Power End ~ Mark Andrews ~ Oklahoma Sooners
6050/256
Power Ends will be how I refer to the Players with a Frame built for the classic "In Line" Tight End ~ an Hybrid Player who serves as a combination Blocker and Receiver. There'll be Exceptions: I'd previously categorized Jimmy Graham as a Power End, but while his Frame is certainly that of one, his 40 Time ~ 4.53 at 260 Pounds!!! ~ trumps that.
The Prototype for a Power End would be about 6050/260 or so.
The "Tight Ends" whose Frames are better suited to be deployed in running Routes from all over the Formation, and who aren't especially renowned for their Blocking ~ though many are adept Chippers ~ I refer to as Flex Ends.
The Prototype would be about 6030/245 or so.
Those of either type who present legitimate Dual Threats ~ who can make a genuine Impact either as a Blocker or as a Receiver ~ are impossible to predict from Snap to Snap, and this renders them extraordinarily dangerous.
Conceivably even more dangerous and dynamic than either of these two types is one of my pet Positions: The WingBacks.
I employ this ancient FootBall Term, one still in active use in many High Schools and Colleges, to refer to a Role so ethereal as to be almost imaginary: an Hybrid FullBack & Flex End ~ a Super Hybrid, if you will.
The Prototype would be about 6000/240 or so.
The WingBack, optimally, would be a guy capable of Lead Blocking in the Run Game, Pass Blocking in the Passing Game, or splitting out and running Pass Patterns from SlotBack, Slot End, Split End, or Flanker. He could line up at any of those spots, or on either Wing, on the Line, or in the BackField. He could even go In Motion or run the Ball!!
Such a versatile, dynamic Player could have an explosive Impact on the Competitive LandScape.
The Game has reached a point in its Tactical History that is perfect for such a Player.
It awaits only for the NFL to realize the Opportunity.
***
I've previously broken down what I'll now call Power Ends into the detailed Categories of Blocking, as well as receiving, but it's occurred to me that reading those Scouting Reports is probably as much of a Chore as writing them is, so for the Benefit of both my Honored Readers and my self, I'm gonna simplify things by breaking down Power Ends the same categorical way that I do, Flex End, which is to detail the WideOut Aspects but just consolidate and summarize the Offensive Line Aspects.
Separation: Getting Open. This encompasses Combat Skills & Fluidity to beat Press, Acceleration or Short Speed, Fluidity and Ricochet in navigating Traffic, Route Running Precision, Deception of Defenders, and Processing Speed and Field Vision for Timing Seams and Open Zones. The way I see it, Separation dwarfs All other Aspects of a WideOut's Job Description in Importance. I consider Separation more important than the other WideOut Aspects combined.
Catch Point Capacity: In Transition or Contested: Hands, WingSpan, Vertical Agility, Combat Skills, and Timing. Timing is of course derivative of Processing Speed and Field Vision, and affects both Transitional Catches and Contested Catches, the latter both in terms of timing one's Jumps and in employing Combat Skills to work free at the right Moment.
Chunk Yardage: An highly overrated Aspect of the Game, I believe, so much so that in fact I didn't even include it in 2016. It is not a negligible Aspect of the Game, so I'm bringing it back, but getting open, catching the Ball, and Moving the Chains are far more crucial to a Team's Success, I believe, than making Splash Plays and getting on ESPN HighLights Reels. Power, Fluidity, Ricochet, Speed, Combat Skills, and Processing Speed/Field Vision all play into Chunk Yardage.
Blocking: Blocking of course breaks down to Power, Agility, Frame, Combat Skills, Processing Speed, and Motor, and consolidates into Run Blocking and Pass Blocking. It'll be just one Category, but half the Grade.
Broken down into SubCategories, it'd go something like this:
Separation
* Combat Skills
* Fluidity
* Acceleration
* Ricochet
* Routing
* Deception
* Field Vision
Catch Point Capacity
Catch Point Capacity
* Timing
* Combat Skills
* Vertical Agility
* Hands
* WingSpan
Chunk Yardage
* Power
* Fluidity
* Ricochet
* Speed
* Combat Skills
* Field Vision
Blocking
* Power
* Agility
* Frame
* Combat Skills
* Processing Speed
* Motor
Separation: 50. Mediocre Acceleration, Speed, Fluidity, and Ricochet, but exceptional Route Running.
Catch Point Capacity: 75. Mediocre Vertical Agility, but excellent Combat Skills, Timing & Trajectory, and Hands.
Chunk Yardage: 66. Not explosive, but excellent Field Vision and Combat Skills.
Blocking: 25. Horrible. A former WideOut, and it shows.
I could be wrong, but I'm thinking that The Law of Supply & Demand has puffed up his Market Value a bit.
Thank you so very much, Draft BreakDown, without whom my Work would be virtually impossible.
Market Value Late 3rd Round | Yankee Grade 4th/5th Round |
Please also note, Fellow FootBall Fiends: These CyberScouting Reports are not intended as predictions of success or failure, but as assessments ~ ludicrously amateurish assessments ~ of potential success. FootBall is a rough and often unfair business, and many a worthy Prospect has fallen far short of his potential, sometimes not because of his own failings, but because of those of coaching, scheme, timing...or because huge investments were made on other Prospects.
In other words: If any of my Super Dooper Deeper Sleepers ever fail to fulfill their vast potential, I’m confident that it goes without saying that it wasn’t their fault…or mine!!...Yes, I think that I'm being funny.
In other words: Caveat Emptor, Fellow FootBall Fiends!!
Enter at your own risk!!