Monday night against the Packers was somewhat of an odd situation for Andy Reid and the Chiefs. The Chiefs were coming off a heartbreaking loss the week before and they were also playing their second straight prime time game. Reid had a few extra days to prepare against one of the best, if not the best, home teams in the NFL. Winning the game against the Packers in Lambeau would have been an exceptional feat, but the entire team from top to bottom would have to perform at their very best. As you all know, that is not how things turned out. Without further ado, let's grade Andy Reid in week 3 against the Packers.
Once again we will touch on the grading criteria.
Grading Criteria (Points Possible)
- Player preparedness / discipline (10)
- Challenges (15)
- Offensive play calling (30)
- Game altering decisions (30)
- Clock management (15)
Player Preparedness / Discipline
- The Chiefs committed seven penalties that were upheld. Most of the penalties were holding penalties or illegal contact on the secondary.
- The Chiefs twice fell for Rodgers' false start antics. This wasn't something that Aaron Rodgers has just started doing; the team should have been more prepared.
- During the game the Chiefs players were blatantly sliding around on the turf. I didn't see anywhere near the amount of difficulty maintaining traction for the Packers players. One could wonder if the Chiefs weren't wearing the proper footwear.
- Jamaal Charles himself said the team lacked energy.
- One positive for the Chiefs player's discipline is that the team did not lose any fumbles, even though they did put the ball on the ground twice.
Offensive Play Calling
- The game got out of hand fast, but asking Alex Smith to pass the ball 40 times versus running with Jamaal Charles 11 times spells for disaster. Charles had three carries in the second half. There was no balance to the offense.
- There is a massive problem with Alex Smith and the two minute offense if the best choice for moving the ball downfield quickly is a run play with Charles. Down by 17 with 0:56 left in the second half Reid chose to run the ball three times out of five plays. This does not make sense to me.
- The Chiefs first three drives of the game ended in three and outs. These are plays Reid had ample time to script given the extra days of preparation. There is little to no excuse for this, especially when Green Bay isn't known for their defense.
- The Chiefs continue to be miserable on third down. The team went 2/10 on third down. The third down calls lacked the creativity that Reid is known for.
- With the Packers blitzing so much in the early portion of the game, Reid has to adjust on the fly and call plays that can hurt teams for blatantly overloading the line of scrimmage.
Game Altering Decisions
- With 1:00 left in the third quarter the Chiefs scored a touchdown to bring the score to 13 - 31. Going for two would have put the Chiefs within two scores. Instead Reid elected to go for the extra point. Perhaps Reid felt the game was still early but the score dictated Reid should have gone for two.
- With 10:01 left in the fourth quarter the Chiefs scored a touchdown to bring the score to 20 - 38. This time Reid elected to go for two and the Chiefs converted. This was the right decision.
- With 1:30 left in the fourth quarter the Chiefs scored a touchdown (deja vu anyone?) to bring the score to 28 - 38. Once again Reid made the correct decision to go for two. Even though they didn't convert it was still the right decision.
- Reid elected to onside kick down by eight with 1:30 left in the game. This was also the right decision.
- As mentioned earlier, with 0:56 remaining in the first half Reid chose to run the ball on three out of five plays. This is not the way to conserve the clock or timeouts.
- With the Chiefs needing two quick scores they gained possession of the ball with 5:48 remaining in the game. It took the Chiefs 4:18 seconds to march the ball down the field - this is probably on Alex Smith as much as it is on Reid. Kudos to the Chiefs for scoring the touchdown but the hurry up offense needs to, well, hurry up.
- Timeouts two and three in the first half: Both of these were used after Jamaal Charles runs on the last drive before halftime.
- The Chiefs called a timeout with 2:39 left in the fourth quarter. They were able to run two plays after this timeout. I would think with 39 seconds before the two minute warning an offensive unit should be able to get more than two plays off immediately following a timeout. It's little things like these that cost the Chiefs precious time when they need to be in hurry up mode.
- The remaining two timeouts in the second half were used to stop the clock after runs by the Packers.