VIKINGS FORMATION PLACER

connecting…
Dots are drawn at true body size. Drag to try something — nothing here is saved.

Live position

Drag a player to see his exact spot.
Snaps to 6 inches. Drag a man here to try something. It is not saved and goes back as soon as you change the formation, a tag or the hash. To keep it, set it on the Formations tab.

Players

Worked out from the formation and its tags. An amber row is tied to the ball, a landmark or another player, and ignores the split sliders. A plain row is taking the rule split. Change any of it on the Formations tab.

Save

Ball is on the left hash, receiver on the right hash — most room to work with.

Live measurement

Click the field to start the route.
Snaps to 6 inches. Everything is measured from where the receiver lines up, not from the ball — so the same route works from any formation, any tag, either side.

Notes on this route

Saved with the route. Shows on the field when you hover the route, or all at once with the Notes button.

Points

Out = yards away from the ball. Negative means he breaks back toward the ball. Up = yards downfield.
Square cut plants and turns sharp. Speed cut rounds the corner off without losing speed. Aiming point is not a cut at all — it is a spot he runs through on his way, drawn as a hollow diamond. Click a point on the field to pick it out.
The shaded strip down each sideline is dead ground. A route that asks for more width than the man has left is squeezed sideways until it fits — same shape, same corners, just narrower. Depth is untouched.

From WR measures the point from where he lines up. From ball measures it from the football instead — use it when he has to get to a spot regardless of how wide he started, like working back inside the box. Ball-anchored points show a faint amber tie line. Switching a point to From ball switches every point after it too, and any new point you add inherits it — once he is working off the ball he stays working off the ball.

Add option here branches a second path off the selected point. The main route is solid, the option is dotted. Clearing the main route, or deleting the point it branches from, removes the option too. With Option selected, Clear route wipes only the option.

Save

Routes save with the rest of the placer data.

Concepts

Concept Receiver 1Receiver 2Receiver 3 Receiver 4Receiver 5
Pick routes from the dropdowns. Green means the route is drawn, red means it still needs drawing. Tick by receiver count when a concept changes with the number of receivers on the side — Stick is Arrow and Stick with two, Fade, Arrow and Stick with three. The top row is the fallback — it is what gets used for any receiver count you leave blank below. Fill in every count you care about and the fallback rarely fires. A half field concept uses receivers 1 to 3 and gets called on one side; two of them pair up, one to each side. A full field concept counts all the way across the formation and uses 1 to 5.

Still to draw

Every route a concept asks for gets added to the Routes dropdown automatically, empty, so you can work down the list.

Paste instead

Header row optional. Leave a cell blank if that receiver has no route in the concept.

Look at the database

Prints the structure of whatever is stored at that path. Reads only, changes nothing.
Empty and Pro Star are still my guesses. Everything else comes from rules you've taught.

Formation structure

 
 
Drag a player to set where he lines up.
Nothing here reaches the cloud until you press Save this look, and that saves only what is on screen. With a tag showing, the man the tag puts on the field gets his own row in the table so you can tie him to a landmark, and every tie change goes into that look rather than the plain formation. Ball in the middle, right-handed. With no tag showing you are setting the plain formation. Put a tag on and you are setting that look on its own — Scoot Right Slot keeps its own spots, and the hashes and alignment tags work off them.
LetterSideTypeOn ballTied toOutDepth
Side is strong / weak, stored as the right-handed version. Calling it Left mirrors everything automatically. Type controls the rules: WR gets the split landmarks and counts in receiver numbering, TE aligns off the tackle and doesn't count, RB sits in the backfield. Leave F or T out of the player list if you want a tag to place him.

Tied to is how you overrule the split. Leave it on the rules and he takes the normal landmark split. Tie him to the ball, the tackle, the last man in the box, a painted landmark, or another player, and Out is how many yards further from the ball than that thing he lines up. Tie Z to Y at 2 and Z follows Y wherever Y goes.
Depth overrides how far off the line he sits. Leave it blank for the normal 1 yard.
A tie holds at every hash and under every F tag. Alignment tags still win — call Squeeze and he squeezes like anyone else.

Import formation reference

Header row optional. side = L or R, onball = 1 or 0. Extra columns ignored.

F tags — where the F lines up

TagSideSpotOutDeepWR?On ball

T tags — where the back lines up

TagSideSpotOutDeepWR?On ball

Alignment tags — condensed splits

TagSideDoes whatInner gapWide gapSpacingWide atStack depth
Inner gap = how far the innermost receiver sits off the outside foot of the last man in the box — tackle, tight end, or a wing put there by Stride or Wide. Wings are never moved by an alignment tag; they become the thing everyone measures from.
Spacing = the gap between each receiver and the man inside him.
Wide gap replaces the inner gap once the formation carries Wide at receivers or more.
On-ball status and receiver numbering always stay exactly as the formation had them.

Stack behind works differently: on any side with two or more receivers, the on-ball man is the point. He pairs with the man immediately inside him — or the man outside, if he is already the innermost. Both slide half the gap so they end up nose to tail, and the off-ball man drops to Stack depth behind. A third receiver on that side is left where he was, and a lone receiver is untouched.
Spot is the anchor an F or T tag measures from:
Beside QB — offset sideways from the quarterback.
Behind guard — stacked behind the guard on that side.
Wing off last man — outside whoever is the last man on the line that side (tackle, or tight end if there is one).
Slot — splits the gap between the last man on the line and the innermost receiver on that side.
Out wide — takes a real receiver split off the landmarks, same as a WR.

Out = extra yards further from the ball. Deep = yards behind the line. WR? means he counts when numbering receivers on that side. On ball set to "Mirror other side" copies the on-ball pattern from the other side of the ball, outside man to outside man.

Formation nicknames

CalledIs reallyF tagT tag

What this is for

Trips is Twins with a Slot tag. Spread is Twins with a Wiz tag. Rather than storing those twice and letting them drift apart, a nickname points at a base formation plus its locked tags.

Pick the nickname on the Field tab and the tag boxes lock, because the tag is already part of the name. Any spot you hand-set under one name shows up under the other — it's the same formation on grass.

Add a nickname here any time a tagged formation gets its own call word.

Field measurements

Yards from the middle of the field unless noted. Defaults are NFHS high school — hashes 17.78 yds apart, numbers 9 yds off the sideline.

Rules this app follows

These are saved in the database with everything else, so they travel with the data rather than living in a chat.

How the split gets calculated

#1 receiver anchors to a landmark:
• Ball in the middle → anywhere from 2 yards inside the top of the numbers out to the bottom of them, set by the field-side slider.
• Wide side of a hash → between the far hash and the top of the numbers.
• Boundary side → bottom of the numbers at the tightest, out to 3 yards wider.
• 3-receiver side on a hash → top of the numbers.

#2 and #3 split evenly between #1 and the tackle.

Tight ends and tagged players are placed by their own rules, not by the split.
The field-side slider runs the window in the middle of the field as well as on a hash. Both sliders only move men still taking the rule split — anyone tied to something on the Formations tab ignores them.