Tactics
West Coast offense explained: the pass as a running play
How the West Coast offense turned the short pass into a ball-control weapon: timing, quarterback footwork, horizontal stretch, and what survives of it today.
By CricketTaken EditorialPublished Tactics21 min read
First and ten. The quarterback takes three steps, sets, and throws a ball that travels six yards in the air to a receiver who has stopped moving on the numbers. The receiver turns upfield and falls forward for two more. Eight yards, second and two, and nobody in the stadium reacts.
That play is the whole idea.
West Coast offense explained properly starts there rather than with a playbook, because the scheme's founding decision was not a route or a formation. It was a reclassification. The forward pass, which every other team in the sport treated as the risky option you reached for when the safe option had failed, was to be used instead as the safe option. The run, which everyone else used to stay on schedule, would become the thing you did once the pass had already put you ahead of the chains.
Invert those two and the rest of the system is forced. The routes have to be short, because short throws are the ones you can complete at a high rate. The timing has to be exact, because a short throw has no margin for a late decision. The quarterback's feet have to be tied to the routes, because that is the only clock available. The backs have to be able to catch, because they are the players nearest the space a horizontal passing game creates. And the play calls have to carry a lot of information, because a system with that many moving parts cannot be run on nicknames.
Almost every professional offence now contains pieces of it, mostly without saying so.
West Coast offense explained as a bet on the reliable rather than the spectacular
Take the rulebook seriously for a moment, because the arithmetic underneath the scheme is not complicated and it explains why the idea worked.
An offence has four downs to gain ten yards. The field is 53 and a third yards wide. A completed pass inbounds keeps the clock running; an incompletion stops it. Those three facts, all of them fixed, are the entire strategic environment.
- 10Yards for a new set of downs
- 4Downs available to gain them
- 2Five-yard completions needed for a first down
- 53.3Yards of field width to defend
Rule-defined values from the professional rulebook, not measured outcomes. The third line is arithmetic, not a claim about how often anyone completes anything.
Two completions of five yards is a first down. If an offence can produce those two completions at a high enough rate, it never has to face third and long, and a defence never gets to play the down where it is strongest. That is the bet in one line: the short pass is not a compromise, it is a first-down machine that happens to look modest on television.
Compare the two ways of covering the same ground. Both drives below are invented, chosen to show the shape of the argument rather than to describe anybody's afternoon.
- Control drive
- Explosive drive
Invented illustration. Both drives gain exactly seventy yards. The control drive gains seven on every snap; the explosive drive gains almost nothing until it converts two long throws on third down. Neither line describes a real drive or a real team.
Show the numbers
| Item | Control drive | Explosive drive |
|---|---|---|
| Play 1 | 7 | 2 |
| Play 2 | 14 | 5 |
| Play 3 | 21 | 30 |
| Play 4 | 28 | 32 |
| Play 5 | 35 | 36 |
| Play 6 | 42 | 70 |
| Play 7 | 49 | 70 |
| Play 8 | 56 | 70 |
| Play 9 | 63 | 70 |
| Play 10 | 70 | 70 |
The explosive drive gets there in six plays instead of ten, which sounds better and is not, because of what the two lines hide. The flat stretches on the second line are third and long. The offence survived them by completing two throws that require protection to hold, a receiver to win downfield and a quarterback to place a ball into a shrinking window. Take either of those conversions away and the drive is a punt.
The control line never asks anyone to do anything difficult. It asks them to do something ordinary ten times in a row.
That is the actual claim of the system, and it is a claim about variance rather than about yardage. A play that gains seven yards eighty per cent of the time and nothing the rest of the time is a better possession than a play that gains thirty yards a third of the time, even when the second play produces more yards on average, because possessions end on failure rather than on a shortfall. A drive does not stop because it gained too few yards. It stops because it failed three times.
The historical circumstances made the bet obvious rather than clever. Bill Walsh built the thing as an assistant with the Cincinnati Bengals under Paul Brown, with a quarterback who could not throw the ball deep with any authority. The conventional response to that problem is to run more. Walsh's response was to ask what a pass would have to look like for a quarterback with a modest arm to throw it more safely than a running play could be handed off. The answer was short, quick, to a spot, on a timer, with a receiver in position to run after catching it. He took the finished version to San Francisco and won with it, at which point the rest of the league started paying attention to a system that had been sitting in plain sight for a decade.
The name is a mistake, and the mistake is worth knowing
There is no West Coast in the West Coast offense, or rather there is, but the label originally pointed at a different scheme entirely.
Through the 1970s and 1980s the phrase referred to the vertical passing game associated with Don Coryell, which stretched defences downfield rather than sideways and which was in almost every respect the opposite of what the name now describes. The switch happened in the press. A remark about the Coryell system was reported in a way that attached the phrase to Walsh's offence, the description stuck because it was convenient, and by the time anyone objected the usage was universal.
This is not trivia, because the confusion still infects the way people describe offences. Anything short is now called West Coast; anything vertical is called Air Coryell; and both labels get slapped onto schemes that have nothing to do with either lineage. The useful distinction is not geographical, it is about what the offence is trying to make the defence do.
A vertical system tries to make defenders retreat. It sends receivers past them and forces the deep defenders to honour the threat, opening the intermediate middle behind linebackers who have been dragged forwards. A horizontal system tries to make defenders separate. It puts receivers into space on both flanks, forces the underneath defenders to widen, and takes what appears between them.
Walsh's system is the second one, and the modern spread version that pushes the same principle to its logical end is a descendant of the horizontal idea rather than the vertical one, even though it looks nothing like the original. The Air Raid throws short and quick from four and five wide receiver sets with a tiny playbook. The West Coast offense throws short and quick from under centre with an enormous one. Both stretch the field sideways. That is a family resemblance, not a shared parent.
Why the ball leaves before the receiver has broken
Here is the piece that people watching for the first time genuinely do not believe: on a properly executed timing throw, the ball is already in the air when the receiver is still running towards the spot where he will catch it.
The quarterback is not throwing to a man. He is throwing to a place, at a time, on the understanding that the man will be there.
Think about why this has to be true. A receiver running an in-breaking route at twelve yards is covered at the moment he plants his foot. The defender is on his hip. There is no window. Roughly four tenths of a second later, after the receiver has changed direction and the defender has had to decelerate, plant and turn, a window exists, and it stays open for perhaps another three tenths of a second before the defender closes it again.
A quarterback who waits to see the window will not get the ball there while it is open, because throwing takes time. The arm action, the release and the flight of the ball to a point twelve yards away and fifteen yards across the field consume most of the window on their own. Wait for confirmation and the throw arrives late by exactly the amount of time it took to be sure.
So the system removes the confirmation step. The quarterback releases into a window that has not opened yet, on the arithmetic that it will be open when the ball arrives. The receiver is not open when the ball is thrown. He is open when it gets there, which is the only moment that matters and the only moment the broadcast angle shows you.
Everything anyone has ever said about the scheme demanding accuracy follows from this. A throw to a moving man can be corrected in flight by the man. A throw to a spot cannot be corrected by anybody, so a ball placed two feet to the wrong side is not a slightly worse pass, it is an incompletion or an interception. The scheme is forgiving of arm strength and utterly unforgiving of placement, which is a strange combination and the reason certain quarterbacks look like different players inside it and outside it.
- The snap, and the receiver releasesThe route has a fixed depth and a fixed break, and the receiver's job is to arrive at both on schedule regardless of how he is being covered.
- Step oneThe quarterback's first step gains depth and his eyes go to the coverage indicator, usually a safety or a flat defender, not to a receiver.
- Step twoThe read is confirmed or rejected. This is the whole decision, and it happens in roughly the time it takes to take one step backwards.
- Step three, and the plantThe back foot lands. In the language of the system this is the rhythm point, and the throw is supposed to happen from it rather than after it.
- The ball is released into a closed windowAt this instant the receiver is still running and the defender is still in position. Nothing looks open. The throw has been made anyway.
- The receiver breaksPlant, turn, and the defender has to decelerate and change direction behind him. The separation is created here, after the ball is gone.
- The ball and the receiver arrive togetherThe window that did not exist at the release now exists, and it closes again almost at once.
- The catch becomes a running playThe receiver catches the ball facing upfield with momentum, which is the yardage the design was actually after.
Constructed sequence showing the ordering of events on a rhythm throw. The point is that the release comes before the break is complete, not after it.
The last stage is the one most explanations skip. A six-yard throw is not a six-yard play. It is a six-yard throw plus whatever a receiver in stride can do with the ball, and the routes are drawn so that the catch happens facing the right way, away from the nearest defender, with a runway. Yards after the catch are not a bonus in this system. They are in the design specification, which is why the scheme historically valued receivers and backs who were dangerous with the ball rather than simply fast in a straight line.
The quarterback's feet are the only clock on the field
If the ball has to leave at a fixed moment, something has to measure that moment. There is no whistle and no counter. The measuring device is the quarterback's drop.
Each family of routes is paired with a depth of drop, and the pairing is not stylistic. It is a stopwatch made of footwork.
A three-step drop is the quick game. The routes are five and six yards deep, hitches, slants, quick outs, and the throw comes off the third step. A five-step drop buys enough time for routes breaking at ten to fourteen yards, in-breaking digs, out routes, curls settling at a landmark. A seven-step drop, less common now than it once was, is for routes that need to develop and for the play-action game where the fake itself consumes time.
Inside those, coaches distinguish between throwing on rhythm and throwing on a hitch. On rhythm means the ball leaves as the back foot lands, at the top of the drop, with no intermediate step. The hitch is a small gather step taken when the first read is not there, which buys perhaps three tenths of a second and moves the quarterback to the second option in the progression. A second hitch means the play has broken down and the quarterback is now living on borrowed time, since the protection was drawn to hold for a defined number of seconds and not more.
That is why so much of the coaching in this system is about feet rather than arms. A quarterback whose drop is a half-step deep arrives late to every throw in the concept, not just one of them, because every route in the concept was timed against a drop of a specified depth. Chronic lateness of that kind does not look like a footwork problem on the broadcast. It looks like receivers being covered, which is what a coach means when he says the timing is off.
The progression itself is built the same way. The quarterback is not scanning the field looking for someone open, he is running a fixed sequence of looks with a defined amount of time allotted to each, and the sequence is usually anchored to a defender rather than to a receiver. Read the flat defender: if he widens, throw inside him; if he squats, throw behind him. That structure is what allows a system with hundreds of plays to be executed at speed, because the quarterback is answering the same small number of questions in every one of them.
Protection is part of the same clock. A three-step concept is generally protected with fewer bodies, because the ball is out before a slower rush can matter. A seven-step concept usually keeps a back in, which subtracts a receiver from the pattern. That trade, one extra blocker for one fewer route, is one of the permanent negotiations in play design and it is decided by how long the routes need rather than by how good the defensive line is.
Stretching a defence sideways is how you open a running lane
The horizontal principle sounds like a slogan until you count bodies.
Send receivers to both flanks and into the flats and a defence has to widen its underneath defenders to cover them. Every yard those defenders move towards a sideline is a yard of interior space they can no longer reach quickly. The field is 53 and a third yards wide and the defence has a fixed number of people to cover it with. Pull them apart and the middle thins.
Which is where the running game arrives. The West Coast offense was never a pass-only system, and treating it as one misses the mechanism entirely. The passing game exists partly to create the conditions in which the run works, by forcing a defence to defend width, to keep an extra defensive back on the field, and to play its linebackers a step deeper than they would like. A run into a seven-man front with two linebackers widened by flat routes is a different play from the same run into a loaded box.
The relationship runs both ways, and this is where the system gets its reputation for being difficult to prepare for. A defence cannot commit to stopping the short passing game without becoming vulnerable to the run, and cannot commit to the run without giving up the flats. The offence's job on any given snap is to identify which of the two commitments the defence has made and take the other thing.
Play action is the joint between them. A run fake that a defence has to honour moves the underneath defenders forwards by a step or two, and a step or two is the whole margin in an intermediate throwing window. The reason the run fake that moves second-level defenders is so tightly bound to this family of offences is that the fake only works if the run is real, and the run only works if the pass has widened the defence first.
The marriage of this passing game to a full outside zone running scheme, which happened later and mostly through Walsh's coaching descendants, is arguably the most durable version of the whole idea. When the run action and the pass action look identical for the first second and a half, a defender's read is genuinely impossible, and the blocking scheme that asks linemen to move defenders sideways rather than backwards is the half of that partnership that gets discussed least.
The back and the tight end are receivers, not safety valves
In most offences of the era, a running back ran a route only when nothing else was available. He was the outlet, the place the quarterback dumped the ball when the play had failed. In this system he is frequently the first read, and the design goes looking for him.
The logic is spatial. Horizontal stretch creates space in the flats and in the space just outside the offensive tackles, and the player nearest that space at the snap is the back. A back releasing into the flat is being covered, if he is covered at all, by a linebacker who has to change direction and run outside, which is a matchup the offence is happy to take every time it is offered. A swing route, an angle route breaking back against a defender's momentum, a wheel up the sideline after the defender has committed inside: these are not check-downs, they are the play.
Ask a back to do that and you have changed what a back is. The position stops being defined by size and contact balance and starts being defined by whether he can run a route on a timer and catch a ball thrown to a spot. That shift, more than any route concept, is the system's fingerprint on the modern game, and you can see it in how backs are evaluated now.
The tight end changes in the same way and for the same reason. He aligns inside, which means he releases into the middle of the field, which is exactly where a horizontal stretch has thinned the defence out. A tight end running a shallow crossing route behind widened linebackers is running through the softest part of the coverage by construction. The seam route is the vertical complement: when the underneath defenders widen and the safeties are occupied, the space between them is the one place a slow-looking pass catcher can get open by simply running straight.
Defences have spent decades trying to answer this and the answer keeps being personnel rather than scheme. Putting a third or fourth defensive back on the field gives you someone who can run with a tight end and cover a back in the flat. It also gives up size against the run, which is the trade the offence wanted to force in the first place. The whole argument about whether to answer receivers with an extra defensive back or a linebacker is downstream of an offence that decided its two most physical players should also be its two most reliable receivers.
Screens belong in the same category. A well-timed screen is the short passing game's answer to a defence that has decided to solve everything by rushing harder, and the play that turns a pass rush into blockers running the wrong way is not an add-on to this scheme, it is one of its native answers.
Why the play calls were so absurdly long, and why that was a feature
The famous part. A call in this system can run to a dozen words or more, and the length has been mocked for as long as the system has existed, usually by people who have not asked what the words are doing.
They are doing the job a diagram would do. The call has to tell eleven players eleven different things, at the line of scrimmage, in one breath, without a screen. Each element addresses a specific group and means exactly one thing.
Here is a constructed example, invented for this article rather than taken from anyone's playbook, broken into its parts.
- The cadence or tempo tagTells everyone how the play will be started, whether there is a snap count variation, and whether the offence intends to change the call at the line.
- The formationNames the alignment of the receivers and the tight end in one word. The whole picture the defence sees is compressed into a single term everybody has memorised.
- The back's alignment or motionPlaces the running back, and often sends him in motion. The motion is frequently there to make the defence declare man or zone coverage before the snap.
- The protectionNames who is responsible for which rusher and which side the extra blocker helps. This comes before the routes in importance, because a route nobody has time to run is not a route.
- The route family numberA number, sometimes two or three digits, that assigns a full set of routes to the receivers at once. One number is the whole passing concept.
- The individual tagOverrides one receiver's route within that concept, usually named by his letter. This is the part that turns a few dozen concepts into several hundred plays.
- The snap countEnds the call. Everything before it is information, and this is the only part that is an instruction about when to move.
A constructed call, invented to show the anatomy rather than to reproduce any team's terminology. Every system uses different words for the same slots, which is why calls are unreadable across teams.
Read as a list, the length stops looking indulgent. A shorter call means either a smaller inventory of plays or a system in which players have to work out more for themselves. Both are legitimate choices and other schemes make them. The spread offences that came later deliberately went the other way, cutting the vocabulary down so the offence could snap the ball quickly and repeat the same handful of concepts against everything. That is a different bet: fewer answers, executed faster and more often.
Verbosity buys precision and it buys disguise. If the formation, the protection and the route family can each be varied independently, the same picture can produce many different plays and the same play can be run from many different pictures. A defence that has seen a formation twelve times has not seen the same play twelve times, which is exactly the problem the offence is trying to give it.
The cost is learning time. A player traded into this system in midweek genuinely cannot play in it, because the words are arbitrary and there are hundreds of them. Coaches who came up in the tradition talk about installation schedules the way engineers talk about build times, and the reason the system spread through a coaching tree rather than through imitation is that you cannot copy a language by watching it on television.
Ball control was the strategy, and time of possession was only the symptom
The strategic aim, stated by its architects and frequently misunderstood since, was control of the football.
The reasoning is about denial rather than accumulation. A drive that lasts twelve plays does two things at once: it advances the ball, and it takes twelve plays away from the opposition, who cannot score while sitting on a bench. Against a team whose offence is more dangerous than yours, shortening the game is a coherent strategy, and the surest way to shorten a game is to keep completing passes inbounds so the clock keeps running.
The clock rule is doing real work there and it is worth stating plainly. A completed pass inbounds does not stop the clock. An incompletion does. So a passing offence with a high completion rate consumes time in a way that a passing offence with a low completion rate cannot, even if both gain the same yardage. The short game is therefore a clock-management tool disguised as a passing scheme, and that is not a side effect, it is the point.
Time of possession as a statistic deserves the scepticism it now receives. Holding the ball for a long time is not valuable in itself; it is valuable when the possession ends in points and when the opposition's best players are not on the field. A team that runs twelve plays and punts has not controlled anything. The honest version of the claim is narrower and survives the scepticism: an offence that stays on schedule faces fewer third and longs, punts less often, and hands the ball back in worse field position, and those three things are worth having regardless of what the possession clock says at half time.
There is a defensive half of the argument too. A defence that spends less time on the field is fresher in the fourth quarter, and a team that is ahead can run the ball at a defence that has to defend the run. The late-game running attack that ball-control offences are known for is not a separate phase of the game plan. It is the reward for the first three quarters, cashed in.
How defences worked out how to hurt it
Nothing in this sport stays solved, and the counters to the timing game arrived within a few seasons of the system becoming fashionable.
Hit the receiver at the line. A route on a timer arrives on time only if it starts on time. A defensive back who collides with a receiver at the snap has broken the timer, and the quarterback now finds himself at the top of his drop with nobody at the spot he was throwing to. The rulebook constrains this: contact is legal only within the first five yards downfield in the professional game. Within those five yards it is not merely legal, it is the single most effective answer to a timing offence there is.
Squat underneath. Zone defenders who stop retreating and sit at the depth the routes break at are standing in the throwing window rather than covering a man. Nobody is beaten and the throw simply is not there. The reason two-deep shells and this offence are so often discussed together is that a coverage with five defenders spread across the underneath field is explicitly designed to be crowded exactly where a short passing game wants to work.
Get faster at linebacker. If the back and the tight end are the primary receivers, a linebacker who cannot cover them is a hole in the defence that the offence can find on demand. The professional game's shift towards smaller, faster second-level defenders is in large part a response to backs and tight ends being used as receivers, and it in turn opened the door for the running game to attack lighter fronts.
Match patterns instead of dropping to spots. Modern zone coverages convert to man principles based on what the routes do, so a receiver who runs vertically gets carried and a receiver who breaks short gets passed off. This closes the seams that spot-drop zone leaves open, which were the seams the timing game was designed to throw into. It costs communication and discipline, and the underlying choice between covering a man and covering a space has been running through defensive football ever since.
Disguise the picture. Since the quarterback's read is often a single defender, showing him one defender before the snap and a different one after it attacks the read rather than the route. A safety who rotates late has not covered anybody better, he has invalidated the answer the quarterback had already chosen.
Each counter has a counter, which is how the system kept evolving. Press coverage invites the double move and the rub route. Squatting defenders invite the throw behind them. Fast linebackers invite the run. Pattern matching invites formations designed to make the matching rules ambiguous. None of it is a refutation of the original idea; it is the ordinary process of a good idea becoming general knowledge and then becoming a starting point.
What survives of the West Coast offense in the modern game
Nobody runs it. Everybody runs some of it. Both statements are true and the second one matters more.
Look at what is now standard across the professional game and count how much of it originated in this tradition. The back and the tight end are receivers by default. Yards after the catch are a design goal rather than a happy accident. Play calls are protection-first. Quarterbacks are drilled on footwork tied to route depth. The quick game exists as a structural answer to pressure. Offences use the pass on early downs to stay on schedule rather than saving it for obvious throwing situations. Every one of those is now so ordinary that it has stopped being attributable.
Three things have genuinely changed.
The first is the shotgun. The original system was built under centre, because the drop was the clock and the drop needed a starting point. Working from the shotgun removes the drop and replaces the timer with something else, usually a receiver's break landmark or a defined number of hitches, which is a real difference in how the timing is measured even when the route concepts are identical. Some of the strongest modern versions have gone back the other way, using under-centre snaps specifically because they make the run fake believable.
The second is motion. Pre-snap movement is now used at a rate that would have looked absurd in the system's early years, and it is doing two jobs at once, forcing the defence to reveal whether it is playing man or zone, and physically relocating a receiver into space before the ball is snapped. Public charting of professional games shows the rate climbing sharply over recent seasons rather than plateauing, and condensed formations, receivers aligned close to the offensive line rather than out near the numbers, have followed the same curve. Both are horizontal-stretch tools. Neither was central to the original.
The third is that the offence and the running game finally merged properly. The most influential modern branch of the coaching tree pairs the timing passing game with a wide zone running scheme and makes the two look identical for the first second after the snap. That is not an addition to the West Coast offense, it is the completion of an argument it started, since the whole premise was that the pass and the run should be doing the same job.
What has been left behind is mostly the vocabulary. The enormous calls have been trimmed in many systems, partly because tempo matters more than it did and partly because coaching a smaller inventory to a higher standard turned out to be a reasonable alternative bet. The scripted opening sequence of plays, once a signature, is now an ordinary planning tool rather than a philosophy.
The label has stopped doing useful work as well. Calling a modern offence West Coast tells you very little, because the parts of it that used to be distinctive are now shared by systems with completely different lineages. If you follow how the pieces of American football fit together at scheme level, the more informative question is not which family a team belongs to but what it is asking the defence to declare, and when.
What to watch on the next first-down completion
The system is best appreciated by watching the boring plays, which requires ignoring the ball for a couple of seconds.
Watch the quarterback's feet, not his arm. Count the steps. Three steps and an immediate throw means the concept was designed to beat the rush with time rather than with blocking. A gather step means the first read was covered. Two gather steps means the play is over and something else is now happening.
Watch when the ball leaves relative to the break. If the ball is in the air before the receiver has turned, you are watching a timing throw and the receiver was covered at the release by design. If the quarterback waited, either the concept is a different kind or the timing has already gone wrong.
Watch where the catch happens and which way the receiver is facing. A receiver catching the ball square to the sideline has been given nothing to work with. A receiver catching it in stride facing upfield has been given the second half of the play, and that placement is the design working.
Watch the linebackers on any play with a back in the pattern. Their first two steps tell you whether the defence has honoured the run, and the space behind those two steps is where the offence intends to throw.
Watch the width of the underneath defenders on the snap after a completion in the flat. If they have widened, the middle has thinned and the next play is likely to attack it, either with a run or with a crossing route. That is the horizontal stretch doing its job, and it is visible in real time if you are looking at the defenders rather than the football.
Do that for a couple of drives and the offence stops looking conservative. It is not a scheme that has settled for small gains. It is a scheme that worked out which small gains are worth more than the large ones, and then built a language, a footwork system and a coaching tree around delivering them on schedule.
Common questions
What is the West Coast offense in simple terms?
It is a passing system built to gain a few reliable yards on nearly every snap rather than a lot of yards occasionally. Short, timed throws to spots on the field take the place of running plays as the way the offence stays on schedule, and the receiver is expected to produce extra yardage after catching the ball. Everything else in the scheme, the quarterback's footwork, the terminology, the way the backs are used, follows from that one decision.
Who invented the West Coast offense?
Bill Walsh developed it as an assistant with the Cincinnati Bengals in the late 1960s and early 1970s, working under Paul Brown and around a quarterback without the arm strength to run a conventional vertical passing game. He refined it as head coach of the San Francisco 49ers, where it became the system most of the league eventually copied in some form. The name itself was applied later by outsiders and originally described a different offence altogether.
Why are West Coast offense play calls so long?
Because the call replaces a diagram. Every element in it names a specific thing for a specific group of players, the formation, the back's alignment, the protection scheme, the route family and any individual adjustment, so eleven people can be told eleven different jobs in one sentence without a huddle-board or a wristband. The length is a feature of a system with a large play inventory built from interchangeable parts.
What is the difference between the West Coast offense and the Air Raid?
Both throw short and often, but for different reasons and from different structures. The West Coast offense is built under centre around timing, protection and the running game, with the pass used to control the ball and set up the run. The Air Raid works from the shotgun in spread formations with a much smaller playbook, option routes read on the fly, and space rather than timing as the primary weapon.
Is the West Coast offense still used in the NFL?
Almost no team calls its system by that name any more, and almost every team runs parts of it. The three and five step timing game, the back and tight end as genuine receivers, protection-first play calling and yards after the catch as a design goal are now general property. What has changed is the packaging, since the same concepts are now delivered from shotgun, from condensed formations and with far more pre-snap motion than the original version used.
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