Implementing motion with RPO's

By Zach Dunn | Posted 3/28/2019

Motion with RPO’s

Using motion in the run game / RPO package gives you an advantage of not only forcing the defense to adjust to your motion and fit the RPO properly, but also identifies the man/zone for your QB, receivers and identifies the conflict defender for the QB. It also puts stress quickly on the conflict defender.

The motions we used most frequently are the quick/ sprint motions that have a snap point of “in the box”.  This puts maximum pressure on the defense and gives the QB a clear picture of any adjustments the defense is making pre-snap.

These motions also give you the ability to outnumber or out-leverage the defense quickly and create a “turn the double play” opportunity for our QB.

The motions are used to build 3x1 RPO’s and are used primarily with our 5-man conflict blocking schemes.

Also used as a PSO (pass screen option) to control the Mike Backer.

You can build the “in the box” quick motions from either a back in the backfield or a receiver motioning into the backfield.

Receiver Quick Motions

 

Backfield Quick Motions

Quick Motion 3x1 RPO’s

Fast Comet

2 Back Quick Motion:

Used to out-leverage the defense. Snap point for the motion is the outside leg of the remaining back.

Base QB rule for Comet - No secondary adjustment or linebacker movement throw the Comet. (Turn the double play)

Concept used primarily with Zone Read / Screens / Inside Runs.

Motion Back must stay parallel to the line of scrimmage and stay on the move.

Fast Comet

Sprint Bolt

Y Quick Motion:

Used to out-leverage the defense. Snap pt. for the motion is the outside leg of the tackle.

Base QB rule for Bolt - Post Mesh Leverage Throw.

Concept used primarily with Zone Read / Inside Runs.

Motion Y must run flat down LOS (do not gain ground) and stay on the move.

Spint Bolt

Fast Smoke

2 Back Quick Motion:

Used to control the conflict defender. Snap pt. for the motion is the outside leg of the remaining back.

Base QB rule for Smoke - Eyes on conflict defender and play the game off him. Post mesh conflict throw (ride and decide). Trouble throw the comet.

Concept used with all 5 man / conflict blocking schemes.

Motion Back must stay parallel to LOS and stay on the move.

Fast Smoke

Fast Storm

2 Back Quick Motion:

Used to control the conflict defender. Snap pt. for the motion is the outside leg of the remaining back.

Base QB rule for Storm - Eyes on conflict defender and play the game off him. Post mesh conflict throw (ride and decide).   Work inside – out with progression.

Concept primarily used with pin-pull / stretch / screens with base man blocking on the backside.

Motion Back must stay parallel to LOS and stay on the move.

Fast Storm

Fast Sleet

2 Back Quick Motion:

Used to control the conflict defender. Snap pt. for the motion is the outside leg of the remaining back.

Base QB rule for Storm - Eyes on conflict defender and play the game off him. Post mesh conflict throw (ride and decide).   Work slant – drift.

Receivers adjust splits to 6 yd spacing. Y “find the grass.”

Concept primarily used with pin-pull / stretch / screens with base man blocking on the backside

Motion Back must stay parallel to LOS and stay on the move

Fast Sleet

Fast Omaha

2 Back Quick Motion:

Used to control the conflict defender. Snap pt. for the motion is the outside leg of the remaining back.

Base QB rule - Eyes on conflict defender and play the game off him. Post mesh conflict throw (ride and decide).  Progression inside-out.

Receivers adjust splits to RPO tag. Drift Route “find the grass.”

Concept primarily used with pin-pull / stretch / screens with base man blocking on the backside.

Motion Back must stay parallel to LOS and stay on the move.

Fast Omaha

Orbit Giants

Same Side Motion:

Used to control the conflict defender. Snap pt. for the motion is the outside leg of the remaining back.

Base QB rule - Movement by safeties work RPO Eyes on conflict defender and play the game off him. Post mesh conflict throw (ride and decide).   Work slant – drift.

Receivers adjust splits RPO tag. Drift Route “find the grass.”

Concept primarily used with pin-pull / stretch / screens with base man blocking on the backside.

Giants

Get detailed specifics of these RPO's here: Using Motion with RPO's in the NZone Spread Offense System

You can find more of the NZone System here: NZone System

Photo Courtesy: Arizona Daily Star

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