PICKING THE RIGHT QB

29 03 2011

NINJA,
We have 3 potential QBs: One, call him option A is fast / fairly accurate, option B is slow, VERY accurate and very good at reads, and option C is a decent passer/runner but lacks decision / leadership skills. We tried all of us through out the season, do you think that sticking with one QB is better throughout the season to develop some chemistry between the players?

Picking the Right Quarterback – Based on the description above, the Ninja will discuss and analyze the quarterback options

The “Run and Gun” – a fast QB with decent accuracy
Run and Gun is fast and can deliver a decent pass. He’s often looking for a running lane, but can deliver the ball through the air. He struggles with accuracy on longer balls.

Pros: Mobility can be a huge asset on the field, particularly if league rules allow running. A mobile QB buys time for the patterns to develop, and making the defense respect the run can pay off by opening passing lanes as well.

Cons: If Run and Gun is prone to the occasional bad decision or pick, that can be a momentum changer. With shorter game times and offensive-heavy play, so often flag football games are won or lost on the backs of turnovers. Also, a QB who is looking to run first and pass if/when open will have a hard time capitalizing on the timing routes.

Analysis: Run and Gun has some great potential. Depending on league rules and other talent on the team he may be a good choice. Because of his speed, though his biggest benefit to the team may be as a receiver. For this reason (and the converse), he is probably the second choice.

The “Sniper Turtle”
Sniper Turtle is as “slow as molasses in January,” as a coach used to say. He’s got a great eye for reading the defense, a good arm and makes accurate throws, but couldn’t outrun his 2 year-old niece.

Pros: The Sniper Turtle can make some big plays by reading the defense and placing the ball exactly where it needs to be. The inability to spring out of the pocket means he/she is more likely to sit back and find a passing option.

Cons: The obvious con is an inability to escape a rush. Even a mediocre rushing duo can hurry the Sniper Turtle. Sacks can be one obvious result. Another is not having time for long plays to develop.

Analysis: Turtle-Sniper may be the best choice of the three. In flag football where defenses are typically not very disciplined and organized, well-timed passes combined with good routes are almost unstoppable. In contradiction to Run and Gun, Sniper Turtle adds his most value as a QB and brings little to the table as a receiver. To make Sniper Turtle successful, make sure he takes a deep snap, and give him short “escape hatch” receiver options. This may tame an otherwise aggressive rush. Having a strong playbook and practicing timing will also go a long way.

The “Mid-Liner”
The Mid-Liner does everything ‘ok’ but does not excel anywhere. Speed is decent, arm is passable, but leadership is lacking and choices are questionable.

Pros: Mid-Liner may give you an opportunity to put your faster “star” players at receiver slots. Mid-Liner doesn’t get trapped in the pocket like Sniper Turtle, and has an option to run from time to time.

Cons: Decision-making is not a strength. He suffers from the same potential challenges as Run and Gun from a turnover standpoint. Also he may be indecisive both with play selection and field reads.

Analysis: While QB leadership is not a pre-requisite (although that’s the default leader on most college & NFL teams, in flag football, a mastermind receiver can play that roll almost as well), decision-making is extremely important. Any type of hot reads or defender read could be a big weak point. He doesn’t add much in terms of excellence and probably fails to lead the team far in the playoffs. Of the three options, Mid-Liner is probably the last choice.

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