dbl UndersMotion
Mtn Empty HB SluggoSluggo, Motion, Pass Play +1
Mtn Empty Smash Y-postPost, Smash, Motion +2
Mtn HB CornerCorner, Motion, Pass Play
Mtn Y PocoPost Corner, Motion, Pass Play +2
PA Copo Cross DigPlay Action, Dig, Crosser +3
PA Jets ForkPlay Action, Pass Play
PA Pats CrossPlay Action, Crosser, Pass Play
Pats CrossCrosser, Pass Play
Pats Drag WheelWheel, Drag, Pass Play
Pats HB ScreenScreen Pass, Hb Screen, Pass Play
Pats Y OutOut, Pass Play
ScatScat, Pass Play
Slot OutOut, Pass Play
TE WhipWhip, Pass Play
Wheel MeshWheel, Mesh, Pass Play +1
Whip DigDig, Whip, Pass Play
WR ScreenScreen Pass, Wr Screen, Pass Play
X CurlCurl, Pass Play
Y Off Trips Close
Y-option WheelWheel, Option Route, Pass Play