This is long overdue I know that but I just haven't had the time to sit down and put this all together lately. I can't guarantee that this will be completely finished in any timely manner but I can at least get the most important parts of this down which is the main concepts that will be ran from whatever book you want to run this from.
This is a staple of the West Coast offense while its normally run less often in an Air Raid offense but since we are dealing with pro style offenses its best to use this just as much if not more than the traditional staple of the air raid, Shallow Cross. The reason for this is because its hard to run a pure air raid from the pro style books so you need something to let you transition seamlessly into a more traditional west coast offense.
The concept itself is fairly simple, you are two crossing routes (the drag and the dig route) on the same side of the field at different depths in order to put strain on the LB core. Its a fairly simple high low read where your main concern is the mike backer, if he steps up and takes the drag route then use a touch pass (hold passing button long enough so that it isn't a lob but release it before the throw is made) to place it over and around him. A lot of times however this will result in the middle of the field being wide open and as long as you have the time to wait it out you'll be able to hit the dig route over the middle for a really big gain. Be wary of robber coverage because if you don't notice it you'll likely read the dig as the open route and throw right at a safety or LB. The shallow cross is what you aim to hit if you see the mike backer drop back into a more loose coverage scheme (think cover 2 sink) or if you feel there is going to be pressure. You might not always get a huge gain out of the shallow cross but its a safe play and if you manage to catch it in some space then it can turn into a big gain.
The reason this concept is the base concept in my air raid is because of how versatile it is. It is a good play to run against just about any sort of coverage as long as you make the right reads. The best however are cover 3 and cover 4 since they are the most likely to open up the deep cross however against man coverage and any variety of zone coverage you can normally run this high low read and find something to go with.
This is basically the same concept as drive except its more popular to run the shallow and deep cross routes on opposite sides for most college air raid attacks. It aims to create the same stress that drive creates on the middle of the field and has the same high low read. Its basically making the same read except your eyes are usually going to be more focused on the middle of the field right after the snap since it uses routes ran on both sides of the field instead of two routes ran on the same side of the field.
Again in this play's simplicity comes a concept that is effective against pretty much every type of coverage if you make your reads correctly. If you see the middle open up then give it to the deep crosser while if they play more conservative look to dump it off to the shallow crosser. Again the shallow cross is a great hot read if they blitz.
Spacing isn't really a concrete concept in terms of a set of routes but instead it aims to be the ultimate horizontal stretch play. Litter up to five WRs all over the field using a varity of routes ranging from a backside slant to a massive amount of hitch routes and you put as much strain as possible on the underneath coverage of the defense. My personal favorite is the variants ran most commonly out of a bunch formation or a trips formation where they throw the 3 WRs into a litany of shallow routes to flood the shallow part of the field on the trips side while the isolated WR on the backside runs a slant. This means if they happen to have your guys manned up you aren't punished if you don't immediately see one of the short hitch routes open since you have the slant route on the backside. Against pretty much any zone coverage one of the shallow routes will be open. This concept is a great blitz beater and a great play to roll out there if you are unsure on exactly what the defense is doing to you in terms of coverage.
Smash is another vertical stretch that uses a high low read to determine who you go to. The variants we are using for this offense are all going to use divide routes (or seams since Madden books have very few true divide routes). The goal is to run this concept against a 2 high look and since you are sending 2 guys deep on one side while having the smash route force the shallow zones to respect it you should get a good matchup against cover 4 while you should have a wide open corner corner route against cover 2. If they play very conservatively out of their two deep shell then the smash route should be open which is where the low portion of your high low read comes into play.
Four Verticals is about as simple as you can get. You run 4 guys on vertical routes in the aims of flooding the deep coverage of the defense. Against a 1 deep look this is always good play to run as it tests the deep safety and his coverage technique. If he commits too early then you have a wide open guy deep. Against Cover 4 which is the most common way to slow down four verticals you have the option to scramble utilizing the space created by the deep routes pulling players out of position or to dump it off to a possible fifth if you didn't run a 6 man protection.
I'll pick this up as soon as my power comes back on. I'm down to about 10% battery life.
Packaging 3 and 5 step drop concepts into the same play
Read that article its important to running this offense in the same manner that I run it.