What is the Air Raid? In honor of Mike Leach, RIP
An overview of the Air Raid and it's features
December 11th, 2022 was a sad day for the football world. We lost the Pirate, and arguably the most interesting man in football, Mike Leach. Leach was one of the most influential and brilliant minds in the game who was arguably the driving force behind revolutionizing offensive football in the 21st century. Under his mentor, Hal Mumme, and their love for the pass-happy BYU offenses of the 1980’s, they built one of the most popular offenses in the game today at all levels: The Air Raid
Despite how long the system has been around (since the 1990’s), I find a lot of questions and discussions asking what the Air Raid is, or what are the unique features of the offense. This article is going to give an overview of the offense, how it was conceived, and it’s core concepts.
Air Raid: Explain Like I’m Five
The simplest way to explain the Air Raid: Spread formations, hurry-up-no-huddle, constantly flood the field with receivers, overwhelm the defense by threatening every point on the field as fast as possible. The core concepts are Mesh, 4-Verticals, All Hitches, Shallow, Y-Stick, Y-Cross, and Y-Corner
EDIT Note: The name “Air Raid” was first coined by Mike Leach himself, at Iowa Wesleyan. It came from the school’s use of an air raid siren after scores. Leach settled on “Air Raid” in relation to that, and because people wouldn’t stop asking him what it was called other than “the offense.”
How did we get the Air Raid?
When Hal Mumme brought Leach onto his offensive staff at Iowa Wesleyan University in 1989, both immediately connected over their love of the pass-happy BYU offenses of that decade. Those BYU teams under LaVell Edwards were running the classic West Coast Offense (WCO), the same offenses that dominated the NFL from the 1980’s through the 2000’s. The two worked together to refine the WCO and develop a system to their liking. Below are some of their key goals or ideas for the offense.
They wanted to design an offense that took concepts of the WCO, but simplify the system so that high schoolers could run it.
Leach always had a standing order or idea that you have three resources you have to maximize your use of: Time, space, and personnel.
Time: Use the most of it by getting as many plays in as possible in a game, and maximize your practice time with fewer plays and many repetitions. When it came to time, Mumme and Leach wanted to embody "basketball on grass," with the flow of their offense. This is where the idea of using a hurry-up-no-huddle pace, and hyper-fast distribution of the ball to various points on the field came from.
Space: Threaten and attack every point on the field as fast as possible by using spread formations, wide O-line splits, and flooding the field with 4 and 5 receiver route concepts that stretch the the defense horizontally and vertically.
Personnel: Make the most out of what you have by developing a system that allows weaker, or even slower and less talented players to compete. Remember, they were trying to design this offense for high schoolers.
The Product: The Air Raid System
Through the collaboration of Leach and Mumme, below is the offense that they put together.
Overview
A pass-first, pass-heavy, simplified take on a few core West Coast concepts. The goal is to use time, space, and personnel: Stretch and threaten the entire field by stretching the defense out both pre-snap and post-snap and getting the ball wherever the defense is not (space). Time in game: Get as many snaps in as possible to maximize scoring chances and to tire the defense. Time in practice: Simplify the offense to spend more time developing players and perfecting the core concepts. Personnel: Make it so any average kid-joe could run it.
No Huddle / Go Fast
No Huddle: Use short play names and simple signaling systems to get plays in fast, and snap the ball as fast as possible. By using one personnel and keeping the same 11 on the field, the offense can line up and go play after play without giving the defense a chance to sub.
Minimum Formations
A minimum of formations and personnel groupings to maximize player reps and to avoid subbing as a means to keep up with the fast pace no-huddle format. Basing out of 10 personnel (1RB, 0TE, 4WR), and occasionally 20 personnel (2RB, 0TE, 3WR), there were three primary formations: Spread 2x2, Spread 3x1, and a 2x1 formation where the H-back (4th WR) lined up in the backfield as a second RB.
Minimum Run Game
Minimum running game to maximize practice time on the pass game. “Pure” or hardcore Air Raid playbooks would carry maybe 2-3 run plays. Something like inside zone, and draw. A notable feature of Mike Leach’s Air Raid style was that Leach never called run plays! Run plays instead were audibles a QB could check to at the line if certain criteria were met, such as 5 or less in the box, or a particular key they had game-planned for.
Early versions of the Air Raid used more traditional run schemes found in the West Coast Offense, such as ISO and Sweep. Other variations of the Air Raid, such as the “Briles” variant RGIII ran at Baylor, and now being ran at Tennessee replaced zone and draw with a power run game: Power/Counter. You can run pretty much whatever run schemes you want, but you want to keep it minimum.
Fast Screens replace Outside Runs
Supplement the reduced running game with a robust "fast screen" game (hitch, bubble, and swing screens) to create the "outside run game."
Fast/Hitch Screen
Bubble Screen
Swing Screen
Slow Screens
Implement some slow screens as change-ups or "action fake" type plays designed to be PA, fake quick screens, etc. This is where you see things like the RB middle screen, slip screens, or jailbreak/tunnel screens. These, along with some fast screens would require offensive linemen to immediately run downfield and block CB’s and safeties (ignoring a defense’s biggest and strongest defenders)
Pass Protection
Pass protections were also reduced to just 1-3 total protections as opposed to the many arrangements and protection types of the West Coast Offense. The Air Raid is also noted for a technique called "vertical set" pass protection, meaning instead of making a traditional pocket, linemen would backpedal in sync with the QB's drop: 3-step drop = 3 backpedal steps. 5-step drop = 5 backpedal steps. This method would force defensive stunts and blitzes to unfold before engaging with the O-line. This also helped minimize the amount of time O-linemen had to be engaged with defenders before the ball was thrown (again, designed to help weaker or less-skilled linemen).
Notice how in the vertical set protection, all the stunts unfold in front of the offensive line (all five linemen can see everything happening). The splits are also wider than traditional splits, allowing for a more vertical drop angle as opposed to widening out by tackles and guards to get to their blocks.
Traditional pocket-style and other protections in the West Coast Offense typically featured six in the protection as well (a RB included). The vertical set protection had an extra goal of allowing the RB to get into route as many of the concepts called for it, and it allows the five remaining blockers to identify and only take on the five most immediate threats.
Keep in mind that the Air Raid is about basketball on grass: Get the ball around the field as fast as possible. If a D-lineman wanted to take 3-5 seconds to run a long loop to get to the QB unblocked, that’s fine…the QB should have thrown the ball by the three second mark anyways.
Wide Offensive Line Splits
WIDE SPLITS! Offensive linemen used very wide splits, with a minimum of 3-feet and sometimes getting as wide as 2-3 yards! This pushed the pass rush farther away from the QB, and allowed smaller, shorter QB's (or prototype ones) to have more natural vision and passing lanes set up between the tackles. It also allowed QB's, backs, and linemen to identify defensive players easier by forcing more space between them. Another perk is that it allowed weaker or slower linemen to keep their defender farther from the QB and backs by alignment alone.
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THROW TO GRASS! QB reads on pass plays weren't focused on keying a specific defender or watching receivers. QB's were instead taught to read land-marks or areas of grass. The rule was if there's no defender in that area, throw it there. If there is a defender in that area, look to the next area. This is really where Leach's madness of "space" utilization comes alive. The idea was throw the ball wherever the defense wasn't. Receivers then had to get there.
Pass routes were usually fixed, or pre-snap adjustments based on the way the defense lined up. Few, if any option routes once the ball was snapped. Leach relied heavily on trusting QB's to throwing to open areas, and that receivers had to be responsible for being there. This helped take some responsibility off of the QB’s shoulders, which again addresses the goal of designing an offense for more average or high school QB’s.
One other pass progression change from the West Coast was to take the "alert" routes (chance or deep shot routes not part of the original progression) and put them into the actual progression, meaning almost every Air Raid concept starts with the QB looking at a deep shot route. Not all Air Raid coaches do this though, and many still use the "alert" pre-snap approach.
The 7 Core Concepts of the Air Raid
There are seven core concepts or plays in the Air Raid (at least that's what most cases I've seen have been). Obviously you aren't limited to these, nor do you have to run these seven, but these are the seven most popular concepts associated with the system. Of the concepts below, many consider Mesh and 4-verticals to be the two "must have" concepts if you want to be an Air Raid team.
I’m not going to go into detail on each concepts, because this article would take over a week to write! Below I have included diagrams. The numbers under the players is their order in the QB’s progression. This is not meant to be universal! Some Air Raid coaches change up the progression on one or two routes per concept, and as stated earlier, some still use an “Alert” route while others always look at that “alert” as the first route in the progression. I’m only using the base 2x2 formation (Right/Left) to diagram them. They can still be ran from other formations.
Take note how some of these concepts also create triangles (triangle reads). The idea behind using triangles or triangle reads in route distribution is to overwhelm a particular defender or area to where a defender must let one receiver be open. A defender can “slow play” between two routes, but cannot do so between three.
1. Mesh
Triangle: Z, H, and B
Mesh is considered “THE” Air Raid play by many, and to this day is probably the most famous play in the system. You probably won’t find any college or NFL team that does not run this. It’s a great man-beater because of the rubbing short routes (some teach the Y and H to actually slap hands as they cross to ensure the routes are ran correctly). It utilizes the “space” concept by stretching the field both vertically and horizontally:
Two routes at different levels attacking each side, stretching the vertical coverage.
Two routes at different width attacking the horizontal coverage both deep and underneath.
2. All Hitches
A horizontal stretch play that stretches the width of the underneath coverage. The way I’ve learned this concept is for the QB to pick a bets match-up side, then work across the field.
3. Y-Stick
Triangle: Z, Y, and B
A West Coast classic, and a quick-hitting pass. Often a go-to from trips formations as well.
4. Y-Cross
This is vertical stretch concept to the left side, with the aim of giving the Y (crosser) time and space to work their way across the field and find an open zone or to beat their defender in man coverage.
5. Shallow
Triangle: Y, H and B
This is one of my favorites. Note how it floods the field and stretches vertically and horizontally (maximizing Leach’s desire for filling space). There is a deep and short route attacking each side (vertical stretch). Two routes deep and two routes short (horizontal stretch), and another working the middle of the stretched out field. The middle route (H-Dig) also creates an additional vertical stretch between the shallow route and the dig.
6. Y-Corner
Triangle: Z, Y, and B.
The Corner concept mostly focuses on the first three routes. The back-side of the play could be a range of 2-route concepts, fast screens, etc.
This is also the Air Raid adaptation of the famous “Z-spot” or snag concept featured in the West Coast Offense.
7. 4-Verticals
Despite 4-Verticals seeming like a “vertical stretch,” it’s actually a horizontal stretch. Four deep routes “stretches” the horizontal deep coverage. I didn’t put the progression, because this often changed based on the number and location of safeties.
1-high safety: QB works the seams and considers the X and Z as “alerts” or hole shots. 1-high zone coverage is usually Cover 3, which has holes in the seam areas. The progression would then go Y to H (or H to Y), then to the RB.
2-high safeties: QB works the best matchup side and works across the field. Maybe the right side looks best, so the QB reads Z to Y to H to X then to the RB.
A key point to running this concept properly: The X and Z have to run their go routes down or outside the numbers, and the Y and H have to get down the seems to create that optimal horizontal stretch.
Formations and Player Names
X: Split-end or away-side end (opposite of Y)
Y: Tight-end or call-side end
Z: Flanker to Y side
H: Slot receiver
S: Scat-back (Leach term). The RB was more of a receiving-type, and would frequently be in route. In my diagrams, this is the “B” player.
Right/Left (2x2)
Editor note: “Right/Left” is what I call it. It may not be what others use.
This is the base formation of the Air Raid. Usually the Y is set to the right as a default (and is the apex of the direction call), so if no formation is called, this is how the offense lines up. Some Air Raid versions feature this arrangement of receivers on/off the line of scrimmage (LOS). Others have both inside receivers off the LOS, and others have both inside receivers on the LOS.
General rules are similar to conventional formation systems of WCO or other pro teams: X is opposite of Y, X is the split end, Y is the tight end. Z is the flanker, etc.
Early/Late (3x1)
This is the primary trips formation in the system. Early = right (has an “R” in it). Late = left (has an “L” in it).
Note: Leach had hand signals for Early/Late.
Early = rub eye like it is early in the morning.
Late = tap wrist aggressively like you’re tapping a wrist watch with urgency
2x1 Formation
I do not remember what this one is called in Leach terms, but I’ve heard other Air Raid circles use colors such as Orange/Yellow, Red/Blue, etc.
All the core concepts or plays have rules that are designed in such a way that they can be ran from each of these formations with no change in the play name.
The Whole Picture
1 personnel (10: 1RB, 0TE, 4WR)
1-4 formations (2x2, 3x1, 2x1, and sometimes 3x2 or empty)
7 base/hall-mark pass concepts (there's definitely more)
2-3 run plays
2-4 fast screens
1-3 slow screens
That's basically it. The fast screens could be called as an entire play, or used as tags onto run plays. This limited set of plays and concepts would then allow you to rep these plays over and over at a very fast pace.
Play Calling & Terminology
The name of the game is keep play names short and simple so you could signal them in and snap the ball quickly without the need for a huddle. A key point here is to keep your play calls at a minimum as well! Leach even said himself a problem a lot of offense have is not that they don’t have enough plays, but that they have too many plays. When you have a lot of plays, you’re looking for a lot of factors and have to make a lot of decisions, and eventually have to add more words to your play calls. By limiting your play calls, you don’t need long names, and your decision making is limited (therefore leading to faster play call decisions). The idea is max execution of a few plays foregoes the need to add more plays and adjustments.
Leach was a numbers guy. Every number 0 through 999 was a play call of some kind. All of his play calls were usually 1 to 3 numbers. For example “6” or was 4-verticals (6 points). “92” was mesh. He also used three digit terms as a form of tag to add things like a QB rollout, a different route for a back-side receiver, etc. He could then flip a concept direction usually by adding “H” to the end of the play to make them the apex of the play: Instead of say Y-Cross (94), he’d add an “H” to make it H-Cross (94H).
I know for his quick and deep drop-back game, 60’s were short passes, and 90’s were drop-backs. For example, Y-stick or all hitches was usually a 60’s play, where longer developing ones like Y-Cross and Mesh were 90’s. The second number was then the actual route concept.
Others prefer to use words, many of which I’ve seen use college team names: Kentucky, Clemson, Houston, etc.
Closing
So that is my overview of the Air Raid. You’ll find there are many flavors and variations of the system, and countless ways to organize, name, and call the plays.