No Huddle - Hurry-Up Offense
No Huddle - Hurry-Up Offense
No Huddle - Hurry-Up Offense
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As we all anticipate what should be an exciting match up between two explosive offenses in
Auburn and Oregon for the National Championship, we may be able to glean some useful
lessons from both these teams. Both represent fast-paced no-huddle offenses that are borrowing
on basic concepts and adapting them as the lastest offensive innovation. Ironic or fittingly, I
suppose, that we covered both teams offenses earlier in the Fall (Oregon / Auburn), but what
stands out to most people about each is not their plays or scheme so much, as their method of
operation...................fast. In this post, we will provide some insight into how one of these teams
facilitates this tempo via sideline signal boards.
While it has garnered quite a bit of attention (and favor) with the BooYah Sports Network by
featuring their self-heralded icons during Oregon games, Auburn's similar practice has been
rather subdued. Both essentially share the system of communication, along with other offenses
(Oklahoma State).
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It may appear as complex chaos, the methodology is quite simple. You have a base offense and
concepts that you run, all you are doing is eliminating the unnecessary huddle and parsing the
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relevant pieces of information needed on a given play. The no-huddle concept has been around
for a while, but recently it has undergone more efficient tweaking, accentuating the irrelevance
of the huddle. If you've ever spent anytime coaching offense, you'll know just how tedious and
frustrating it can be dicking around "coaching" the huddle procedure ('YOU go here...you go
there....no, no, no...you're supposed to face that way!").
To better explain this process, I've included examples of how this information would be coded
and signaled to flesh out how it actually works. Lets explore what needs to be delivered to the
players....
Formation
Motion
Play direction
Play Type
This is common information usually shared in the huddle, before anything is presented to the
defense. What the no-huddle is doing is presenting a formation, allowing the defense to match it,
then call an offensive play based on this information and/or change it (if necessary). All this can
be accomplished outside the confines gathering the players together; just line up, get the play,
and execute it.
As the offense nears the spot, they will assume the same formation as the last play (though
nothing really changes for the offensive line, quarterback, and fullback on most every play). The
formation will be signaled (usually by a sideline player) as soon as the previous play ends along
with any pre-snap movement until that formation is achieved. Next, the play type will be given to
the players. The quarterback will begin the cadence, repeating the playside/series code, and snap
the ball. Once the play ends, the next begins and the process repeats.
This necessitates an offense to develop its own language, with multiple terms (and signals) to
deliver the same information, so the code cannot be easily ‘cracked’. This is achieved by concept
association and by allowing the position units to devise the terms they want to use (ownership of
association).
Sideline Communication
The sideline usually features up to four different signalers consisting quarterbacks, receivers,
graduate assistants, assistant coaches, and coordinators. These players will be signaling
something every down, though not every signaler will be ‘live’ (will be signaling bogus dummy
calls). The common method is broken down as follows;
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All these individuals will present their signals to the on-field players until the ball is snapped to
ensure that no player did not receive the information. So once a play ends, the 'next play' begins
with the entire offense setting up on the spot of the ball, looking to their sideline for new
information.
The real key to the team of signalers is the Color designator. Colors will determine if the signaler
is hot (or the board is hot) as well as reinforce what the playside will be.
So by this example, after a formation is given and the sideline player signaling “Black” (right is
playside / signaler is hot) the players on the field will look to the signaler for the play. If the
color signaler is delivering “Blue”, they can understand that the playside is right and the board is
hot (i.e. pass routes) and disregard the signaler.
To better explain this process, I've included examples of how this information would be coded
and signaled to flesh out how it actually works. Let’s explore what needs to be delivered to the
players....
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As you can see by the charts above, the no-huddle concept of signaling can deliver this
information quickly through association and will generally only affect the 5 specialists on
offense.
Next, the play type (run, play action, screen, or pass) can be delivered. The key is to group the
play type by genus or series.
“If the reference is X, I will know that the play is going to be ‘this type’, now all I need to
know is which one”
We saw this earlier (and it is quite common) during the write-up on Louisiana Tech’s first few
practices last spring as well as Bo Pelini’s base defense concepts, where commonly used
categories represent different types of plays.
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Take these examples for instance;
I=draws the association of “I for IZ” that is commonly tied to the NFL team, Indianapolis Colts,
so any horse reference would be able to convey a zone run.
P=draws the association of “P for Power” (i.e. NFL team with a ‘P’ is the Patriots), so all you
would have to do is deliver an iconic symbol of what people would associate a ‘patriot’ with.
During this entire process, the quarterback can eyeball the sideline while ‘translating’ audibly to
the line and backs…. “Blue, Blue….Cowboy! Cowboy!” (right counter) without the defense
really having any idea of what is going on. Alternatively, the very next play could be called
“Black, Blue….Dallas! Dallas!”, and still be running the same play.
With passing plays, it is the same process, but this is where the boards come in. If the board is
'hot', the bogus play type will be called out and let the offensive line know it is not run-action, so
they will need to listen for the protection. The fullback will then call out a play-specific
protection on every down (much like the TFS system will have the back make a 'roger' / 'louie'
call each play).
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When the board is ‘hot’ the quadrants will represent primary and secondary receiver routes based
on the route tree used. So, you could have your passing concepts represented by both
associations (NCAA teams/mascots deliver a passing concept) as well as number representations
(“20” / “97”). See below for a standard chart for passing concepts and marry them up with the
included passing tree.
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If you are calling a smash concept, you could just call "Razorback" (Arkansas) or the "20" (or
"90"). The "2" in this call would represent the initial read side (right) and the "0" indicates
primary receiver running the hitch.
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