Originally posted by NCommand:my thing with this is that it's no different from any other qb who has made a pre snap read and diagnosed who should be the #1 target on a play.
Here is a decent example of our AR1 (team passing design). The AR here is clearly Boldin (CK looks nowhere else). Here you'll see Crabtree run a go, corner route. He cuts to the corner JUST as Boldin makes his break inside while the ball is delivered right on time. This route by Crabtree and his cut to the corner puts Boldin's DB on pause...he hesitates to either go with Crabtree or stay with Boldin. Gore flaring out also pulls the underneath LB off Boldin (just in case he was thinking of turning and running with Boldin). You can even see Crabtree's head angle...he's watching Boldin the whole way on when to make his break to the corner. He finally looks back to see if the pass was coming and if not, time to break back to the QB for an ad lib play.
BTW: How open was McDonald in the middle of the field? Roman, come BACK to that play later! Make him the AR next time!
and then that target is open so they get them the ball.
if your first read is open throw it, don't pass it up to go to another possible read..
but that's where the progressions come in. the only problem i have is that at times there is only 1 option, and the others are decoys, that's unacceptable
like on the play you're commenting on, i believe if crab was not open as quick as he was, he would have worked his way to macdonald in the center of the field.
but
he was open so he got the ball.
i can't be too mad at that. we just need multiple options on every passing plays no more decoys and he can work through progressions that are there instead of hoping that the only 2 and sometimes only 1 option is actually successful at getting open on the particular play