Coach Lukk's Special Teams Section of Playbook, 2015

January 24, 2019 | Author: Mart Lukk | Category: Sport Variants, Gridiron Football, Rules, Ball Games, Team Sports
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Special Teams specific playbook section, covering basics of kickoff, kickoff return, punt, punt return, placekick, and p...

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GENERAL NOTES KICKOFF & KICKOFF RETURN PUNT & PUNT RETURN PLACEKICK & PLACEKICK DEFENSE SPECIAL TEAMS PRACTICE LOG SPECIAL TEAMS UNIT BREAKDOWN Copyright © MikeRight Productions, 2015 All rights reserved. Any reproduction of this work – in whole or in part – and in any form or by any electronic, mechanical, or other means now known or hereafter invented including xerography, photocopying, and recording, and in any information storage and r etrieval system, is forbidden without the expressed written permission of the author.

SOME SPECIAL TEAMS FACTS: 1. In high school football – on average - one out of every five plays, or about 20 to 30 plays per game, is a special teams play of some sort. For example, a recent high school State Finalist football team averaged 22.5 Special Teams plays per game:

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@ Pennington = 19 @ Woodbridge = 25 vs. Pencader = 20 vs. St. E’s = 27 vs. Archmere = 29 vs. Archbishop Curley = 15 @ Poly Tech = 30 vs. Christiana = 19 @ Lake Forest = 17 @ Chester = 20

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vs. Delmar = 24 (Playoff Round 1) @ Hodgson = 23 (State Semi-Final) @ Indian River 25 (State Final)

2. Every one of these Special Teams plays represents either a direct scoring attempt (either for or against) or a change of possession (either gaining or giving). And what are two of THE most critical kinds of plays in football? Ironically enough, those would be “Scoring Attempts… and Change of Possession”…!! 3. Sizeable amounts of yardage can be gained or lost in these change of possession situations (not to mention the possibility of points being scored - and huge swings huge swings in momentum!). An average of 25 to 40 yards of field position can result from these typical change of possession special teams plays. 4. Plays that do not involve a change of possession are direct attempts at scoring (or defending a scoring attempt). 25% of all scoring plays can be directly attributed to these special teams plays. 5. SPECIAL TEAMS start every half of every game - and very often also play crucial and critical roles in the closing seconds of those halves and games. 6. 70% of all close games are directly decided by SPECIAL TEAMS PLAYS – PLAYS  – either by points scored or denied on special teams plays, by possession of the ball gained or denied by special teams plays, or by yardage gained or denied on special teams plays…

SPECIAL TEAMS REMINDERS: 1. Set the Tone. - There is no substitute for toughness and determination. 2. Ball Security 3. Penalty Free 4. Proper Substitution 5. Establish/Deny Field Position 6. Make a Big Play

HOW TO BE SUCCESSFUL ON SPECIAL TEAMS: 1. Eliminate Mistakes • Know your alignments • Concentrate on assignments • Learn rules to take advantage of them • Know situations • Know what opponent is trying to do 2. Intensity • Pay attention to detail • All out Pride – Hustle – Desire 3. Fundamentals • Precise Skills – Punters, Kickers, Snappers, Holders, Returners • Concentration, Distance to locate yourselves on kicks, timing  – Hours of work. 4. Personnel • Best Players Play • Reckless Abandon – No restraints • Unselfish, Team Oriented, Courageous, Enthusiastic Winner 

PROFILE OF A SPECIAL TEAMS PLAYER AMBITION – Desire for high goals. Hates to lose. Can’t stand failure. Has goals above ability. COACHABLE – Takes advice and easy to coach. Eager to learn. Easy to approach. Follows rules and directions. Always works to improve. Knows the game – and wants to learn more. AGGRESSION – “First place belongs to me” type. Asserts himself. Intimidates opponent through his play. .Has killer instinct to put games away. LEADERSHIP - Shows the way and sets a good example. Respected by team members. Mixes well. Others follow his example and take his advice. TAKE CHARGE GUY – Will take over when things go wrong – and work hard to make them right. Under pressure, does something positive about the problem (never contributes to that problem!) PHYSICAL TOUGHNESS – Develops toughness through hard work, day in and day out. In great physical condition, can play strong for four quarters, every game. Keeps rules and trains year round. MENTAL TOUGHNESS – Never gives into negative feelings or emotions. Has a “Never give up” attitude. Ignores heat, cold, and pain – and mistakes (and never repeats them!) PSYCHOLOGICAL ENDURANCE – Stays with job until the job is done – and done right! Will do his best against the best – toughest competition brings out his best. High endurance all season. Reliable in all circumstances. Never lets up – never gives up.

GENERAL SPECIAL TEAMS TEAM GOALS To control vertical field position in every game: • How goal will be measured: Weekly game goals Score or set up a score at least once per game: • How goal will be measured: Points scored by special teams and/or points scored by the offense after being given the ball in scoring position by the special teams. Do not allow any blocked kicks: • How goal will be measured: No opponent will touch a kicked ball. Create a turnover or block a kick: • How goal will be measured: By taking the ball away from our opponents or blocking a kick. How these goals will be attained: • Strategy… study each opponent and devise appropriate strategies, capitalizing on opponent’s weaknesses and/or personnel - and neutralizing opponents strengths. • Coordinating player’s abilities in relation to their role within our schemes • Teach players the knowledge and techniques needed to execute their assignments. • Practice strategies and techniques every day in practice.

WEEKLY SPECIAL TEAMS GOALS 1. NO BLOCKED KICKS 2. ALLOW NO POINTS 3. 100% BALL SECURITY 4. PENALTY FREE 5. WIN BATTLE OF FIELD POSITION 6. CAUSE AT LEAST ONE TURNOVER 7. NO SUBSITUTION ERRORS 8. 100% ON HOLDS, SNAPS, & BALL HANDLING 9. 100% PAT AND FG 10. NET PUNTING AVERAGE 30 YDS OR MORE 11. LIMIT OPPONENTS PUNT RETURN TO 9 YARDS OR LESS 12. KEEP OPPONET KOR TO INSIDE THE 30 YARD LINE 13. AVERAGE AT LEAST 14 YARDS ON PUNT RETURNS 14. AVERAGE START POSITION AFTER KOR 35 YARDLINE OR BETTER 15. MAKE AT LEAST 3 BIG PLAYS (“SPECIFICS”) - FUMBLE RECOVERY - PUNT RETURN OVER 20 YARDS - KOR 35 YARDS OR MORE - KO TACKLE INSIDE 20 YARDLINE - PUNT COVERAGE TACKLE 5 YARDS OR LESS - DOWN PUNT INSIDE 10 YARD LINE - RECOVER AN ONSIDE KICK - BLOCK A KICK - SCORE A TOUCHDOWN

“CONCEPT… and PERSPECTIVE” FIELD TERMS IN OUR KICKING GAME:  As having as firm a grasp and understanding as  possible of not only proper individual and team alignment, assignment, technique and execution is crucial for the success of all of our on-field endeavors, we use terms like “Field” and “Boundary”, “Numbers”, “Hash”, and “Midline” to specifically identify our position on the field – and in space – to best help us be as precise as possible. This being the case, we use the terms “PLUS” (+) and “MINUS” (-) to more specifically locate the ball on the field in relation to our offense and defense, and in our kicking game. These terms (and the concepts and perspective they represent) may seem confusing at first but, like SO many other things in football, are quite simple to get – once you understand them!

Put in the simplest terms possible: “PLUS” (+) territory is always where we need to go to score, while “MINUS” territory is where we want to keep our opponents from scoring in. “PLUS” (+) is always where we’re facing, “MINUS” (-) is always at our back. The fifty yard line is always used as the dividing line between “PLUS” (+) and “MINUS” (-) territory. When we’re KICKING the ball, “MINUS” (-) territory is the side of the field with the end zone we’re DEFENDING (the part of the field at our backs) – while “PLUS” (+) territory for us would then be the opposite side of the field (the side we’re facing). Likewise, when we’re RETURNING the ball, the same holds true: “MINUS” (-) territory is the side of the field with the end zone we’re DEFENDING (the  part of the field at our backs) – while “PLUS” (+) territory for us would then be the other side of the field (the side we’re facing, and trying to score in!)

Kickoffs are Kickoffs are used to start play at the beginning of each game (and each half of play within that game). A kickoff is a type of play known as a free kick. kick. A free kick is kick is a non-scrimmage kick that is also used to restart play after a touchdown, field goal, goal, or safety. The opposing team can be no closer than ten yards yards to the ball, which may be placed on a tee no higher than 2 inches. In NFHS competition, free kicks to start a game or half may be kicked off a tee, out of a hold, or may be a drop kick (no punts are allowed). Free kicks after a safety may be kicked off a tee, out of a hold – or can also be drop kicks or punts.

Free Kick Placement In NFHS competition, a free kick to start the game (or half), or one following a successful touchdown or field goal, will take place from the kicking teams 40 yard line (-40) – and is traditionally known as “kickoff”. This placement is the normal placement, barring barring penalties against either team. Such penalties would move the spot of the kickoff, depending on which team the penalty was against – and alter our approach to what type of kick – and coverage - we might use. For a personal foul enforced on a kickoff, the ball could be spotted as far back as the kicking teams 25 (-25) – if the foul was on the kicking team - or as far forward as the receiving teams 45 (+45) – if the foul was on them. Recent changes to NFHS NFHS penalty enforcement for scoring plays (and point-after plays) allow for enforcement to be made on the ensuing kickoff. All special teams players must be aware of the specific situations for each kickoff and free kick we may encounter in each game we play! A free kick following a safety is normally placed at the 20 yard line (-20) of the team that had the safety recorded against it (i.e. got tackled, downed, or went out of bounds in their own end zone while in possession of the ball). Again, this is the normal placement, and can also be affected by any any penalties incurred – so be aware of the placement of the free kick after safety, and what that placement means for our kick and coverage scheme! On all free all free kicks (kickoffs, free kicks after safety, and free kicks after fair catch) the ball may be placed and kicked from any spot between between the hash marks on the yard yard line designated for the kick. For example, on a “normal” kickoff, this means that the kicking team can choose to kick the ball from the middle of the field – or from the right (or left) hash mark – or anywhere along the minus 40 yard line between those hashes.

General Free Kick Rules - In NFHS competition, all free kick alignments require a 10 yard “restraining area” between opposing teams – meaning, the receiving team can align no closer than 10 yards from the spot of where the ball is to be kicked. This “restraining area” remains in effect regardless of the type of free kick (kickoff, free kick after safety, or free kick after fair catch) or the placement of the ball on the field for that free kick. This means that the receiving team can align no closer than 10 yards from the spot of the ball for the free kick – so, for a “normal” kickoff, the receiving team must align no closer that the 50 yard line for a kick positioned at the minus 40. For a “normal” free kick after safety, the receiving team team can align no closer than the 30 yard line (being that the spot for the free kick would be the kicking teams 20 yard line). For a free kick after fair catch, the receiving team could align no closer than ten yards from the spot of the fair catch – meaning, if the fair catch was made at the receiving teams 37 yard line, the free kick would be spotted there, and the receiving team could align nor closer than their own 27 yard line. Once any free kick travels ten yards downfield (or is first touched by a member of the receiving team in the restraining area), it becomes a free ball – and may be legally recovered by either team. Any touching of a free kick by the kicking team before it travels ten yards downfield is considered “illegal first touching”, and possession is awarded to the receiving team at that spot. Once the ball has traveled ten yards downfield (or is first touched by a member of the receiving team in the restraining area), it may be recovered – but not  but not advanced  advanced  –   – by the kicking team. This means every member of the kickoff team must know to simply fall on any free ball on ball on any free kick!!

General Free Kick Rules (continued) - Any free kick that travels ten or more yards downfield and is first touched by the receiving team and then goes out of bounds is awarded to the receiving team at the spot it went out of bounds . For the 2013 High School Football season, the NFHS has adopted new rules that will directly affect onsides kickoffs and onsides kickoff onsides kickoff returns. Specifically, and as quoted in the 2013 NFHS Football Rules Press Release: “In Rule 9-3-8, the committee added another provision to the rule enacted last year regarding contact by the kicking team against members of the receiving team. The new provision stipulates that the kicking team may initiate contact once the receiving team has initiated a block within the neutral zone.” The “rule enacted last year” basically stated that no member of the kicking team could initiate contact of any kind with any member of the receiving team until the ball has traveled the requisite ten yards: or until the kicking team is eligible to recover a free kicked ball (meaning it has been touched by the receiving team in the neutral zone). This new rule embellishment for 2013 basically means that, if a member of the receiving team moves into the neutral zone and initiates contact with a member of the kicking team, then any and all members of the kicking team may begin contacting any and all members of the receiving team… as long as the one of those receiving team players is not trying to catch (or fair catch) an ungrounded onsides kick.

- Any free kick that is not touched by the receiving team and is kicked out of bounds (whether it goes ten yards downfield or not) is penalized as “illegal procedure”, and results in the receiving team being given one of the following options: having the kicking team re-kick from five yards yards behind the original spot; taking the ball at a spot 25 yards from the original spot of the kick; or taking the ball at the spot it went out of bounds. - Any member of the receiving team is entitled to the right to catch any free kick that has not already touched the ground  –  – this means that no member of the kicking team can catch an ungrounded free kick if a player on the receiving team is trying to catch it in the air. The kicking team may tackle that that receiver immediately upon his touching of the ball – but they must give him an unopposed chance to attempt to catch it. - Any member of the receiving team may also make a fair catch of any free kick which has not already touched the ground. In this case, no member of the kicking team may touch the receiving player before, during, or after he has given a valid fair catch signal, and must afford him the ability to catch the ball (i.e. be no closer than two feet to him as he attempts to make the fair catch). Any member of the receiving team who gives a valid fair catch signal and is attempting to make a fair catch is afforded fair catch protection – and the right to catch and control the ball – even after he has touched it in any way and it has not yet touched the ground. ground. This means – if a member of the receiving team gives a valid fair catch signal and attempts to catch the kick, but has the ball hit his hands and pop up into the air, he is still given protection to catch the ball, until the ball hits the ground. At that point, fair catch protection is voided, and both the ball and the receiving player become live again. again . Basically, unless a free kick (kickoff, free kick after safety, or free kick after fair catch) has touched the ground, the kicking team must allow the receiving team the chance to catch the ball in the air – whether a fair catch has been signaled for or not. However, once a free kick has touched the ground – and has traveled ten yards downfield – it is a free ball which may be fielded by any player on either team… and the kicking team is entitled to equal opportunity to catch and recover!! - Blocking contact below the waist is illegal – by both the receiving and kicking teams – on any free kick. This means that no member of the kicking team may attempt to “break the wedge” or take out any blocker from the receiving team by hitting him below the waist (just as no member of the receiving team may block any member of the kicking team below the waist)!! waist)!! You may tackle below tackle  below the waist, however…!! - Under NFHS rules, any free kick (or scrimmage kick) that is untouched by the receiving team and breaks the plane of the end zone is considered a dead ball, and a “touchback” is ruled – giving the receiving team the ball at their own 20 yard line. If the ball has been touched by the receiving team in the field of play and travels into their end zone it is considered a live ball, and may be recovered by the kicking team there for a touchdown!!! (If the receiving team recovers that loose ball in their end zone it is considered a “touchback”) - Any member of the kicking team may use his hands and arms to shield off any blocker from the receiving team, or push or pull him out of the way in a legal attempt to recover a loose ball. - Under NFHS rules, the team that is scored on has the option to either receive a free kick from the scoring team or to free kick to the scoring team…!!! (Look it up!!)

Covering all free kicks is an all-out pursuit - demanding intelligent and fearless hustle, desire and determination. Our goal is to get downfield in as quick and disciplined a manner as possible, covering the kick and tackling the returner (or covering the ball!) as deeply as possible on their side of the field!

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Free kick coverage is an ALL OUT SPRINT!! Speed is important, but the intent to make the tackle is paramount!! Players reveal their o true football character on coverage teams – and we expect our coverage teams to be made up of 11 players with true football character. (Coverage teams are no place for “characters”…!!) Every member of our free kick coverage units must believe that each kick will be returned, o and that it is his job to give his best effort every time he runs downfield!! Gang Tackling is key!! We expect 10 hats on the ball on each kick we cover – tackles on o kick coverage should never be made by only one man!! We expect to punish the returner – and only relentless pursuit by all 11 defenders will make that happen. We need all 11 defenders to maintain that pursuit until the returner is downed (or the whistle blows ending the play).

Your all out sprint will carry you past most blockers. From your starting point to the +40 yard line is the “RUN!” zone, where you are sprinting full speed and reading what type of return they’re setting. The +40 to +30 is the “ATTACK!” zone, where you may avoid blocks (re-establishing your lane integrity immediately). Inside the +30 yard line is is the “WIN!” zone, where you will run through any blocks, keeping the returner on your inside shoulder and your outside arm free!! If you ever get knocked down at any o time, get back up as quickly as possible – and fill the hole you created!! NEVER – EVER – EVER – be offsides on a free kick!! Time your approach so that you are always within one yard of the kicking line when the ball is kicked!!! (Remember: Practice doesn’t make perfect – PERFECT practice makes perfect!!!) Our general goal is to keep all kickoff returns within their 30 yard line – but we’ll ALWAYS take an effort that keeps them as close to their own goal line as possible!!

Our free kick team(s) will always huddle on the field at the -35, and execute our specific alignment and assignments from there. For kickoffs, we will huddle as diagramed diagramed below, with the kicker being out in front of the huddle (facing the huddle) and all other players aligned as diagramed:

Our kicker will first count heads, then raise his arm to alert the officials that we are ready to kick. Upon hearing the ready for play whistle, the kicker will call the type of kick and area of kick (repeating it, with a “BREAK!” call), at which point we will break the huddle and align as per the call. (For example: after we get the ready for play whistle, the kicker might say, “Deep at 1, deep at 1… ready, BREAK!”). Players in the front of the huddle will be led out to their side of the field by L1, with the players in the back row following R1 to their side of the field.

For the 2014 and 2015 High School Football season, NFHS has adopted new rules that will directly affect kickoff alignment, and possibilities in the return game. Specifically, and as quoted in the 2014 NFHS Football Football Rules Press Release: Rule 6-1-3 (for the kicking team): “First, at least four members of the kicking team must be on each side of the kicker, and, second, other than the kicker, no members of the kicking team may be more than five yards behind the kicking team's free-kick line. Rule 6-1-3 also notes that if one player is more than five yards behind the restraining line and any o ther player kicks the ball, it is a foul.” In addition to balancing the kicking team's formation, the change limits the maximum distance of the run-up for the kicking team For 2015, Rule 6-1-4 has been added to state that the timing of the foul for not having at least four players on each side of the kicker now occurs when the ball is kicked.

Free Kick Target Areas: Our coverage units will be most effective when we are all working together to cover the field – and the kick. In order to best coordinate and execute lock down free kick coverage we need to know where we’re trying to kick the ball – and how we’re trying to kick it there. The diagram to the right shows the areas we divide the field into to best help in this effort. After the kicker has the proper head count – and received the “ready for play” whistle – he will call the type of kick and target area, followed by the “BREAK!” call… Types of Kicks: Deep, Sky, Squib, Pop*, Onsides REMEMBER: We may want to kick to “Area 3” – we may call the kick to “Area 3” – but the kick may end up in Area Area 2… All coverage players MUST maintain their lanes to ensure total coverage!!! Onsides kicks can kicks can be called two ways – first is the traditional onsides that is executed from our standard kickoff alignment. The other is our “muddle” onsides, which is run directly from our huddle – which breaks to follow the kicker (who drives the ball off the tee into the ground) on the “BREAK!” following a call of “Constitution, Constitution”.

General Landmark Identification Identificati on

Basic “Lane” Identification

Combining the knowledge and understanding of where we need to be ON the field of play with what we need to do FROM those alignments, we can best EXECUTE sound, solid special teams play. For kickoff coverage, we use a basic concept of ten cover players and one safety in defense of the football on the field - tracking down and tackling the ball carrier as far back down the field as  possible. To do this as successfully as possible, we use a combination attack, squeeze and destroy scheme designed to get as many of our players to the ball carrier as quickly and effectively as possible. Our attacking coverage theory puts four “gunners” on a direct line to where the ball is on the field. We then have two players in contain assignments from a fifteen yard wide starting point ( keeping the ball to their inside shoulder and squeezing the ball carrier as they close on him), two players in force assignments force assignments from a ten yard wide starting point (keeping the ball to their inside shoulder and squeezing the ball carrier from that t hat leverage), two players attacking down the alley from five yard wide starting point (keeping the ball to their inside shoulder and squeezing the ball carrier from that leverage), and one safety  (who  (who is to shadow the ball at @ 25 yards, watching for any openings or breakdowns in lane/attack integrity – and filling e ither of those deficits fiercely and decisively…!!). These attack assignments remain constant, regardless of whatever coverage scheme we use, meaning: you will be required to know and demonstrate the ability to positively positively execute multiple techniques and executions. Remember Remember our Special Teams ‘Axiom of Preparedness’: Preparedness’: “It’s better to HAVE it and not need it, than t han to NEED it and not have it…” In order to dominate every phase of the game we need to dominate every aspect of special teams and relentless, consistent, quality kick coverage will help us do just that!!

HOW IMPORTANT IS FIELD POSITION? Teams starting on:

Scored:

-20 or inside -30 yard line -40 yard line 50 yard line +40 yard line +30 yard line +20 and inside

1 out of 30 1 out of 20 1 out of 8 1 out of 5 1 out of 3 1 out of 2 2 out of 3

% 3% 5% 13% 20% 33% 50% 66%

Our Special Teams can give us the best field position – and put our opponents in the worst field position!!

Once we have aligned in our kickoff formation across the field (set no further back than the –35 yard line), the kicker will mark off his approach steps and come set. He will then check look down both sides of our formation, making sure all coverage men are set. Coverage men will be in a two point stance, angled toward the kicker with their inside foot back. As the kicker approaches the ball, all coverage men will will time up their approach so they will be within one yard of the ball when it is kicked. All coverage men will sprint through the kick and, depending on the coverage scheme called, will execute their coverage lane assignments as practiced. Some general reminders:

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Coverage men sprint to the ball, keeping the returner on their inside shoulder inside shoulder – you must NOT let the returner get outside of you!!! Coverage men will sprint downfield through the “RUN!” zone (“Flyin’ 25”), then squeeze the returner to your inside shoulder. You may avoid blockers through the +35 (getting back into your your lane as soon as possible), from there forward you must run through all blocks on your way to the returner!! Remember – coverage is about hustle and heart – make sure you’re moving at full speed, with ill intent, on every kick you cover…!! Kicker: kick the ball to the designated area of the field, then follow the kick… You are our “safety”, so stay about 20-25 yards yards in front of the ball. Look for any breakdowns in lane integrity or open running lanes and make the stop if you have have to! (It is considered very poor form if our kicker ever has to make a tackle… tackle… but he’d better make it if he has to…!!)

REMEMBER: We want at least ten hats on the ball on every return – tackles on kick coverage should never have to be made by only one man… But, if you find yourself on that island, don’t try to be the hero with the “Wooooo” hit – break down five yards in front of the returner, make him commit, then react and wrap him up (teammates strip the ball once he’s under full control!!)

Our kicking game demands intelligent, aggressive, unrelenting TEAM KICK COVERAGE!!! General rules for ALL kick coverage scenarios: •

Hustle downfield on every  kick  kick – remember, as soon as you let up, you let us down..!!



Run downfield with the intention of making the tackle on every kick! Do not be denied!!





 Always stay disciplined disciplined in coverage coverage = honor your your landmarks landmarks (know your your adjustments adjustments and and follow them!!!), take proper angles, use good tackling technique!! ( NO  arm  arm tackles, ever!) Remember your “Flying Twenty Five” (on kickoff/free kick) and “Flying Fifteen” (on punts)!



 ALWAYS KEEP THE BALLCARRIER “INSIDE AND IN FRONT” !!! !!!



 Allow NO CUTBACKS, NO ESCAPE  =  = PURSUIT, “INSIDE AND IN FRONT”!!!



 Angles… ANGLES!…  ANGLES!! … “INSIDE AND AND IN FRONT”!!!

Basic Kickoff Coverage

 ARROW Coverage DEEP @ 1

DEEP @ 3

   ANNON Coverage DEEP @ 1

DEEP @ 3

2442 

“Numbered” Coverages & “SHOTGUN” Coverage  Any freekick coverage that is called by using a four digit number  will  will result in the corresponding lane numbers swapping assignments – after running their “flyin’ twenty”. – with the call being applied left to right. The call diagramed at left is a “mirrored call” with both sides swapping the same lanes assignments (hence, “2442”). We could theoretically use different combinations on each side, however. A call of “1352” would be translated as L1 swapping with L3 on one side, while R5 swapped with R2 on the other. Remember: these “swaps” are made after aligning normally and running the ‘flyin’ twenty”. For a “SHOTGUN”  coverage  coverage call, players on each side may assume any different alignment than they normally do, and then simply run to their ORIGINAL assignment directly after the ball is kicked. NO MIXING OF SIDES!!! SIDES!!! “L’s” stay on the left, “R’s” stay on the right…

For a “FLOP”  coverage   coverage call the “L’s” would all come the to the right and the “R’s” would all go to the left… We will not huddle for this call – all  players would simply align in their opposit e corresponding position on the other side of the field (i.e. 1’s are still 1’s, 2’s are 2’s, etc.).

From there, it’s not too hard to imagine what a “FLOP SHOTGUN” coverage call and execution would look like, then…!!

  SAFE”  SAFE”

“Kick Safe” Procedure & Protocol Each of the ‘regular’ free kick coverage’s we’ve diagramed thus far are attacking coverage’s, designed to most negatively impact our opponent in regards to their field position. These are our primary free kick coverage’s, and will be used the vast majority of the time we are required to free kick (after touchdown, field goal or safety). We also have the “Kick Safe” execution you see diagramed here - this coverage would be used primarily on the (hopefully) rare occasion when the only thing that can beat us would be a free kick returned for touchdown. (Again, going back to the ‘Axiom of Preparedness’, meaning, “It’s better to have it have it and not need it, then to need  it  it and not have it”.) For our “Kick Safe” coverage - while we will still maintain an aggressive, attacking overall style of coverage - we have augmented some assignments and areas of responsibility to best defend against any potentially fatal ‘homerun’ threat.  As we would more than likely employ a ‘squib’ type kick in this situation - skimming the ball along the playing surface down the middle of the field, we would use this ‘Safe’ coverage to ensure our ability to defeat any potential return blocking schemes and tackle the returner as soon as possible. Note that, while most of our standard coverage responsibilities are used in our “Kick Safe” coverage, we take two outside “BALL” responsibilities and exchange them for two “Fold & Stack” responsibilities. This allows us to effectively employ three “safety” options, while also permitting eight “attack” responsibilities. Please also note that this particular coverage with minor landmark adjustments - could be used on the very rare occasion when a “Deep at 2” call might need to be made. (The basic landmark adjustments here would be to move the kick target area closer to the goal line, with the “Fold & Stack” break off points then adjusting to around our +20, and the kicker’s safety break down adjusting to around our +30)

H   AGO… CHICAGO!!” Wind ALERT: (Use of HOLDER Adjustments) In any free kick situation in high wind conditionsespecially those in which we’re kicking WITH the wi nd - we will initially attempt to use our normal free kick alignments and assignments… however, after the the ball has first been placed on the tee by our kicker and blown off the tee, he will be allowed to re-tee it only once more before game officials will require him to use a holder – or kick it off the ground!! That being the case, we will use the following protocol to most successfully kick both with and into the wind – and successfully cover each of those kicks! On the call of “Chicago!! Chicago!!”, we will will align directly as illustrated here (i.e. directly from the line no huddle and/or huddle break). R4 will serve as our holder, and we will “slide” the entire left side of our coverage unit ‘down one’ toward the ball – with everyone maintaining their basic “Arrow” coverage assignments – save R4, who will serve as a “shallow safety”, hustling downfield, shadowing the ball from about 10-15 yards out, and X, who will now assume R4’s right hand alley assignment. Our kicker will maintain his status as our “deep safety”, shadowing the ball from about 20-25 yards out. Our ‘target area’ for a “Chicago” kick INTO the wind will be a “Squib at 3” c all, with our kicker trying to s kim the ball down the right hash. Our ‘target area’ for for a “Chicago” kick WITH the wind will be a “Deep at 3”, with our kicker trying to bang the ball into the endzone. Normal coverage rules apply in both instances: Coverage men sprint to the ball, keeping the returner on their inside shoulder inside shoulder – you must NOT let the returner get outside of you!!! Coverage men will sprint downfield through the “RUN!” zone (“Flyin’ 25”), then squeeze the returner to your inside shoulder. You may avoid avoid blockers through the +35 (getting back into your lane as soon as possible), from there forward you must run through a ll blocks on your way to the returner!! Remember – coverage is about hustle and heart – make sure you’re moving at full speed, with ill intent, on every kick you cover…!! Kicker & Holder: kick the ball to the designated area of the field, then follow the kick… Holder is our “shallow safety”, staying about 10 yards in front of the ball. Kicker is our “deep safety”, staying about 20 yards in front of the ball. Look for any breakdowns in lane integrity or open running lanes and make the s top if you have to! (It is considered very poor form if our safeties ever has to make a tackle… but they’d better make it if they have to…!!)

KICKOFF Philosophy & Goals PHILOSOPHY: 1. Intimidate our opponent with aggressive hustle and relentless coverage. 2. Set the tempo of the football game with tough contact on ball carrier. 3. Show tenacious coverage that will carry throughout the game (and season). 4. Show speed of our football team with desire to be the first down field! 5. When opponent turns on our film, make them fear us – and have to plan for us. 6. Be a disciplined and sound unit on the field, every time you’re on the field. GOALS: 1. Be the best kickoff team in the state. 2. Hold opponent inside 15 yards per return (and/or inside 35 yard line). 3. Allow no big returns. 4. Must cause takeaways - always cover with aggression. 5. No yards after our initial hit on ball carrier. QUALITIES OF A CHAMPIONSHIP KICK TEAM: 1. Loyalty – Be loyal to your teammates and team responsibilities. 2. Intensity – Instinctive desire to dominate. 3. Pride – Burning desire to be the best. 4. Toughness – Make them fear us. 5. Aggressiveness – Willingness to make the big hit. 6. Disciplined – Know your assignment and stick to it. 7. Character – You are remembered by what you do on the field – and how you do it!

KICKOFF BASICS • Be onside!! • Sprint! Don’t squat early – explode through blockers! • Stay in lane. Maintain good spacing between men. • CONTAINMENT! Help is inside! Think squeeze – reverse – exchange. • Tackle with explosion! Wrap up – cause fumble • Good block protection. Deliver blow! “Chest meet Hands!”. • Avoid early blockers. Avoid to ball!! • Safety – be a safety! Nose on ball! Maintain leverage! Work to sideline or wrap and tackle! • Stay on your feet. • Don’t overrun ball carrier. • Don’t squat – squat – run through blocks (and the ballcarrier!!). • Always have a tackling angle – don’t run by it. • Never spin off blocks – attack through them!! • Attack wedge or side return with reckless abandon. • Ball is alive and free after 10 yards – cover it if it’s free!! • Go after and get ball – COVER IT if free!!! (cannot advance it unless touched by receiving team) • Kicker – Count your men! • Five type of kicks: Deep, sky, squib, pop, onside. • Always know the type of kick, where it is going to be kicked, rules for each coverage. (Type of kick and kick area will be stated in huddle.)

BASIC COVERAGE PRINCIPLES 1. The concept of covering a kickoff has a quite simple start – run through the spot from where the ball is kicked at full speed. Coaching point: The spot at which the ball is kicked should be viewed as the “finish line” rather than the “starting point”. This will allow us to have our coverage personnel at full speed at the kickoff spot. 2. Everyone must be onsides. The players aligned in the widest lanes are reminded to remind everyone to “stay onsides”. (“Remember the last time I told you to remember not to forget?… Remember??!!”) 3. Always fake and avoid early blockers in the RUN ZONE toward the ball/pattern of return, get back into your lane. 4. If the ball carrier is within 10 yards of the blocker on you, you must two-gap the blocker (do not fake and avoid), working to keep the ball inside and in front. 5. Do not allow yourself to be forced too wide out of your lane or become bunched together. NEVER FOLLOW YOUR OWN COLOR! 6. NEVER PULL UP! Sprint by a short drop full speed. Use arm over technique, rip technique, or avoid technique. 7. Whenever using two-gap technique, use your hands from an extension. Explode through the blocker. Never commit to one side. Stay in front of the blocker – stay in front! 8. Make the ball carrier commit and then use your leverage to throw the blocker off and make the tackle. 9. If you are the first man downfield to the ball carrier, force the issue. Take a shot at the ball carrier. Everyone else should gang tackle and attempt to strip the ball free! 10. If facing a wedge, the first man to it should never trade one for one. Take out at least two men. 11. Out run any cross blocks/traps. 12. Bad weather conditions may force us to use a holder. If so, the ball will be held by “L5”. All other coverage assignments remain the same (basic “Arrow” rules).

KICKOFF TIMING 1. An average high school kickoff should hang in the air a minimum of 3.0 seconds and travel to at least the ten yard line. An average high school kickoff returner takes 1.5 seconds to cleanly field the kickoff and begin to advance it. The total time for a high school kickoff return to start is about 4.5 seconds from the kick. 2. RUN ZONE – Everyone on the kickoff team should run a 3 second “flying twenty five” which would put the kickoff team at the 35 yard line with the returner between the 10 and the 15 yard line. 3. ATTACK ZONE – Because of now having to take on blocks, the kickoff team should be able to cover 1/3 of he ground and the return team will cover 2/3 of the yards remaining. This should put the kickoff team around the 25 yard line when meeting the returner. 4. WIN ZONE – Once the kickoff team gets inside the opponents 30, this is where the real battle will start. Our goal is to keep the ball pinned down by making sure tackles. No arm tackles!! We must converge as a group, explode through the ballcarrier, and secure a dominant tackle!!

KICKOFF LANE RESPONSIBILITY 1. Start a. A good get off is essential for good coverage. b. Must cross (-40 or -20) at full speed, onsides, and together. You accomplish this by alignment of your depth from the ball before it is kicked. 2. RUN! a. Speed defeats early blockers. Always attempt to avoid early block toward direction of the kick. This should put you on your landmark, keeping a good lane distribution. Never follow your own color! 3. Read a. Front line key – First read in determining return formation. Key angles and drops. b. Back line key – Will support the final decision we make on the type of of return. Key the wedge, direction of E, FB, HB. c. Direction of returner is the final key and most important. d. Always be aware of trick plays or unusual looking players during a return. e. Always be aware of side/trap blocks. Must not have tunnel vision. Beat these blocks with speed. 4. ATTACK! a. Must aggressively gain control of blockers using your hands. Stay square and penetrate. b. Always keep ball inside and in front. c. Do not trade one for one on blocker. Drive him backwards. d. Disengage blocker by using hands when runner commits. 5. Reckless Commitment to Achievement = WIN! a. Make the big hit or make the ball carrier go east and west.

KICKOFF COVERAGE ZONES: RUN – ATTACK – WIN RUN: Timing with the kickers steps as he approaches the ball is critical to this technique. You want to be going full speed when the kicker hits the ball – and continue to “RUN!” downfield at speed! ATTACK: You make plays on our kickoff by not getting blocked. You must use your techniques to get by defenders. The “ATTACK!” zone usually takes place between + 40 to +30. (Dip & Rip, Bull, Head) WIN: The “WIN!” area is usually between the + 30 to +10 yard line. Use your technique here and bench press the defender, shed, and go make a play. You must be able to find the ball carrier.

Kickoffs are Kickoffs are used to start play at the beginning of each game (and each half of play within that game). A kickoff is a type of play known as a free kick. kick. A free kick is kick is a non-scrimmage kick that is also used to restart play after a touchdown, field goal, goal, or safety. The opposing team can be no closer than ten yards yards to the ball, which may be placed on a tee no higher than 2 inches. In NFHS competition, free kicks to start a game or half may be kicked off a tee, out of a hold, or may be a drop kick (no punts are allowed). Free kicks after a safety may be kicked off a tee, out of a hold – or can also be drop kicks or punts.

Free Kick Placement In NFHS competition, a free kick to start the game (or half), or one following a successful touchdown or field goal, will take place from the kicking teams 40 yard line (-40) – and is traditionally known as “kickoff”. This placement is the normal placement, barring barring penalties against either team. Such penalties would move the spot of the kickoff, depending on which team the penalty was against – and alter our approach to what type of kick – and coverage - we might use. For a personal foul enforced on a kickoff, the ball could be spotted as far back as the kicking teams 25 (-25) – if the foul was on the kicking team - or as far forward as the receiving teams 45 (+45) – if the foul was on them. Recent changes to NFHS penalty penalty enforcement for scoring plays (and point-after plays) allow for enforcement to be made on the ensuing kickoff. All special teams players must be aware of the specific situations for each kickoff and free kick we may encounter in each game we play! A free kick following a safety is normally placed at the 20 yard line (-20) of the team that had the safety recorded against it (i.e. got tackled, downed, or went out of bounds in their own end zone while in possession of the ball). Again, this is the normal placement, and can also be affected by any any penalties incurred – so be aware of the placement of the free kick after safety, and what that placement means for our kick and coverage scheme! On all free all free kicks (kickoffs, free kicks after safety, and free kicks after fair catch) the ball may be placed and kicked from any spot between between the hash marks on the yard yard line designated for the kick. For example, on a “normal” kickoff, this means that the kicking team can choose to kick the ball from the middle of the field – or from the right (or left) hash mark – or anywhere along the minus 40 yard line between those hashes.

General Free Kick Rules - In NFHS competition, all free kick alignments require a 10 yard “restraining area” between opposing teams – meaning, the receiving team can align no closer than 10 yards from the spot of where the ball is to be kicked. This “restraining area” remains in effect regardless of the type of free kick (kickoff, free kick after safety, or free kick after fair catch) or the placement of the ball on the field for that free kick. This means that the receiving team can align no closer than 10 yards from the spot of the ball for the free kick – so, for a “normal” kickoff, the receiving team must align no closer that the 50 yard line for a kick positioned at the minus 40. For a “normal” free kick after safety, the receiving team team can align no closer than the 30 yard line (being that the spot for the free kick would be the kicking teams 20 yard line). For a free kick after fair catch, the receiving team could align no closer than ten yards from the spot of the fair catch – meaning, if the fair catch was made at the receiving teams 37 yard line, the free kick would be spotted there, and the receiving team could align nor closer than their own 27 yard line. Once any free kick travels ten yards downfield (or is first touched by a member of the receiving team in the restraining area), it becomes a free ball – and may be legally recovered by either team. Any touching of a free kick by the kicking team before it travels ten yards downfield is considered “illegal first touching”, and possession is awarded to the receiving team at that spot. Once the ball has traveled ten yards downfield (or is first touched by a member of the receiving team in the restraining area), it may be recovered – but not  but not advanced  advanced  –   – by the kicking team. This means every member of the return team must know to simply fall on any free ball on ball on any free kick once it has traveled the requisite ten yards and not yet been fielded by one of our own!!

General Free Kick Rules (continued) - Any free kick that travels ten or more yards downfield and is first touched by the receiving team and then goes out of bounds is awarded to the receiving team at the spot it went out of bounds. For the 2013 High School Football season, the NFHS has adopted new rules that will directly affect onsides kickoffs onsides kickoffs and onsides kickoff onsides kickoff returns. Specifically, and as quoted in the 2013 NFHS Football Football Rules Press Release: “In Rule 9-3-8, the committee added another provision to the rule enacted last year regarding contact by the kicking team against members of the receiving team. The new provision stipulates that the kicking team may initiate contact once the receiving team has initiated a block within the neutral zone.” The “rule enacted last year” basically stated that no member of the kicking team could initiate contact of any kind with any member of the receiving team until the ball has traveled the requisite ten yards: or until the kicking team is eligible to recover a free kicked ball (meaning it has been touched by the receiving team in the neutral zone). This new rule embellishment for 2013 basically means that, if a member of the receiving team moves into the neutral zone and initiates contact with a member of the kicking team, then any and all members of the kicking team may begin contacting any and all members of the receiving team… as long as the one of those receiving team players is not trying to catch (or fair catch) an ungrounded onsides kick. For the 2014 2014 and 2015 High School Football season, NFHS has ad opted new rules that will directly affect kickoff alignment, and  possibilities in the return game. Specifically, and as quoted in the 2014 NFHS Football Rules Press Release: Rule 6-1-3 (for the kicking team): “First, at least four members of the kicking team must be on each side of the kicker, and, second, other than the kicker, no members of the kicking team may be more than five yards behind the kicking team's free-kick line. Rule 6-1-3 also notes that if one player is more than five yards behind the restraining line and any other player kicks the ball, it is a foul.” In addition to balancing the kicking team's formation, the change limits the maximum distance of the run-up for the kicking team For 2015, Rule 6-1-4 has been added to state that the timing of the foul for not having at least four players on each side of the kicker now occurs when the ball is kicked. In addition to balancing the kicking team's formation, the change limits the maximum distance of the run-up for the kicking team. - Any free kick that is not touched by the receiving team and is k icked out of bounds (whether it goes ten yards downfield or not) is penalized as “illegal procedure”, and results in the receiving team being given one of the following following options: having the kicking team re-kick from five yards behind the original spot; taking the ball at a spot 25 yards from the original spot of the kick; or taking the ball at the spot it went out of bounds. - Any member of the receiving team is entitled to the right to catch any free kick that has not already touched the ground  –  – this means that no member of the kicking team can c atch an ungrounded free kick if a player on the receiving team is trying to catch it in the air. The kicking team may tackle that receiver immediately immediately upon his touching of the ball – but they must give him an unopposed chance to attempt to catch it. - Any member of the receiving team may also make a fair catch of any free kick which has not already touched the ground. In this case, no member of the kicking team may touch the receiving player before, during, or after he has given a valid fair catch signal, and must afford him the ability to catch the ball ball (i.e. be no closer than two feet to him as he attempts to make the fair catch). Any member of the receiving team who gives a valid fair catch signal and is attempting to make a fair catch is afforded fair catch  protection – and the right to catch and control the the ball – even after he has has touched it in any way way and it has not yet touched the ground. This means means – if a member of the receiving team gives a valid fair catch signal and attempts to catch the kick, but has the ball hit his hands and pop up into the air, he is still given protection to catch the ball, until the ball hits the ground. At that point, fair catch protection is voided, and both the ball and the receiving player become live again . Basically, unless a free kick (kickoff, free kick after safety, or free kick after fair catch) has touched the ground, the kicking team must allow the receiving team the chance to catch the ball in the air – whether a fair catch has been signaled for or not. However, once a free kick has touched the ground – and has traveled ten yards downfield – it is a free ball which may be fielded by any player on either team… and the kicking team is entitled to equal opportunity to catch and recover!! - Blocking contact below the waist is illegal – by both the receiving and kicking teams – on any free kick. This means that no member of the kicking team may attempt to “break the wedge” or take out any blocker from the receiving team by hitting him below the waist (just as no member of the receiving team may block any member of the kicking kicking team below the waist)!! You may tackle below tackle below the waist, however…!! - Under NFHS rules, any free kick (or scrimmage kick) that is untouched by the receiving team and breaks the plane of the end zone is considered a dead ball, and a “touchback” is ruled – giving the receiving team the ball at their own 20 yard line. If the ball has been touched by the receiving team in the field of play and travels into their end zone it is considered a live ball, and may be recovered by the kicking team there for a touchdown!!! (If the receiving team recovers that loose ball in their end zone it is considered a “touchback”) - Any member of the kicking team may us e his hands and arms to shield off any blocker from the receiving team, or push or pull him out of the way in a legal attempt to recover a loose ball. - Under NFHS rules, the team that is sc ored on has the option to either receive a free kick from the scoring team or to free kick to the scoring team…!!! (Look it up!!)

Good kickoff return units accumulate a lot of yardage and make life easier for the offense. For every 10 yards gained by the kickoff team, the offense has one less first down to make on its subsequent drive. A good return enables the offense to exploit its full repertoire, whereas a poor return can constrict the offensive play calling. PRINCIPLES The kickoff return team is an 11-man enterprise in which every player has to learn both the general principles and the specific responsibilities of his position. GENERAL PRINCIPLES 1. Always get into a good position to block your man above the waist with your head in front of him. Your primary "don't": no clipping penalties. 2. Front line: Always be alert for an on-side kick. Make sure the ball is kicked deep before dropping back to execute your blocking assignment and technique. 3. Once the kickoff travels 10 yards (and touches the ground), it becomes a free ball and belongs to the team that recovers it (if the kicking team touches the ball ten yards or father downfield before it before it touches the ground, it is illegal procedure!) 4. If you touch the ball before it goes 10 yards, it becomes a free ball. 5. Never let the football hit the ground, as it may be difficult to pick up. Catch the ball on the fly. Learn when to field a ball kicked near the sideline and when to let it go ou t of bounds. 6. Remember, you can call for a fair catch on a kickoff. All fair catch rules apply (as long as the ball has not already touched the ground – as in a “pop-up” onsides kick). 7. Any time the ball is kicked between the middle and deep backs, allow the deep back to come up and make the catch rather than have the middle back back-pedal to make the c atch. 8. Whenever your ball-carrier breaks into the open and is surely heading for a touchdown, all blocking blockin g must stop. stop. We never want to have a touchdown called back because of a penalty from an unnecessary, illegal block behind the return man!

Special Teams Football “It is ALWAYS best ALWAYS best to HAVE it and not need it than to NEED it and not have it…” This is perhaps the most essential element of quality, successful special teams alignments, assignments, techniques and executions!

Combining the knowledge and understanding of where we need to be ON the field of play with what we need to do FROM those alignments, we can best EXECUTE sound, solid special teams play. For all of our kickoff returns, we use basic concepts of man on man and area blocking schemes to move the ball as far up the field as  possible. To do this consistently and successfully, we use a general template of our opposition’s attack and scheme our returns from there. This requires all our return personnel be familiar with that template and those schemes. Our kickoff return theory is designed to allow us to attack our opponents as they move down the field and open lanes for our ballcarriers to exploit to maximize our return yardage. These lane and attack assignments remain constant, regardless of whatever return scheme we use, meaning: you will be required to know and demonstrate the ability to  positively execute multiple techniques and executions in our return game. Remember our Special Teams Axiom of Preparedness: “It’s better to HAVE it and not need it, than to NEED it and not have it…” In order to dominate every phase of the game we need to dominate every aspect of special teams, and relentless, consistent, quality kick returns will help us do just that!! “One of Special Teams greatest assets is the ability to allow us to dictate, control and dominate field position…”

HOW IMPORTANT IS FIELD POSITION? Teams starting on:

Scored:

%

-20 or inside -30 yard line

1 out of 30 1 out of 20

3% 5%

-40 yard line

1 out of 8

13%

50 yard line

1 out of 5

20%

+40 yard line

1 out of 3

33%

+30 yard line

1 out of 2

50%

+20 and inside

2 out of 3

66%

Our Special Teams can give us the best field position – and put our opponents in the worst field position!!

“MOSES”

 BEAST” BEAST”

“ALPHA”

 EGA” EGA”

DOS LOBOS  Sinistra” Sinistra”

Notes:

DOS LOBOS “ESP”

DOS LOBOS “Dexter”

Kickoff Return Axioms • Know the wind and stadium reflections. • All return team players: See ball off off tee. • Know approximate distance and direction of ball before executing block. block. • Finish!… Blocking for the whole return means yardage yardage and touchdowns. • Get deep fast with good drop angle. • Always be aware aware of wind factor, directions, directions, and squibs. • Anticipate onsides onsides kicks. • After 10-yards, it is a free ball. It must be handled. (Also applies to free kick after safety, free kick after fair catch). • NEVER block below the waist or from behind. • No Penalties…Good Field Position is Crucial To The Success of Our Offense! RETURNERS: Practice RETURNERS: Practice sound fundamentals and good field awareness at all times. • Catch all kicks. Do not let the ball hit the ground. • Key kicker’s alignment alignment and approach to the ball. Anticipate corner kick. Know Kicker’s tendencies. • Returners must have complete knowledge of Kickoff and ‘Muff’ Rules: - Any kickoff that breaks the plane of the goalline without being touched is automatically a touchback - Ball muffed in field of play rolls into end zone: - You must cover it in end zone for touchback (if not, touchdown for them if they recover!!) - Ball caught in field of play play but brought back into end zone must be run out. • Get into the return pattern before looking outside (“Gotta get in to get out!”). • Know your return assignments should the ball be kicked opposite (and the return changed). • Run hard and reckless. • Returner that doesn’t field the ball must be an effective blocker. • Field squib balls as soon as as possible. • Don’t play the ball any closer than 2-yards from the sideline, unless coming straight down (Alert = sideline hash marks). • No Penalties…Good Field Position is Crucial To The Success of Our Offense!

Notes:

In obvious “onsides” kick situations, we will shift from our standard kickoff return alignment into our “Good Hands” alignment (shown directly below). Depending on the specific onsides kick executions of each opponent, we may alter this “Good Hands” alignment. For desperation, last second “Homerun or Done” situations, situations, we may choose to employ the “Homerun Throwback” execution diagramed at the bottom of the page.

STANDARD KO Return Alignment

“GOOD HANDS” KO Return Alignment

S-N-ENDS S-N-ENDS SPECIAL TEAMS The following unique NFHS Football Rules and explanations come from “Curt Johnson's American Football Rules Answers for Coaches” www .homepages.cae.w  .homepages.cae.w isc.edu  isc.edu   /~d   /~d w  wilson i lson / rfsc  rfsc   / intro intro /j ohnson.shtml ohnson.shtml FREE KICK Rule: Following Rule: Following the legal FAIR CATCH of any kick, the receiving team may choose to run a regular scrimmage play OR they may free kick the ball from anywhere between the hash marks of the yardline where the catch was made. Simply stated, a free kick following a fair catch is a kickoff with a chance for 3 points! For the most part all the rules are the same as for a kickoff (i.e., teams 10 yds apart etc.). This is obviously a very rare play and is usually only used at the very end of the first half or the end of the game. (NFHS & NFL, not NCAA) P.S. It’s ALWAYS legal to fair catch a kickoff, as long as the ball hasn’t touched the ground (as in a “popped” on-sides kick!!)

Q uestion When uestion  When the offensive team attempts a field goal, sometimes the ball will travel high above the field goal  posts, especially when done at a close range. If the ball appears too tr avel just above the left or right post of the f ield goal post or even higher, at what point is the goal good?  Answ   Answ er NFHS er NFHS & NCAA: The ENTIRE ball must pass to the inside of the INSIDE edge of the upright extended indefinitely above the upright. NFL: The ENTIRE ball must pass to the inside of the OUTSIDE edge of the upright extended indefinitely above the upright. Question: Is Question:  Is it true that when a defense is scored upon they may elect to kick off and go back on defense...several websites talk about doing this in order to not allow an opposing team to have an opportunity to on-side kick and recover with good enough field position for a field goal attempt at the end of a game. Answer: Yes, Answer: Yes, under NFHS & NFL rules the team that is scored upon has the option to kickoff instead of receive. However, under NCAA rule change in 2003, that is no longer an option, the scoring team must kickoff. The following unique NFHS Football Rules and explanations were provided by Mike Suklewski, President of the Harford/Baltimore Board of Officials. Under NFHS rules, any punt, field goal, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team and travels back behind the line of scrimmage may be picked up and advanced by either team.  Any punt, field goal, or dr op kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team and travels beyond the line of scrimmage can be recovered by the kicking team  Y  Y  if  if it it is touched downfield by a member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (or picked up) by either team... or simply comes to rest and is blown dead if no one covers it… Any scrimmage kick (punt, field goal, or drop kick) that is attempted on third down and touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered by the kicking team but not advanced to or beyond the line to gain entitles the kicking team to keep the ball for a fourth down play… Any player making a valid “fair catch” signal is entitled to the unrestricted right to field the ball at any time before it hits the ground – this includes a scenario where it hits him and pops up into the air. In this situation, he must be given the opportunity to field the ball – once the ball hits the ground, however, it is free… Once any kick (free or scrimmage) breaks the plain of the opponent’s goal line, the ball is blown dead at that spot and a touchback is ruled. "A scrimmage-kick formation scrimmage-kick  formation is a formation with at least one player 7 yards or more behind the netural zone and in position to receive the long snap. No player may be in position to receive a hand-to-hand snap from between the snapper's legs. Common scrimmage kicks are punts and field goals."  Any scrimmage kick (including field goals) that does not break the pla ne of the endzone is considered “in pl ay” and may be returned. If said scrimmage kick goes out of bounds it is awarded to the receiving team at that spot – if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard line. “A free kick is kick is a non-scrimmage kick used to restart play after a touchdown, field goal, or or safety. The opposing team can be no closer than 10 yards to the ball, which may be placed on a tee no higher than 2 inches. In NFHS competition, free kicks after a safety may be kicked off a tee, out of a hold – or can also be punts or drop kicks.”

Scrimmage kicks are kicks are any any kick – made from behind the line of scrimmage – that occur on any down of a team’s possession of the ball, and are used either as attempts to move the ball further back down the field when relinquishing possession of the ball, or as scoring attempts. There are three types of kicks that can be used as scrimmage kicks: punts, place kick, and drop kicks (place kicks and drop kicks being the only types of scrimmage kicks eligible eligible to score points, however). A scrimmage kick formation kick formation is a formation with at least one player 7 yards or more behind the neutral zone and in position to receive the long snap. No player may be in position to receive a hand-to-hand snap from between the snapper's legs.

Scrimmage Kick Basics During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the snap of the ball. (There is no “illegal man downfield” statute for scrimmage kicks in NFHS play). Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded “protected status” (i.e. cannont be “roughed”) only when they take a direct snap from center at a spot no less than 7 yards behind the line of scrimmage. Executing a scrimmage kick does not in and of of itself exchange possesion of the ball. Under NFHS rules, while the ball is in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet been fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the officials) if the receiving team commits a foul before gaining possession, the kicking team will retain possession, with the penalty being enforced from the previous line of scrimmage!!. (Possession does not change with the kick – it changes only once possesion has been extablished.) Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage). Exception: Illegal Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul o (blocking after a fair-catch signal) are enforced from the spot of those fouls.  Any ball kicked from scrimmage becomes “ live” only when touched by any mem ber of the receiving team anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its own kick, even though legal recovery is made beyond the line of scrimmage. Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team and travels back behind the line of scrimmage may be picked up and advanced by either team. However, if the kicking team recovers it must make the yardage necessary for its first down to retain possession if the scrimmage kick was on fourth down.  Any scrimmage kick (punt, place kick, or drop kick) that is att empted on any down other than fourt h down and is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep  possession of the ball for the r emaining down(s) of that possesion… Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team and travels beyond the line of scrimmage can be recovered by the kicking team ONLY ONLY if  if it it is touched downfield by a member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (or picked up) by either team... or where it simply comes to rest and is blown dead if no one covers it… Once any kick (free or scrimmage) breaks the plane of the opponent’s goal line, the ball is blown dead at that spot and a touchback is ruled. Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is considered “in play” and may be returned. If said scrimmage kick goes out of of bounds it is awarded to the receiving team at that spot – if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard line.

General Scrimmage Kick Rules Fair Catch: - The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the scrimmage kick in the air – whether he signals for “fair catch’ or not. If he does not signal for a fair catch, he is considered “in play”, and may be tackled directly. - Any player making a valid “fair catch” signal is entitled to the unrestricted right to field the ball at any time before it hits the ground – this includes a scenario where it hits him and pops up into the air. In this situation, he must be given the opportunity to field the ball – once the ball hits the ground, however, it is free, and “fair catch protection” for the receiver ends… Any member of the receiving team may signal for a fair catch – however, once that catch is made it cannot be advanced from the spot of the catch. - It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any member of the kicking team until the kick has ended. However, any of his teammates are allowed to block even though a fair catch has been signaled for. This restriction applies to the player who made the fair catch signal only… - No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of the receiving team. If, after a receiver signals, the catch is is made by a teammate, it is not a fair catch, but the ball ball becomes dead. The ball becomes dead after any receiver gains possession after a fair catch signal (valid or invalid). “RULE OF “FIRST TOUCH”: TOUCH”: - Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to pick it up and advance it with no risk of losing possession. (Basically, if a punt is rolling downfield and a member of the kicking team touches it in any way, any member of the receiving team can attempt to pick it up and advance it and, even if they touch it and drop it, it will still be their ball at the spot of first touching by the kicking team. This is why we always “hatch” always  “hatch” any scrimmage kick we are trying to down – “hatching” means PICK THE BALL UP AND HAND IT DIRECTLY TO THE NEAREST OFFICIAL – whether it has come to rest after rolling as far downfield as it could, or if you see it inadvertently touch one of our coverage men… NEVER let a touched kick (or an an untouched, unfielded kick)lay on the field of play!!! •

Roughing the snapper: A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick formation. NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders approximately parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a snapper until he has had a reasonable opportunity to regain his balance and protect himself - or until he blocks or moves to otherwise participate in the play.

Covering scrimmage kicks is an all-out pursuit - demanding intelligent and fearless hustle, desire and determination. Our goal is to get downfield in as quick and disciplined a manner as possible, covering the kick and tackling the returner (or covering the ball!) as deeply as possible on the other side of the field!

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Scrimmage kick coverage is an ALL OUT SPRINT!! Speed is important, but the intent to make the tackle is paramount!! Players reveal their o true football character on coverage teams – and we expect our coverage teams to be made up of 11 players with true football character. (Coverage teams are no place for “characters”…!!) Every member of our scrimmage kick coverage units must believe that each kick will be o returned, and that it is his job to give his best effort every time he runs downfield!! Gang Tackling is key!! We expect 10 hats on the ball on each kick we cover – tackles on o kick coverage should never never be made by only one man!! We expect to punish the returner – and only relentless pursuit by all our defenders will make that happen. happen. We need all our defenders to maintain dedicated, relentless pursuit until the returner is downed (or the whistle blows ending the play).

Of all the phases of of our Special Teams play, punt coverage is perhaps the most important: this is why we want only our best football players on our Punt Coverage squads!! Since every punt is often seen as a compromise between protection and coverage, we will strive to bridge that gap by installing, practicing and perfecting (through perfect repetition!) both a SPREAD PUNT (to be used primarily in maximizing field position advantage through directional kicking and blanket coverage) and more traditional punt alignments and schemes (to be used to allow us to punt in every needed situation, as well as to keep our opponents off balance). Regardless of the punt alignment or assignments we we use, FLAWLESS execution is a MUST!!! A truly successful punt unit must be able to blend both the elements of protection and coverage seamlessly – and be able to wield them with devastating, positive effect in order to best enable our total team effort toward victory. Our punt coverage scheme is designed to allow us to do just that – to afford us the protection to use our punter as the lethal weapon he is by getting the ball down the field as far as possible while at the same time allowing us to use our coverage players as the irresistible force they are in complete, lock down coverage… We must always remember, however, that – of these two elements (protection and coverage) – PROTECTION takes first priority : WE CAN NEVER HAVE A PUNT BLOCKED… EVER!!!! The causes of all punt blocks are simple, and almost always fall into one of these three categories: 1. A bad snap 2. Slow handle/get off by the punter 3. A breakdown in protection (allowing for a straight-on rush from a defender to the kick block block point) THE MOST IMPORTANT ASPECT OF THE PUNT IS THE SNAP FROM CENTER!!! This is the action that starts the play, and determines whether we have any hope of success form the outset! This is why we have constructed our punt scheme to allow our long snapper to focus as completely as possible on the snap – he will snap the ball when he is ready, and he has no blocking assignment(s) whatever!!

GENERAL PUNT “GET-OFF” TIMES: (ALL punters and long snappers need to know these – and make them happen – for ALL punts)

0.75 seconds = Snap to Punter 1.35 seconds = Punters handle time 2.1 seconds = seconds = TOTAL get off time (from snap to the ball coming off punters foot) 3.0 – 3.9 seconds = expected hang time of punt

Our general punt alignment will be a SPREAD BUNCH BUNCH - from which our specific assignments will be carried out. If all of our punt personnel know their alignment and assignment rules, we should NEVER have a breakdown in technique or execution!!

Once we have aligned in our SPREAD BUNCH punt BUNCH punt formation across the field, the punter get the head count, step off his alignment, and come come set. He will then check down both sides of our formation, making sure all coverage men are set. ALL punt coverage players players will be in a two point ready stance (save the LS), awaiting the punter’s bird* and directional calls (any American city beginning in “L” means LEFT, any American city beginning in “R” means RIGHT. POOCH punts POOCH punts will be called using DOG NAMES: LASSIE for left, RINNIE for right, and MIDNIGHT for middle. RUGBY PUNT’s will PUNT’s will be designated by a call of “MOLLIE”, followed by a directional call.). In our SPREAD BUNCH alignment, BUNCH alignment, all coverage men will release downfield at the snap of the ball (crossing the face of any opponent aligned head up or to their inside and will execute their coverage lane assignments as practiced. Some general general reminders:

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“Gunners” are to sprint to the ball, keeping the returner on their inside shoulder – you must NOT let the returner get outside of you!!! Remaining coverage men will sprint downfield through the “Speed and Read” zone (“Flyin’ 15”), then squeeze the returner to your your inside shoulder. You may avoid blockers when when releasing from the LOS, but from there forward you must run through all blocks on your way to the returner!! Remember – coverage is about hustle and heart – make sure you’re moving at full speed, with ill intent, on every kick you cover…!! Punterer: punt the ball in the direction called, then follow the punt downfield… You are our “safety”, so stay about 15 yards in front of the ball. Look for any breakdowns in lane integrity or open running lanes and make the stop if you have to! (It is considered very poor form if our punter ever has to make a tackle… but he’d better make it if he does have to…!!)

REMEMBER: We want ten hats on the ball on every punt return – tackles on punt coverage should never have to be made by only one man (and certainly never by the punter!)… But, if you find yourself on that island, don’t try to be the hero with a “Wooooo” hit – break down five yards in front of the returner, make him commit, then react and wrap him up (and strip the ball once he’s under full control!!)

Our kicking game demands intelligent, aggressive, unrelenting TEAM KICK COVERAGE!!! General rules for ALL kick coverage scenarios: •

Hustle downfield on every  kick  kick – remember, as soon as you let up, you let us down..!! us down..!!



Run downfield with the intention of making the tackle on tackle on every kick! Do not be be denied!!





 Always stay disciplined in coverage = honor your landmarks (know (kn ow your adjustments and follow them!!!), take proper angles, use good tackling technique!! ( NO  arm  arm tackles, ever!) Remember your “Flying Twenty” (on kickoff/free kick) and “Flying Fifteen” (on punts)!



 ALWAYS KEEP THE BALLCARRIER “INSIDE AND IN FRONT” !!! !!!



 Allow NO CUTBACKS, NO ESCAPE  =  = PURSUIT, INSIDE AND IN FRONT!!!



 Angles… ANGLES!…  ANGLES!! … “INSIDE AND IN FRONT”!!!

* see “Quick Set Protocol”  for  for explanation of the “Bird Call”…

For our PUNT COVERAGE units to fulfill their name as completely and productively as possible we need to COVER all punts as completely and productively as possible. To do this, we assign every coverage position a specific set of alignments and assignments that can be easily understood understood and executed. Since the placement of the ball on the field will vary in every punting situation, those alignments and assignments may vary in regard to that placement – but the result of their proper execution should always be the same (that being: a positive punt as far down the field as possible – directionally placed to limit the potential of return yardage, and completely covered to insure that outcome).

We have four players assigned to pursue the all directly, all directly, two players in contain mode contain mode (release downfield to a spot 15 yards outside the ballcarrier, squeezing him in – and preventing him from getting outside – as they close to make the tackle), two players to force the force the returner into our vice (releasing downfield to a spot 10 yards outside the ballcarrier, forcing him in – keeping him inside and in front - as they close to make the tackle), two players pursuing up the alley of alley of this scheme (releasing downfield to a spot 5 yards outside the ballcarrier, forcing him in – and preventing him from getting outside – as they close to make the tackle), and one safety (our safety (our punter, shadowing the punt and preventing any breakouts – or break aways…!!)

Our PUNT COVERAGE pursuit responsibilities remain the same regardless of where the ball is kicked to within within the field of play. play. Every coverage coverage player must carry out proper alignment, assignment, technique and execution on every punt – regardless of punt direction or distance. Complete PUNT COVERAGE involves not simply pursuit DOWN the field, but also pursuit ACROSS the field whenever needed.

Our kicking game demands intelligent, aggressive, unrelenting TEAM KICK COVERAGE!!! General rules for ALL kick coverage scenarios: •













Hustle downfield on every  kick  kick – remember, as soon as you let up, you let us down..!! us down..!! Run downfield with the intention of making the tackle on tackle on every kick! Do not be denied!! denied!!  Always stay disciplined disciplined in coverage coverage = honor your landmarks (know your adjustments and follow them!!!), take proper angles, use good tackling technique!! ( NO  NO  arm  arm tackles, ever!) Remember your “Flying Twenty” (on kickoff/free kick) and “Flying Fifteen” (on punts)!  ALWAYS KEEP KEEP THE BALLCARRIER BALLCARRIER “INSIDE  AND IN FRONT” !!! !!!  Allow NO CUTBACKS, NO ESCAPE  =  = PURSUIT, INSIDE AND IN FRONT!!!  Angles… ANGLES!…  ANGLES!! … “INSIDE  AND IN FRONT”!!!

PUNT COVER “MUSTS” • Hustle on the field and get aligned - no huddle • Check number of safeties and identify 8, 9, 10 or 11- man fronts. • Establish good chest and hands technique position. Use hands to get free release. • Release quickly inside to your lane (cross opponents face). Use field markings as guides. • Stay in your lane. Fight to maintain it. • Don’t get blocked around the ball. Use your hands to get free and break down in position to make tackle. • Know who has “CONTAIN” responsibilities. Contain man can NEVER get blocked. • Squeeze to ball gradually. Keep it on your inside shoulder. • Never follow your own color. Replace outside. • Keep shoulders square and parallel, then make the tackle or force a lateral move. • Never let the ball go into the end zone. Keep it in the field of play. Stay out of the end zone. • No missed tackles. Timing: • Snap = .75 seconds • Punt = 1.35 seconds • Time till ball comes off punters foot = 2.1 seconds • Hangtime = 3.0-3.9 • Total kick and coverage = 5.1 to 6.0 • Listen closely to punter for snap call, punt type and directional call. • You need Concentration and Desire to play on this unit. • Be alert for crowd noise. Eyes on the ball for snap! CONSISTENT EXECUTION!

GENERAL PROTECTION & COVERAGE PRINCIPLES 1. On snap, first block your responsibility then cover after the ball is punted. 2. Discipline in your blocking technique is vital…man or zone. 3. Maintain your poise vs. teams that move around a lot or employ short jerky type movements in attempt to draw you into a false start. 4. You must respond instinctively to the punter’s calls…know and understand them. 5. Never follow a teammate downfield when covering. Fan to fill open lane and maintain 5 yard horizontal spacing from adjacent man. Run through proper landmark. 6. Maintain outside-in leverage on the ball… keep the ball on your inside shoulder. 7. Gunners…don’t Gunners…don’t let ball carrier split you or bounce outside of you; Contain…you Contain …you are the widest men on the field; smell out reverses and gadgets and stop them! rd 8. Place your helmet on the ball (“Bite the Ball!”) - especially the 2nd and 3  tacklers…create turnovers. 9. Avoid contact with the return man if he signals for a fair catch. Gunners sprint past the return man turn your back to goal line inside the 10 yard line – find the ball and cover it. The 2nd man down faces-up the returner (outside his “halo”) and everyone keep coming…anticipate a muffed ball. 10. Stay with the ball to properly DOWN IT (“Hatching”)… Never touch it and walk away… pick it up and hand it to the official. 11. Gunner can catch a punted ball (inside 10 yard line) ONLY if the returner is not in position to field punt. 12. Covering punts is hustle and desire to make the hit.. Be a 100%er. 13. “Peter…Peter!” = Poor Punt; locate ball and avoid illegal touching; let the ball roll towards opponents goal line. Punter go get it!! 14. Punter…yell direction, and if necessary, type of punt to your coverage team (“Shank RIGHT! Shank RIGHT!”). 15. Communication and Technique are the two necessary ingredients in perfect punt protection/coverage.

We also have “Alternate” alignments that we may need to use in special situations, be they game strategy/field position or weather/field condition situations. E WILL ALMOST ALWAYS USE OUR “BASIC” SCRIMMAGE KICK ALIGNMENT – however, since our special teams philosophy adheres to the “Axiom of Preparedness” (that being, “It is always best always best to HAVE it and not need it than to NEED it and not have it…”), we need to be able to get to a point where we can most positively reflect that truism…

These “Alternate” alignments – and their accompanying assignments, techniques, and executions – will be explained, installed, demonstrated, and practiced on the field as we move through our season. season. They will ONLY be introduced once we have the installed, drilled, and demonstrated our ability to completely master and execute our BASIC alignments, assignments, techniques and executions.

By placing any of the diagramed ack sets on sets on any of our four line sets (Tight, sets (Tight, Split, Harry or Hal) we can achieve the best possible protection and coverage possibilities for any specific, unique situation we face. (Remember: It is always best to have it and not need it than to need it need it and not have it…!) have it…!)

B

= BALL

C

= CONTAIN (15)

F

= FORCE (10)

A

= ALLEY (5)

S

= SAFETY

QUICK SET Protocol: Punt team aligns per spot of the ball (no huddle) - all assume assume 2 point, “Ready” position. Punter gets head count and makes “Bird Call”, followed by punt directional call. “Bird Call” = the punter will call out a type of bird  before  before making the directional call of the punt (i.e. “FALCON”, or “VULTURE”, or “DOVE”, etc.). Each of these calls is meaningless (a DUMMY call) – unless he calls out “EAGLE”. “EAGLE” means we’ll be using our our “Quick Set” Protocol designed to draw our opponent’s opponent’s offsides (best case scenario) or at least leave them flat-footed at the snap of the ball (and unable to generate a serious rush). For a normal punt snap (one that takes place after any “Bird Call” other than “EAGLE”, and directional call), after the punter has counted heads and made a dummy & directional call (“SPARROW, SPARROW”… “RENO, RENO”), he will set himself and give the PP the “GOLDEN” call (alerting him that the punter is ready to receive the snap). Once the PP gets the “GOLDEN” call, he will make the “SET” call, alerting the long snapper that the team is ready for the snap, and the LS will then snap the ball whenever he is ready to do so… If the punter makes an “EAGLE! EAGLE!” call he will set himself and give the PP the “GOLDEN” call (as normal) at which time the PP will make a “DOWN!” call and all players at the LOS will snap into a two point “Set” stance (interior forearms to knees). If the play isn’t whistled dead immediately (because our opponents jumped offsides!), the PP will then make the “SET” call, after which the ball will be snapped.

- FIRE Protocol - covered in “PUNT FIRE/PUNT FAKE” addendum

- Punt FAKE Protocol - covered in “PUNT FIRE/PUNT FAKE” addendum

- RUGBY PUNT Protocol - covered in “ROLLING RUGBY PUNT” addendum

- PLACEKICK PUNT Protocol - covered in “PLACEKICK PUNT” addendum

TAKE A SAFETY (TIGHT STRAIGHT PUNT)

Fourth down with FOUR OR MORE POINT LEAD!!! Ball inside OUR 15 yardline. INSTRUCTIONS: 'TAKE A SAFETY’ FORMATION: TIGHT STRAIGHT TECHNIQUE: EVERYBODY BLOCKS PUNTER... ...Line up 12 yards deep (if possible). ...Take direct snap from center. ...Retreat to 1 yard inside end line. ...Delay as long as possible - step over end line. PERSONAL PROTECTOR: Be sure everyone on this team knows the situation and the "CALL". C.P.: All protectors reach and drive block to the right. Punter run down line to the right. Step out at last possible second before contact.

Scrimmage kicks are kicks are any kick – made from behind the line of scrimmage – that occur on any down of a team’s possession of the ball, and are used either as attempts to move the ball further back down the field when relinquishing possession of the ball, or as scoring attempts. There are three types of kicks that can be used as scrimmage kicks: punts, place kick, and drop kicks (place kicks and drop kicks being the only types of scrimmage kicks eligible eligible to score points, however). A scrimmage kick formation kick formation is a formation with at least one player 7 yards (for placekicks and drop kicks), 10 yards (for punts) or more behind the neutral zone and in position to receive the direct long snap. No player may be in position to receive a hand-to-hand snap from between the snapper's legs.

Scrimmage Kick Basics During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the snap of the ball. (There is no “illegal man downfield” statute for scrimmage kicks in NFHS play). Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded “protected status” (i.e. cannont be “roughed”) only when they take a direct snap from center at a spot no less than 7 yards behind the line of scrimmage for placekicks or no less than 10 yards behind the line of scrimmage for punts. Executing a scrimmage kick does not in and of of itself exchange possesion of the ball. Under NFHS rules, while the ball is in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet been fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the officials) if the receiving team commits a foul before gaining possession, the kicking team can retain possession, if the taht penalty enforcement (from the previous line of scrimmage) provides them the yardgae needed to reach the line-to-gain!!. (Possession does not change with the kick  –  – it changes only once possesion has been extablished   - by the ball being either fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by an official). Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage). Exception: Illegal Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul o (blocking after a fair-catch signal) are enforced from the spot of those fouls.  Any ball kicked from scrimmage becomes “ live” only when touched by any mem ber of the receiving team anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its own kick, even though legal recovery is made beyond the line of scrimmage. Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team and travels back behind the line of scrimmage may be picked up and advanced by either team. However, if the kicking team recovers it must make the yardage necessary (the line-to-gain) for its first down to retain possession if the scrimmage kick was on fourth down.  Any scrimmage kick (punt, place kick, or drop kick) that is att empted on any down other than fourt h down and is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep  possession of the ball for the r emaining down(s) of that possesion… Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team and travels beyond the line of scrimmage can be recovered by the kicking team ONLY ONLY if  if it it is touched downfield by a member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (picked up or blown dead) by either team... or where it simply comes to rest and is blown dead by an official if no one covers it… Once any kick (free or scrimmage) breaks the plane of the opponent’s goal line, the ball is blown dead at that spot and a touchback is ruled. Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is considered “in play” and may be returned. If said scrimmage kick goes out of of bounds it is awarded to the receiving team at that spot – if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard line.

General Scrimmage Kick Rules Fair Catch: - The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the scrimmage kick in the air – whether he signals for “fair catch’ or not. If he does not signal for a fair catch, he is considered “in play”, and may be tackled directly. - Any player making a valid “fair catch” signal is entitled to the unrestricted right to field the ball at any time before it hits the ground – this includes a scenario where it hits him and pops up into the air. In this situation, he must be given the opportunity to field the ball – once the ball hits the ground, however, it is free, and “fair catch protection” for the receiver ends… Any member of the receiving team may signal for a fair catch – however, once that catch is made it cannot be advanced from the spot of the catch. - It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any member of the kicking team until the kick has ended. However, any of his teammates are allowed to block even though a fair catch has been signaled for. This restriction applies to the player who made the fair catch signal only… - No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of the receiving team. If, after a receiver signals, the catch is made by a teammate, it is not a fair catch, but the ball ball becomes dead. The ball becomes dead after any receiver gains possession after a fair catch signal (valid or invalid). “RULE OF “FIRST TOUCH”: TOUCH”: - Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to pick it up and advance it with no risk of losing possession. (Basically, if a punt is rolling downfield and a member of the kicking team touches it in any way, any member of the receiving team can attempt to pick it up and advance it and, even if they touch it and drop it, it will still be their ball at the spot of first touching by the kicking team.) This is why we always we always “hatch” any scrimmage kicks we kick (or punt) and are then trying to down (“hatching” means PICK THE BALL UP AND HAND IT DIRECTLY TO THE NEAREST OFFICIAL – whether it has come to rest after rolling as far downfield as it could, or if you see it inadvertently touch one of our coverage men…). “Hatching”, however, does NOT apply to any scrimmage kicks we are trying to return. •

Roughing the snapper: A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick formation. NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders approximately parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a snapper until he has had a reasonable opportunity to regain his balance and protect himself - or until he blocks or moves to otherwise participate in the play.

The “Don'ts” of Punt Return/Defense

HOW HOW IMPORTANT IS FIELD POSITION? Teams starting on:

Scored:

%

- Don't rough the kicker!

-20 or inside

1 out of 30

3%

- Don't clip downfield!

-40 yard line

1 out of 8

13%

50 yard line

1 out of 5

20%

+40 yard line

1 out of 3

33%

+30 yard line

1 out of 2

50%

+20 and inside

2 out of 3

66%

-

Don't be offsides!

- Don't block below the waist downfield! - Don't let the ball hit the ground! - Don't field a punt on or inside our own 10-yard line! - Don't call timeout if we are short personnel!

REMEMBER: REMEMBER: All blocks ABOVE ABOVE THE WAIST WAIST and IN FRONT!!! FRONT!!! (“If you can see his crack, you must HOLD BACK!!”)

Our PUNT RETURN set will be a basic 4-3 alignment alignment - from which our specific assignments will be carried out. If all of our punt RETURN personnel know their alignment and assignment rules - and use proper technique in their execution - we should NEVER NEVER have a breakdown in technique or execution!! (This includes all return and FAKE scenarios!!!)

P

PP

W/S

W/S E

1 yard

C

T

G

G

T

E

E

T

T

E

(6)

(2) 3 yards

(2)

(6)

S

M

W

(40)

(00)

(40)

@ 25 yards

B (600)

@ 30 30 yards

R (600)

1 yard

C

P

1

1

2

2 P

2

1

2

1

P

1

1 2

2

P

2 1

2 1

We will use three basic PUNT RETURN schemes: Pickett Fence LEFT (“LEO”), Pickett Fence RIGHT (“ROCKO”), Trail & Harrass MIDDLE (“MILO”).

 LEO” LEO”

“ROCKO”

“MILO”

P

1

1

2

2 P

1

2

2

1

P

1

2

2

1

P

2 1

2 1

Hold- Up Technique 1. Come off the ball low and hard. 2. Stance should always be rush mode. 3. Drive defender back. Keep hands inside. Use the hands. 4. Wide base on contact. No crossing over. 5. Keep defender on line of scrimmage as long as possible and remain square. 6. Run with defender and stay on his back hip. 7. Finish with helmet and shoulder pads in front. 8. Look him in the eyes! Block him! No penalties in return game.

KEYS FOR POSITIVE PUNT RETURN: 1.

KEY THE BALL!!! Be alert to all shifts and/or cadences cadences that attempt to draw us offsides – ESPECIALLY in fourth and 5 or less situations. We should NEVER hand an opponent a first down because we jumped offsides…!!

2.

Any scrimmage kick touched at or behind the line of scrimmage that does not cross the neutral zone is a LIVE ball, and can be advanced by either team – secure us the football (scoop and score if possible!!)

3.

Any scrimmage kick touched at or behind the line of scrimmage that crosses the crosses  the neutral zone becomes live ONLY AFTER IT IS TOUCHED BY A MEMBER OF THE RETURN TEAM. This means we must GET AWAY from any partially blocked kick that goes beyond the neutral zone so as not to have it become LIVE. We make a “PETER! PETER!” call in this instance – meaning: FIND THE FOOTBALL & GET AWAY FROM IT!!!! (We also use the “PETER” call on a poorly punted punted ball, or one that hits early and and rolls – ALWAYS respect a “PETER!” call = Find the Ball & Get Away from It!!!!!

IMPORTANT NOTES FOR ALL PUNT RETURNERS: 1.

Key the punter – begin moving in the direction he steps (don’t wait wait for the ball ball to be in the air).

2.

Get behind and underneath the ball as it begins its downward flight – put yourself into a position to be moving into the ball as you secure it.

3.

Proper techniques for catching punts: a. Position yourself behind the ball, so it’s falling on your nose b. Look the ball in – do not try to run with it until you HAVE it c. Catch the ball with your arms extended from your body – envelope the ball, don’t let it “get up on you” d. Keep your hands relaxed, fingers spread and elbows elbows in…

4.

Catch every ball kicked to you you – we cannot afford to lose field position because an unfielded ball hit the ground and rolled for fifteen yards!! Quality punt returns mean HUSTLE, HUSTLE, HUSTLE!!!!

5.

Be aware of wind direction, field/stadium conditions (lights, etc.)

6.

Be knowledgeable about about the punter (athleticism, leg leg strength, tendancies, etc.)

7.

Make any fair catch signal clearly and decisively decisively (wave one arm overhead TWICE). Remember: you do not have to catch the ball if you make a fair catch signal – but you cannot block anyone if you do (just as you cannot run with ball if you catch it after having signaled “fair catch”).

8.

NEVER catch a ball at or inside our own 10 yard line – make a fair catch signal and influence the punt coverage team to cover the wrong area of the field by running away from the direction the kick is going (looking up as if you’re going to field it…!!)

9.

Remember the “Rule of First Touch” – it’s the official’s whistle that whistle that downs the ball, not the cover team!!

10. Know (and use!) the “PETER! PETER!” call. “PETER!” means we do not want to touch the ball downfield. In situations of partially blocked and/or shanked shanked punts we do not want to risk trying to field the ball. Make the “PETER! PETER!” call LOUDLY, and use a double “wipe away” hand signal (arms bent at elbows, palms down, then pushed out away from body) to alert our team to get away from the ball. 11. Returners must communicate. Listen for the distance call (in yards) from your escort (which tells you how far

from you the nearest opponent is) or the “HOT!…HOT!” call by the escort or corners. (which means an opponent is unblocked and closing so you need to signal for a fair catch.) 12. Always run NORTH & SOUTH – be be FEARLESS… and be a GAMEBREAKER!!!

From our basic PUNT RETURN alignment we can also run punt PRESSURE and punt BLOCK schemes. To do so, we will ALL need to be aware of these PRESSURE and BLOCK calls to execute them properly – and not get burned in our attempts to do so…!! A “SAW” call means that our BLOCKER (escort) will align as normal, then shift down to linebacker depth as the opposition sets. At the snap, our SAM and WILL ‘backers will drop into punt fake coverage, coverage, with our MIKE ‘backer and the BLOCKER running twists with our Tackles to pressure the punter up the middle. Our Ends will still be responsible for outside rush/contain, with a little more emphasis on the “rush” aspect (still keeping the “contain”, however) and our returner will then play safety. THIS ACTION IS DESIGNED TO UPSET THE TIMING AND EXECUTION OF OUR OPPONENT’S PUNTING GAME. WE’RE HOPING TO CAUSE A BAD/POOR SNAP AND/OR SLOW GET OFF BY THE PUNTER AND/OR A POOR PUNT - THIS SCHEME IS NOT DESIGNED NOT  DESIGNED AS A PUNT BLOCK – HOWEVER, IF A BLOCK SITUATION IS THERE… TAKE IT!!! (JUST MAKE SURE IT’S EXECTUED PROPERLY AND THE PUNT IS BLOCKED!!!)

An “ELVIS” An “ELVIS” call means PUNT BLOCK… This is an ALL-OUT, JAIL BREAK, KAMIKAZE type scheme scheme designed to block the punt!! It will only be called when our only option is to BLOCK THE PUNT – so it BETTER work when we call it…!!! Just as with our “SAW” call, our BLOCKER (escort) will align as normal, then shift down to linebacker depth as the opposition sets, and our WILL, MIKE and SAM ‘backers will move up onto the line of scrimmage (as shown). At the snap, the BLOCKER and MIKE will run their twist game game (to whichever side they’ve aligned on) and all other rushers will exploit any breakdowns in punt protection to make a bee-line to the punt block point, lay out and cover that point with as much of their bodies as possible… and BLOCK THE PUNT!!!!

PUNT BLOCK Keys and Notes: -

Do NOT be offsides!!!

-

The blocking point is 4-5 yards in front of where the punter lines up – the block spot is two yards IN FRONT of the punter, not at the punter.

-

SEE THE BALL – Drive Drive off the LOS, make yourself “small”. Attack the block point – keep your eyes on the ball… ball… and take the ball off the punter’s foot.

-

DO NOT HIT HIT THE PUNTER!!!!!! Never leave your feet (you lose control of your body when your feet are off the ground) – run through the block point, getting as “big” as possible as you do.

-

Keep yours eyes open and on the ball – do not turn your head!! Keep your hands together (crossed over at the wrists) and extended toward the ball.

-

You must believe YOU are the one who will block the kick!!!

an d can be advanced by either team – make -  A blocked punt that stays behind the LOS is live and sure we secure the ball and – once we have – scoop and score ifif you can!!! REMEMBER: if the blocked punt crosses the LOS it is considered to be a punt, so all regular punt rules apply (meaning it becomes live if we touch it!) – listen for the “PETER! PETER!” call… then GET  AWAY!!!! How to Block a Punt Stance: • Sprinters Stance: Narrow 3-point; staggered feet; weight on your hands; eyes on the ball. Crowd the Ball: • Squeeze the ball without being offside. Place hand just in front of the ball and get into stance. Get-Off: • Watch the ball. Be ready as soon as the center has the ball. Read any pre-snap keys. Get off on ball movement. If center dips or rocks, roll into start and time the snap. Know Blocker’s Techniques: • Understand the opponents punt protection. Know who will block you as well as his technique and responsibility. Anticipate the block and beat it. Rush Through Lane: • Stay low and pick your feet up. Be prepared to meet blocker on the line or from the side. If blocker takes you, head up and drive him straight back. If blocker blocks you from the side, work away from the technique on the rush, dip the nearest shoulder to him, and rip you arm up and through. Clear the block and re-direct back toward contact point. Don’t run around and get out of your lane; this will force other blockers out of their lanes. If same color shows inside, peel off outside. Contact Point: • Know the spot and anticipate the ball being there. Extend/Surge: • Extend arms over to cover contact point (crossed at the wrists, with fingers w-I-d-e. Surge instead of jumping (hurdle toward the spot). Never jump toward the ball. Watch The Ball: • Don’t close your eyes or take your head out of your arms. Keep your hands together and look through the “X” of your crossed hands. See the ball hit your hands. Follow the ball once you have blocked it. Pick the ball up and run. If you feel or see the ball being dropped, extend and lay out over the contact point; Avoid the punter. • Never leave your feet when coming up the middle. Work to the punting side of the punter and work your hands to the ball.

General “Musts” of the Punt Return: 1. Be onsides 2. Block in front 3. Block above the waist 4. Catch the ball 5. Stay outside the 10 yard line 6. Have the proper personnel on the field. Punt returns are opportunities for us to create the BIG PLAY. Our main mission is to obtain possession of the ball, establish field position, and to score. A punt return for a touchdown can be a great momentum builder for us and a demoralizer for our opponent.

PUNT RETURN GENERAL PRINCIPLES 1. Return men must take pride in catching punts—both in practice and in games. You must know the opponents punter…study film and scouting reports. 2. We have to be penalty free. A penalty often means giving the opponent the ball back with 1&10. 3. Must stay onsides – there are is no excuse for being off sides. 4. Disguise your responsibility…make the punt team believe you are going to pressure the punter at all times. 5. You must realize that we are getting the ball back when our opponent is punting. Be an intelligent player and don’t create a situation where we allow the opponent to maintain possession. 6. You must have an honest belief that we can return punts for a score If you carry out your responsibility. 7. On the wall return…move the wall to the ball carrier. 8. Commit yourself to your assignment and especially your block. Don’t wait to see if we have a chance for a return before you block 9. We must do a great job in controlling the forces to allow for a cushion for our returner. 10. Block all at the block point…approximately 4-5 yards in front of the punter. Study film and scouting reports on the opponents punter. 11. When we score…let’s get 11 men to the end zone.

PUNT RETURN REMINDERS • Know the call as you enter the field. Communicate it. Know your responsibilities. • Recognize formation. Be alert of fakes that may come off of an alerted alignment. Communicate anything that looks unusual. • Edge rushers: Get off on snap and see ball. Contain Punter. • On block, lay out where his foot will be contacting the ball. (Block Point) • Deep Back: Study approach of Punter and flight of the ball. Catch everything. • On Trail and Harass: Deliver a blow and engage movement. Sustain it downfield (widening as you go). • On Pickett Fence: Get the position to block – don’t don’t chase. Timing is important. Don’t throw early. • Return all punts – shoot for TD each time. • Know who has pass fake responsibilities. Know who has run fake responsibilities. Be alert for run/pass fake. • Tough pressure on blockers and punters forces slow release and poor punts. • If ball is on the ground bouncing around, call “PETER! PETER!”, and GET AWAY!!!!!.

Punt Returner BASICS Receiver… • You have a great responsibility. You are in a position to make a “Big” contribution to our offense and be involved in an exciting play. Be alert mentally and relaxed physically. But turn it on!! Before ball is punted… • Know our call, score, time remaining, field position, wind, and field conditions. – Count your players – Toss grass into the air and/or look at the flags to test the wind Alignment… • Scouting report will dictate you depth and placement. Wind can adjust. Know exactly how many yards yards you are from the L.O.S. – Communicate… Move to ball and start calling “ME!” “ME!” “ME!” or “YOU!” “YOU!” “YOU!” – Alert on “PETER” call.  – Watch the snap leave the ground on all punts, and pick it up as soon as it gets airborne. Responsibility… • Field all punted balls. There is an average of 15 yards of lost field position when the ball hits the ground! – Fielding the ball…Hop like a tennis player hops as he waits for a serve. Break for the ball as soon as you pick the ball up in flight. Break at full speed while reading the flight of the ball to give yourself maximum time to “Fine Tune” yourself under the ball or to make a decision not to field the ball. – “Fine Tune” your feet to make the ball drop into your pocket the same way every time. Get your body under the ball and your feet under your body. – Keep you body square to the L.O.S. while keeping the ball in front of you. – Bend slightly at the knees and the waist. Get your hands out where your eyes can see them (tie an imaginary string from your eyes to your hands). Do not extend your arms away from you body. Keep you elbows in and use your forearms and your chest to form a pocket. Catch the ball, Catch It! Try to catch the ball about shoulder height so you can soften the reception and guide the ball in. Always tuck the ball away before running. – Fall on every ball that is missed. You are not watching the ball all the way in unless you can see it go through your pocket and on down to the ground. • If you decision is to let the ball bounce, play if for one good bounce (remember…”PETER” call). If the bounce is not easy to play, get away from it and watch the receiving team play it. (Never try to play the second bounce!!) • If they touch the ball and do not down it, try to pick it up and return it. (Remember the “Rule of First Touch”!!).

Punt Returner’s SPECIFICS Fair Catch… • The tactical situation will sometimes dictate the distance of the kick, coverage or time when we will fair catch. – When making the fair catch, do it as late as possible, but get you body under the ball. Do not be afraid to go down to one knee on a fair catch to help you keep a good pocket. A receiver who makes a fair catch signal is not protected if the ball hits the ground. 10- Yard Line Rule… • Do not field not field ball inside the 10-yard line. Know where you are at all times! If you signal for a fair catch, you cannot block afterwards! If afterwards!  If you do make a fair catch signal, be a good actor after you make the decision not to catch the ball; fake a reception away from the ball to keep coverage people from downing the ball inside the 10yard line. If you do not signal, block the first man down to prevent him from keeping the ball out of the end zone.

End Zone… • Ball breaking the plane of the goal line either in the air or rolling is a touchback.

Flight of Ball… • It is very important for a receiver to study the flight of the ball.

Without the Wind… • • • • •

Ball Threading Line: Goes directly to target. Tip Up: Breaks right (opposite rotation) work to position ball on left Peck. Tip Down: Short and left; catch ball on right Peck. Extremely High: Will remain tip up; ball will break right (catch on run). Low Ball: Tends to turn over; move left quickly.

With Wind… • Tip Up and Wobbling: Short and right. • Tip Down: Short and severe; break left. • Wobbling Ball Turning: Short and no hang (best ball to return). Tail Wind… • Enhances prescribed breaks. Side Wind… • Aids or nullifies the breaks of the ball. Head Wind… • Tip Down: most difficult to catch; crazy bounces. • Nose Up: Ball breaks back away from you. C.P.: If you must reach for the ball, leave it alone…unless body is underneath it.

Eyes On The Ball As Soon As Possible… Flight To Hands!!

Scrimmage kicks are kicks are any kick – made from behind the line of scrimmage – that occur on any down of a team’s possession of the ball, and are used either as attempts to move the ball further back down the field when relinquishing possession of the ball, or as scoring attempts. There are three types of kicks that can be used as scrimmage kicks: punts, place kick, and drop kicks (place kicks and drop kicks being the only types of scrimmage kicks eligible eligible to score points, however). A scrimmage kick formation kick formation is a formation with at least one player 7 yards or more behind the neutral zone and in position to receive the long snap. No player may be in position to receive a hand-to-hand snap from between the snapper's legs.

Scrimmage Kick Basics During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the snap of the ball. (There is no “illegal man downfield” statute for scrimmage kicks in NFHS play). Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded “protected status” (i.e. cannont be “roughed”) only when they take a direct snap from center at a spot no less than 7 yards behind the line of scrimmage. Executing a scrimmage kick does not in and of of itself exchange possesion of the ball. Under NFHS rules, while the ball is in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet been fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the officials) if the receiving team commits a foul before gaining possession, the kicking team will retain possession, with the penalty being enforced from the previous line of scrimmage!!. (Possession does not change with the kick – it changes only once possesion has been extablished.) Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage). Exception: Illegal Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul o (blocking after a fair-catch signal) are enforced from the spot of those fouls.  Any ball kicked from scrimmage becomes “ li ve” ve” only when touched by any member of the receiving team anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its own kick, even though legal recovery is made beyond the line of scrimmage. Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team and travels back behind the line of scrimmage may be picked up and advanced by either team. However, if the kicking team recovers it must make the yardage necessary for its first down to retain possession if the scrimmage kick was on fourth down.  Any scrimmage kick (punt, place kick, or drop kick) that is att empted on any down other than fourt h down and is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep  possession of the ball for the r emaining down(s) of that possession… Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team and travels beyond the line of scrimmage can be recovered by the kicking team ONLY ONLY if  if it it is touched downfield by a member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (or picked up) by either team... or where it simply comes to rest and is blown dead if no one covers it… Once any kick (free or scrimmage) breaks the plane of the opponent’s goal line, the ball is blown dead at that spot and a touchback is ruled. Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is considered “in play” and may be returned. If said scrimmage kick goes out of bounds it is awarded to the receiving team at that spot – if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard line.

General Scrimmage Kick Rules Fair Catch: - The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the scrimmage kick in the air – whether he signals for “fair catch’ or not. If he does not signal for a fair catch, he is considered “in play”, and may be tackled directly. - Any player making a valid “fair catch” signal is entitled to the unrestricted right to field the ball at any time before it hits the ground – this includes a scenario where it hits him and pops up into the air. In this situation, he must be given the opportunity to field the ball – once the ball hits the ground, however, it is free, and “fair catch protection” for the receiver ends… Any member of the receiving team may signal for a fair catch – however, once that catch is made it cannot be advanced from the spot of the catch. - It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any member of the kicking team until the kick has ended. However, any of his teammates are allowed allowed to block even though a fair catch has been signaled for. This restriction applies to the player who made the fair catch signal only… - No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of the receiving team. If, after a receiver signals, the catch is is made by a teammate, it is not a fair catch, but the ball ball becomes dead. The ball becomes dead after any receiver gains possession after a fair catch signal (valid or invalid). “RULE OF “FIRST TOUCH”: TOUCH”: - Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to pick it up and advance it with no risk of losing possession. (Basically, if a punt is rolling downfield and a member of the kicking team touches it in any way, any member of the receiving team can attempt to pick it up and advance it and, even if they touch it and drop it, it will still be their ball at the spot of first touching by the kicking team. This is why we always always “hatch”  “hatch” any scrimmage kick we are trying to down – “hatching” means PICK THE BALL UP AND HAND IT DIRECTLY TO THE NEAREST OFFICIAL – whether it has come to rest after rolling as far downfield as it could, or if you see it inadvertently touch one of our coverage men… NEVER let a touched kick (or an an untouched, unfielded kick) lay on the field of play!!! •

Roughing the snapper: A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick formation. NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders approximately parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a snapper until he has had a reasonable opportunity to regain his balance and protect himself - or until he blocks or moves to otherwise participate in the play.

Try for Point A try is more frequently called an extra-point attempt  or a PAT (abbreviation of "Point After Touchdown"). Either one or two additional points may be scored during the try. The ball is spotted at the 2 yard line (NFL) or 3 yard line (college/high school), and the team is given one untimed play to earn points. The offensive team may attempt to kick the ball through the goalposts, in the same manner that a field goal is kicked. If successful the team is awarded one point, referred to as an “extra point”. The offensive team may attempt to advance the ball via run or pass into the end zone – if successful it receives two points. This is called a “ two-point conversion”. Under NCAA (college) rules, if the defensive team gains possession and advances the ball the length of the field into the opposite end zone on the try (for example by an interception or a fumble recovery, or by blocking a kick and legally recovering the ball), they score two points. This is officially recorded as a touchdown scored by the defense (even though it’s only worth two points). The NCAA adopted this rule in 1990. This scenario cannot occur under NFL or high school football rules; the ball is ruled dead and the try is over immediately whenever the defense gains possession (NFL) or as soon as the try is unsuccessful (high school).

Interesting rule: In the extremely rare event that the offensive team records a safety on the try, it is awarded one point. In college football, this can occur when, for example, the defense gains control of the ball and attempts to advance it, then fumbles it out of bounds in its own end zone. In the NFL, since the try ends once the defense gains possession, a safety can only be scored if a defensive player bats a loose (fumbled) ball out of bounds in the end zone. Obviously, this can never happen in high high school football, as the ball is whistled dead as soon as the try is unsuccessful.

Timing The game clock is not advanced during a try, however, the play clock is enforced. A delay of game penalty, false start, or similar penalty, by the offense results in a 5-yard penalty assessed for the try. Typically, penalties charged against the defense give the offensive two options: half the distance to the goal for the try, or assessing the full penalty on the ensuing kickoff. Since the try is not timed by the game clock, if a touchdown is scored as regulation time expires (and game clock subsequently reads :00), the try is still allowed to be conducted, to allow the scoring team to tie or win win the game. (Individual state high school association regulations determine whether a try is to be conducted after a touchdown that in and of itself wins the game as regulation time expires.) The officials' signal for a successful try, whether an extra point or a two point conversion, is the same as for a touchdown. After the try, the team that scored the touchdown kicks off to the opposing team*. *see “Kickoff” section for an interesting rule regarding this situation…

GENER AL PLACEKICK “GET-OFF” TIMES: (ALL kickers, holders and long snappers need to know these – and make them happen – for ALL placekicks )

0.5 seconds = Snap to Holder 0.75 second = Holders handle han dle time/Kickers steps 1.25 seconds = seconds = TOTAL get off time (from snap to the ball coming off kickers foot)

Field Goal A field goal is a goal that may be scored during general play ( "from the field"), and are worth three points. Field goals may be scored by a placekick or the now practically extinct drop kick.The drop kick (which is similar to a punt, except the ball must first bounce off the ground once before being kicked) fell out of favor in 1934 when the shape of the ball was changed to be more aerodynamic due to the increasing popularity and effectiveness of the passing game. Prior to 1934, the ball was more round shaped and easier to kick (like a rugby ball). The new shape made drop kicking extremely inaccurate due to the unpredictable way the ball would bounce due to its oblong shape. For a field goal to be successful under NFHS (high school) rules the entire ball must pass through the uprights - that is, over the crossbar that is 10 feet off the ground and between the upright posts that are 18 feet 6 inches apart and centered on the backline of the endzone. Please note that the ENTIRE ball must be judged to have passed have  passed to the inside of the INSID E edge of the upright extende d indefinitely above the upright. Under NFHS (high school) rules a field goal attempt is no different from any other scrimmage kick (punt or drop kick). If the field goal attempt is no good and crosses the plane of the goaline, it is a touchback. If a field goal attempt does not reach (or cross) the plane of the goaline it is considered a live ball, and is treated ust like a punt. punt. We must be aware of this situation and be prepared to cover any such kicks!!

FREE KICK AFTER FAIR CATCH Following the legal FAIR CATCH of any kick (punt, dropkick, placekick or kickoff), the receiving team may choose to run a regular scrimmage play OR they may free kick  the ball from anywhere between the hash marks of the yardline where the fair catch was made. Simply stated, a free kick following a fair catch is a kickoff with a chance for 3 points! For the most part all the rules are the same as for a kickoff (i.e., teams 10 yds apart etc.). This is obviously a very rare play and is usually only used at the very end of the first half or the end of of the game. (NFHS & NFL, not NCAA) If this situation occurred for us, we would our first decide where we would like the ball placed (more than likely slightly off centered, shading right) on the yardline we made the fair catch on, and have our kickoff team huddle five yards behind that spot. Our kicker would then make a “Deep through 2” call, and we would align as normal. normal. Our kicker will approach the ball – with the idea of kicking it trhough the uprights. If he does so, we would be awarded three points and, if any time remained on the game clock, we would kickoff as we would after any other score. If the free kick does not go through the uprights it is treated like any other free kick – meaning, if it breaks the plane of the goal line it is ruled a touchback… if it goes out of bounds before breaking the plane it is illegal procedure, and the receiving team can take the ball at the spot it went out of bounds or 15 yards from the spot of the kick… if it stays in the field of play it is considered a live ball and can be returned by the receiving team (or recovered by either team – once it has gone ten yrads from the spot it’s kicked from). And, yes, a free kick after fair catch can be kicked “onsides”… (But, why would we ever do that??!!)

Our general placekick alignment will be a standard tight, double wing  - from which our specific assignments will be carried out. If all of our placekick personnel know their alignment and assignment rules, we should NEVER have a breakdown in technique or execution !!

F

$ M

E

C

X

W T

T

T

G

G

W/S

S T

E

C

Y W/S

H

K

Basic Scheme: Upon scoring a touchdown (or getting the “FIELD GOAL!” call from the sideline), all players will align in their positions, and any alignment/assignment adjustments will be made from there. REMEMBER: EVERYone (save kicker and holder) is to immediately assume a two point, point, ready stance!! For a normal placekick snap (one that takes place after any Bird Call* other than “EAGLE”), after the kicker has counted heads and made a dummy call (“SPARROW, SPARROW”), he will set himself and give the holder the “GOLDEN” call (alerting him that the kicker is ready to kick). Once the holder gets the “GOLDEN” call, he will make the “SET” call, alerting the snapper that the team is ready for the snap, and the LS will then snap the ball whenever he is ready to do so… * Please see “QUICK SET Protocol” at the end of this section for explanation of “Bird Call”…

PROTECTION We must always remember that PROTECTION takes first priority : WE CAN NEVER HAVE A PLACEKICK BLOCKED… EVER!!!! The causes of all placekick blocks are simple, and almost always fall into one of these three categories: 1. A bad snap 2. Slow/bad handle by the holder 3. A breakdown in protection (allowing for a straight-on rush from a defender to the kick block block point)

THE MOST IMPORTANT ASPECT OF THE PLACEKICK IS THE SNAP FROM CENTER!!! This is the action that that starts the play, and determines whether we have any hope of success success form the outset! This is why we have constructed our placekick scheme to allow our long snapper to focus as completely as possible on the snap – he will snap the ball when he is ready, and he has no blocking assignment(s) whatever!!

P.A.T./F.G. Protection Axioms  We do not huddle. • Be alert for “FIRE” call – and execute protocol properly!! • Block an area – Don’t block a man – Get big and use good technique. • Know all rules pertaining to blocked kicks. • Always be alert to return possibility – treat like a punt – “hatch” any unfielded ball it! • Linemen do not release downfield on fire call or on called fakes. • Total time – snap to kick – 1.25 to 1.30 (@ 8 yards). • Be alert during last two minutes of a half. • Work quickly (but never hurry!) when working against the clock. • Holder is responsible for calling timeout if 25-second clock is running down on crucial kick.

Field Goal and Extra Point Protection  –  –

Holder will count men and set unit… and give “Bird Call” After holder gets “Golden” call from kicker, he will make “SET” (or “DOWN!) call

• Be alert to “FIRE” call on bad snap (automatic run/pass option). • Check alignment to insure proper splits – key the ball. • Always align up on the ball. • Know the opponents favorite schemes and personnel. • Never get pulled into false starts. • Get into your two point stance immediately and listen for “SET” or “DOWN” call (on EAGLE). • Be disciplined in ALL technique. • Always be alert to possible run-back on any placekick that does not break the plane of the goal line or go out of bounds. • We must NEVER have a placekick blocked!!!

GUARDS, TACKLES, and TIGHT ENDS: • Assume a 2-Point stance when you come to the line. • Never move your outside foot. • Take quick punch step inside, stay square - with your shoulders parallel to the L.O.S. • Block inside gap – area, not man. • Extend outside arm if not challenged inside. • Sprint to cover on a long field goal after the ball is kicked.

HOLDER: • Align on the spot picked by the kicker (usually the 11 yard line for PAT) • Be sure we have 11 men on the field. • Make any line adjustments and “Bird name” call, then wait for kicker’s “Golden” call… • Make “SET!” call, and receive the ball and spot it quickly and precisely. • You have “Ball” in any coverage scenario.

KICKER: • Pick out the spot for placement directly behind the ball. • Give the holder the “Golden!” call when you are ready. • You are the safety in any coverage scenario.

COVERAGE OF A PLACEKICK Covering scrimmage kicks is an all-out pursuit - demanding intelligent and fearless hustle, desire and determination. Our goal is to get downfield in as quick and disciplined a manner as possible, covering the kick and tackling the returner (or covering the ball!) ball!) as deeply as possible on the other side of the field! Scrimmage kick coverage is an ALL OUT SPRINT!! Speed is important, but the intent to make the tackle is paramount!! Players reveal their o true football character on coverage teams – and we expect our coverage teams to be made up of 11 players with true football character. (Coverage teams are no place for “characters”…!!) Every member of our scrimmage kick coverage units must believe that each kick will be o returned, and that it is his job to give his best effort every time he runs downfield!! Gang Tackling is key!! We expect 10 hats on the ball on each kick we cover – tackles on o kick coverage should never never be made by only one man!! We expect to punish the returner – and only relentless pursuit by all our defenders will make that happen. happen. We need all our defenders to maintain dedicated, relentless pursuit until the returner is downed (or the whistle blows ending the play).

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For our KICK COVERAGE units to fulfill their name as completely and productively as possible we need to COVER all kicks as completely and productively as possible. To do this, we assign every coverage position a specific set of alignments and assignments assignments that can be easily understood and and executed. Since the placement of the ball on the field will vary in every kicking situation, those alignments and assignments may vary in regard to that placement – but the result of their proper execution should always be the same (that being: a positive kick as far down the field as possible – directionally placed to limit the potential of return yardage, and completely covered to insure that outcome). Our PLACE KICK coverage mirrors our PUNT coverage for the most part, with a few obvious adjustments – all players need to know their alignments to positively execute their proper assignments!!! For PLACEKICK COVERAGE we have three players assigned to pursue the ball directly, two players in contain mode (release downfield to a spot 15 yards outside the ballcarrier, squeezing him in – and preventing him from getting outside – as they close to make the tackle), two players to force the returner into our vice (releasing downfield to a spot 10 yards outside the ballcarrier, forcing him in – keeping him inside and in front as they close to make the tackle), two players pursuing up the alley of this scheme (releasing downfield to a spot 5 yards outside the ballcarrier, forcing him in – and preventing him from getting outside – as they close to make the tackle), and two safeties (our kicker and holder), one shallow, one deep.

-

-

“Gunners” are to sprint to the ball, keeping the returner on their inside shoulder – you must NOT let the returner get outside of you!!! Remaining coverage men will sprint downfield through the “Speed and Read” zone (“Flyin’ 15”), then squeeze the returner to your your inside shoulder. You may avoid blockers when when releasing from the LOS, but from there forward you must run through all blocks on your way to the returner!! Remember – coverage is about hustle and heart – make sure you’re moving at full speed, with ill intent, on every kick you cover…!! Kicker: kick the ball in the direction called, then follow the kick downfield… You are our “safety”, so stay about 15 yards yards in front of the ball. Look for any breakdowns in lane integrity or open running lanes and make the stop if you have to! (It is considered very poor form if our kicker ever has to make a tackle… but he’d better make it if he does have to…!!)

REMEMBER: We want ten hats on the ball on any placekick return – tackles on kick coverage should never have to be made by only one man (and certainly never by the kicker !)… But, if you find yourself on that island, don’t try to be the hero with a “Wooooo” hit – break down five yards in front of the returner, make him commit, then react and wrap him up (and strip the ball once he’s under full control!!)

Just as our PUNT alignments have the capability to “shift” to allow for maximum protection and coverage in any and all situations, so too do do our potential PLACEKICK alignments. By placing our standard holder/kicker and slingback backfield set on top of any of the above diagramed line sets we can effectively accomplish  just that!

FIRE Protocol

We also have “Alternate” assignments that we may need to use in special situations, be they game strategy/field position or weather/field condition situations. WE WILL ALMOST ALWAYS USE OUR “BASIC” PLACE KICK ALIGNMENT – however, since our special teams philosophy adheres to the “Axiom of Preparedness” (that being, “It is always best to HAVE it and not need it than to NEED it and not have it…”), we need to be able to get to a point where we can most positively reflect that truism… Many of these “Alternate” assignments – and their accompanying techniques, and executions – will be explained, installed, demonstrated, and practiced on the field as as we move through our season. They will ONLY be introduced once we have the installed, drilled, and demonstrated our ability to completely master and execute our BASIC alignments, assignments, techniques and executions.

QUICK SET Protocol: Place kick team aligns per spot of the ball (no huddle) - all assume 2 point, point, “Ready” position. Kicker gets head count and makes a “Bird Call”. “Bird Call” = the kicker will call out a type of bird  before  before getting set (i.e. “FALCON”, or “VULTURE”, or “SPARROW”, etc.). Each of these calls is meaningless (a DUMMY call) – unless he calls out “EAGLE”. “EAGLE” means we’ll be using our “Quick Set” Protocol designed to draw our opponent’s offsides (best case scenario) or at least leave them flat-footed at the snap of the ball (and unable to generate a serious rush). For a normal place kick snap (one that takes place after any “Bird Call” other than “EAGLE”), after the kicker has counted heads and made a dummy call (“SPARROW, SPARROW”), he will set himself and give the holder the “GOLDEN” call (alerting him that the kicker is ready). Once the holder gets the “GOLDEN” call, he will make the “SET” call, alerting the snapper that the team is ready for the snap, and the LS will then snap the ball whenever he is ready to do so… If the kicker makes an “EAGLE! EAGLE!” call he will set himself and give the holder the “GOLDEN” call (as normal) at which time the holder will make a “DOWN!” call and all players at the LOS will snap into a two point “Set” stance (interior forearms to knees). If the play isn’t whistled dead dead immediately (because our opponents umped offsides!), the holder will then make the “SET” call, after which the ball will be snapped.

Scrimmage kicks are any kick – made from behind the line of scrimmage – that occur on any down of a team’s possession of the ball, and are used either as attempts to move the ball further back down the field when relinquishing possession of the ball, or as scoring attempts. There are three types of kicks that can be used as scrimmage kicks: punts, place kick, and drop kicks (place kicks and drop kicks being the only types of scrimmage kicks eligible eligible to score points, however). A scrimmage kick formation is a formation with at least one player 7 yards or more behind the neutral zone and in position to receive the long snap. No player may be in position to receive a hand-to-hand snap from between the snapper's legs.

Scrimmage Kick Basics During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the snap of the ball. (There is no “illegal man downfield” statute for scrimmage kicks in NFHS play). Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded “protected status” (i.e. cannont be “roughed”) only when they take a direct snap from center at a spot no less than 7 yards behind the line of scrimmage. Executing a scrimmage kick does not in and of itself exchange possesion of the ball. Under NFHS rules, while the ball is in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet been fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the officials) if the receiving team commits a foul before gaining possession, the kicking team will retain possession, with the penalty being enforced from the previous line of scrimmage!!. (Possession does not change with the kick – it changes only once possesion has been extablished.) Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage). Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul o (blocking after a fair-catch signal) are enforced from the spot of those fouls.  Any ball kicked from scrimmage becomes “ live” only when touched by any mem ber of the receiving team anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never never advance its own kick, even though legal recovery is made beyond the line of scrimmage. Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team and travels back behind the line of scrimmage may be picked up and advanced by either team. However, if the kicking team recovers it must make the yardage necessary for its first down to retain possession if the scrimmage kick was on fourth down.  Any scrimmage kick (punt, place kick, or drop kick) that is att empted on any down other than fourt h down and is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep  possession of the ball for th e remaining down(s) of that possession… Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is touched downfield by a member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (or picked up) by either team... or where it simply comes to rest and is blown dead if no one covers it… Once any kick (free or scrimmage) breaks the plane of the opponent’s goal line, the ball is blown dead at that spot and a touchback is ruled. Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is considered “in play” and may be returned. If said scrimmage kick goes out of bounds it is awarded to the receiving team at that spot – if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard line.

General Scrimmage Kick Rules Fair Catch: - The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the scrimmage kick in the air – whether he signals for “fair catch’ or not. If he does not signal for a fair catch, he is considered “in play”, and may be tackled directly. - Any player making a valid “fair catch” signal is entitled to the unrestricted right to field the ball at any time before it hits the ground – this includes a scenario where it hits him and pops up into the air. In this situation, he must be given the opportunity to field the ball – once the ball hits the ground, however, it is free, and “fair catch protection” for the receiver ends… Any member of the receiving team may signal for a fair catch – however, once that catch is made it cannot be advanced from the spot of the catch. - It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any member of the kicking team until the kick has ended. However, any of his teammates are allowed to block even though a fair catch has been signaled for. This restriction applies to the player who made the fair catch signal only… - No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of the receiving team. If, after a receiver signals, the catch is made by a teammate, it is not a fair catch, but the ball ball becomes dead. The ball becomes dead after any receiver gains possession after a fair catch signal (valid or invalid). “RULE OF “FIRST TOUCH”: - Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to pick it up and advance it with no risk of losing possession. (Basically, if a scrimmage kick is rolling downfield and a member of the kicking team touches it in any way, any member of the receiving team can attempt to pick it up and advance it and, even if they touch it and drop it, it will still be their ball at the spot of first touching by the kicking team. REMEMBER, however, if a scrimmage kick is rolling downfield and has NOT been touched by the kicking team it only becomes live once it has been touched by the RECEIVING team…!!! •

Roughing the snapper: A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick formation. NFH rules define the snapper as the player who is facing his opponent's goal line with his shoulders approximately parallel to the LO, who snaps the ball. In a scrimmage-kick formation, the snapper remains a snapper until he has had a reasonable opportunity to regain his balance and protect himself - or until he blocks or moves to otherwise participate in the play.

The “Don'ts” of Place Kick Defense -

Don't be offsides!

- Don't rough the kicker or holder! - Don't ever let any called fake (or “FIRE!” scramble) successfully convert!!! - Don’t foget all blocked kick rules! - Don't forget “Place Kick Punt” scenarios!

HOW IMPORTANT IS FIELD POSITION? Teams starting on:

Scored:

%

-20 or inside

1 out of 30

3%

-30 yard line

1 out of 20

5%

-40 yard line

1 out of 8

13%

50 yard line

1 out of 5

20%

+40 yard line

1 out of 3

33%

+30 yard line

1 out of 2

50%

+20 and inside

2 out of 3

66%

REMEMBER: All blocks ABOVE ABOVE THE WAIST WAIST and IN FRONT!!! FRONT!!! (“If you can see his crack, you must HOLD BACK!!”)

In general, we use PLACE KICK DEFENSE in DEFENSE  in one of four basic ways: 1.

we will defend the ball on the field against the possibility of fake (either fake (either run or pass) from any formation (either traditional place kick sets, or any “muddle huddle” or “swinging gate” alignments). Call: HEATHER (fake alert)

2.

we will apply pressure to the placekick placekick attempt (to block it if given a free lane, or force it wide right or left) while also protecting against the possibility of fake. Call: WENDELSTAT (safe)

3.

we will make an all-out attempt to block the placekick. Call: ELVIS (block) ELVIS (block)

4.

we will set up and properly execute a return of the placekick. Call(s): LEO, MILO* or ROCKO (return)

* all returns of place kicks should be run toward our bench – MILO can be used if broken back toward our bench (or if the Red Sea simply parts!)

Of all the principles and reminders of PLACE KICK DEFENSE the DEFENSE the most important – by far  –  – is the need to never, ever, EVER  be  be offsides on a placekick!!! Everything else we could hope to do from PLACE KICK DEFENSE starts DEFENSE starts with this foundation – we can never, ever give our opponent an easier kick (or, worse of all, a first down!) because we weren’t disciplined enough to stay on sides!!! Be alert to all shifts shifts and/or cadences that attempt to draw us offsides – ESPECIALLY in ESPECIALLY  in fourth and 5 or less situations. We should NEVER hand NEVER hand an opponent a first down because we jumped offsides… REMEMBER: Any scrimmage kick touched at or behind the line of scrimmage (by either team) that does not cross the neutral zone is a LIVE ball, and can be advanced by either team – secure us the football (scoop and score if possible!!). Any scrimmage kick touched at or behind the line of of scrimmage that crosses the crosses the neutral zone becomes live ONLY AFTER IT I TOUCHED BY A MEMBER OF THE RETURN TEAM. This means we must GET AWAY from any partially blocked kick that goes beyond the neutral zone so as not to have it become LIVE. We make a “PETER! PETER!” call in this instance – meaning: FIND THE FOOTBALL & GET AWAY FROM IT!!!! (We also use use the “PETER” call on a poorly punted ball, or one that hits early and rolls – ALWAY respect a “PETER!” call = Find the Ball & Get Away from It!!!!! PLACE KICK RETURN If we are ever in a situation to use our PLACEKICK DEFENE as a scrimmage kick return team (i.e. long field goal attempt – especially at the end of the half, or if we ever play an opponent that uses the PLACEKICK as PUNT), we will use our punt return team to team to do so – and we will use the same alignment and schemes we do for PUNT RETURN.

Our PAT DEFENE set is based on our PUNT RETURN set (meaning, it’s a basic 4-3 alignment alignment - from which our all of our specific assignments assignments will be carried out. If all of our PAT DEFENE personnel personnel know their alignment and assignment rules - and use proper technique in their execution - we should NEVER have a breakdown in technique or execution!! (This includes all FAKE and possible return scenarios!!!)

Adjustments to specific alignments can and will be introduced as we move through installation (and our season), but our basic PAT DEFENE alignment is as diagrammed.

We will use the following alignment adjustments in djustments in each of our alternate PAT DEFENE alignments. Please note that additional adjustments to these specific alignments can and will be introduced as we move through installation (and our season), but our basic PAT DEFENE alignment is as diagrammed.

HEATHER (fake alert)

ELVIS (all out block)

HAIRY ELVIS (block safe)

WENDLESTAT (safe pressure)

Place kick RETURN (LEO. MILO, ROCKO)

Notes:

MUDDLE HUDDLE We consider a “Muddle Huddle” any crazy placekick alignment by our opponent. As these alignments are are designed to catch the defense defense off guard (and ill prepared to defend defend against it). o, it is our job to defeat that attack by being able to able to defend against it – and defend against it WELL!! As there are a number of different “Muddle Huddles” for our opponents to choose from, we use some general rules to defend any and all possibilities. Often, teams will shift from Muddle Huddle alignments to regular place kick alignments (meaning, their holder and kicker will be on the field the whole whole time). Other times, they may shift from a regular place kick alignment to a “Muddle Huddle” (again, with their holder and kicker still on the field). “ Swngng Ga”  Swngng Ga” 

“ S  S lit     lit Ocho”

till other times, our opponents may simply align their regular offense in a “Muddle” formation – or may shift from a standard offensive set to a “Muddle” formation. “ Dice” Dice”

“ Diamond” Diamond”

“ Center Center as End” There is also the “Center as Eligible End” set some teams use. As with all the other Muddle Huddle Huddle sets, it’s easy to see how and where our opponents will try to attack us. us. We must be able to quickly and properly align, understanding our individual assignments so we can use proper technique to defeat any and all plays and executions run against us.

GENERAL MUDDLE HUDDLE DEFENSIVE RULES*: Defensive End = CENTER MIKE ‘backer = QUARTERBACK (HOLDER) Defensive Tackle = GAP FIRT TWO OL AM ‘backer = MAN FIRT BACK (KICKER) Defensive Tackle = NEXT OL GAP WILL ‘backer = MAN NEXT BACK Defensive End = NEXT OL GAP trong afety = MAN NEXT BACK Cornerbacks = MAN ELIGIBLE END Free afety = PLAY TO TRENGTH AND/OR “CENTERFIELD”

*EXCEPTION = *EXCEPTION = In “Center as Eligible End” scenarios:

-

-

-

Defensive End over CENTER is released from rule and Corner mans CENTER (as eligible end) Opposite Corner mans opposite eligible END, and Defensive End aligns with the other Defensive linemen in a Base 60 set opposite OFFENIVE LINE Free afety = follow Basic Rule

“ Swngng Ga”  Swngng Ga” 

“ S  S lit     lit Ocho”

“ Dice” Dice”

“ Diamond” Diamond”

“ Center Center as End” * Alignment and assignment understanding is key if we are to execute as completely as possible. Many teams will not only use multiple formation shifts when employing “Muddle” looks, but they will also often use motion once motion once “muddled”. We need to always be aware of who we have (and how we have them) if we want to successfully shut them down!!

Special Teams Integrated Weekly Practice Schedule  A Proposal  A Proposal -

Using 10 minute “Quick Review” to get two different Specials units in per day Try to incorporate Punt & PAT into Offensive Time, Punt Return & PAT defense into Defensive Time whenever possible (and under game speed/substitution conditions)

Normal Week (Friday as Game Day): Monday

-

Film Study/Walk Through/Weight Room (120 minutes = 40 minutes each)

Tuesday  =  = Practice, Full Gear, Defensive Emphasis (120 minutes) 70 minutes Defense, 20 minutes Offense, 20 minutes Specials, 10 minutes water  o Wednesday  = Practice, Full Gear, Offensive Emphasis (120 minutes) o 70 minutes Offense, 20 minutes Defense, 20 minutes Specials, 10 minutes water  Thursday = Practice, Shells, Game Script* (see attached) Friday = Game Day Saturday = Maintenance Workout (Varsity) 10:00-11:00 AM  Defense = 117 minutes

Offense = 141 minutes

Specials = 72 minutes

Odd Week (Saturday as Game Day): Monday

-

Film Study/Walk Through/Weight Room (120 minutes = 40 minutes each)

Tuesday  =  = Practice, Full Gear, Defensive Emphasis (120 minutes) 70 minutes Defense, 20 minutes Offense, 20 minutes Specials, 10 minutes water  o Wednesday  =  = Practice, Full Gear, Offensive Emphasis (120 minutes) o 70 minutes Offense, 20 minutes Defense, 20 minutes Specials, 10 minutes water  Thursday

-

-

Practice, Full Gear, Split O/D Emphasis (120 minutes) 45 minutes Offense, 45 minutes Defense, 20 minutes Specials, 10 minutes water 

Friday = Practice, Shells, Game Script* (see attached) Saturday = Game Day Defense = 162 minutes

Offense = 186 minutes

Specials = 92 minutes

“Game Script” rundown = 120 minutes :10

-

3:30-3:40 = Team Stretch

:05

-

3:40-3:45 = Kickoff return (deep) – Goal: two full returns

:15

-

3:45-4:00 = Offense vs. defense – Offensive script vs. Week’s opponent

:05

-

4:00-4:05 = Kickoff return (squib/onsides) - Goal: at least one each

:20

-

4:05-4:25 = Offense vs. defense - 20 plays (end first 9 in punt, next 9 in punt)

:08

-

4:25-4:33= “Two Minute” Offense (Ball set on –30, timed, w/chains) = include “Hail Mary” play(s)

:05

-

4:33-4:38 = Kickoff (deep) - Goal: two full coverages

:20

-

4:38-4:58 = Defense vs. offense - 20 plays (end first 9 in punt return, next 9 in punt return)

:05

-

4:58-5:03 = Kickoff (squib/onsides) - Goal: at least one each

:07

-

5:03-5:10 = “Two Minute” Defense (Ball set on –40, timed, w/chains)

:05

-

5:10-5:15 = Short Yardage/2 point PAT

:12

-

5:15-5:27 = Field Goal situations (us kicking) – Ball set at 50, offense runs play to +15, run out PAT team & kick – repeat (with ball on different yardline/hash, etc. & “crowd” distractions)

:03

-

5:27-5:30 = “Victory” formation/execution

* Water Breaks “on the fly”/as needed (game situation) Stretch = 10 minutes Offense = 28 dedicated minutes Offensive emphasis = 23 dedicated minutes Defense = 27 dedicated minutes Special Teams = 32 dedicated minutes

Special Situations** = Throughout the season, time will be needed to cover various special situations (i.e. blocked kick scenarios [for and against] - Ball set at -35, offense runs play to -45, run out punt team & simulate blocked punt – once ball behind LOS, once ball beyond LOS – Repeat with field goal try from +25; Free kick after Safety – both for and against; Free kick after Fair Catch; Taking a Safety from Punt, etc.)

Timing = Normal weeks, Specials get 72 total minutes… 72 minutes divided by 6 special units (kickoff, kickoff return, punt, punt return, PAT, PAT defense) = 12 minutes per unit, per week…! 

Position Description, Unit Checklists and Breakout Breakdowns Special Teams Coordinator: Practice Situations -

Advocate for, introduce and coordinate ST practice times and activities in as many game realistic/specific situations as possible in all practice scenarios (walk thru, shells, and full gear/full contact)

-

Produce and distribute all ST Individual group and Unit Breakout practice plans/diagrams to each assigned coach for each specific ST unit – coordinate their implementation at each ST breakout session at practice. 





Kicking game = Coverage alignments, assignments, technique (lanes, coverage adaptations, calls, etc.) Return game = Return alignments, assignments, technique (lanes, blocking adaptations, calls, etc.) Special situations = insure that all special situations (rules, opponent’s tricks, etc.) are covered

For Game Situation -

Self scout/review each of our ST units per “Special Teams Scouting Report” template and prepare/update all ST alignments, assignments, techniques and executions – prepare all proposed ST Depth Charts for each ST unit 

-

Kickoff, Kickoff return, Punt, Punt return, PAT, PAT Defense

Breakdown each of opponent’s ST units per “Special Teams Scouting Report” template, and prepare appropriate attack/defense alignments, assignments, techniques and executions for each unit 

Kickoff, Kickoff return, Punt, Punt return, PAT, PAT Defense

- Produce and distribute a “Special Teams Scout Sheet” for each opponent outlining, detailing and defining our opponent’s ST’s based on the general “Special Teams Scouting Report” , to be distributed to all team members (players and coaches) by Monday practice (given availability of film, etc.) of each week

SPECIAL TEAMS SCOUTING REPORT 1. PERSONNEL FOR ALL PHASES • Numbers, names & offensive/defensive positions of all their specialists • Best and worst

2. THEIR PUNT RETURN • How do they attempt to block - and who is the best? • Type of returns they run (how good is the return man) • What is their weakness? • Any reverses or other tricks?

3. THEIR PUNT • What formations do they use? • What is their protection? • Who is their best blocker and who is the worst? • Who is best cover man / worst? • How good is the snapper? (times/accuracy) • What is the block point, and time? • What is their best fake?

4. THEIR KICKOFF RETURN • What is their alignment? • What are their returns? • Who is best returner? • Do they have a special return? • Who do we need to avoid/kick at? • Where is the soft spot? • Can we surprise onside? • Special kicks?

5. THEIR KICKOFF • Beginning alignment • Do they cross? • Who are their contain? safety? • Type, strength, and weakness of coverage • Where and how deep does the kicker kick ? • Who is best cover man, and who is the weakest? • What type of onside or special kicks do they use?

6. THEIR PAT/FIELD GOAL BLOCK • What type of alignment do they use? • What games do they run? • Who is the best rusher? • Where do they rush from?

7. THEIR PAT/FIELD GOAL • What is their alignment? Any “muddle”s? • How far can he kick? • Weakest blocker • What type of fake(s)? • Stress point?

8. SPECIALS OF THE WEEK • Point(s) of emphasis for this particular opponent All things considered (location, time, weather, personnel, etc.)

Special Teams Individual Coaching Assignment Breakdowns (by Unit): PUNT: Coordinator, Punter – ST Coordinator Long snapper – Offensive Line Coach Right side (RG,RT,TE) – Linebackers Coach Left side (LG,LT,TE) – Defensive Line Coach Gunners – Defensive Backs Coach PP’s – Running Backs Coach

Non-Unit Personnel (basically, linemen) with HC, OC & DC

Scout Punt Return= Offensive Ends Coach PUNT RETURN: Coordinator - ST Coordinator Jammers – Defensive Backs Coach Line – Offensive Line Coach ‘Backers – Linebackers Coach Returners – Running Backs Coach

Non-Unit Personnel (basically, linemen) with HC, OC & DC

Scout Punt = Offensive Ends Coach, Defensive Line Coach KICKOFF: Coordinator, Kicker - ST Coordinator L1, L3, L4, L5 - Defensive Line Coach R1, R3, R4, R5 - Linebackers Coach L2, R2 – Defensive Backs Coach, Running Backs Coach

Non-Unit Personnel (basically, linemen) with HC, OC & DC

Scout Kickoff Return = Offensive Line Coach, Offensive Ends Coach KICKOFF RETURN: Coordinator, M – ST Coordinator Returners (A5, A4, O5, O4) – RB’s Coach & SE’s Coach A1, A2, A3 – Offensive Line Coach O1, O2, O3 – Linebackers Coach

Non-Unit Personnel (basically, linemen) with HC, OC & DC

Scout Kickoff = Defensive Line Coach, Defensive Backs Coach PAT/FIELD GOAL: Coordinator, Kicker/Holder – ST Coordinator Short Snapper – Offensive Line Coach Interior Left side (LG, LT, TE/SE) – Defensive Line Coach Slingback Left side – Running Backs Coach Interior Right side (RG, RT, TE/SE) - Linebackers Coach Slingback Right side – Offensive Ends Coach

Non-Unit Personnel (basically, linemen) with HC, OC & DC

Scout PAT/Field Goal DEFENSE = Defensive Backs Coach PAT/FIELD GOAL DEFENSE: D-Line – Defensive Line Coach ‘Backers & D-Backs – Linebackers & D-Backs Coaches Block Unit – ST Coordinator

Non-Unit Personnel (basically, linemen) with HC, OC & DC

Scout PAT/Field Goal = Offensive Line Coach, RB’s Coach, Offensive Ends Coach

Special Teams Individual Coaching Assignment Breakdowns (by Coach): Head Coach, OC, DC = non-unit personnel (usually lineman) Special Teams Coordinator = PUNT: Punter/ Coordinate Coordinate Unit; Unit; PUNT RETURN: Coordinate Coordinate Unit; KICKOFF: Kicker/Coordinate Kicker/Coordinate Unit; KICKOFF RETURN: M/Coordinate Unit; PAT/FIELD GOAL: Kicker/Holder/Coordinate Unit; PAT/FIELD GOAL DEFENSE: Block Unit Offensive Line Coach = PUNT: Long Snapper; Snapper; PUNT RETURN: RETURN: Tackle to Tackle; Tackle; KICKOFF: Scout KO Return (with SE’s Coach); KICKOFF RETURN: A1, A2, A3; PAT/FIELD GOAL: Short Snapper; PAT/FIELD GOAL DEFENSE: Scout PAT (with RB’s & SE’s Coaches) Running Backs Coach = PUNT: Personal Protectors; PUNT RETURN: Returners; KICKOFF: L2 or R2 (with DB’s Coach); KICKOFF RETURN: A5, A4 or O5, O4 (with SE’s Coach) ; PAT/FIELD GOAL: Slingback left side; PAT/FIELD GOAL DEFENSE: Scout PAT (with OL & SE’s Coaches) Offensive Ends Coach = PUNT: Scout Punt Return (solo); PUNT RETURN: Scout Punt (with DL Coach); KICKOFF: Scout Kickoff Return (with OL Coach); KICKOFF RETURN: O5, O4 or A5, A4 (with RB’s Coach) ; PAT/FIELD GOAL: Slingback right side; PAT/FIELD GOAL DEFENSE: Scout PAT (with OL & RB’s Coaches) Defensive Line Coach = PUNT: Left side OL (LG, LT, TE); PUNT RETURN: Scout Punt (with SE Coach); KICKOFF: L1, L3, L4, L5; KICKOFF RETURN: Scout Kickoff (with DB’s Coach); PAT/FIELD GOAL: Interior Left side OL (LG, LT, TE/SE); PAT/FIELD GOAL DEFENSE: Defensive Line Linebackers Coach = PUNT: Right side OL (RG, (RG, RT, TE) ; PUNT RETURN: ‘Backers; ‘Backers; KICKOFF: R1, R3, R4, R5 R5 ; KICKOFF RETURN: O1, O2, O3 ; PAT/FIELD GOAL: Interior Right side OL (RG, RT, TE/SE); PAT/FIELD GOAL DEFENSE: ‘Backers & DB’s (with DB’s Coach) Defensive Backs Coach = PUNT: Gunners; PUNT RETURN: Jammers; KICKOFF: R2 or L2 (with RB’s Coach); KICKOFF RETURN: Scout Kickoff (with DL Coach); PAT/FIELD GOAL: Scout PAT/Field Goal Defense (Solo) ; PAT/FIELD GOAL DEFENSE: DB’s & ‘Backers (with LB’s Coach)

PUNT PRE-SEASON INSTALL

PUNT: Coordinator, Punter – ST Coordinator Long snapper – Offensive Line Coach Right side (RG,RT,TE) – Linebackers Coach Left side (LG,LT,TE) – Defensive Line Coach Gunners – Defensive Backs Coach PP’s – Running Backs Coach

Scout Punt Return = Offensive Ends Coach

:20 minute Install (PRE-Season) :00-:08 = Indy Unit Introduction

Punter, LS – ST Coordinator & OL Coach = work with punters & LS on calls, timing, etc Right side (RG,RT,TE/SE) – LB’s Coach = Spread Punt alignment, assignment & technique, calls and execution

Left side (LG,LT,TE/SE) – DL Coach = Spread Punt alignment, assignment & technique, calls and execution

Gunners – DB’s Coach = Spread Punt alignment, assignment & technique, calls and execution PP’s – RB’s Coach = Spread Punt alignment, assignment & technique, calls and execution Scout Punt Return= Offensive Ends Coach = rehearse wall & wedge return(s) – use play sheets REVIEW “FIRE!” Protocol!!!!

:08-:12 = Group Walk-thru Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

Repeat over course of summer practice for all additional PUNT alignment/assignments/techniques and executions (i.e. Tight Bunch, Tight Straight, Spread Straight- as well as any “Punt Fakes” etc.)

PUNT PUNT: Coordinator, Punter – ST Coordinator Long snapper – Offensive Line Coach Right side (RG,RT,TE) – Linebackers Coach Left side (LG,LT,TE) – Defensive Line Coach Gunners – Defensive Backs Coach PP’s – Running Backs Coach

IN SEASON - FULL REVIEW

Scout Punt Return= Offensive Ends Coach

:15  minute  minute Review (IN-Season) :00-:06 = Indy Unit Emphasis

Punter, LS – ST Coordinator & OL Coach = work with punters & LS on calls, timing, etc Right side (RG,RT,TE/SE) – LB’s Coach = That week’s alignment, assignment & technique, calls and execution

Left side (LG,LT,TE/SE) – DL Coach = That week’s alignment, assignment & technique, calls and execution

Gunners – DB’s Coach = That week’s alignment, assignment & technique, calls and execution PP’s – RB’s Coach = That week’s alignment, assignment & technique, calls and execution REVIEW “FIRE!” Protocol!!!!

Scout Punt Return= Offensive Ends Coach = rehearse opponent’s return(s) – use play sheets :06-:10 = Group Walk-thru Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

PUNT: Coordinator, Punter – ST Coordinator Long snapper – Offensive Line Coach Right side (RG,RT,TE) – Linebackers Coach Left side (LG,LT,TE) – Defensive Line Coach Gunners – Defensive Backs Coach PP’s – Running Backs Coach

PUNT IN SEASON - QUICK REVIEW

Scout Punt Return= Offensive Ends Coach

:10  minute  minute Review (IN-Season) :00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)

Punter, LS – ST Coordinator & OL Coach = work with punters & LS on calls, timing, etc Right side (RG,RT,TE/SE) – LB’s Coach = That week’s alignment, assignment & technique, calls and execution

Left side (LG,LT,TE/SE) – DL Coach = That week’s alignment, assignment & technique, calls and execution

Gunners – DB’s Coach = That week’s alignment, assignment & technique, calls and execution PP’s – RB’s Coach = That week’s alignment, assignment & technique, calls and execution REVIEW “FIRE!” Protocol!!!!

Scout Punt Return= Offensive Ends Coach = rehearse opponent’s return(s) – use play sheets :05-:10 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

PUNT RETURN PRE-SEASON INSTALL

PUNT RETURN: Coordinator - ST Coordinator Jammers – Defensive Backs Coach Line – Offensive Line Coach ‘Backers – Linebackers Coach Returners – Running Backs Coach

Scout Punt = Offensive Ends Coach, Defensive Line Coach

:20  minute  minute Install (PRE-Season) :00-:08 = Indy Unit Introduction

Jammers – DB’s Coach = LEO/ROCKO alignment, assignment & technique, calls and execution Line (DE’s & DT’s) – OL Coach = LEO/ROCKO alignment, assignment & technique, calls and execution

‘Backers – LB’s Coach = LEO/ROCKO lignment, assignment & techniques, calls and execution Returners – RB’s Coach = LEO/ROCKO alignment, assignment & technique, calls and execution execution * INCLUDE “FAKE PROTOCOL” = Alignments, Assignments & Executions

Scout Punt = Offensive Ends, DL Coaches = rehearse tight & spread punt – use play sheets :08-:12 = Group Walk-thru Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

Repeat over course of summer practice for all additional PUNT RETURN alignment/assignments/techniques and executions (i.e. MILO – as well as Punt Pressure and Punt Block – and any “reverse” returns)

PUNT RETURN

PUNT RETURN: Coordinator - ST Coordinator Jammers – Defensive Backs Coach Line – Offensive Line Coach ‘Backers – Linebackers Coach Returners – Running Backs Coach

IN SEASON - FULL REVIEW

Scout Punt = Offensive Ends Coach, Defensive Line Coach

:15  minute  minute Review (IN-Season) :00-:06 = Indy Unit Emphasis

Jammers – DB’s Coach = That week’s alignment, assignment & technique, calls and execution Line (DE’s & DT’s) – OL Coach = That week’s alignment, assignment & technique, calls and execution

‘Backers – LB’s Coach = That week’s alignment, assignment & technique, calls and execution Returners – RB’s Coach = That week’s alignment, assignment & technique, calls and execution *INCLUDE “FAKE PROTOCOL” - Alignments, Assignments & Executions for Opponents possible fakes

Scout Punt = Offensive Ends, DL Coaches = rehearse opponent’s punt/coverage – use play sheets

:06-:10 = Group Walk-thru Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

PUNT RETURN PUNT RETURN: Coordinator - ST Coordinator Jammers – Defensive Backs Coach Line – Offensive Line Coach ‘Backers – Linebackers Coach Returners – Running Backs Coach

IN SEASON SEASON - QUICK REVIEW

Scout Punt = Offensive Ends Coach, Defensive Line Coach

:10  minute  minute Review (IN-Season) :00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)

Jammers – DB’s Coach = That week’s alignment, assignment & technique, calls and execution Line (DE’s & DT’s) – OL Coach = That week’s alignment, assignment & technique, calls and execution

‘Backers – LB’s Coach = That week’s alignment, assignment & technique, calls and execution Returners – RB’s Coach = That week’s alignment, assignment & technique, calls and execution *INCLUDE “FAKE PROTOCOL” - Alignments, Assignments & Executions for Opponents possible fakes

Scout Punt = Offensive Ends, DL Coaches = rehearse opponent’s punt/coverage – use play sheets

:05-:10 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

KICKOFF PRE-SEASON INSTALL

KICKOFF: Coordinator, Kicker - ST Coordinator L1, L3, L4, L5 - Defensive Line Coach R1, R3, R4, R5 - Linebackers Coach L2, R2 – Defensive Backs Coach, Running Backs Coach

Scout Kickoff Return = Offensive Ends Coach, Offensive Line Coach

:20  minute  minute Install (PRE-Season) :00-:08 = Indy Unit Introduction

Kicker – ST Coordinator = work with kickers on calls, approaches, types of kicks, kicking areas, etc. L1, L3, L4, L5 – DB’s Coach = ARROW alignment, assignment & technique, calls and execution R1, R3, R4, R5 – LB’s Coach = ARROW alignment, assignment & technique, calls and execution L2 – DB’s Coach = proper alignment, assignment & technique, calls and execution R2 – RB’s Coach = proper alignment, assignment & technique, calls and execution REVIEW “ONSIDES” Protocol (both normal & “Constitution”)

Scout Kickoff Return = OL Coach, Offensive Ends Coach = rehearse wall & wedge return(s) – use play sheets

:08-:12 = Group Walk-thru (EMPHASIS ON “TAKIN’ THE LINE”!!!!!!!) Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

Repeat over course of summer practice for all additional KICKOFF alignment/assignments/techniques and executions (i.e. CANNON coverage - as well as types of kickoffs – squib, sky, pop, etc.)

KICKOFF IN SEASON - FULL REVIEW KICKOFF:

Coordinator, Kicker - ST Coordinator L1, L3, L4, L5 - Defensive Line Coach R1, R3, R4, R5 - Linebackers Coach L2, R2 – Defensive Backs Coach, Running Backs Coach Scout Kickoff Return = Offensive Ends Coach, Offensive Line Coach

:15  minute  minute Review (IN-Season) :00-:05 = Indy Unit Emphasis

Kicker – ST Coordinator = work with kickers on calls, approaches, types of kicks, kicking areas, etc. L1, L3, L4, L5 – DL Coach = that week’s alignment, assignment & technique, calls and execution

R1, R3, R4, R5 – LB’s Coach = that weeks alignment, assignment & technique, calls and execution L2 – DB’s Coach = that weeks alignment, assignment & technique, calls and execution R2 – RB’s Coach = that weeks alignment, assignment & technique, calls and execution REVIEW “ONSIDES” Protocol (both normal & “Constitution”)

Scout Kickoff Return = OL Coach, Offensive Ends Coach = rehearse opponent’s return(s) – use play sheets

:05-:10 = Group Walk-thru (EMPHASIS ON “TAKIN’ THE LINE”!!!!!!!) Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

KICKOFF IN SEASON SEASON - QUICK REVIEW KICKOFF:

Coordinator, Kicker - ST Coordinator L1, L3, L4, L5 - Defensive Line Coach R1, R3, R4, R5 - Linebackers Coach L2, R2 – Defensive Backs Coach, Running Backs Coach Scout Kickoff Return = Offensive Line Coach, Offensive Line Coach

:10  minute  minute Review (IN-Season) :00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)

Kicker – ST Coordinator = work with kickers on calls, approaches, types of kicks, kicking areas, etc. L1, L3, L4, L5 – DL Coach = that week’s alignment, assignment & technique, calls and execution

R1, R3, R4, R5 – LB’s Coach = that weeks alignment, assignment & technique, calls and execution L2 – DB’s Coach = that weeks alignment, assignment & technique, calls and execution R2 – RB’s Coach = that weeks alignment, assignment & technique, calls and execution REVIEW “ONSIDES” Protocol (both normal & “Constitution”)

Scout Kickoff Return = OL Coach, Offensive Ends Coach = rehearse opponent’s return(s) – use play sheets

:10-:15 = Group LIVE (full speed) - EMPHASIS ON “TAKIN’ THE LINE”!!!!!!! Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

KICKOFF RETURN: Coordinator, M – ST Coordinator Returners (A5, A4, O5, O4) – RB’s Coach & SE’s Coach A1, A2, A3 – Offensive Line Coach O1, O2, O3 – LInebackers Coach

KICKOFF RETURN PRE-SEASON INSTALL

Scout Kickoff = Defensive Line Coach, Defensive Backs Coach

:20  minute  minute Install (PRE-Season) :00-:08 = Indy Unit Introduction

M – ST Coordinator = work with AOR coaches & returners on MOSES/BEAST alignment, assignment & technique, calls and execution

Returners (A5, A4, O5, O4) – RB’s Coach/SE’s Coach = MOSES/BEAST alignment, assignment & technique, calls and execution

A1, A2, A3 – OL Coach  = MOSES/BEAST alignment, assignment & technique, calls and execution O1, O2, O3 – LB’s Coach  = MOSES/BEAST alignment, assignment & technique, calls and execution REVIEW “ONSIDES” Protocol (both surprise & “Have To”)

Scout Kickoff = DL Coach, DB’s Coach = rehearse straight & crossing coverages – use play sheets

:08-:12 = Group Walk-thru Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR) Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

Repeat over course of summer practice for all additional KICKOFF RETURN alignment/assignments/techniques and executions (i.e. DOS LOBOS, ALPHA, OMEGA – as well as reverses, etc.)

KICKOFF RETURN IN SEASON SEASON - FULL REVIEW

KICKOFF RETURN: Coordinator, M – ST Coordinator Returners (A5, A4, O5, O4) – RB’s Coach & SE’s Coach A1, A2, A3 – Offensive Line Coach O1, O2, O3 – LInebackers Coach

Scout Kickoff = Defensive Line Coach, Defensive Backs Coach

:15  minute  minute Review (IN-Season) :00-:05 = Indy Unit Emphasis

M – ST Coordinator = work with Coach Martin & returners on that weeks alignment, assignment & techniques, calls and execution

Returners (A5, A4, O5, O4) – RB’s Coach/SE’s Coach = that weeks alignment, assignment & technique, calls and execution

A1, A2, A3 – OL Coach  = that weeks alignment, assignment & technique, calls and execution O1, O2, O3 – LB’s Coach  = that weeks alignment, assignment & technique, calls and execution REVIEW Opponent’s “ONSIDES” Protocol (both surprise & “Have To”)

Scout Kickoff = Defensive Line Coach, Defensive Backs Coach  = rehearse opponent’s kicks and coverages – use play sheets

:05-:10 = Group Walk-thru Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

KICKOFF RETURN IN SEASON SEASON - QUICK REVIEW

KICKOFF RETURN: Coordinator, M – ST Coordinator Returners (A5, A4, O5, O4) – RB’s Coach & SE’s Coach A1, A2, A3 – Offensive Line Coach O1, O2, O3 – LInebackers Coach

Scout Kickoff = Defensive Line Coach, Defensive Backs Coach

:10  minute  minute Review (IN-Season) :00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)

M – ST Coordinator = work with Coach Martin & returners on that weeks alignment, assignment & techniques, calls and execution

Returners (A5, A4, O5, O4) – RB’s Coach/SE’s Coach = that weeks alignment, assignment & technique, calls and execution

A1, A2, A3 – OL Coach  = that weeks alignment, assignment & technique, calls and execution O1, O2, O3 – LB’s Coach  = that weeks alignment, assignment & technique, calls and execution REVIEW Opponent’s “ONSIDES” Protocol (both surprise & “Have To”)

Scout Kickoff = Defensive Line Coach, Defensive Backs Coach  = rehearse opponent’s kicks and coverages – use play sheets

:05-:10 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

PAT/FIELD GOAL: Coordinator, Kicker/Holder – ST Coordinator Short Snapper – Offensive Line Coach Interior Left side (LG, LT, TE/SE) – Defensive Line Coach Slingback Left side – Running Backs Coach Interior Right side (RG, RT, TE/SE) - Linebackers Coach Slingback Right side – Offensive Ends Coach

PLACEKICK PRE-SEASON INSTALL

Scout PAT/Field Goal DEFENSE = Defensive Backs Coach

:20  minute  minute Install (PRE-Season) :00-:08 = Indy Unit Introduction

Kicker, Holder, SS – ST CO & OL Coach = work with kickers, holders & SS on calls, timing, Interior Left side (LG,LT,TE/SE*) – DL Coach = DT/DW PAT alignment, assignment & technique, calls and execution

Slingback, Left side – RB’s Coach = DT/DW PAT alignment, assignment & technique, calls and execution

Interior Right side (RG,RT,TE/SE*) – LB’s Coach = DT/DW PAT alignment, assignment & technique, calls and execution

Slingback, Right side – SE’s Coach = DT/DW PAT alignment, assignment & technique, calls and execution REVIEW “FIRE!” Protocol!!!!

Scout PAT Defense= DB’s Coach = rehearse kick blitz/block scenarios – use play sheets :08-:12 = Group Walk-thru Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

Repeat over course of summer practice for all additional PAT/FIELD GOAL alignment/assignments/techniques and executions (i.e. Split/Double Wing, Muddle Huddle, etc.)

PLACEKICK

PAT/FIELD GOAL: IN SEASON SEASON - FULL REVIEW Coordinator, Kicker/Holder – ST Coordinator Short Snapper – Offensive Line Coach Interior Left side (LG, LT, TE/SE) – Defensive Line Coach Slingback Left side – Running Backs Coach Interior Right side (RG, RT, TE/SE) - Linebackers Coach Slingback Right side – Offensive Ends Coach Scout PAT/Field Goal DEFENSE = Defensive Backs Coach

:15  minute  minute Review (IN-Season) :00-:05 = Indy Unit Emphasis

Kicker, Holder, SS – ST CO & OL Coach = work with kickers, holders & SS on calls, timing, Interior Left side (LG,LT,TE/SE*) – DL Coach = this weeks alignment, assignment & technique, calls and execution

Slingback, Left side – RB’s Coach = this weeks alignment, assignment & technique, calls and execution

Interior Right side (RG,RT,TE/SE*) – LB’s Coach = this weeks alignment, assignment & technique, calls and execution

Slingback, Right side – SE’s Coach = this weeks alignment, assignment & technique, calls and execution REVIEW “FIRE!” Protocol!!!!

Scout PAT Defense= DB’s Coach = rehearse opponent’s blitz/block scenarios – use play sheets :05-:10 = Group Walk-thru Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

PLACEKICK PAT/FIELD GOAL: IN SEASON - QUICK REVIEW Coordinator, Kicker/Holder – ST Coordinator Short Snapper – Offensive Line Coach Interior Left side (LG, LT, TE/SE) – Defensive Line Coach Slingback Left side – Running Backs Coach Interior Right side (RG, RT, TE/SE) - Linebackers Coach Slingback Right side – Offensive Ends Coach Scout PAT/Field Goal DEFENSE = Defensive Backs Coach

:10  minute  minute Review (IN-Season) :00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)

Kicker, Holder, SS – ST CO & OL Coach = work with kickers, holders & SS on calls, timing, Interior Left side (LG,LT,TE/SE*) – DL Coach = this weeks alignment, assignment & technique, calls and execution

Slingback, Left side – RB’s Coach = this weeks alignment, assignment & technique, calls and execution

Interior Right side (RG,RT,TE/SE*) – LB’s Coach = this weeks alignment, assignment & technique, calls and execution

Slingback, Right side – SE’s Coach = this weeks alignment, assignment & technique, calls and execution REVIEW “FIRE!” Protocol!!!!

Scout PAT Defense= DB’s Coach = rehearse opponent’s blitz/block scenarios – use play sheets :05-:10 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

PLACEKICK DEFENSE PRE-SEASON INSTALL PAT/FIELD GOAL DEFENSE:

D-Line – Defensive Line Coach & Offensive Line Coach ‘Backers & D-Backs – Linebackers & D-Backs Coaches Block Unit – ST Coordinator Scout PAT/Field Goal = RB’s Coach, Offensive Ends Coach

:20  minute  minute Install (PRE-Season) :00-:08 = Indy Unit Introduction

D-Line – DL Coach & OL Coach = basic alignment, assignment & technique, calls and execution

‘Backers & D-Backs – LB’s & DB’s Coaches = basic alignment, assignment & technique, calls and execution

Block Unit – ST Coordinator = BLOCK specific alignments, assignments & techniques, calls and executions *INCLUDE “FAKE PROTOCOL” - Alignments, Assignments & Executions

Scout PAT Defense = RB’s Coach, Offensive Ends Coach  = rehearse PAT/FG scenarios – use play sheets

:08-:12 = Group Walk-thru Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

Repeat over course of summer for all additional PAT/FIELD GOAL DEFENSE alignments/assignments/techniques and executions (i.e. different alignment(s), Muddle Huddle, etc.)

PLACEKICK DEFENSE IN SEASON SEASON - FULL REVIEW PAT/FIELD GOAL DEFENSE:

D-Line – Defensive Line Coach & Offensive Line Coach ‘Backers & D-Backs – Linebackers & D-Backs Coaches Block Unit – ST Coordinator Scout PAT/Field Goal = RB’s Coach, Offensive Ends Coach

:15  minute  minute Review (IN-Season) :00-:05 = Indy Unit Emphasis

D-Line – DL & OL Coaches = that weeks weeks alignment, assignment & technique, calls and execution ‘Backers & D-Backs – LB’s & DB’s Coaches = that weeks alignment, assignment & technique, calls and execution

Block Unit – ST Coordinator = BLOCK specific alignments, assignments & techniques, calls and executions *INCLUDE “FAKE PROTOCOL” – That weeks Opponent’s Alignments, Assignments & Executions

Scout PAT Defense = RB’s Coach, SE’s Coach = rehearse opponent’s PAT/FG scenarios – use play sheets

:05-:10 = Group Walk-thru Bring each group together and walk thru combined alignment, assignment, technique, calls & execution (Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

PLACEKICK DEFENSE IN SEASON - QUICK REVIEW PAT/FIELD GOAL DEFENSE:

D-Line – Defensive Line Coach & Offensive Line Coach ‘Backers & D-Backs – Linebackers & D-Backs Coaches Block Unit – ST Coordinator Scout PAT/Field Goal = RB’s Coach, Offensive Ends Coach

:10  minute  minute Review (IN-Season) :00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)

D-Line – DL & OL Coaches = that weeks weeks alignment, assignment & technique, calls and execution ‘Backers & D-Backs – LB’s & DB’s Coaches = that weeks alignment, assignment & technique, calls and execution

Block Unit – ST Coordinator = BLOCK specific alignments, assignments & techniques, calls and executions *INCLUDE “FAKE PROTOCOL” – That weeks Opponent’s Alignments, Assignments & Executions

Scout PAT Defense = RB’s Coach, SE’s Coach = rehearse opponent’s PAT/FG scenarios – use play sheets

:05-:10 = Group LIVE (full speed) Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution. Get as many quality (i.e. correct) reps as possible! (Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel with HC, OC & DC:: -

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution Use as additional conditioning time

Week One

Sept. 4

2015 Varsity Season

KICKOFF: • • •

Ball set on right hash (kicking) = left hash facing us Kicker is #88 (right footed, soccer style) Alignment = four set to right of kicker (our left) sideline to hash, kicker on hash, one player set @ midfield, five set hash to sideline L5 L1

L2

L3

L4

X

R5

R4

R3

R2

R1

52

12

21

27

10

23

L1 = #11

CONTAIN

L2 = #14

BALL

L3 = #72

BALL

L4 = #44

BALL

L5 = #88

KICKER, Safety Safety (shadow)  (shadow)

X = #52

BALL

R5 = #12

BALL

R4 = #21

BALL

R3 = #27

BALL

R2 = #10

BALL

R1 = #23

CONTAIN

K/88 11

14

72

44

Kick stats = “sky-ish” kicks directly down hashes to bottom numbers st

1  kick = 2.6 h angtime, medium height, +22 landing point (38 yards in air) nd

2  kick = 2.97 hangtime, higher kick, +15 landing point (45 yards in air) RETURNED midfield to right to @ +8 yardline!! rd

3  kick = Squibbish, topped across field – out of bounds @ +36 yardline

- Kick/Coverage notes: - Staggered, lazy approach as a unit – poor lane discipline throughout!!!

-

Ball Hawk(s) = #44, #21 Beach Boy(s) = #12

KICKOFF RETURN: •

5-2-2-2 set up 

5 across the fifty, 2 @ 40 (#’s) 2 @ 25-30 (hashes), 2 @ 15 (hashes) #1 & #23 returners (#1 to our left, #23 to our right) •



Appear to run middle wedges (5 in front set at 35-40, back 5 set @ 25-30)

1

23

10

85

12

14

L1

21

72

L2

L3

L4

44

L5

X

52

R5

R4

27

R3

R2

R1

PUNT: •

P/#12

Double tight/double wing alignment

PP/#1 34

40 44



• •

72

62

44

61

75

80

Punter (#12, backup QB) QB) set at 12 yards , PP (#1, QB) back at 7 from ball – both act as safeties for return (#1 up, #12 deep) Punted at 7 yards back…!!!! LS (#44) – wobbly, floating snaps – then releases downfield, all others stayed until punt…!

CADENCE (called by Punter) = “Down… Set…” snap on hand flash from Punter •



First punt = spot, -37, left hash hash (punted from from –30) Landing spot +33, +33, left hash hash 37 yard punt, 3.32 hang time Went for it on majority of 4th down situations – ran halfback pass (for TD!) on one…!!

PUNT RETURN: •

Scouted versus a SPLIT/STRAIGHT SPLIT/STRAIGHT alignment 4-3 set, 2 returners (#1 and #23 - #1 set to punters right, #23 to punter’s left), aligned @ hashes 

74

65

72

88

25 63

1

• •

55

24

50

23

Return = run to punter’s right Rush = Ends (#40 RE, #72 LE) came in “rush “rush safe” mode (#40 takes inside route)

PAT/FIELD GOAL: •

K/3

Basic alignment(s)

H/11

34

40 44

72

62

88

61

75

80



Kicker = #3 Right Foot, Strong Leg – Antsy (Backup: #7, Punter) Holder = #11, Quarterback – Right Handed (Backup: #14, Split End – Lefthanded) Lefthanded) Snapper = #88, starting Tight End (Backup: ( Backup: #64, starting Center)



CADENCE called by Holder = “Down… Set…” Set…” hand flash of Holder*



NOTES: Sloppy/Lazy “Fire” protocol protocol – NO ‘Muddle’ actions scouted

• •

PAT/FIELD GOAL DEFENSE: •

Scouted versus a DOUBLE TIGHT/DOUBLE TIGHT/DOUBLE WING alignment 4-3 set, backers up, corners in, one deep-ish (#1), one at MLB (rush and jump) FG attempt 1 = LOS, +17, hold @ +24 (left hash)  

1 11 23

??

44 72

70

52

??

H K

40

43

Week One

Sept. 4

2015 Varsity Season

GENERAL  NOTES THEIR KICKOFF: - Lackadaisical, uninspired… should yield BIG yards for us!! - Stay FOCUSED – hit your landmarks, follow through, turn it upfield! “Mouthpieces in, chinstraps buckled… ALL blocks above the waist and and in front!!”

THEIR KICKOFF RETURN: - a bit uncoordinated – they rely on the athleticism of #’s 1 & 23 - Deep @1’s & 3’s will be our goal, with “Sky” and “Squib” for contrast “Honor your lanes and zones – keep the ball inside and in front – pursue, pursue pursue!!”

THEIR PUNT: - Short, wobbly snaps & close blockpoint – WENDELSTADT is a real possibility, otherwise know your aligment and assignment, and use proper technique!! “Do YOUR job… ALL blocks above above the waist and in front!!”

THEIR PUNT RETURN: - Basically, their defensive unit on the field… BUT #1 IS explosive - Directional punting game – hit your landmarks and stick your coverage!! “Get off your block and down the field – keep the ball inside and in front – pursue, pursue pursue!!”

THEIR PLACEKICK: - Lackadaisical, uninspired – more prepared to fake than kick…!! - Kicker (#3) can be rattled with pressure… “Alignment, Assignment, Technique and Execution – block it if they give it – NO FAKES WORK!!”

THEIR PLACEKICK DEFENSE: - Block unit comes from their right, our left – execute “FIRE!” protocol if needed!! - Alignment, Assignment, Technique and Execution!! “Pride in Unit – POINTS ON THE BOARD!!”

OUR HIGH SCHOOL SPECIAL TEAMS:

Some wish it would happen… happen… Others want it it to happen… happen… WE MAKE IT HAPPEN!!

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