RoverBack ~ Miles Killebrew ~ Southern Utah
ThunderBirds ~ 6016/216
For that reason, and in order to offer NomenClature that speaks not to archaic, obsolete "Positions", but rather to Skill Sets that accurately reflect the dynamic Changes of the 21st Century Game and the Roles they have spawned, I have undertaken to craft Terminology that is designed to break Skill Sets down as they really are.
Defensive Coordinators have, since Time Immemorial, employed highly creative terminology in devising Defenses and in designating Assignments. In that Spirit, I have admittedly indulged myself considerably in devising the following NomenClature. It is undeniably colorful, but I like to think that there's an underlying Logic, as well:
Rovers ~ RoverBack is my term for what Earthlings refer to as "Strong Safeties". I don't find the employment of "Safety" as a moniker for a Position to be nearly as demeaning as "LineBacker", mind you, but it's still a pretty lame term for a Gladiator, if you ask me. The Prototype would be somewhere around 6000/210, or thereabouts.
Rovers are of course Hybrids, in that they are tasked equally with Run Defense and Pass Defense.
When evaluating RoverBacks, this is how I break things down:
Agility: Acceleration, Ricochet, Fluidity, and Verticity ~ that's Turn & Burn Acuity, to you Earthlings!!
Processing Speed: How quickly and effectively one Reads & Reacts to the developing Play.
Run Defense: Power, Agility, Combat Skills, and Processing Speed.
Pass Coverage: Agility and Processing Speed.
Broken down into SubCategories, it'd go something like this:
* Fluidity, above all things: Core Agility & Flexibility makes everything possible.
* Ricochet ~ How crisply and how rapidly one breaks in a new direction.
* Acceleration ~ Short Speed or Quickness. Closing Speed.
* Verticity ~ The Ability ~ or lack thereof ~ to Flips Hips and Turn & Burn in Pass Coverage.
* How quickly and effectively one Reads & Reacts to the developing Play.
* Combat Skills
* Processing Speed
* Processing Speed
Processing Speed: Impressive. Effective in Pass Coverage and exceptional in Run Defense.
Run Defense: Extraordinary. Good Field Vision, outstanding Combat Skills and ferocious Tackling.
Pass Coverage: Marginal. Good Processing Speed, but marginal Agility.
To break it down into CaveMan Terms ~ because I'm an Ass and enjoy doing so ~ he's Smart...and he's Strong.
He just isn't that Agile, is all.
Pure Run Defenders are not 2 Down Defenders, and it's amazing to me that there are still so many who employ that idiotic term...But they're good for half the Snaps, more or less, and Killebrew is dynamic enough in Run Defense that he sure's Hell ought to be out there half the time, more or less...and make an Impact, especially attacking DownHill.
Grateful Thanks, as always, for the invaluable Work done by the folks at Draft BreakDown!!
None of this is even remotely a Complaint, mind you, but rather a Warning!! Caveat Emptor!