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HOME > ABOUT THE REDSKINS > OFFENSIVE SYSTEM ANALYSIS
Offensive System Analysis
Just my take: Joe is one of the recognized experts among the Redskins online commmunity.
However, personally, I would not characterize our offense as being a "West Coast offense" in
the tradition of Cincy (no longer), SF, GB, KC, Philadelphia, etc., although it is
of course related, as a timed offense. Whether it is or not may be just a matter
of semantics, since what Joe writes is substantively true, in my opinion. I may be
wrong in this characterization, so please do not hesitate to correct me.
-Chris Suh

As the SF 49er's and Dallas Cowboys have enjoyed a great deal of success
the past year, large numbers of former SF and Dallas offensive assistants
(Holmgren, Shanahan, Rhodes, Turner, Wannstedt) have taken head coaching
jobs and have brought copies of their respective offenses with them. Both
SF and Dallas run what is commonly referred to as the "West Coast Offense"
which actually has its' roots in the San Diego air game under Don Coryell
and Ernie Zampese (with Joe Gibbs as an assistant).
Norv Turner's version of this offense is a combination of the lessons he
learned as an assistant with John Robinson at USC and the Rams ("Student
body left, student body right" fame), Ernie Zampese (who was then at the
Rams), and Jimmy Johnson. From Robinson he learned the value of a hulking
offensive line and pulling weakside-lineman to kill people at the point of
attack (remember Ray Brown pulling from the LG spot to lead Terry Allen
this past year?). With the Rams, he was a WR coach and became exposed to
Zampese's system of timing routes. Having a former QB and QB coach tutor
WRs under this offense isn't as strange as it seems because with this
offense, WRs need to treat the game like QBs, they need to read defenses
and adjust patterns.
Under Johnson, he learned the value of speed, using the offense to
create big plays, and had the opportunity to take personal responsibility
for the development of Troy Aikman.
The "West Coast" or "Timing Offense" as run by Norv Turner operates under
several basic assumptions.
(1) Run precision patterns. The QB should be able to complete passes with
his eyes closed because the WR's should be running exact patterns
EVERYTIME--no deviation. A receiver should run a particular pattern (say,
a sideline) the exact same distance each time, the cut should occur at the
same place, and it should take exactly the same amount of time to run it
each time.
(2) Put maximum people into the pass pattern. Rather than hold back a TE
and RBs to pass block, the offense will often put all 5 eligible receivers
past the line of scrimmage. Obviously, this means you only have 5 people
pass blocking. This also means your FB must be a superb pass catcher and
your TB should be good as well. If your TEs are role players, then you
need a fast, big TE who can get downfield quickly with great hands (Asher)
and a third down back who can make plays. Consequently, when this offense
is done well, it is counterproductive to doubleteam Jerry Rice, Michael
Irvin, or Henry Ellard because you' ll get killed by the other targets.
This is in contrast to the Gibbs one-back offense where some teams (like
the Giants under Bill Parcells) would simply refuse to cover the TE (Don
Warren).
(3) Execute quickly. The longer the QB holds on to the ball, the more
trouble he's likely to get into. This offense penalizes indecision or
slow reads by the QB. When it is executed quickly, the QB is usually
taking the snap, making final reads, evaluating and deciding among
progressions, setting up, and releasing within 3.3 seconds if not sooner
(in the first half of the first Skins-Eagles game in "95, Rodney Peete was
averaging 2.7 seconds from snap to release). That is why mobile QBs like
Elway, Montana, Young, Aikman are extremely valuable in this offense
because they can often buy another second through athletic skills or
"pocket sense" (remember the last play of the Denver-Washington game?
Elway stepped up in the pocket and that time allowed the receiver to get
to the goal line). One of the ways this offense completes longer pass
patterns is, rather than having the QB wait in the pocket (with only 5
blockers), use pump fakes to freeze the safeties or CB and then release
the ball sooner and higher and let the receiver run past coverage and
under the ball. To put it another way, unless a defender falls down or
there is a blown coverage, most deep patterns involve the QB throwing the
ball before the deep receiver is open (or in some cases before they've
even reached the last zone defender).
(4) Execute precisely. Just as WRs are expected to run precise routes
that don't deviate, the mechanics (taking the snap, dropping back, setting
up, reading the correct order of progressions) of the QB are key factors
in the success of this offense (which is why young QBs often stumble with
this offense initially). This also means that the QB must be extremely
consistent with their mechanics (much like the receivers with their
patterns). With this offense, the QB is expected to take a 3-step,
5-step, or 7-step drop.
The drops must be consistent (a drop that is too deep--even if it
is 7 steps--means the ROT may set up too short and make it easier for a
speed rusher to turn the corner and get to the QB). A drop that is too
short may allow a bull-rushing DT to collapse the pocket on the QB.
Sometimes, there are passing lanes built into the pass pocket--poor
mechanics means that the QB is out of the lane or sets up after the
passing lane has closed. Also, passing routes are designed so that each
receiver gets "open" at a different time. Thus, in theory there could be
5 receivers who are all open on the same play but none of them open
simultaneously. Thus, reading the receivers in the correct order is
vital.
(5) Pre-snap reads are vital. Almost every play involves motion. Unlike
Gibb's offense (which used motion to disquise plays or hide the true
formation), Turner's offense uses motion to give the QB a chance to read
the defense prior to the snap. Thus, the QB should have a pretty good
idea of what the defense is going to do based upon their reaction to the
motion prior to the snap. This helps the execution and insures the pass
gets off quickly.
This also means the QB needs to get the team up to the line of
scrimmage quickly so there is plenty of time to read the reaction to the
motion man AND audible if necessary.
(6) Throw to the open-man. Because this offense puts a premium on putting
recievers into the pattern, there should always be someone open. Forcing
the ball (throwing into coverage) in this offense destroys the offensive
scheme.
Not only does it tend to result in turnovers, but the receivers in
the later progressions (often the TE and RBs) are less likely to runout
their patterns.
The quickest way for a QB to get pulled from the starting position
is for them to start forcing the ball--this is what cost Frerotte the
starting job late this season--he insisted upon forcing the ball into
coverage rather than throwing underneath or to uncovered receivers.
(7) Throw before the cut. Receivers are not only expected to run precise
patterns, but they are expected to make sharp, distinct cuts (rather than
round off their turns). This offense assumes that even a well-covered
receiver (in man-to-man coverage) will be open for the first step or two
after he makes his cut because the CB will have to react to the cut and
recover. Thus, in man-to-man coverage, the QB throws the ball BEFORE the
cut (when the receiver may appear to be covered) and uses the cut to "free
the receiver". Again, precision and timing are vital issues here.
(8) Overwhelm the defense at the point of attack. Have a big OL. Then
pull a TE and a G. Use the FB to seal pursuit (although sometimes the FB
and TE will exchange roles just to screw up the defensive keys).. And
develop the play quickly--don't give the defense time to recover or
compensate with pursuit (against the Cowboys in the first Dallas game, the
Skins never blocked Charles Haley on any running plays to the right side
or over the Skin's left guard. Haley spent the game trying to run down
the line of scrimmage or pursue Terry Allen from the backside--futilely).
One exception--use the FB only for quick hits up the gut (with no lead
blocking) or quick developing mis-direction plays--such calls aren't aimed
at getting big yardage but at discouraging the defense from keying on the
LG or TE to figure out where the play is going.
(9) Run outside only with speed and misdirection. The Skin's ground game
isn't designed to go outside. This is very similar to Gibbs' approach to
the running game. First of all, the backs don't have great speed. Second
(and more importantly) the OL doesn't have the speed to beat most defenses
outside. Third, Turner learned in Dallas from Emmitt Smith that the
fastest way to run to the goal line is straight ahead. The Skins run
outside to keep teams from bunching up inside.. So, they use their WRs
(Sheppard, Westbrook) who have great speed on reverses (which involve
misdirection--the Skins show action to the other side of the field or up
the gut and then give the ball to the receiver on the reverse). In fact,
one of the reasons the Skins have been so successful with reverses this
past year is that teams have tended to counter the Skin's running attack
between the tackles by having the DEs and LBs pursue down the line of
scrimmage--this makes them vulnerable on the outside--especially when the
DE initially gets a whiff of Terry Allen up the gut and then Westbrook
takes the ball outside. The Skin's philosophy with such plays is that
they're primarily run to set up other plays and to keep the defense from
overplaying so if a reverse leads to big yardage, that is icing on the
cake.
So, given these assumptions, how does the Skin's offense work (in theory
if not always in practice)?
First, Norv Turner will compensate tremendously for his young QBs (and
other players who are still growing). He'll line up 2 TEs to help out a
young OLT like Joe Patton or he'll keep RBs in to pass block, knowing that
his young QBs will rarely get to the 4th or 5th progression on pass plays.
Consequently, the offensive scheme will sometimes look like "Dallas-lite"
because he won't ask his QBs to do what they can't do yet. He'll run
simple plays or even have patterns run that are short of a first down so
the receiver has to make additional yardage after the catch for the first
down rather than ask his young QB to "make a play" by possibly throwing
into coverage.
However, given these limitations, the Skins will typically line up with a
TE, 2 receivers and 2 backs. The receivers may be split (standard look)
or they may start out with both receivers on the same side of the field,
check defensive alignment and then move. One of the receivers will always
go in motion (to give the QB a pre-snap read). After that, usually the TE
or a back will go in motion to set up the real formation.
The number of steps that the QB takes on his drop dictates much of what
can potentially happen on any pass play. For instance, the number of
steps in the drop dictates the pass blocking, how quickly the play
develops, the length of the patterns, and how much time before the QB gets
killed. The patterns and circumstances under which they are successful
vary significantly based upon the number of steps the QB takes in his
drop. And each play will specificially dictate whether the QB takes a
3-step drop, 5-step drop or 7-step drop.
A 3-step drop pass play happens in several situations: (a) a short pass
designed to pick up minimal yardage (either to get the first down or to
force the CB to come up and play closer, setting up a deeper route later
on) (b) a slant or inside route (one of the the basic building blocks of
this offensive scheme. Being proficient at short inside slants means you
get the ball off before blitzers can get to you and it forces the safeties
up closer which then gives you lots of deep patterns. Denver tried to
stop the 49er's slant routes by bringing up their safeties in the
Superbowl and Jerry Rice broke all of Ricky Sander's Superbowl records. A
team in this offense that is consistent on these routes sets up the
defense for all sorts of other killer plays. A team that can't
consistently complete these routes can't run this offense successfully),
or (c) a quick developing route (like a designed screen where the RB is
the first progression--very rare in this offense) because the QB has a
very clear read that the defense is coming with extra pressure and it is
clear that either the flat (ie: a RB on the screen) is uncovered or a CB
at the line of scrimmage has no deep help and the QB is going to try to
throw over him to a bigger receiver (particularly in the Red Zone). With
a 3-step drop, the QB almost always is throwing to the first progression,
no deeper than the second progression because unless the ball is off
quickly, the pocket will be pushed into his face. Additionally, with a
3-step drop, the QB really can't step forward so deeper balls will tend to
"hang up" in the air.
5-step drops are probably the most frequent drops for Skin's QBs in this
offense. With a 5-step drop, speed rushing DE's who get around the OT
outside face an incredible corner in order to still get to the QB. The
key to getting legitimate pressure on a QB on a 5-step drop is to: (a)
have the DE beat the OT with an inside move, (b) send blitzers through the
gaps, or (c) if the QB takes too much time. The next time you see
Frerotte or Shuler take a sack on a 5-step drop, if (a) or (b) didn't
happen you can guarantee that their timing was off and they took too long
on their reads. With a 5-step drop, the QB will have multiple receiver
options--far more than with a 3-step drop (where they are usually no more
than 2 options). In this offense, they are called "progressions". The QB
will be expected to do a pre-snap read (usually by watching 2-3 defenders
and how they react during the motion prior to the snap) then verify the
read as he drops back and then based upon his read, follow the
progressions. The read is important because (a) the progression order
changes based upon his read and (b) the patterns change based upon the
read (ie: the receiver's pattern varies based upon the defense they see at
the snap. So any play that has 5 receivers going into the pattern may
have as many as 18 potential patterns on that one play and what patterns
the receivers run will depend upon the coverage shown).
Once the receivers and QB have a read of the coverage scheme, the
progressions become an issue. The QB not only has to follow the
progressions in order, he can't stick with a particular progression too
long. This is because the routes are set up so receivers don't get open
simultaneously but are staggered throughout the play. Thus, the SE may
run a 7 yard slant (open quickly if the weakside LB is blitzing or
dropping deep into zone coverage), the flanker is running a 14 yard
sideline on the short side of the field (because the sideline is a longer
throw and the field is shorter--ie: less sideline, the throw will need to
be made quicker and probably before the WR makes the cut) might be the
second progression, the TB may flair out into the right slot (freezing the
strong side LB unless he drops back into zone to help out on the flanker,
then the TB will be open) would be the third progression, the TE (who went
in motion to the weak side of the formation) runs a 3-5 yard out (into
space cleared out by the SE) might be the fourth progression, the SE who
has now continued his slant across the field and is 25 yards downfield
becomes the 5th progression (if the flanker drew the safety up on the
sideline, the SE will be in man-to-man coverage with no-one between him
and the endzone). The FB fakes a carry into the line (to try and freeze
the LBs and SS) and then runs a 5-8 yard hook over the right side to keep
the MLB and safeties from providing deep or outside help--he'd be the 6th
progression. Notice how the order of the progressions is important. If
you look to the FB first, he'll never be open because he'll still be
fighting his way past the line of scrimmage (and the DL will grab at him
or any other receiver within reach to slow them up). If he looks at the
flanker too late, he will have run out of field on the sideline. If the
SE (the first progression) is covered on the slant than the TE (the 4th
progession) will probably be open as the CB followed the SE and the LB
didn't get out wide into coverage. But if the CB played zone (so the TE
is covered) than as the SE continues the slant deeper, he'll be open (as
the 5th progression) as the safety reacts to the flanker on the sideline
(the second progression). Get the progressions out of order and the play
has no order. Keep them in sequence and you start messing with the
defense's head--you show them movement, they react logically and then get
burned. Everything the defense does seems to only make matters worse.
Montana would routinely take plays with 5-step drops to 5 progressions.
To do so in this offense on a consistent basis requires (a) incredibly
quick reads and (b) a QB with excellent feet and pocket sense who can buy
.5 seconds by sidestepping a rusher or moving up in the pocket. In early
"94, Shuler rarely got his progressions in order. For young QBs (either
Frerotte or Shuler) to get past the first 2 progressions is pretty rare.
One of the reasons Ellard catches so many third down passes is that he is
usually the first or second progression on almost every 5-step drop
sequence. In "95 (when Shuler started in the later third of the season),
he showed tremendous improvement because so many of his passes were to the
backs and TE--which on 5-step drops are almost always the third or fourth
progression in this offense. This is a pretty clear indication that he was
following his progressions and not just throwing to the first or second
receiver.
7-step drops involve significantly more time and the angle the DE must
take on outside rushes isn't as sharp (thus easier to get to the QB).
Thus, pass protection is a bigger factor. 7-step drops are typically
called on plays where Turner: (a) feels the rush will be easily
contained--maybe because the defense will rush only 3 men or (b) an extra
receiver will be held in to pass block (often makes sense with Shuler and
Frerotte because you know they will rarely get to the 4th or 5th
progression anyway so he'll use the TE or FB or TB as a pass blocker
instead) or (c) the defensive tactics make a 7-step drop necessary (like
the CBs are jamming the WRs on the line of scrimmage so it takes longer
for the patterns to develop or the patterns that are open are deeper ones
against a zone or receivers are running deeper patterns to stretch
coverage for other receivers who will run patterns into the resulting gaps
in the stretched coverage).
As for running plays, the Turner will call about 5-9 running plays a game
that really aren't intended to gain yardage--they're intended to keep the
defense honest so they can't overplay the Skins running package. The
catch is that these plays have often proven to be big ones for the Skins
BECAUSE teams compensated so much for the Skin's standard package that
they became vulnerable to plays that should be easy to stop (shovel passes
to Mitchell, reverses, etc.).
Carries to the FB usually involve traps or quick hitting plays with no
additional blocking (besides straight ahead drive blocks). They are
intended to punish a defense for keying on the TB or a pulling G or TE.
Even if the FB gains no serious yardage, if the defense knows the FB will
get the ball 3-5 times a game in such situations, it makes it difficult
for the defense to react quickly to Terry Allen as he runs between the
tackles. A half-a-second of hesitation as a DT verifies his key is all
the difference a veteran like Gesek or Simmons needs to get enough of an
angle on him to open a hole for Allen. Reverses are intended in much the
same manner. Teams typically defense the Skin's ground game by putting
extra men on the line of scrimmage, having the DE and OLBs pursue down the
line of scrimmage and catch Allen from behind and using a safety to plug
gaps in the middle. By using fast players (like Sheppard and Westbrook)
and mis-direction (the reverse usually starts with a G pulling to one side
and the TB following), the defense overpursues and leaves gaps outside.
The reverse forces the defense to stay home. The DE and OLB can't get too
far inside. The safeties are forced to stay back. Or the reverse becomes
a very big play.
Additionally, with the Skin's running game, they'll rarely try to block
everyone on the opposing front 7. Instead they'll seek to get
overwhelming superiority at the point of attack (which lately has meant
pulling LG Ray Brown and running between RG Tre Johnson and RT Ed
Simmons). This tactic works if the TB gets to the line of scrimmage
quickly instead of delaying in the backfield or hesitating before the line
of scrimmage (a continual problem that Reggie Brooks has always had).
As simple as the Skins' running game appears (and it is simple), it works
because Turner's tactics punish teams for responding to what he is doing.
When they try to send the unblocked players (like the weakside DE) down
the line of scrimmage in pursuit, Marc Logan will get a quick trap call
over the left side or Westbrook will take a reverse over the weakside
after a fake to Allen or the Skins will try a shovel pass to Mitchell.
You can count on about 5-7 plays a game from the Skins that consist of
reverses, FB traps or quick hits, or shovel passes and all of these are
plays that are intended to either force the defense to play honest or to
punish the defense for overplaying the inside running game to Terry Allen.
These are all plays that are typically easy to stop IF your defense is
staying at home, not gambling and not compensating.
This also means that the role of FB in this offense is particularly
unique. The FB needs to be a good blocker (nothing special in that), a
very gifted pass catcher who runs very good patterns (unique in a FB, most
teams have used FBs as safety valve receivers and thrown to them behind
the LOS or in the flat, not downfield) and the FB needs to have extremely
good speed (or at minimum, excellent initial quickness). This is because
carries to the FB are usually quick-developing plays with little counter
action or delay and no lead blocking. The FB is expected to get to the
hole quickly. The better speed and quickness the FB has, the more it
forces the DL to stay home and respect the FB.
What is also especially powerful about this offensive scheme as devised by
Turner is that when the players execute it well, plays develop so quickly
that the defense begins to guess and attempts to anticipate. And Turner
does a great job of punishing defenses that try to overplay the Skin's
tendencies. This has the effect then of making defenders hesitate and
play with doubt. At the point defenders are hesitating or
second-guessing, the OL is able to seize control of the line-of-scrimmage
and the defense appears to be a step behind in reacting to everything the
Skins do. Some of the classic examples of what Turner is able to do with
play selection and keeping defenses off-balance are the New Orleans game
in "94, and both Dallas games in "95.
Joe Willmore
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