Seeing John Bird’s diagrams of Neal Brown’s offense this morning encouraged me to go back and dissect Kentucky football’s offense from a year ago to draw up a comparison of the contrasting offensive styles. So like any blogger-slash-football guru would do, I rolled out the dusty ol’ chalkboard from the back of the KSR football offices, popped in some game film from last season (what little I have after recording Duck Dynasty) and got to work on my new project. What I found is very underwhelming, but also very consistent.
In 2012, under the direction of Joker Phillips and Randy Sanders, the Kentucky Wildcats offense relied heavily on three keys plays. The first is a very basic play known in most offenses as the “Bubble Screen” — or the “Motherfugginbubblescreenyougottabefugginkiddinme,” as Kentuckians like to call it:
The second play, the “Draw,” is a run play out of a passing formation. Though generally used to fool the defenders when they’re playing back on their heels, Kentucky had a tendency to run it anytime there was grass on the field, clouds in the sky or bourbon in our bellies. Kentuckians know this one as “Sonabitchwerantheballonthirdandfugginlongagain.”
The third play, arguably the most successful of the three, is designed to surrender the possession and give the ball to the other team in its own terrority. This play is called a “Punt” or a “Holysantaclausshitatleastwedidsomethingright.”
As you can see, there is a noticeable difference between the Air Raid offense of 2013 and the Draw-Screen-Draw-Punt offense of 2012. It’s too early to determine which is the most productive of the two, but I think I have a pretty good idea already.