11-14-2023, 01:33 PM
(11-14-2023, 12:07 PM)Synric Wrote: Being able to pin and pull is a big part of a successful power run game.
It's A part but not THE part. We far too rarely let our line (especially the left side) just fire off and drive. We also need to either stop or really trim back the whole giving ground concept - one it makes Burrow look like he has more pressure than he does and two by making the pocket small it makes movement more difficult.
Also where are the designed rollouts, moving pockets and the like? Being in shotgun so much makes them harder but not impossible. If we lack speed aside from Chase then we need redesigned route concepts to help create space. Also with Tee out this is the chance to put Yoshi in and give him enough snaps to get a comfort level. I like Irwin a lot but he is similar to Boyd in terms of receiver type. Yoshi is speedy - his speed was one of the strengths per scouting. Ditto Chuck Sizzle - if speed is the need put our faster players in.