Installing Today’s Hybrid Pistol Offense Run & Pass from Top to Bottom
This manual provides you with the full offensive line, receiver, and quarterback mechanics for installing each offensive play presented. Coach Campbell has left no stone unturned for implementing today’s Pistol Offense into your program.
We held our first 7 on 7 camp last year and it was a success, but I feel like the OL are left out of the mix, so I came up with some things that the OL can do while the 7 on 7 tourny is happening. First off, you need to invite the OL to the 7 on 7 and let them know that this will be a 5 on 5 competition. The entire competition will be based on point value, and the winning team will receive a trophy for "Most Outstanding Offensive Lineman." This competition consist of 14 teams in our county.
1. 5 man sled push (Each group will push the sled a total of 15 yards, being timed by a coach. Winning team receives 10 pts ; 2nd 8 pts and 3rd gets 6 points. ( 3 times each ) best time will win
2. Speed Drill (Time OL in 20 yard dash) 1 team goes at the same time. Take the slowest time. Team with fastest slow man wins 10 points ; 8 pts ; 3rd 6 pts
3. Combo Bench Press (Add the OL lifts up and points will be rewarded to the team that has the highest total LBS. 1st-10 2nd-8 3rd 6) Warmups required
4. Combo Squat (Add the OL lifts up and points will be rewarded to the team that has the highest total LBS. 1st-10 2nd-8 3rd 6)Warmups required
Again, this is just in the beginning of works for me. I think that this will teach the players to play together better and cheer each other on. Does anyone have any other drills that they can think of that might go with this?
You've probably had others suggest this previously, but what about incorporating "strong-man" style competitions instead of traditional weightlifting stations (truck tire flip, stone carry, vehicle pull, etc)??
I have thought about inquiring some of those things, but I try to be very careful so that people aren't getting injured and possibly placing accuasations against me or my school. I love the truck pull, and things like that and may add them. Beginning phase right now. Last year our OL coach took the opposing teams in for a film breakdown and then did some Zone walk throughs versus different blitzes. We are just trying to add from that to gain some excitement.
That is a really good and sound idea! We do not have to contend with the legal ramifications that y'all do on the HS level, and I would like to thank you for that great idea! Of course, player safety always comes first, but I have some guys that if they dropped one of those big stones on their heads, THE STONE WOULD PROBABLY BREAK!
Coach Easton
J.C. EASTON<BR>HEAD COACH<BR>GA TIGERS FOOTBALL<BR>PROFESSIONAL MINOR LEAGUE
In the January 1992 Scholastic Coach issue there was an article called 'SUMMER "TRENCH WARS" FOR LINEMAN. The article was written by Michael Willeford, Offensive Line Coach at Redwood High School, Visalia, California. A breakdown of the article follows:
* Designed a six-event lineman's competition called "Trench Wars". * Each school could enter as many teams as it wished, with each team comprised of six members (one designated as captain). * All six members of the team were required to compete in all six events, but the scores of only five players would count in the individual events (jump rope, hang clear, and dot drill). At the same time, each team had to include at least one score from every athlete in one of the three individual events. * The team captain would be responsible for determining which scores would be used at various times during the competition. * The three individual events include: Hang Clear: Two lifts, the better of which will count. The lifter (on each lift0 may opt for a single max lift or rep maxes, but he must declare his intent beforehand, or the lift will be defaulted. Note: Although many of the athletes preferred the bench press, the organizers thought that the hang, or power, clean provided a better test of the strength and agility needed in line play.
Jump Rope: Use a two-pund weighted rope and count the reps done in a 30-second timed period. Felt that rope jumping is valuable for foot speed, agility, and cardiovascular development.
Dot Drill: Designed by BFS (Bigger, Faster, Stronger), this drill does an excellent job of developing conditioning, agility, coordination, and concentration. Dots are placed in each corner of a small quadrangle 2' wide and 3' long. The base line is marked A and B, the top line D and E, and the middle dot C. The athlete starts with one foot on A and one foot on B. He then jumps quickly to C (in the middle) - landing on both feet - then jumps to D and E (at top), then comes back the same way. he repeats this five more times. This phase is called Up and Back. the player goes through four other variations of this drill (Right Foot, Left Foot, Both Feet, and Turn Around). Each athlete is timed to see how long it takes him to complete the drill. Under 50 seconds is considered Super Quick, over 80 seconds, slow. The players' times are totaled to determine the team score.
The three Team events are contested in elay format, with everyone competing. Each event is timed continuously from first player to last, with the fastest total team timing winning the event. The three Team events are: Barrel Relay: The "Barrel" is actually a 55-gallon drum, half full of water with two tires cemented to each drum. For competition a mound is prepared that is about 20" high, 36" across the top, about 5 yards long, with a 12' base. It is a 6-to8-yard jaunt from one line to the other. A beam is placed at the starting line and one at the other line to keep the barrel from rolling away from the competition area if it were to "escape". Three members of the team are aligned on either side of the mound, setting them up in a three- or four-point stance. At our signal, the first player drives the drum to the top of the mound, where he passes it to a waiting teammate, who brings it down to a third teammate. The six players keep moving and passing the drum until the sixth member brings it to rest at the point of origin. The total time elapsed represents the team score. Three five-second penalties are involved in this competition: (1) if a player touches the tire, if a receiving player pulls the tire, and (3) if a player needs a teammate to help get the tire over the mound.
Agility Relay: This relay is familiar to most coaches. The six team members break up into groups of three, 20 yards apart. each sets up in a three- or four-point stance. the first player starts on the call of 'GO!", while playewrs 2 to 6 start on the touch of the preceding runner. Each athlete runs 10 yards forward, 5 yards back, and repeats for 40 yards (10-5-10-5-10).
Obstacle Course: Set up a 10-yard by 5-yard rectangular area with a cone in each corner and a 25-lb. (iron) plate on the ground just outside the cones. All six players set up in a file behind a line chute. At the Coach's signal ("GO!"), Player #1 drives through thechute, steps through a row of six tires, and goes to his left toward Cone 3. he picks up a 25-lb. plate at the corner and shuffles across to the right toward Cone 6 - holding the plate extended at eye level. (A 25-lb. weighted bag I believe could be used in replacement to the plate). Upon reaching Cone 6, he drops the weight and performs a forward roll to cone 5, where he picks up another 25-lb. plate and shuffles with it to Cone 4. He drops the weight at that corner and back-pedals to Cone 3. He then pulls around Cone 7 and then the Cone set up in the rectangle and dashes to the Finish Line, where the Coach is standing. As Player #1 crosses the line, the Coach yells "GO!" to Player #2 on the starting line. Player #2 then dashes through the shute and the tires and goes to his right to Cone 6, where he picks up the plate dropped by player #1 and shuffles it across to Cone 3. He then negotiates the course clockwise (from Cone 3 to 4 to 5 to 6. He then pulls around Cone 7 and the middle cone, and dashes to the Finish Line). The Coach then yells "GO!" as a signal to Player #3 on the starting line and the procedure continues with each player getting a turn on the course - Players #1, #3, and #5 to the left, and Players #2, #4, and #6 to the right. The total timing of the six players comprises the team score, with the fastest total time winning the event. Scoring for the six events, based on best times or most weight or reps: 1st - 10 points; 2nd - 8 points; 3rd - 6 points; 4th - 5 points; 5th - 3 points; 6th - 2 points; and 7th - 1 point. All the points earned in the six events made up each team's Fianl Score.
Hope this helps. Good luck with the competition.
Mike Britton Head Coach St. Lawrence Valley Trailblazers