War Room Grading System
| INDIVIDUAL |
Category | Grade | Comments |
A | 7.00 - 8.00 | Franchise Type - Pro Bowl Player |
A | 6.50 - 6.99 | Outstanding Player - Chance to be Pro Bowler |
B | 6.00 - 6.49 | Solid Starter - Heart of team |
B | 5.50 - 5.99 | Solid Back up - May start - Contributor |
C | 5.00 - 5.49 | Adequate Back Up - Look to upgrade |
D | 4.50 - 4.99 | Marginal Player - Chance to make roster |
D | 4.00 - 4.49 | Longshot - 1 redeeming quality - Camp need |
| 2.00 - 3.99 | NMI (Need More Information) - Hasn't played enough |
| 1.00 - 1.99 | Reject...Can't Play |
| POSITION |
+
-
X
XX
8
7
6
5
4
3
2
1
|
Ascending player
Descending Player
Injury
Off the Field Problems
Rare
Outstanding
Good
Adequate
Marginal
Poor
NMI (Need More Information)
Reject
|
Evaluation Terminology
| QUARTERBACK |
1. Arm Strength
2. Set Up Quicks
3. Accuracy
4. Field Vision
5. Running Ability
6. Delivery
7. Ball Handling
8. Leadership
|
Velocity, tight spiral, zip on deep out
Feet, quickness of drop, body pos
Long & short, catchable ball, force ball
Locate 2nd receiver, see the whole field
Threat, avoid rush, quick feet
Quick release, high or low, mechanics
Good ball fakes, freezes LB, etc.
Poise under pressure, move the team
|
| RUNNING BACK |
1. Inside Runner
2. Outside Runner
3. Elusive Runner
4. Power Runner
5. Blocker
6. Hands Routes
7. Durability
8. Running Style
|
Pick & slide, quick to hole-vision, cuts
Speed to corner, make cuts - threat
Avoid tackle, COD, moves, vision
Balance, break tackles, SY, fall fwd
Willing, pass protection and run block
Catching out of backfield, fumbler
Take a hit, toughness, stays in game
Slasher, darter, power, 2nd gear
|
| TIGHT END/WIDE RECEIVER |
1. Hands
2. Patterns
3. Receive Long & Short
4. Run After Catch
5. Blocker
6. Release
7. React to Ball/Crowd
8. Initial Quicks
|
Concentration, snatches, soft hands, body
Sharp & crisp, body control, fakes, cuts
Poss, acc, can go deep
Threat, catches in stride, elusive
Willing, good results, sustain, open field
Can avoid jam, not held up, physical
Comes over middle, tough
Accelerates, gets off ball, has extra gear
|
| OFFENSIVE LINE |
1. Initial Quicks
2. Run Block
3. Pass Block
4. Pull & Trap
5. Use of Hands
6. Strength
7. Explosion
8. Long Snap
|
Come off ball, feet, beat DL
Leverage, control, balance
Feet, set up, mirror, adjust & sustain
Hit moving target, adjust in space
Gets separation, keeps DL off, leverage
Leverage, moves the pile, can anchor
Finishes block, plays low, has pop
Yes or no, describe
|
| DEFENSIVE LINE |
1. Vs. Run
2. Pass Rush
3. Pursuit
4. Tackling
5. Initial Quicks
6. Recognition
7. Neutralize Block
8. Key & diagnose
|
1 or 2 gap, strength at POA, ward off
Power or finesse, moves, penetration
Gets over trash, gets to outside, effort
Wrap up, low or high, drag down, power
Take off, feet, anticipates snap
Sees block coming, instincts, finds ball
1 on 1, double team trap, anchor
Reads blocks, good feel, sees ball
|
| LINEBACKER |
1. vs. Inside Run
2. vs. Outside Run
3. Blitz/Pass Rush
4. Key & Diagnose
5. Lateral Pursuit
6. Tackling
7. Pass Drop
8. Pass Coverage/Hands
|
Step up and fill hole, physical, takes on
Ward off block, gets to sideline, pursuit
Power or finesse, hand use, feet
Reads and reacts, gets jump on ball, FBI
Gets over trash, hips, sideline chase
Wrap up, physical, drag down, solid
Hips and turns, depth, zone coverage
Cover M/M, hips and turns
|
| DEFENSIVE BACK |
1. M/M Coverage
2. Zone Coverage
3. Closing Quickness
4. Key & Diagnosis
5. Lateral Pursuit
6. Tackling
7. Pass Drop
8. Pass Coverage/Hands
|
Hips and turns, pedal and acceleration
Range, covers ground, deep half, aware
Plant and drive, gets to ball in the air
Reads QB, anticipates, in right spot
Gets over trash, hips, sideline chase
Wrap up, physical, drag down, solid
Hips and turns, depth, zone coverage
Cover M/M, hips and turns
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The views, materials and opinions expressed in this section are those of the War Room and not those of CNN/SI
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