Playbooks

Wing Close

Specialists3DRBGadgetPower HB

Overview

Wing Close is the tightest, most condensed look in the Singleback formation. Instead of spreading receivers to the numbers like Singleback Wide or splitting a slot out like Singleback Doubles, Wing Close packs both tight ends inside the tackle box area with a wing aligned off the line, leaving a single receiver split out to each side at reduced depth. The 12 personnel grouping (1 RB, 2 TE) means you are forcing the defense to declare early: base 3-4 or 4-3 personnel gets stressed by the pass concepts, while nickel and dime looks get mauled by Duo, Wide Zone, and the HB Zone Toss family. That personnel guessing game is the whole point of the set.

The condensed splits are what make the pass game dangerous. Pressed corners have almost no leverage to work with when a receiver is aligned inside the numbers, so slants, digs, and crossers from Stick X-Dig and PA Cross break wide open against man coverage with nowhere for the defender to squeeze. On the zone side, the Mtn Corndog series (Trail, Mesh, Toss) gives you a three play package off identical alignment, meaning your opponent cannot read the concept from the formation alone. The wing tight end is the isolated body to hunt: hot route him to a corner or wheel and you are attacking a linebacker or safety in space with a tight end who has size and a run after catch advantage.

The run game is where Wing Close earns its Power HB tag. Two tight ends plus a wing give you extra bodies at the point of attack for Duo and HB Dive, while Wide Zone and HB Mid Zone let you bounce outside behind the wing seal. Layered on top are the constraint plays: Pitch WR Reverse, HB Toss Fk Reverse, and PA Fk Toss Wheel all key off the same toss mesh, and the RPO Alert Lookie plus Mtn Zone Alert give you built in reads so you are not guessing against a loaded box. The Mtn Cheat series (WR Comeback, WR Out, WR Wheel) adds motion based tags that let you diagnose man versus zone before the snap.

Strengths

  • Condensed splits crush press man coverage: the crossers in PA Cross and Stick X-Dig get a free release with no sideline to be squeezed into, and the dig hits right in the vacated middle window against Cover 1 and Cover 3
  • The Mtn Corndog family (Trail, Mesh, Toss) runs three completely different concepts off identical pre-snap alignment, so your opponent has no tell and cannot pattern match your tendencies
  • 12 personnel forces a defensive personnel decision, and Duo, HB Dive, and Wide Zone punish any nickel or dime call while the pass concepts punish base personnel linebackers in coverage
  • Heavy play action menu (RZ PA Crossers, PA TE Flood, PA Y-Drag Wheel, Mtn PA Sprint HB Flat, PA Cross Y Delay) sells the run from a condensed look and holds zone defenders long enough for the deep crossers to clear
  • Gadget layer with Pitch WR Reverse, HB Toss Fk Reverse, and PA Fk Toss Wheel gives you flow-and-counterflow answers when a user is over-pursuing the toss game
  • The wing tight end is the ideal hot route target: streak, corner, or wheel him off a linebacker or strong safety and you are winning a size mismatch in space

Weaknesses

  • Condensed splits mean fewer blockers stretched wide, so edge pressure and A gap nano blitzes arrive fast with the back often committed to a play action fake, and there is no quick outlet on many of the deeper concepts
  • Only two receivers split out limits your ability to attack the field horizontally, so single high shells with a user-controlled deep safety can cap the vertical routes without help
  • The play action heavy play art (over ten PA calls) leaves you with long developing concepts that die against blitz-heavy users unless you hot route a check down or block the back
  • Sharp opponents recognize 12 personnel and stay in base or heavy nickel, taking away the personnel mismatch and leaving you playing straight up football
  • Man coverage with a user on the wing tight end shuts down a large chunk of the concept menu, since so many plays route the ball through that single isolated body
  • Run plays out of this set flow predictably off toss and zone action, and a user linebacker who reads the wing's release can sit on Wide Zone and HB Zone Wk

Usage Tips

Check the alignment of the corner over your split receivers first: pressed or in-face means man, and you go straight to Stick X-Dig, PA Cross, or DBL Outs with a slant hot route as your quick trigger

Use Mtn Cheat WR Comeback, Mtn Cheat WR Out, and Mtn Cheat WR Wheel specifically as motion diagnostics; if a defender follows the motion across the formation you have man and the entire crosser menu opens up

Build a series around the Mtn Corndog set: run Mtn Corndog Toss on early downs, then come back with Mtn Corndog Trail and Mtn Corndog Mesh once the user is flowing hard to the toss action

In short yardage and red zone, stay in the run tree with Duo, HB Dive, and HB Mid Zone against nickel or dime personnel, then hit RZ PA Crossers and PA TE Flood as the change of pace once the box is stacked

Against blitz-heavy users, hot route the back to a flat or block on the play action calls and check to Mtn Out N Up or RPO Alert Lookie, which gives you a built in pre-snap answer instead of a five step drop

Use Pitch WR Reverse and HB Toss Fk Reverse sparingly and only after you have established toss flow, because they need the defense committed to one side to break contain

Other Sets in Singleback

Ace

74 Plays · 1 RB, 2 TE, 2 WR

Ace Close

10 Plays · 1 RB, 2 TE, 2 WR

Ace Double Wing

21 Plays · 2 RB, 3 TE, 0 WR

Ace Overload

9 Plays · 1 RB, 1 TE, 3 WR

Ace Slot

36 Plays · 1 RB, 2 TE, 2 WR

Bunch

41 Plays · 1 RB, 1 TE, 3 WR

Bunch Ace

28 Plays · 1 RB, 2 TE, 2 WR

Bunch Base

15 Plays · 2 RB, 1 TE, 2 WR

Bunch TE

30 Plays · 1 RB, 1 TE, 3 WR

Bunch X Nasty

41 Plays · 1 RB, 1 TE, 3 WR

Deuce

17 Plays · 1 RB, 2 TE, 2 WR

Deuce Close

46 Plays · 1 RB, 2 TE, 2 WR

Deuce Close Tilt

18 Plays · 2 RB, 1 TE, 2 WR

Doubles

71 Plays · 1 RB, 1 TE, 3 WR

Doubles Flex

26 Plays · 1 RB, 1 TE, 3 WR

Doubles North

16 Plays · 1 RB, 1 TE, 3 WR

Doubles South

15 Plays · 1 RB, 1 TE, 3 WR

Doubles Y Off

20 Plays · 1 RB, 1 TE, 3 WR

Doubles Y Off Close

22 Plays · 1 RB, 1 TE, 3 WR

Doubles Y Off Flex

18 Plays · 1 RB, 1 TE, 3 WR

Doubles Y Open

12 Plays · 1 RB, 1 TE, 3 WR

Doubles Y-Slot Close

6 Plays · 1 RB, 1 TE, 3 WR

East

20 Plays · 1 RB, 2 TE, 2 WR

East Tight

9 Plays · 1 RB, 3 TE, 1 WR

F Wing Slot

15 Plays · 2 RB, 1 TE, 2 WR

Spread

33 Plays · 1 RB, 0 TE, 4 WR

Tight Doubles

13 Plays · 1 RB, 1 TE, 3 WR

Tight Flex

12 Plays · 1 RB, 1 TE, 3 WR

Tight Y Off

30 Plays · 1 RB, 1 TE, 3 WR

Tight Y Off Flex

21 Plays · 1 RB, 1 TE, 3 WR

Toad X Nasty

16 Plays · 1 RB, 1 TE, 3 WR

Trey

10 Plays · 1 RB, 1 TE, 3 WR

Trio

15 Plays · 1 RB, 1 TE, 3 WR

Trips

28 Plays · 1 RB, 1 TE, 3 WR

Trips Close

12 Plays · 1 RB, 1 TE, 3 WR

Trips Open

24 Plays · 1 RB, 0 TE, 4 WR

U Off

10 Plays · 1 RB, 2 TE, 2 WR

U Off Close

9 Plays · 1 RB, 2 TE, 2 WR

U Off Stack

10 Plays · 1 RB, 2 TE, 2 WR

U Off Trio

7 Plays · 1 RB, 2 TE, 2 WR

U Off Trips

12 Plays · 1 RB, 2 TE, 2 WR

U Off Trips Cluster

15 Plays · 1 RB, 2 TE, 2 WR

Wing

56 Plays · 1 RB, 2 TE, 2 WR

Wing Flex

10 Plays · 1 RB, 2 TE, 2 WR

Wing Flex Close

27 Plays · 1 RB, 2 TE, 2 WR

Wing Pair

34 Plays · 1 RB, 3 TE, 1 WR

Wing Pair Heavy

15 Plays · 1 RB, 2 TE, 2 WR

Wing Slot

73 Plays · 1 RB, 2 TE, 2 WR

Wing Slot Over

5 Plays · 1 RB, 2 TE, 2 WR

Wing Stack

22 Plays · 1 RB, 2 TE, 2 WR

Wing Tight

49 Plays · 1 RB, 3 TE, 1 WR

Wing Tight Left

12 Plays · 1 RB, 3 TE, 1 WR

Wing Tight Nasty

11 Plays · 1 RB, 3 TE, 1 WR

Wing Tight U

23 Plays · 1 RB, 3 TE, 1 WR

Wing Tight Z

31 Plays · 1 RB, 3 TE, 1 WR

Y Off Trio

12 Plays · 1 RB, 1 TE, 3 WR

Y Off Trio Close

15 Plays · 1 RB, 1 TE, 3 WR

Y Off Trips

15 Plays · 1 RB, 1 TE, 3 WR

Y Trips

48 Plays · 1 RB, 1 TE, 3 WR

Y Trips Close

18 Plays · 1 RB, 1 TE, 3 WR

Y Trips Close Wing

15 Plays · 1 RB, 1 TE, 3 WR

Y Trips TE Slot

18 Plays · 1 RB, 2 TE, 2 WR