THE WING-I FOR YOUTH

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1 THE WING-I FOR YOUTH A Playbook by Ted Seay Copyright 2008 by Edmond E. Seay III

2 TABLE OF CONTENTS Introduction Page 3 Personnel Requirements Page 4 The TOSS Page 5 The BLAST Page 6 The SCISSORS Page 7 The TRAP Page 8 The TOSS Pass Page 9 The SPRINT Pass Page 10 The SPRINT Draw Page 12 Attacking With the Youth Wing-I Page 13 There is no last move in strategic and military competition. - Professor Colin S. Gray - 2 -

3 INTRODUCTION: The Wing-I in Youth Football RIGHT Formation The double-tight Wing-I is a great platform for a youth football offense. The system I recommend in this very short playbook includes power, misdirection and passing, all from seven plays. Because there are two counter plays included in the offense, it is possible to run the system from RIGHT formation only (see diagram above). However, I strongly recommend that you teach the system from both RIGHT and LEFT formation by flip-flopping the players to the other side of the formation so that they stay in the same relationship relative to each other in both formations. That way you will designate a Strong End, Tackle and Guard, and a Quick End, Tackle and Guard, who always stay together on either side of the Center. The Wingback always sets to the strong side of the formation. I have diagrammed all seven plays against the Gap-Air-Mirror (GAM) defense for one simple reason -- if you can block the GAM, you can block just about anything. You ll find you can apply the blocking rules on each playsheet against any defense you face, however

4 PERSONNEL REQUIREMENTS Tight Ends: A prototypical tight end, big, strong and a good blocker with hands, should play on the Strong side. Not too many deep pass routes for him, but plenty of angle blocks on linemen and backers in the defensive core. If you have a better pass receiver, have him play Quick End. This is also a better place to hide a minimum-play type player. Wingback: Speed kills. This should be the fastest player on your team who can catch a football. I believe fast people can be taught how to run the Scissors play well, but you can't teach good runners speed. The WB must be able to block -- tell him no block, no rock. Fullback: The key to your running game. He will lead block for the Tailback on key plays, and misdirect the defense away from the football on others. Smaller and quicker can work as well as bigger and stronger, but you want that great forward lean when blocking or running, as well as someone who smells the goal line when you get down close to the end zone. We say that the Tailback may carry the ball, but down on the goal line, the line and the Fullback score the touchdowns. Quarterback: Lots of faking and ball-handling, and some passing. If you have a good runner who is also your best passer, you can play him here -- but if your best and fastest runner can pass a bit, put him in at wingback and install an option pass for him. Tackles: Rarely asked to block more than one gap over (down blocks and cutoffs). Should be your biggest, strongest linemen. You can play a minimumtype kid at Quick Tackle, but only if you have a good player at Quick End (and vice versa -- never two MPP s at once next to each other). Guards: Your Quick Guard will be your best puller. The Strong Guard should be the better drive blocker of the two, big and strong enough to handle his man one-on-one. They should both master down and cut-off blocks. Center: Must be steady, willing to work hard to master the art of snapping and then blocking either gap or straight ahead. Line Splits: I recommend 6-inch line splits between Center and Guards, one foot between Guards and Tackles, and 1-2 feet between Tackles and Ends. The slower the End is, the tighter he will have to align to his Tackle. The Wingback lines up a yard outside and a yard behind the Strong End. The Fullback s heels are 3 yards deep, directly behind the Quarterback in a threepoint stance. The Tailback lines up a yard behind the Fullback in a two-point stance with his hands resting lightly on his thigh pads

5 The TOSS Quick End: Cut-off block downfield - head for the deep middle and cut off any pursuit. If Tailback cuts back toward the middle, you will be in a perfect position to dump the deepest defender on his backside. Quick Tackle: Fill for Quick Guard, cut off penetration. Hustle needed. Quick Guard: Pull and look for the first wrong color inside the Strong End s block. Center: Man On/Man Away. Strong Guard: Gap/Down/Backer (Block anyone in the inside Gap; if no one there, block Down for the first wrong color on the LOS; if no one there, look for the first Backer away from the play) Strong Tackle: Gap/Down/Backer Strong End: Gap/Down/Backer WB: FBI - First Backer Inside. If you can chip a defensive lineman on the way past, do so. FB: Take a banana (inside-out) angle to kick out the EMLOS (End Man/Line of Scrimmage) defender. If he boxes so deep that he takes himself out of the play, keep going downfield and look for the first wrong color to show outside of the Strong End s block. TB: Take open step, cross-over step, and open step toward sideline while looking the ball into your hands. On third step, cut downhill to hole, reading the Strong End s block. QB: Reverse pivot, lead Tailback with a numbers-high toss, then continue spinning around to kick out first wrong color that shows up downfield of the Fullback s block

6 The SCISSORS Quick End: Gap/Down/Backer (see TOSS, page 5). Quick Tackle: Gap/Down/Backer Quick Guard: Gap/Down/Backer Center: Man On/Man Away. Strong Guard: Pull and kick out first wrong color past Quick End s block. Strong Tackle: Fill for Strong Guard, cut off penetration. Hustle needed. Strong End: Pull and look for the first wrong color downfield from Strong Guard. WB: Drop-step with inside foot, head for a spot a yard behind the QB; take hand-off, follow Strong End s block and cut off of it. FB: Take a direct path over Strong Guard s original location. Hit first wrong color you see, hard. TB: Use same footwork as TOSS, look at QB as though expecting pitch for first three steps. Block any defender pursuing WB from behind. QB: Reverse pivot, exactly the same as TOSS, hand off to WB, then tuck hands away on upfield hip as though carrying the football while rolling out. Stare at strong-side cornerback as soon as you hand-off and the whole time you roll to the strong side

7 The BLAST Quick End: Cut-off block downfield - head for the deep middle and cut off any pursuit. If Tailback cuts back toward the middle, you will be in a perfect position to dump the deepest defender on his backside. Quick Tackle: Playside gap/on/backer Quick Guard: Playside gap/on/backer Center: Playside gap/on/backer Strong Guard: Gap/Down/Backer (see TOSS, page 5). Strong Tackle: Gap/Down/Backer Strong End: Gap/Down/Backer WB: Head directly toward defender over Strong End as though you will block him. At last second, turn downfield and block first wrong color outside Strong End s block. FB: Take a path between Strong Guard and Strong Tackle and block the first wrong color to show outside of the Strong End s block. TB: Take a path between Strong Guard and Strong Tackle, take hand-off, follow Fullback and cut off his block. QB: Reverse pivot, hand ball to Tailback as deep as possible in backfield. Continue upfield to fake pass

8 The TRAP Quick End: Gap/Down/Backer (see TOSS, page 5). Quick Tackle: Gap/Down/Backer Quick Guard: Gap/Down/Backer Center: Man On/Man Away. Strong Guard: Pull and kick out first wrong color past Quick End s block. Strong Tackle: Fill for Strong Guard, cut off penetration. Hustle needed. Strong End: Cut-off block downfield - head for the deep middle and cut off any pursuit. If Tailback cuts back toward the middle, you will be in a perfect position to dump the deepest defender on his backside. NOTE: If defender over you makes a hard move to the inside at the snap, block him. WB: Head directly toward defender over Strong End as though you will block him. At last second, turn downfield and block first wrong color outside Strong End s block. FB: Fill for Strong Guard, hit the hole hard. TB: Take a crossover step with the quick-side foot, then an open step with the other foot at a 45-degree angle. Cut back on third step, aiming for Quick Guard s original position. Take hand-off and head just past Quick End s block - - don t stray outside toward Strong Guard s kick-out block, run this play tight. QB: Reverse pivot, make inside hand-off to Tailback, continue upfield to fake a pass

9 The TOSS Pass Quick End: Head on cut-off path, exactly like TOSS play (page 5), but look for pass from QB after clearing linebacker depth. Quick Tackle: Pull toward Strong side. After third step, wheel around and face backside of play, block first wrong color that shows -- make him go deep to get around you. Quick Guard: Backside gap (can t block downfield). Center: Backside gap (can t block downfield). Strong Guard: Backside gap (can t block downfield). Strong Tackle: Backside gap (can t block downfield). Strong End: Start toward nearest linebacker to backside; after three steps, cut sharply outside and downfield. Look for pass from QB right after outside cut. WB: Fake block on man over Strong End, then cut outside at right angles to previous path and look for pass from QB immediately. FB: Block first wrong color past Strong Tackle s butt. TB: Take TOSS path for three steps, then block first wrong color past Fullback. QB: Reverse pivot and roll outside looking at strong-side cornerback. If he drops back, throw to WB if he s open or run for first down marker. If cornerback hangs in place or comes forward, look for Strong End

10 The SPRINT Pass Quick End: Take three steps downfield at a slight inside angle (avoid getting tied up with defenders), then cut sharply toward the Strong side at an angle that will take you about 7 yards downfield by the time you reach the far sideline (this is a very shallow crossing route). Quick Tackle: Pull toward Strong side. After third step, wheel around and face backside of play, block first wrong color that shows -- make him go deep to get around you. Quick Guard: Backside gap (can t block downfield). Center: Backside gap (can t block downfield). Strong Guard: Backside gap (can t block downfield). Strong Tackle: Backside gap (can t block downfield). Strong End: Release outside at a 45-degree angle until you are about 1 yard deep, then cut sharply for the sideline -- snap your head and shoulders around and look for the pass immediately. WB: Attack the inside shoulder of the strong cornerback. When you get past him, cut to the Corner. Look for the ball as soon as you cut. FB: Block first wrong color past Strong Tackle s butt. TB: Block first wrong color past Fullback

11 QB: THIS IS A RUNNING PLAY FIRST, a passing play second. Reverse pivot and roll outside looking at strong-side cornerback. If he drops back, throw to Strong End if he s open or run for first down marker. If cornerback hangs in place or comes forward, look for Wingback. Quick End will come open later, so he is a possibility for a late throw. Remember, though, THIS IS A RUNNING PLAY FIRST. If, against the GAM as illustrated on page 10 or any other defense that plays its Ends very wide, the QB finds that he can t break out of containment with the football, he can do one of two things: he can throw the ball quickly (only if the Strong End is wide open), or, he can yell GO! and run inside the Defensive End -- GO! tells the Fullback and Tailback to head downfield and block the first wrong color they see. And remember, THIS IS A RUNNING PLAY FIRST

12 The SPRINT Draw Quick End: Run same path as SPRINT pass (page 10), block first wrong color past Center. Quick Tackle: Same as SPRINT pass. Quick Guard: Backside gap (CAN block downfield). Center: Backside gap (CAN block downfield). Strong Guard: Backside gap (CAN block downfield). Strong Tackle: Backside gap (CAN block downfield). Strong End: Same path as SPRINT pass, block nearest defender out after your third step. WB: Attack the inside shoulder of the strong cornerback. As soon as he recognizes run, block him. FB: Attack first wrong color past Strong Tackle s butt and knock him down. TB: Take same path as SPRINT pass for three steps, take hand-off from QB, run to daylight. QB: Reverse pivot and take roll-out course to Tailback. After handing off, continue outside as though you still have the ball on SPRINT pass

13 ATTACKING WITH THE YOUTH WING-I The plays in this brief playbook fit into distinct series in order to allow you to create a game plan for every opponent. Each series has a core play, and every other play in the series in some way acts as a complement to a core play. When the defense starts to unbalance itself to stop the core play, you spot what they are doing and call the appropriate complementary play. This is a very simple offensive system, and it all begins with the TOSS play. At least at first, you should call TOSS 6-7 times out of every 10 plays you run. For one thing, you are forcing the defense to prove they can stop it for less than 4 yards a pop. If they can t, KEEP RUNNING TOSS!!! If they do manage to slow down your TOSS play, you should do the following: If the defense reacts by crashing the Defensive End and/or Cornerback up and in toward the C gap to shut down the Tailback, you respond by calling TOSS Pass and running or passing outside the widest defenders. If they react by sprinting the entire defensive core toward the C gap, leaving the rest of the inside undefended, you respond by calling SCISSORS and gashing the defense to the backside. When they do something unsound to stop a core play, you hit them with the right complement. The other plays in the offense are also paired up in series -- the BLAST and TRAP, and the SPRINT Pass and SPRINT Draw. To a lesser extent, each of these plays is also a complement to the TOSS. BLAST gives you an aiming point closer to the Center if the defense starts widening to slow down the TOSS. If the backside of the defense starts recognizing and reacting to BLAST, in turn, you can call TRAP and burn them right up the gut. SPRINT Pass is a great substitute for a Sweep play and a good one-two punch with TOSS Pass, which you won t want to call all the time. Sprint allows you to run for the first down marker if your QB can get outside; if he can t, there s a very good chance he can run off-tackle for even more yardage, or a receiver may come open quickly. Remember, though, SPRINT Pass is a running play first! Finally, SPRINT Draw will fool defenses which are trying to disrupt the SPRINT Pass, and will give you a very useful weapon in passing situations, since your Tailback can cut back against the grain all the way to the backside if he sees daylight. If you would like more information on installing the offense, feel free to me at seayee AT hotmail DOT com

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