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No Huddle? More Chances

The Lambuth Univeristy Eagles use the no-huddle offense to change the tempo at which they run plays. The result - more snaps per game.
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In 2002 the Lambuth University Eagles went 6-4 and averaged 55 snaps per game. During the spring of 2003 we put in the no-huddle offense. Our general offensive scheme did not change, just the tempo at which we ran the plays. In the 2003 season we increased our snaps per game to 70 and improved our overall record to 9-3, won a conference championship, and a trip to the playoffs. This is roughly a 27% increase in the number of chances to score. In the 2004 season we fully expect our average number of snaps to increase again.

As a general rule, offenses are always looking for ways to gain an advantage over defenses. Methods have ranged from the use of the forward pass to the triple option to the now vogue spread offense. However, there is another method that offenses are just recently reaping the benefits of. Namely, it is the “no-huddle” which takes advantage of the defense’s lack of rest and communication time at the end of each play. The rules of football have always been such that offenses could use this method. Teams have long used no-huddle in a 2-minute format and at different times in history the “no-huddle” has been used as a novelty by teams looking for an advantage. But today, it is more mainstream and not as situational as in previous years.

If a team decides to go “no-huddle” what advantages can they expect to have? Initially the one thing that comes to mind is the conditioning aspect. Here we are not talking about conditioning in the fourth quarter but in the first half of play. An example would be defensive linemen going to a knee or standing up while waiting for the QB to call the next play. This gives the offense an opportunity to quickly snap the ball before they get set. Defensive backs are affected by the chore of covering deep routes and then having to attack the LOS in order to stop the run. (Maybe their run support or their pass defense will not be as sharp after a few series.) Linebackers may have trouble running from sideline to sideline after the first 15 minutes of play.

Another advantage is the unconventionality of it. As long as a majority of teams on the schedule use the conventional huddle offenses, the defense will conform to that type of tempo which gives them ample time to physically recover and mentally review the previous plays. But whenever an up-tempo type of offense is used, the defense must learn to communicate, align, and move at different speeds. The ability to mimic in practice also becomes very difficult. Hopefully, the defense is consumed with the ability to deal with the no-huddling rather than its execution. If this is the case the defense is now out of its comfort zone and the offense is doing just what it does each and every day at practice.

A third advantage that can be utilized is the ability of the offense to keep the defense off balance by speeding up and slowing down the tempo. On the onset this can appear to be the same advantage as one mentioned above. However, think of this element as a loaded gun. You know it is going to fire; however, you don’t know when. Being able to snap the ball at different points during the 25 second play clock creates mental fatigue for the defense.

Another advantage of the no-huddle offense is the ability to force the defense to vanilla themselves. Due to the ability to speed things up, we have seen defenses play only one or two looks during the course of the game. Needless to say this becomes a large advantage for the offensive players.

At Lambuth University we try to get the most out of our no huddle philosophy. Our number one emphasis is to control the time between the ending of one play to the beginning of another. We do this by controlling the cadence and the speed at which we align. We will have had as many as 11 different tempos in which we operate our offense.

Our first tempo is one which is used the most of the time. We want to be very efficient with our alignment speed and speed in which we get the ball snapped. We will give a code word and then a number which coincides with a memorized list of our most run plays. The code word tells the offense that the play call comes off the memorized list and what the snap count is on. For example; “Blue 2” could be the call from the QB. Blue would tell the offense that the play being run is from the memorized list and the snap count is on one. The number two represents the second play on the memorized list. We will have as many as 20 – 25 plays on the memorized list. (See Diagram 2.)
BLUE= memorized list/snap count on
one

1. Dive
2. Counter
3. Option
4. Power
5. Play Action

Diagram 1.

Our second tempo utilizes a “check with me” system. We still want our players to be efficient in their alignment speed. We will again give a code word and a number which mean something entirely different from the first tempo. The QB could call out “White 2.” The important part of this code is the color “White,” which means we are going through the cadence but are not going to snap the ball. Many times the defense will jump offsides. Other times they may flinch, or show their intentions. Every offensive position should be looking at the area in front of them during the false cadence and attempt to gather information. The number means nothing as it is a dummy call. After the false cadence the QB will look back to the sideline to get the live play. It will then be relayed in code to the rest of the team. This has worked well for us in third down situations. (See Diagram 1.)

WHITE=
Check with me after false cadence

False Cadence Code word for new play
Diagram 2.


A third basic tempo we use is “double calls.” These are two plays packaged together and both run on the first sound. Normally, they are plays we feel we can run against any type of defense and our players feel confident running. We will use one word as a code to run both plays. We have three code words that mean two plays back to back. Normally, the code words refer to the following; 1) two runs, 2) a run and a pass, and 3) two passes. They are both run from the same formation to maximize speed. If a first down is not reached on the double call then the third play is an evaluation down where we go back to the game plan for our best play in that situation. (See Diagram 3.)

Bronco=
1.Option
2. Power

Mustang=
1. Fade
2. Hitch

Cowboy=
1. Counter
2. Counter Boot

Diagram 3.

A fourth tempo is our “packaged” tempo. Here we have a package of two to three plays where the QB has the option to choose which one he will run. His decision will be based on parameters given him by the coaching staff. Just like the other tempos, he will call the tempo code and a number. “Eagle 22” might be the call. Eagle is our tempo code with 22 being a dummy call. The offense knows that the QB will go through a false cadence. Every offensive position will do the same thing they normally do during a false cadence. The QB will find his visual key and after the false cadence call out the live play in code. We normally package our plays similar to the “double call” tempo; 1) two runs 2) a run and a pass and 3) two passes. We will also insert a blitz beater play in the event we see an all out blitz. This tempo is good in first or third down situations. (See Diagram 4.)

Tiger=
1. Option vs. 8 man
2. 2 zone vs. 7 man

Lion=
1. Power vs. 3 over 2
2. 2 Slant vs. 2 over 2.

Cheetah=
1. Streaks vs. 1 Safety
2. Smash vs. 2 Safeties

Diagram 4.

Many coaches worry about the ability of a no-huddle team to use as much clock as possible given the situation that they are ahead and want to protect a lead. We have a “4 minute” tempo that uses as much time as possible. The skill positions and the offensive linemen have specific jobs they do to expand the time between plays. The first thing we tell our skill positions is no different than the common huddle teams. And that is, do not go out of bounds if you are carrying the ball. Our skill positions are also instructed to wait for the official to come and get the ball. Our offensive linemen are instructed to stay near the ball, continue to block around the pile and if in the pile be very deliberate about getting off the pile. The QB must be ready to get the play from the sideline, but only snap the ball when the play clock is under five seconds. We use our normal “Blue” tempo but are much more methodical in how we operate. We have been very successful in bleeding time off the clock using this tempo.

These are just five examples of how we manipulate the time between plays. There are many other tempos that can be created through the combination of elements from these. However, just like an offensive playbook that is six inches thick, your tempos should only reflect two things; 1) what your players are capable of learning and 2) what you actually need to be effective. Too much of either is effected by the law of diminishing returns. Use only what you need and become an expert at that.


Related Videos
American Football Monthly now offers a full line of coaching videos. So, if you enjoyed this clinic article, here are a few videos that you may find interesting:

FV 01869 The Two-Minute Offense (Chudzinski)
FV 00883 West Coast Offense Series (3 tapes: Norvell)
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To find these videos and many others, view our online catalog at www.AFMVideos.com.

About the author
Jim Glover


Jim Glover began his third year this fall coaching at Lambuth University in Jackson, Tennessee. He is currently the Assistant Head Coach and Offensive Coordinator for the Eagles. He joined the Eagles’ staff after spending 16 years in the high school ranks where he coached at both Humboldt and McNairy Central High Schools in Tennessee. You can reach him at glover-j@lambuth.edu






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