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Section 4
Playbook Files
A playbook is a computer file that assigns playbook names to detailed calls
(detailed calls are explained in Sections 5, Calling the Offense, and 6,
Calling the Defense). By using the playbook, commonly used plays are given
simple names, thereby making them easy to remember and to call. Further,
if you use detailed calls and discover a detailed call that works well, you
can add it to your playbook (while you are playing the game) with the dot
command .PM. Adding to your playbook is covered in Section 7, Dot
Commands, .PM command.
Head Coach provides two playbooks for your use, the beginner playbook and
the more sophisticated standard playbook. Each playbook comes in two
versions. Both versions use the same offensive calls. Only the defense is
different. Currently, professional football teams use a defensive
alignment that is normally either a "43" (four linemen and three
linebackers) or a "34" (three linemen and four linebackers). Both playbook
versions provide the same offense, but one uses a "43" defense and the
other uses a "34". The names of the playbooks and their versions are:
beginner34.pb
beginner43.pb
standard34.pb
standard43.pb
Note: the ending ".pb" is a file type.
The type of defense that the team normally uses is stored with each team
file, described in section 10, Team Files. Storing the normal defense for
the team enables Head Coach to select which standard playbook to use when
starting a game, unless you select an alternate playbook.
Play Calling Modes
When Head Coach begins, both teams are in the playbook mode. In this mode,
you call plays by entering the playbook name of the plays. To call an
offense or a defense, enter the name of the play, as described in Section
3, Your First Game. As you gain more playing experience, either team may
enter the detailed mode, which allows complete professional-styled play
calling.
While in the playbook mode, each playbook call is converted into a detailed
call. If you would like to see the detailed call that is programmed, use
the .DP command. See section 7, Dot Commands, for a description of the .DP
command.
The Beginner Playbook
The beginner playbook contains basic plays for offensive and defensive
calls. The beginning offenses are:
SWEEPR - Running play wide to the right
SWEEPL - Running play wide to the left
DIVER - Running play inside to the right
DIVEL - Running play inside to the left
DRAW - Looks like a pass, but it is a run
BOMB - The "BOMB" -- long pass
FLOODR - "Flood" type pass to the right
FLOODL - "Flood" type pass to the left
POP - Quick pass which attempts to open
a back "popping" out of the backfield
SCREEN - Looks like a long pass, but is a
short pass
HBPASS - Looks like a SWEEPR, but the halfback
throws a pass
SNEAK - Quarterback carries ball over the
offensive center
OBPASS - Quarterback throws a pass out of
bounds, to stop the game clock
KNEE - Quarterback drops to a knee, to keep
the clock running
ROLLR - Roll-out pass to the right
ROLLL - Roll-out pass to the left
REVL - Reverse run to the left
REVR - Reverse run to the right
The beginning defenses are:
ZONE - Zone passing defense
B1 - Blitz one linebacker
B2 - Blitz two linebackers
B3 - Blitz three linebackers
REGL - Regular (normal) defense
DOUBLE - Double cover wide receivers
GOAL - Goal line defense
RUSH - Rushing defense
PREVENT- Prevent the long pass
The Standard Playbook
Standard Offense
The standard offense provides a complete offense with which you may attack
any weakness in the defense. The offense provides a variety of formations,
runs, passes, reverses, and even provides plays with a player in motion
before the snap. When you have called an offense, the formation has
already been chosen when the playbook was designed. For a description of
the Head Coach offensive formations available, see Section 5, Calling the
Offense.
Runs
Running plays are plays whose name begins with an "R". When you specify a
run, at least two things must be provided:
1: Who is carrying the ball
2: Where to carry the ball
The ball is carried by one of the following backs:
HB - HalfBack
FB - FullBack
The place where the ball will be carried is called the point of attack, or
hole. As shown in Figure 4-1, the holes are in the gaps between the
offensive linemen. The holes are numbered with the even-numbered holes to
the right of the offense, and odd-numbered holes to the left of the
offense. Therefore, the holes to the right are the 2, 4, 6, and 8 holes.
The holes to the left are the 1, 3, 5, and 7 holes. The zero (0) hole is
directly over the offensive center.
When you advance to detailed play-calling, you can specify the hole to be
directly at an offensive lineman, or even outside the 7 or 8 holes; see
section 5, Calling the Offense.
The names for the standard playbook running offenses begins with an "R" for
run, followed by the ball carrier of either "HB" or "FB", and specifies the
hole by a digit from 0 to 8. For example:
RHB8 - Run, HalfBack, 8 hole
RFB3 - Run, FullBack, 3 hole
RFB0 - Run, FullBack, 0 hole
This provides 18 running plays: two backs, nine holes each. For each of
the ball carrier-hole combinations, the standard playbook has selected a
formation and type of blocking to use.
In addition to the basic 18 running plays, you can place an "M" at the end
of the name and the play will include a player in motion before the snap of
the ball. For example:
RHB8M - Run, Halfback, 8 hole, a player in motion
RFB6M - Run, Fullback, 6 hole, a player in motion
So far 36 basic running plays have been described. All of the 36 basic
running plays use formations that have the quarterback immediately behind
the center. For a running play executed from the "shotgun" formation, the
play name begins with "GR" (gun run). Following the "GR" is the ball
carrier -- either QB or FB. Following QB or FB is the hole, 0 through 8.
For example:
GRQB4 - Gun run, quarterback, 4 hole
GRFB8 - Gun run, fullback, 8 hole
GRFB7 - Gun run, fullback 7 hole
There are no shotgun running plays with a player in motion. Therefore
there are 18 shotgun running plays: two backs, nine holes each.
The final type of running plays provided in the standard playbook is the
reverse run. In a reverse, the QB hands the ball to a running back who
then hands the ball to a second running back who "reverses" the flow of the
play. The reverse run play names begin with "RR". Following the "RR" is
the final ball carrier -- either "FL", "SE", or "HB". Last specified is
the hole which is either a "7" or an "8". This provides a total of six
reverse runs:
RRFL7 - Reverse run, flanker, 7 hole
RRFL8 - Reverse run, flanker, 8 hole
RRSE7 - Reverse run, split end, 7 hole
RRSE8 - Reverse run, split end, 8 hole
RRHB7 - Reverse run, halfback, 7 hole
RRHB8 - Reverse run, halfback, 8 hole
One final run: "RQB0". The ball carrier on this run is the QB, carring
the ball over the offensive center -- the famous "quarterback sneak". The
above describes the running plays in the standard playbook. Note that the
standard playbook includes 61 runs: 36 basic runs, 18 shotgun runs, 6
reverses, and the QB sneak.
Passes
Passing plays are plays whose name begins with an "P". Following the "P"
is a basic pass type. Four of the basic pass types are designed to attack
either the strong ("S") or weak ("W") side of the offensive formation.
These four are:
R - Rollout - Quarterback "rolls" out
F - Flood - A number of receivers "flood" a side
S - Screen - A pass compelted in the backfield, with
a blocking "screen" in front
U - Under - A number of receivers clear out an
area, and another receiver attempts
to become open "under".
To specify one of these passes, the "P" is followed by either an "R", "F",
"S", or "U". Next must be specified if the attack is toward the strong
side ("S") or the weak ("W") side. Next is the side of the field, left
("L") or right ("R"). For example:
PFWR - Pass, flood, weak, right
PRSL - Pass, rollout, strong, left
PUWL - Pass, under, weak, left
PSSR - Pass, screen, strong, right
This gives 16 basic passes. For passing deep, two pass types are provided.
One places four receivers deep ("4D") and the other places three receivers
deep ("3D"). Also, these passes can be thrown with a man in motion before
the snap. The playbook names for the "3D" and "4D" passes are:
P3D - Pass, 3 receivers deep
P3DM - Pass, 3 receivers deep, man in motion
P4D - Pass, 4 receivers deep
P4DM - Pass, 4 receivers deep, man in motion
The last pass type is executed from formations which place three offensive
receivers on the same side of the formation. This type of formation is
call a "triple" formation. The "triple" passes are specified either to the
right ("R") or left ("L"), and with or without motion, as follows:
PTR - Pass, triple, right
PTRM - Pass, triple, right, man in motion
PTL - Pass, triple, left
PTLM - Pass, triple, left, man in motion
The passes described so far (24 passes) are all run out of formations with
the quarterback under the offensive center. The standard playbook also
provides a set of passes from the shotgun formation. The passes run from a
shotgun formation are called "gun passes". The gun pass names are the same
as the previously described 24 passes except they begin with "GP" instead
of simply "P". For example:
GPFWR - Gun pass, flood, weak, right
GPRSL - Gun pass, rollout, strong, left
GPUWL - Gun pass, under, weak, left
GPSSR - Gun pass, screen, strong, right
GPTR - Gun pass, triple, right
GPTRM - Gun pass, triple, right, man in motion
GPTL - Gun pass, triple, left
GPTLM - Gun pass, triple, left, man in motion
This provides the same number of gun passes as there are non-shotgun passes
- 24. There are also two halfback passes. PHBR and PHBL have the halfback
running either right (R) or left (L) and then throwing a pass. This
completes the description of the standard playbook passing offense. With
the basic passes (16 passes), the deep passes (4 passes), and the triple
passes (4 passes), and the same number of shotgun passes, plus two halfback
passes, the standard playbook provides 50 passes.
Controlling the Clock
The standard playbook also includes two plays that allow the offense to
manipulate the clock. To stop the clock, at the expense of a down, the
OBPASS play throws an incomplete pass. To keep the clock running, the KNEE
play is used. In the KNEE play, the QB takes the snap from the CR and
drops to a knee. This stops the play, but keeps the clock running.
This completes the description of the standard playbook offense. The
standard playbook offense provides 61 runs, 50 passes, and 2 clock
manipulation plays for a total of 113 offensive calls.
Standard Defense
The defenses provided in the standard playbook provide defensive calls to
meet any situation. Before describing these defensive calls specifically,
pass coverage, run coverage, and blitzing are described.
Pass Coverage
There are two ways to protect against a pass:
Man coverages
Zone coverages
In man (also called man-to-man) coverages, defenders are assigned an
offensive receiver. The defender follows the receiver, regardless of the
path the receiver takes. Man coverages always have each receiver covered,
except in cases of mistakes, but they are vulnerable wherever a defender is
assigned to cover a receiver of better ability. These "mismatches" are
particularly vulnerable deep (long pass).
Zone defenses assign each defender a zone (area) to cover rather than a
receiver. The defender covers any receiver that comes into the area. Zone
defenses protect against the deep pass better than man coverages, but they
become vulnerable when more than one receiver approaches an area. Placing
multiple receivers in an area is known as flooding a zone.
When a defender is assigned a zone, there are actually four types of zones
that may be assigned:
Pick Zone -- Area to cover is a circle around
the defender.
Side Zone -- Area to cover is a circle extended
to the sideline.
Deep Zone -- Area to cover is a circle extended
down the field.
Corner Zone -- Area to cover is the outside corner
of the field.
Often pass defenses are combination defenses, including both man and zone
converages.
Pass defenses are also improved when the defensive linemen ignore the
possibility of a run and rush the passer. This pressure applied to the
passer can do as much to stop a pass as superior pass defenders.
Run Coverage
Protecting against the run involves line play that ensures defensive
presence at each hole and assigns defenders to each potential ball carrier.
Added strength against the run is accomplished by assigning more than one
defender to potential ball carriers.
Blitzing
"Blitzing" occurs when defenders that do not normally penetrate the
offensive line or backfield attempt to do so. The defenders assigned to
blitz will attempt to put additional pressure on the ball carrier or
passer, at the expense of fewer defenders to protect against a pass.
Blitzing is almost always done in a man pass coverage to ensure that all
receivers are covered.
The Defenses
The defenses in the standard playbook begin with a letter that describes
the basic nature of the defense, as follows:
Z - Zone coverage defense
M - Man coverage defense
D - Double coverage defense
R - Run defense
B - Blitzing defense
G - Goal line defense
Zone Defenses
The zone defenses begin with a "Z". Next is specified the number of "deep"
zones that the defense uses. The number of deep zones is either 2, 3, 4,
or 5. Therefore the basic zone defenses are:
Z2 - Zone with 2 deep zones
Z3 - Zone with 3 deep zones
Z4 - Zone with 4 deep zones
Z5 - Zone with 5 deep zones
This provides four zone coverages. Additionally, you may follow the basic
zone defense with one of the following:
D - Defenders play deeper than normal
S - Defenders pplay shorter than normal
This allows a strengthening of the zone defense either deep ("D") or short
("S"). For example:
Z3S - Zone, 3 deep zones, short
Z5D - Zone, 5 deep zones, deep
Z4S - Zone, 4 deep zones, short
This makes a total of 12 zone defenses.
Man Coverage Defenses
The man coverage defenses assign man pass coverages. These coverages work
well if the defensive player abilities match up well with the defenders.
Also, the man coverages work better against runs than do the zone
coverages.
The man coverages begin with an "M". The next thing that must be specified
is what defenders are going to cover the interior receivers (receivers that
are not wide receivers). To have the linebackers cover the interior
receivers, use an "L". To have defensive backs cover the interior
receivers, us a "B". For example:
MB - Man cover, defensive back interior
ML - Man cover, linebacker interior
Man coverage allows you to provide some additional calls for alignment of
defensive linemen. To make the additional call, append an additional
letter as follows:
G - Defensive linemen play in gaps, rather
than directly over the offensive linemen.
O - Defensive linemen shift to the offensive
strong side -- this is called an "Overshift".
U - Defensive linemen shif the the offensive
weak side -- this is called an "Undershift".
For example:
MBG - Man cover, defensive back interior,
linemen gapped
MLU - Man cover, linebacker interior,
linemen undershifted
MBO - Man cover, defensive back interior,
linemen overshifted
Man coverage also allows the use of the deep ("D") and short ("S") letter
as was described for the zone coverage. The "D" and "S" move the defensive
backs and linebacker alignment for more effective coverage deep and short,
respectively. If you would like to specify both linemen assignments and
deep or short assignment, use both letters with the linemen assignment
first. For example:
MLD - Man cover, linebacker interior,
linebackers and backs deep
MBUD - Man cover, defensive back interior,
linemen undershifted, linebackers and
backs deep
MBS - Man cover, defensive back interior,
linebackers and backs short
MLGD - Man cover, linebacker interior,
linemen gapped, linebackers and
backs deep
The above man coverage play calling results in a total of 24 man coverage
defenses.
Double Coverage Defenses
When the defense is confronted with an offensive receiver of better ability
than the defender covering the receiver, double coverage may be required.
Double coverage means that more than one defender is assigned to cover a
particular receiver.
Double coverage play names begin with a "D". Following the "D" must be the
type of defender that will be used to provide the extra defender. The "D"
is followed by either:
B - Double cover with a defensive back
or
L - Double cover with a linebacker
Finally the play name must specify the offensive receiver that will be
double covered, as follows:
F - Flanker
S - Split end
T - Tight end
H - Halfback
For example:
DLT - Double cover with linebacker, tight end
DBF - Double cover with defensive back, flanker
In order to double cover more than one receiver, one of the following must
be used:
FS -Flaner and split end
TS - Tight end and split end
TF - Tight end and flanker
TFS- Tight end, flanker, and split end
For example:
DLFS - Double cover with linebacker, flanker
and split end
DBTF - Double cover with defensive back, tight
end and flanker
The standard playbook provides 16 double coverage defenses.
Rush Defenses
The following defenses are designed to be particularly effective against
the rush, or run. All use man defenses with extra defenders covering
potential ball carriers. The basic rush defenses are:
R1
R2
R3
Each level provides additional keying to stop the run. The R3 defense is
much stronger against the run the R1. As you would expect, however, as the
defenses get stronger against the run from R1 to R2 to R3, the defenses get
increasingly weaker against the pass.
The rush defenses also support making special assignments for the defensive
linemen, linebackers, and defensive backs. The use of "G", "O", "U", "D",
and "S" have the same meaning as described above for the man defenses. A
few examples:
R1G - Rush 1, gapped linemen
R2OS - Rush 2, linemen overshifted, linebackers
and backs short
R1UD - Rush 1, linemen undershifted, linebackers
and backs deep
R2U - Rush 2, linemen undershifted
R3GS - Rush 3, gapped linemen, linebackers and
backs short
R1D - Rush 1, linebackers and backs deep
This provides a total of 36 rushing defenses.
Blitz Defenses
As previously explained, blitzing is an attempt to put extra pressure on
the offense by "blitzing", or rushing, players who do not normally do so.
The standard playbook provides four blitzes:
B1 - Blitz one linebacker
B2 - Blitz two linebackers
B3 - Blitz three linebackers
BB - Blitz at least one linebacker and
one defensive back
Goal Line Defenses
Goal line defenses begin with a "G". Following the "G" is an optional
specifier for defensive linemen alignment as follows:
G - Goal line, no defensive alignment adjustment
GG - Goal line, linemen gapped
GO - Goal line, linemen overshifted
GU - Goal line, linemen undershifted
The above four are the basic goal line defenses. You may choose to append
an optional specifier for double coverage, as follows:
DT - Goal line, double cover tight end
DW - Goal line, double cover both wide receivers
For example:
GDT - Goal line, double cover tight ent
GDW - Goal line, double cover both wide receivers
GGDW - Goal line, linemen gapped, double cover
both wide receivers
GODT - Goal line, linemen overshifted, double
cover tight end
The standard defense provides a total of 12 goal line defenses.
This completes the description of the standard playbook defenses. The
standard playbook provides:
12 Zones
24 Man coverages
16 Double coverages
36 Rushing defenses
4 Blitzes
12 Goal lEine defenses
This a total of 104 standard playbook defenses.
Making Your Own Playbook
There are several reasons why you might want to alter the standard
playbook:
You have started making your own detailed
calls and want to include some
favorite calls in your playbook.
You have started making your own detailed
calls and wish to use formations
other than the ones in the standard
playbook.
You may wish to give another name to an
existing playbook play.
Having scouted an upcoming opponent, you
may want to add special plays you
feel will be effective against that
opponent.
The playbook is a text file that can be processed like any other text file
within your Amiga system.
Playbook File Names
The playbook files provided with Head Coach are named "beginner34.pb",
"beginner43.pb", "standard43.pb", and "standard34.pb". As you learned in
section 3, Your First Game, Head Coach makes it easy to use these playbook
names. However, you may use any file name you like when building your own
playbook files. The ".pb" at the end of the name is used to specify the
file type ("pb" means playbook), but it is optional. To use your own
playbook file of any name, select "Other" as the playbook name on the Head
Coach setup screen. When the requester appears, select the correct .pb
file for the desired playbook by clicking on the file name or by clicking
the "File" gadget and typing the in the file name. To specify a disk or
disk name click in the "Drawer" gadget and type the disk drive or disk
name. For example:
df1: (reads from floppy drive #1)
tony: (reads fro tjhe disk named "tony")
dh1:headcoach2 (reads from the drawer named
"headcoach2" on the hard disk
partition named "dh1:")
Head Coach assumes that playbook file names will end in ".pb". If you do
not type a period in the file name, Head Coach assumes that ".pb" is part
of the name. However, if you would like to use a period with something
other than "pb", Head Coach will not assume the end ".pb". For example:
whatever.something
This example will cause Head Coach to retrieve a playbook file named
"whatever.something". Because you provided a period and a file type, Head
Coach does not assume an ending ".pb".
Modifying Playbook Files
There are two ways to alter your playbook. During a game, you may add or
delete plays, and write the playbook back to the disk. Or you may select
"Edit a playbook" from the Head Coach master screen. Additionally, you may
use any text editor (ED, for example) to modify the playbook. See the PM
command description in Section 7, Dot Commands, for instructions for
modifying your playbook during a game.
To use a text editor, you must first understand the format of a playbook
file. The playbook file consists of a series of one-line entries, each of
which defines a play. The play definition consists of two parts -- play
name and play contents. Here is an entry from the standard playbook:
"SWEEPR"OR.HB8PF.FBL
The name of the play, SWEEPR, is enclosed in quotes ("). Following the
play name are the play contents, which can be either a detailed play call
(as above) or another play name. In the SWEEPR example above, the name
(SWEEPR) has been followed by a detailed play call (OR.HB8PF.FBL), which
defines the SWEEPR play.
You might like to add the ability to call a play by another name. For
example, some Head Coach players prefer to use numbers for play calls
rather than letters. To assign another name to an existing play, follow
this example:
"1"'SWEEPR'
This playbook entry defines a play named "1". Enclosing SWEEPR in
apostrophes tells Head Coach that SWEEPR is the name of another play in the
playbook. SWEEPR will be used to define the play named "1". During a
game, the contents of the play will be acquired from the playbook play
"SWEEPR" whenever the player enters "1" as a play call. In this manner you
may assign multiple names to existing plays. DO NOT REMOVE the existing
play from the file. It is used to provide the detailed call.
To remove a play from your playbook using a text editor, delete the line
that defines the play.
Enter each playbook entry (play) on a separate line. The playbook files
must never contain any blank lines.