Section 5 Calling the Offense In Section 3, Your First Game, you were guided through getting a game started. You called defenses and offenses using the playbook mode, which allows simplified names to be attached to detailed professional style play calling. To make your own detailed calls, switch to the detailed mode by entering the following dot command: .PB Head Coach places your team in the detailed mode. Entering another ".PB" returns your team to the playbook mode. The mode of calling is set for each team individually. One team could be in playbook mode, and the other in detailed mode. If your team is in playbook mode, you have used the .DP command to enable the displaying of playbook contents, you are using the standard playbook, and you enter a SWEEPR offensive call, the following characters are displayed: OR.HB8PF.FBL These characters are the actual detailed call for the SWEEPR play as recorded in the playbook. The detailed call consists of a series of letters and numbers, separated by dots ".". When entering characters, you may use either uppercase or lowercase, and blanks are ignored. Enter blanks wherever you like to make the calls easier to read. Each character means something specific, is easy to learn, and provides the flexibility of real professional play calling. A complete offensive play call consists of the following parts, some of which are required and some of which are optional: Formation Required Basic Play Required Pass Patterns Optional Play Action Optional Formations In order to describe the formations to be used, the following names are used: Linemen: Left Tackle (LT) Right Tackle (RT) Center (CR) Right Guard (RG) Left Guard (LG) Basic 3 Receivers: Tight End (TE) Split End (SE) Flanker (FL) Backs: Halfback (HB) Fullback (FB) Quarterback (QB) The linemen (LT, RT, CR, RG, LG) are always aligned as shown in Figure 5-1; no variations are possible. The Basic 3 Receivers are positioned by specifying the strength of the formation. The strength, which is either Right (R) or Left (L), is the side that contains the Tight End (TE) and the Flanker (FL). Figure 5-2 shows a strong right formation, and Figure 5-3 shows a strong left formation (without the backs). Once the formation strength has been specified, the strong side of a formation is the side toward the TE and FL, and the weak Side of a formation is the side away from the TE and FL (the side toward the SE). The Backs are positioned by specifying one of the following back alignment types (note that in some cases, one or more of the basic 3 receivers are reassigned): O -- "Open" -- QB behind CR, FB behind strong side tackle, HB behind weak side tackle. I -- "I" -- QB behind CR, FB behind QB, HB behind FB. N -- "NEAR" -- QB behind CR, FB behind QB, HB behind strong side (near) tackle. F -- "FAR" -- QB behind CR, FB behind QB, HB behind weak side (far) tackle. 1 -- "One Back" -- QB behind CR, FB behind QB, HB outside weak side tackle. G -- "ShotGun" -- QB away from CR, HB between weak side tackle and SE, FB beside QB, TE split (set wide) to the strong side, FL between strong side tackle and TE ("in the slot"). 4 -- "4 Receivers" -- QB behind CR, FB behind QB, TE split (set wide) to the strong side, FL between strong side tackle and TE ("in the slot"), HB between weak side tackle and SE ("in the slot"). 5 -- "5 Receivers" -- QB behind CR, TE split (set wide) to the strong side, HB outside strong side tackle, FL between strong side tackle and TE ("in the slot"), FB between weak side tackle and SE ("in the slot"). W -- "Wishbone" -- QB behind CR, FB behind QB, nearer than other formations HB behind weakside tackle. FL behind strongside tackle. D -- "Double TE" -- QB behind CR, FB behind QB, SE alongside weakside tackle ("tight weak"), HB outside SE Figures 5-4 through 5-23 show all formations possible with the specifiers defined so far. With the specifiers you know so far, twenty formations are possible -- ten back alignments with two strengths for each. These twenty offer quite a few choices, but not enough to simulate a professional team. More options are needed to position your offensive players (not linemen, however) in the most advantageous spots. All offensive formations begin with the back alignment and strength. Following the back alignment and strength, you may optionally specify that you would like either the HB and FB or the SE and FL to exchange positions. To exchange the HB and FB you use an "X". To exchange the FL and SE, use a "Y". You can use one or both in any order. Place the exchange character or characters immediately following the back alignment and strength as follows: IRX -- specifies an I Right, with the HB behind QB and the FB behind the HB. The HB and FB have exchanged their normal positions for an I formation. OLY -- specifies an O Left, with the FL playing as a SE on the weak side (right), and the SE playing as a FL on the strong side (left). 1RXY-- specifies a 1 back offense Right, with the HB and FB exchanged and the SE and FL exchanged. If you have used a "Y" exchange the names of the FL and SE have been exchanged for the duration of that play. For exampale, you have called an ORY formation. The FL is now playing SE on the offensive left side of the formation, and SE is now playing FL on the offensive right side. If you want to assign a pass pattern (described later) to the FL playing as a SE on this play, you have to refer to that player as SE. Figures 5-24 through 5-26 show these example formations that specify an exchange. Now you can specify 80 formations, but still more are needed to provide full professional simulation. Following the back alignment, strength, and optional exchange, you may place specific players in specific spots. For each formation there are fourteen "spots" designated, seven to the strong side and seven to the weak (shown in Figure 5-24). The seven on the strong side and the seven on the weak side consist of three spots on the line of scrimmage and four in the backfield. The spots on the line of scrimmage are: T -- "Tight" -- 2 yards outside the tackle L -- "Loose" -- 4 yards outside the tackle O -- "Out" -- 14 yards outside the tackle The spots in the backfield are: W -- "Wing" -- 1 yard outside the tackle S -- "Slot" -- 6 yards outside the tackle F -- "Flank" -- 14 yards outside the tackle R -- "Running back " -- Behind the offensive tackle When calling these position modifiers, specify the player and the spot that is to be occupied. The player is specified by either the offensive position being played (TE, FL, etc.) or by the player jersey number (81, 26, etc.). The formation spot for the player is indicated by the spot name (T, W, etc.) and the side. Specify the side by entering one of the following: R -- "Right" L -- "Left" W -- "Weak" S -- "Strong" For example: ORFLWL -- Open Right, FLanker Wing Left ILXSETW -- I Left, Exchange, SE Tight Weak 1RFBWS -- 1 back Right, FullBack Wing Strong Figures 5-28 through 5-30 show formations that include position modifiers. The formation portion of the play call ends with a period. Therefore, in the SWEEPR playbook example that began this section (OR.HB8PF.FBL), the formation is an Open back strong Right (OR). The period after the OR tells Head Coach that the formation call is complete. Man in Motion Another way to adjust your formation before the snap of the ball is to put a man in motion. To specify a man in motion simply follow your formation specification with an "M", the name of the player to go in motion, and the formation "spot" the player will occupy when the ball is snapped. For example: IRYMHBWL.FB0W The calls an "I" strong right, with a "Y" exchange. The "M" indicates a man in motion. The HB will go in motion to the left and when the HB arrives at the wing left position ("WL"), the ball will be snapped. In this case, the play is a run to the FB through the 0 hole with wedge blocking. Another example: FLFLWSMFLFS.HB8+5QO This calls a far left formation with the FL in a wing strong (left) spot. The FL will go in motion to the strong side, and when FL arrives at the flank strong spot the ball will be snapped. The play is HB run 5 yards outside of the 8 hole, quick toss, and the onside guard pulls to block. Strategy of Formation Selection Head Coach offers many formation possibilities so that you can gain an advantage for a particular play call by knowing your offense and the defense you are attacking. The alignment for the linebackers, corners, and deep backs depends upon the offensive formation. For example, the cornerbacks (RC and LC) always align, and usually cover, the widest receiver to their side. In a straight OR formation for example, the widest receiver to the offense's left (defense's right) is the SE. If the following formation is called: ORSETWFLFW The SE has been moved tight weak (left) and the FL has been moved flank (wide, in the backfield) weak (left). This makes FL the widest receiver to the defense's right, and the RC that against the OR formation aligns on SE is now aligned on FL. This has forced coverage RC to FL, which may be more favorable to the offense. Use of the "Y" exchange allows you to have either your SE or FL always play on the same side of the field, regardless of the offensive strength. For example, if the defensive LC, who normally plays on the widest receiver to the offensive right side, is rather weak compared to the offensive FL, using a strong left formation would place the FL on the offensive left side. By using a strong left formation with a "Y" exchange, the FL is still on the offensive right side, playing against the weaker defensive LC. The ".MU" dot command (Section 7, Dot Commands) establishes the matchup mode and provides the ability to call plays against your opponent and see the matchups that result. The matchup mode is very useful for evaluating the effect of various formations against your opponent. Basic Play After you call the formation (as indicated by the period), you must specify whether the play is a run or a pass. If the two characters following the period specify a pass type, the play is a pass. If the two characters do not specify a pass type, they must specify a ball carrier. The play is a run. The pass types are: PK - Pocket pass RR - Roll right RL - Roll left RS - Roll strong RW - Roll weak SR - Screen right SL - Screen left SS - Screen strong SW - Screen weak For example, in the SWEEPR playbook call (OR.HB8PF.FBL) the formation is Open backs strong Right, with the HalfBack (HB) carrying the ball. Since a ball carrier followed the formation specification, the play is a run. The PWEAKR playbook call (IL.PK SED HBP FBW TEA FLA) specifies an I Left formation, followed by a PK pass type. The two letters following the formation specify a pass type (PK), so the play is a pass. Passing Plays If a pass has been called, the pass type specified the blocking for the interior linemen and the movement of the QB, as shown in Figure 5-31. Figure 5-31 shows movement, with "R" or "L" as the direction. For the RW, RS, SS, and SW pass types, the "W" means to the weak side, and the "S" means to the strong side. For example: RW -- If in a strong Right formation, RW means Roll Left. SS -- If in a strong Left formation, SS means Screen Left. What you must enter following the pass type specifier depends upon if you have called a screen pass or not. The screen pass input is different from the others. Screen Passes Unlike the other pass types, the screen pass has only one receiver. If you have called a screen pass, the screen pass specifier must be followed by the receiver that will be thrown the ball. Following the screen pass receiver you may press RETURN or type a dot ("."). If you do not enter a dot, the remaining backs and receivers will not move. If you do type a dot, the dot is followed by additional pass receivers and pass routes they will run (assigning receivers and routes is discussed in the following paragraphs). The passer (QB) will not throw to these secondary receivers, but they influence the movement of pass defenders. For example: OR.SWHB.SEP TEO FLH This example calls for an Open Right formation, with a screen pass to the weak side (SW). Because the offense is in a strong right formation, the weak side is to the left of the offense. The pass will be thrown to the HB, with the SE running a Post route, the TE an Out, and the FL a Hook. Non-Screen Passes If you are not calling a screen pass, follow the pass type with a list of receivers and the pass routes that the receivers will run. A pass route is defined by two items: * Where the player will end up relative to his formation position ( the end point) * The path taken to arrive at the end point The end point is defined by two items: * The yards downfield from the formation position * The lateral movement in yards from the formation position The lateral direction of the lateral movement yards is either: Minus yards - Move toward the center of the field. Positive yards - Move toward the sideline. The path names are diagrammed in Figure 5-32. The path names indicate the shape of the route. A "T" route, for example, means that the receiver will travel the full distance downfield and then make a 90-degree turn either inside or outside. The "I" path means that the receiver moves straight toward the end point with no turns. Specifying a Pass Route by Name You may specify a pass route by its name. Head Coach defines a series of route names and their definitions (path, downfield distance, lateral movement). Table 5-1, Pass Route Table, presents the pass routes available. For example, Table 5-1 lists a Post (P) pass as being a "Y" shape path, 30 yards deep, and 10 yards to the inside. A receiver running an Out (O) route will travel 12 yards downfield,9 yards toward the sideline, using a "T" path. A commonly used presentation of pass routes available is the "passing tree". Figure 5-33 shows the named pass routes displayed on a receiver aligned to the right of the offensive CR. If the receiver were aligned to the left of the CR, lateral movements would be reversed. For example, the "In" pass route (I) always moves toward the center of the field. Using the pass route names, the PWEAKR playbook call: IL.PK SED HBP FBW TEA FLA specifies the following pass receivers and routes: SE - Deep hook - (SED) HB - Post - (HBP) FB - Wide cross - (FBW) TE - Angle - (TEA) FL - Angle - (FBA) Specifying a Detailed Pass Route You may also specify a pass route by making a detail pass route call beginning with the slash character "/", followed by the path shape, the downfield yards, the lateral movement, and ending with a final slash character. All fields are separated by commas: /Y,28,-15/ This example specifies a "Y" shape route that takes the receiver 28 yards downfield and 15 yards toward the inside (middle) of the field. To send a receiver on a "U" path 9 yards downfield and 10 yards to the outside, specify: /U,9,10/ The PMIDR playbook call is: OL.PK SEF FLA FBA TEA HB/U,12,15/ This calls an Open Left formation, PK pass with the following pass routes: SEF - SE Fly FLA - FL Angle FBA - FB Angle TEA - TE Angle HB - HB "U" path, 12 yards downfield, 15 yards to the outside Running Plays If a run has been called, you must specify the spot where the ball carrier will carry the ball. The place where the ball will be carried is called the point of attack, or hole. As shown in Figure 5-34, the holes are in the spaces between the offensive linemen. The holes are numbered with the even-numbered holes to the offense's right, and odd-numbered holes to the offense's left. The zero (0) hole is directly over the offensive center. Therefore, in the SWEEPR playbook example (OR.HB8PF.FBL), the ball carrier is the HB (HalfBack), and the point of attack is the 8 hole. If you follow the hole specifier with a plus sign ("+") the hole is moved one-half a hole position to the outside of the specified hole. Using a minus ("-") moves the point of attack one-half a hole position to the inside of the specified hole. For example: 1R.FB4- Normally the FB would run to the 4 hole, between the offensive right tackle and right guard. Specifying the "4-" hole places the point of attack directly over the offensive right guard. If you use either a "-" or a "+", you may follow the character with a number of yards you would like the hole moved either inside or outside, respectively. For example: OR.HB8+12P This calls an open right formation, with the HB carrying the ball 12 yards outside the 8 hole. The "+" or "-" MUST be placed immediately after the hole. If you also specify yards, the yards must be immediately after the "+" or "-" So far you have specified the formation, ball carrier, and point of attack. Two more items can still be specified: blocking and assignments for the remaining backs and pass receivers. If a blocking assignment is not called, all linemen (LT, LG, CR, RG, RT) will block defenders in their area. This is called zone blocking. If a special type of blocking is desired, a series of single character blocking assignments can be included in the play call after the point of attack. Table 5-2 lists the blocking assignments that can be called. In the SWEEPR example (OR.HB8PF.FBL), the first blocking type specified is the "P", or power block. Table 5-2 describes power blocking as both offensive guards pulling to the point of attack and blocking. The "F" or far block indicates that the offside offensive tackle also pulls to the point of attack. Table 5-2 defines the blocking assignments you may make; two need special explanation. The "G" or go block is used to make the defense think that the offense is running to a hole that is wide (7 or 8 hole). The guard who is on the side of the point of attack (onside guard) pulls to the widest hole on that side. When the "G" block is used, the actual hole is the place the guard just vacated. The "G" block is used to defeat the guard keying that the defense may use (described in Section 6, Calling the Defense). In guard keying, the defensive tackles key the guards and go where the guards go. With "G" blocking, the defensive tackle follows the guard away from the hole. However, if you call "G" blocking and the defense is not guard keying, you have no blocker at the point of attack. The letter "Q", which means quick toss, does not actually specify a block. With a "Q" call, the quarterback quickly toses the ball to the ball carrier. You now know how to set your formation, call the ball carrier and the hole for a run, and specify the blocking. These calls make assignments to all offensive players except the backs who are not carrying the ball and the two ends. If you do not specify an assignment for the backs who are not carrying the ball, the backs will stay in their formation spot and will serve as zone blockers to any defender that comes into the area. If the tight end (TE) or split end (SE) is in a tight position (not "loose" or "out"), and the hole is to their formation side, the end will zone block. If the hole is to the opposite side of the formation spot, or if the end is in either a "loose" or "out" spot, the end will run a corner pass route. Table 5-1 lists an additional assignment that can be made for the off backs and ends, the "L" assignment. This assignment, like the blocking assignments, is a single-letter assignment character that follows the name of the player being assigned. For example, in the SWEEPR playbook call (OR.HB8PF.FBL), the FullBack (FB) has been given an "L" assignment. As shown in Table 5-1, that means the FB "leads" the ball carrrier at the point of attack. If you had called: OR.HB8PF.FBLFLL You would have told both the FB and the Flanker (FL) to lead at the point of attack. Following the ball carrier, hole, and blocking, you may place another period and specify pass route assignments, or a lead, or you may specify a back to go to a particular hole. These assignments are made by specifying the player position or jersey number and the single character route specified in Table 5-1. Figure 5-35 shows a final running play example: IR X SELW.FB5TQ.SEL HB8 FLO TEC This calls for an I Right formation with HB,FB exchange; SE Loose Weak. The FB carries the ball through the 5 hole, with trap blocking (RG pulls to the 5 hole), and the QB makes a quick toss to the FB. The SE leads the play (block at the 5 hole), the HB decoys by running to the 8 hole, the FL runs an Out route, and the TE runs a Corner route. Play Action Plays Another class of offensive plays that will add excitement to your games are the play action plays. A play action tries to make the defense expect a certain play, which suddenly turns into something else. For example, the standard playbook includes a run called the "DRAW". A draw is a play that starts out by trying to make the defense think a pass play is being executed. The ball is then handed to a ball carrier, and the play turns into a run. Head Coach provides a simple method of calling one play and then turning the play into something else. Start by calling the play that you want the defense to think you are running. For example, assume you want the defense to think you are running the HB through the 8 hole with trap blocking. Begin by making your detailed call as follows (do not press RETURN yet): OR.HB8T.FBO SEP TEC FLO So far, the play call is normal: Open Right formation, HB ball carrier through the 8 hole with Trap blocking. In anticipation of actually running a pass play, the example above includes pass routes for the FB, SE, TE, and FL. Enter a semi-colon (";") and a pass type as follows: OR.HB8T.FBO SEP TEC FLO;RR The ending ";RR" indicates that all players are to do whatever has been assigned, but the ball is NOT handed off on a run. The QB rolls out to the right and throws a pass. This example is shown in Figure 5-36. There are three types of play action plays: * Runs that turn into passes * Passes that turn into runs * Runs that the ball carrier hands the ball to a second ball carrier -- this is called a "reverse" When calling a run that turns into a pass, the following pass types are valid: PK - Pocket pass position RR - Roll right RL - Roll left RS - Roll strong RW - Roll weak BC - Ball carrier will throw the ball The BC pass type means that the QB hands the ball to the ball carrier, who runs a few steps and then throws the ball. In a BC pass, the QB may actually go out as a receiver. When calling a pass that turns into a run, call the pass as normal, enter ";", and then specify a ball carrier and a hole. Head Coach moves the players so that a reasonable handoff can take place. To call a reverse, simply make the call for the original hand-off. Following the run, place a ";" followed by the second ball carrier and the new point of attack. For example: IRFLSW.HB7Q.FB7;FL8 This calls an I Right formation with the FL slotted weak. The HB will carry the ball to the 7 hole, with the quarterback making a quick toss. The FB leads at the 7 hole. The ";FL8" means that the FB who received the ball from the quarterback hands the ball to the FL running toward the eight hole. Head Coach will examine the path taken by both ball carriers and will make the handoff at the closest point. Important: if the ball carriers do not get within two yards of each other, a fumble will result (after the tackle)! So calling reverses does take practice. Combining Playbook and Detailed Calls Playbooks are very handy. Many times while in detailed mode you would like to call a play just like it is in the playbook. To call a playbook play while in detailed mode, use the playbook name enclosed in apostrophes: 'SWEEPR' Any time an apostrophe (') appears, while in detailed mode, Head Coach assumes you are specifying a playbook name. Head Coach searches your playbook looking for the specified playbook name. When the playbook name is located, the contents of the playbook entry are substituted for the name enclosed by the apostrophes. In the SWEEPR example, entering 'SWEEPR' is treated just as if you had typed: OR.HB8PF.FBL Head Coach has replaced the apostrophes and the playbook name with the playbook contents. If you have modified the playbook contents of the SWEEPR entry, your modified SWEEPR play will be used. This substitution can be used to quickly call a play action play. For example: 'SWEEPR';RR Because Head Coach will replace the apostrophes and everything in between with the playbook contents for the play SWEEPR, the line above is treated as if you had typed: OR.HB8PF.FBL;RR This is a play action pass off of a SWEEPR play. Anything you type after the second apostrophe (";RR" in the example) is still present in your line, after the contents of the playbook name have been substituted. Using this substitution, you can create special formations as playbook names. If, for example, you have a formation that gives favorable matchups, you can place the formation into your playbook (see Section 4, The Playbook, Making Your Own Playbook) and give it a name. For example, if you have created a playbook entry as follows: "SPFORM"ORSETWFLSW Entering the following: 'SPFORM'.FB4W.HB7 Produces: ORSETWFLSW.FB4W.HB7 If you want to use a playbook play while in detailed mode, you can omit the ending apostrophe (') as follows: 'SWEEPR This is treated just like: 'SWEEPR' In this manner, the playbook can be used to hold substitution calls as well. Any command that is entered on one line can be placed into the playbook, given a name, and called up at any time. For example: "SUBTEFB".SU87.TE;25.FB This playbook entry allows you to substitute #87 for teh TE and #25 for the FB by entering: SUBTEFB For an explanation of the .su dot command, see Section 7, Dot Commands.