A lot goes into your Defensive Call Sheet. You’ve got to be ready for anything that can happen in a football game.
Everyone’s game plan is different. And really, every game plan should be different.
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There are a huge number of tendencies your opponent might show. If they don’t, you don’t include it on the game plan. If they do, you better include some ideas for those keys.
1. Down and Distance calls. Base this on the number of times you’ll be in each situation. More calls for 1st & 10 than 3rd & 19.
2. Hash tendency. You can combine this with D&D calls. There’s usually a lot of overlap and that’s OK.
3. Bench tendency. Some coaches run to their bench (for a variety of reasons). Be aware if this is the case and script calls. As an example, when you have a team that clearly likes to be close to their sideline, you might overload to that side when they end up on the far hash.
4. Backed up calls. What are they doing from the shadows of their own goal posts? Sneak? Wedge? Stuff it.
5. Coming Out calls. From their side of the field, what do they do? Usually conservative.
6. Middle of the Field. From the -40 to the +30. Points aren’t guaranteed, but you’re not going to give up great field position. OCs open up the playbook here. Trick play alert, too.
7. Going In. This is where you see their best stuff. What coverages and fronts do you have for it? The OC feels like points are a lock, he doesn’t want to blow this.
8. Red Zone. Not that different from Going In, but the field has shortened. That changes some things in your coverage, with the end line playing some defense for you.
9. Goal Line. When do they actually change the offense? The 5? 7? Never? Wherever it happens, you need your goal line personnel and calls ready.
10. End of Half / End of Game calls. When you just need to knock the ball down. Be ready for Hail Mary situations.
11. Hurry Up, No Huddle calls. What’s the base call you want to get into when they’re moving too fast? Have a fall back plan. The more hurry up they run, the more you need to put into this plan. Check out this video for more on game planning for Hurry Up, No Huddle.
12. Punt Block. What’s going to be the call when you need a huge change in momentum?
13. Punt Return. You need something, but you don’t want to risk running into the punter and giving a free 1st down.
14. Punt Safe. All you want is to get the ball back. Light rush, fair catch (or no returner back at all). Many coaches just play defense to guard against the fake here.
15. Unbalanced Checks. You should have a base way you adjust to unbalanced sets like a Tackle Over. Then you need 2 more ways to handle it in case you see a lot of it (or if you know you will). Teams that run a lot of unbalanced know there’s only 5 ways to play it. And they know your base adjustment.
16. Trips Checks. You need 3 ways to play Trips, if that’s something your opponent does. The reality is Trips is another form of unbalanced. The offense uses it to limit how you can defend them. You need to have answers.
17. Empty checks. Carry at least one 6 man, Cover 0 blitz call and one soft zone call. More if they run a lot of Empty, of course.
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18. Depth Chart. Make sure multiple coaches have one. Give one to the trainer, too. Assuming the trainer wants you to win. They’re usually the first to know when someone is out. Just make sure they know to send the back-up to you, not to send the back-up into the game.
19. Personnel groupings. Goal line, 3rd and Long, end of the half / end of game. Know how needs to be on the field. Punt return, too.
20. Defensive Line rotation. Most of us don’t rotate the linebackers or secondary except in personnel groups. But it’s important to keep the big boys fresh if you can. Have a plan for how to rotate them (and which coach is responsible for that).
21. Coach Assignments. What is each coach looking for? Especially important if the DC is going to be on the field. Assign coaches on the sidelines to your secondary, linebackers and near side Defensive End. If you have enough, you can have others watch the backfield set and receiver splits / routes. Someone needs to be looking for personnel changes. The guys in the box have to watch the interior and far side DE, along with the far side corner and overhang. This is hard, make it more than a passing conversation. Plan it.
22. Game Changer call. That call where you really need something to happen. An aggressive blitz where you know somebody’s band is going to play. Just a question of who’s it will be.
23. Plan B. Have a halftime adjustment prepared. It may not be the one you use, but at least you have a change-up to throw.
24. Game Management chart. Know when they can kneel it, when they should go for 2, etc. be aware of the big picture. Keep track of Timeouts, too.
That might be just scratching the surface. There’s a lot of stuff the kids don’t have to know, but you need to be prepared for.
What else do you need in your game call sheet? Tweet me @footballinfo with your ideas!
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