10 steps to VICTORY after getting the ball at the 11 yard line:

cncmin

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After a fumble recovery at the SDSU 11 yard line in a 13-13 tie game, the following 10 brilliant steps are the way that a Big Ten football team attains victory over an FCS team:

1. Run for no yards (ok, at least we ran down the clock and Weber couldn't take a sack, fumble, or throw an INT).

2. Run Gray to the 8 (it was obvious, even SDSU could stop it, but again, we ran down the clock, Weber didn't take a sack, fumble, or throw an INT).

3. Call not one, but TWO ridiculous time outs. THROW on 3rd down: Weber nearly took a sack, then threw a horrible pass to a double-covered Tow-Arnett that was probably closer to an interception than a catch. Not only that, but it stopped the clock with about 2:40 left, and ensured that: (a) we could not run down 40+ more seconds of game clock; and (b) they didn't have to use a time out. I don't know what the coaches thought could possibly happen by having Weber throw the ball in that situation, but I think, given the play call, the result was actually tremendous - the only better result that could have possibly happened was Weber sliding down in the middle of the field between the 5 and 10 to waste more clock and set up an easier FG. A TD with Weber throwing the ball there was an impossibility.

4. Put Ellestad in for a go-ahead field goal against the swirling wind from a far hash mark (phew!).

5. Squib (onside?) kick the ball to give SDSU great field position at the 44. Thank Michael Carter for big plays, and a nearly great interception. Michael Carter is quickly becoming a very good football player.

6. Get the ball back, then run Hoese 3 straight plays. On most days, this would be like a Mason way to find a way to lose a victory. Today, sadly, it was probably the only choice; anything else would probably have been disaster. Like usual, a Gopher team gets stopped one yard short of the victory, and they had to punt to allow SDSU a chance to win the game. Note for step (6): had the Gophers run the ball on step (3) above, they could have run the clock out instead of have to punt...

7. Allow delay of game to force the punter to back up another 5 yards (from the 44 to 49) against a swirling wind, and he's had problems kicking the ball lately. A shank, a block, a good return (instead of kicking it into the end zone), or a poor punt, and SDSU has another chance with ~40 seconds left.

8. Poor blocking nearly lets SDSU block the kick. Amazingly, the punter and good coverage saves the day for the Gophers, as SDSU starts out at their own 10. Might they have started at their own 5 had step (7) not been done? Hard to say yes or no, but...

9. Let SDSU beat itself by throwing a 3-yard pass in the middle of the field to allow 20+ precious seconds run off the clock on minimal gain.

10. Say phew!
 




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