Friday 12 August 2005

Draw Trap

Posted by Emily Listiane john 18:17, under | No comments

I hope to put more run game stuff up in the future and be able to tie it together, however, I'd like to call attention to one of my favorite runs that I don't see run or talked about much: the draw trap.

The draw trap is a very simple play, that does require good execution and timing. It can be run from a variety of sets and doesn't require different calls for one-back versus two-back, etc.

The primary purposes of the play are:

1. To provide a running play that looks like standard drop-back pass action to help hold linebackers and safeties when you do and to help make the fake-draw playaction more successful. Without good draws your dropbacks and fake-draws aren't going to be very successful.

2. To provide an effective counter for upfield charging defensive linemen.

3. The draw-trap is particularly effective because it is designed to specifically attack defensive ends, which are often the most dangerous and aggressive, and can make them more weary of charging hard upfield.

4. Also, the draw-trap is much better than the regular draw versus certain blitzes. The traditional draw is most effective versus hard charging defensive linemen and fast dropping linebackers and safeties (outside rushers can also be negated), but the draw trap can seal inside dog blitzes better and get the runner more to the outside quickly.

The rules, in quick and dirty form are as follows. Then you can look at some of the diagrams. Sorry I did not have time to better label some of the fronts.

QB: Dropback, deliver the ball, and carry out your fake.
All linemen will pass set for a quick count. Traditional draws and slow screens have a much longer pass set up than the draw trap, which is fairly quick.

PST: Quick set, combo down with the PSG guard to near linebacker.
PSG: Quick set, combo 3 or 2 tech with PST, combo 1 or 0 with C to linebacker.
C: Reach/combo nose, drive 0, seal backside.
BSG: Quick set, pull and trap first man that shows. If no one turn up to LB
BST: Step playside, seal, drive, release downfield if nothing

PSY: Outside release like pass, block LB
BSY: Step playside, seal, drive for a count then release downfield

Playside back: Release outside tackle like pass route, block first man that shows
Ball carrier: Shuffle playside with head up--show pass pro look. Take ball and follow pulling guard, cut inside his block, get upfield and then look outside.

Wideouts and slots will block man on to, release for safety away.

At the line the QB is responsible for running this play to the side that it will be most effective. I do not ask my QBs to constantly check plays at the line, but I do ask them to run the ball where we will be most effective. We do that through common sense ("Don't attack walled cities") and some rules of thumb.

For the draw trap we tell the QB that if they are in odd (noseguard) we want to run it weak unless they are heavily shifted weak. If they are in even we want to run the trap to the "widest 3 technique", or I suppose it can be thought of as the wider defensive tackle. This adapted from our rule for the quick inside trap, but has served as well for wider traps as well.

If the defense is in some kind of monster style or slanting defense that is trying to fool us into running into their slants, then we will gameplan this.

Below are some diagrams:






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