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MINNESOTA VIKINGS SPECIAL TEAMS

1996

" THE SECRET OF WINNING FOOTBALL GAMES IS WORKING MORE AS A TEAM,

LESS AS INDIVIDUALS"

KNUTE ROCKNE

I

MINNESOTA VIKINGS 1996 FOOTBALL SCHEDULE

111

TABLE OF CONTENTS

Introduction:

I. Knute Rockne Quote

II. Special Teams Schedule

III. 1994 Special Teams Motto

IV. 1995 Special Teams Motto

V. 1996 Special Teams Motto

VI. 1994-95 Special Teams Final Stats

VII. The Difference Between Winning & Losing

General Information:

1 Philosophy of the Kicking Game

2 1996 Kicking Game Goals

3 Scope of the Kicking Game

4 Minnesota Vikings Special Teams "Gamebreakers" & "Do Not" List

5 To Win the Kicking Game Teams Must ...

6 Timing and Grading

7 Special Situations to Practice

8-9 To Become a Champion - Special Teams Players

10 Position Hints: Punter and Snapper

11 Position Hints: Blocking Punts & FG's

12 Positions Hints: Punt & Kickoff Returners

13 Miscellaneous Hints

14 The Really Good Punter

15 Special Teams Names

Kickoff Coverage Section:

16 Huddle, Procedures & Formations

17 Types of Kickoffs - Mechanics

18 Terminology

19 Kickoff Coverage Principles

20 Formations

21 Coverage to Area 1 (Dia.)

22 Coverage Responsibilities vs. Sideline Return

23 Coverage to Area 2 (Dia.)

24 Coverage Responsibilities vs. Middle Wedge Return

25 Coverage to Area 3 (Dia.)

26 Coverage - Medium Kick to Area 1 (Dia.)

27 Coverage - Medium Kick to Area 3 (Dia.)

Kickoff Cover Adjustments:

28 #1's & #2's Stack & Sight Adjust

29 #1's Exchange & Cross

30 #2's Sight Adjust to #1's - Read & Fill

31 Backside Flex Coverage, #3 Read & Sight Adjust to #2

32 #1 , #2, & #3 Scramble Formation

33 #2, #3, & #4 Scramble Formation

34 #3 & #4 Exchange & Cross

35 #4 & #5 Exchange & Sight Adjust

36 Backside Adjustment to Stop "Bust Out"

37 Triple Option Onside Kickoff (Dia.)

38 #1 Short, #2 Short, & #3 Medium (Dia.)

TABLE OF CONTENTS (page 2)

Drills:

39 40 41 42 43

Full Kickoff Coverage Team L5, L4, & L3 vs. Side Return

L2, L 1, R1, & R2 vs. Middle Return R3, R4, & R5 vs. Side Return

L3, L2, L 1, R1, R2, & R3 vs. Middle Wedge

44 Kickoff Cover Rules

Kickoff Return Section:

45 General Information - Formations

46-47 Kickoff Return Principles

48 Kickoff Return Procedures & Formations (Dia.)

49 Kickoff Return Techniques & Terminology

50 Kickoff Return Techniques Continued (Dia.)

51 Area Responsibility

52 Tandem - Viking Left Return

53 Tandem - Viking Right

54 Diamond - Wideside Left

55 Diamond - Wideside Right

56 Tandem - Viking Right "Bust Out"

57 6 Man - Middle Cross

58 6 Man - Short Side Return Left

59 6 Man - Short Side Return Right

60 Triangle - Automatic Shorts ide Left

61 Triangle - Automatic Shortside Right

62 Triangle - Auto Shortside Left - Double Team Blocks

63 Triangle - Auto Shorts ide Right - Double Team Blocks

64 Triangle - Automatic Wideside Left

65 Triangle - Automatic Wideside Right

66 Triangle - Wideside Left "Bust Out"

67 Triangle - Wideside Right "Bust Out"

68 Tandem - Middle Wedge "Bust Out"

69 Triangle - Wideside Left, Reverse Right

70 Triangle - Return Right (FB) Reverse Left

71 Diamond - Viking Left - Reverse Right

72 Diamond - Viking Right - Reverse Left

73 Tandem - Home Run Play

74 Good Hands Team - Area Responsibilities (Dia.)

75 Onside Return Rules & Principles

76 Onside Return - Adjusting to Overloads (Dia.)

77 Kickoff Return Rules

Kickoff Returners Drills:

78 Ball Kicked to Area 1 (Shortside & Wideside)

79 Ball Kicked to Area 3 (Shorts ide & Wideside)

TABLE OF CONTENTS (page 3)

Punt Team Section:

80-81 Punt Team Terminology

82 Punt Team - Huddle & Formations

83 Assignments - Zone Protection "Double Zeke"

84 Fullbacks Calls & Progressions

85 Punt Protections 6,7,8 Man Rushes

86 Punt Protections 8 & 10 Man Overloads

87 Punt Coverage - Area 2 - (Cone Drill)

88 Punt Coverage Assignments (Dia.) Area 2

89 Pooch Punt - Area 2 (Dia.)

90 Pooch Punt - Area 1 (Dia.)

91 Offset Coverage Area 3 (Dia.)

92 Up Call - Pooch Punts

Fake Punt Package:

93 FB Swing Left, Double Swing Pass & Dink Pass

94 Sweep Right, Sweep Left & Jump Pass

95 Down Down Sweep left, Down Down Sweep Right, & Lateral

96 Punter Run, Pass to LWB, & FB Screen Right

97 Right-Up Formations: Pass to RWB, Pass to Lt. and Morris

98 Punt Coverage - Take on Blocks - Read & Fill Drill

99 Punch & Hammer Turnover Drill

Punt Return Section:

100 General Information & "Do Not" List

101 Terminology & Techniques

102 Base Defense "Sudden Change" Situations

103 Punt Return Alignment, Rush Lanes, & Buddy System

104 Coverage Assignment - Various Formations

105-106 Punt Rushes

107 Punt Block Package - Tornado's Atlanta, Bear, Buffalo (Right & Left)

108 Punt Block Package - Continued Minnesota, Sucker Play Left

109 8 Man Block & Return (Left & Right) (Dia.)

110 Stack Formations

1996 Punt Return Package

111 6 & 8 Man Pressure & Hold-up Return (Dia.)

112 5 Man Middle Left & Right / Middle Cross - 2 Deep

113 7 Man Hold-up 2 Deep / Middle Left & Right Cross

114 6 Man Wall Left

115 6 Man Wall Right

116 6 Man Left (Point Setter)

117 6 Man Right (POint Setter)

118 6 Man Middle (Wedge Technique)

119 8 Man Middle (Wedge Technique)

120 6 Man Throwback Left (Wedge Technique)

121 6 Man Right - Reverse

122 6 Man Middle Hold-up

TABLE OF CONTENTS (page 4)

Punt Return Section (continued):

123 6 Man Middle Hold-up (Adjust for Fake)

124 7 Man Middle Hold-up

125 Defense Stay "Safe" Punt - Single Press

126 Defense Stay "Safe" Punt - Double Press

127 Base Defense - Middle Return and Punt Block - Over Mike Raider

128 Defense - Punt Blocks (Left, Middle, & Right)

129 Teaching Points for Punt Returners

130 Hold-up & Stalk Drill

131 4 Station - Punt Block, Punch, Hammer, Head Across Drill

Field Goal- P.A.T. Team Section

132 Huddle & Cadence

133 Teaching Points, Assignments, & Reminders

134 Position Techniques

135 Field Goal Coverage Lanes & FG Punt

136 Fake FG's

137 Rules for FG Situations

Defense P.A.T. & FG Block Section

138 Field Goal General Information

139 Terms & Base Alignment (Counter)

140 Teaching Points - Block Left

141 "Jumbo" or Base Defense Blocks Left, Middle, & Right

142 Defense - Middle Pressure (Fake Prevention) Eleven Man Left

143 Field Goal Return

144 Defense - Swinging Gate Situations

145 Rules Pertaining to Field Goal Situations

146-148

Rules for the Kicking Game Section

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FINAL NFL SPECIAL TEAMS RAI :KINGS

(BASED ON 10 CATEGORIES BY NFL)
CATAGORY ...1m ~

VIKING PUNT RETURN AVE. 23 25 2
VIKING K.O. RETURN AVE. 11 12 8
VIKING GROSS PUNTING AVE. 13 8 18
VIKING NET PUNT AVE. 21 4 26
VIKING FffiLD GOAL PCT. 18T 3 23 ---------------------------------------

18 20 8 19 4

OPP. PUNT RETURN AVE. OPP. K.O. RETURN AVE. OPP. GROSS PUNT AVE. OPP. NET PUNT AVE. OPPL FIELD GOAL PCT.

26 28 18 27 12

23 14T 16 11 10

--------------------------------------

TOTAL POINTS AVERAGE

121 PTS. 12.1

197PTS 19.7

151 PTS. 15.1

1 NFL RANKINGS

.. · .. TIED5TH

13TH ••• 1

26m·.·

BASED ON 19 CATEGORIES

(COMPILED BY RICK GOSSELIN, DALLAS MORNING NEWS)

WITH POINTS ALSO GIVEN IN THE FOLLOWING AREAS: INSIDE THE 20'S, EXTRA PT. %, # OF FIELD GOALS, POINTS SCORED, POINTS ALLOWED, BLOCKED KICKS, KICK SECURITY, KICKOFF STARTING POINT, AND OPPONENTS KICKOFF STARTING POINT! ~ 21 26

INSIDE THE 20 FffiLDGOALS

EXTRA POINT % POINTS SCORED POINTS ALLOWED BLOCKED KICKS

KICK SECURITY KICKOFF START POINT

OPP. KICKOFF START POINT

100%

12 POINTS 6 POINTS 3KICKD

1

28.7 YD. 28.0 YD.

TIED 15 TH (4 TEAMS) TIED 13 m ( 2 TEAMS) TIED 1 ST (18 TEAMS) TIED 4TH (4 TEAMS) TIED 12 TH ( 12 TEAMS) TIED 3 RD (3 TEAMS) TIED 7 TH (11 TEAMS) 15m

TIED 10 TH (TEAMS)

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VI

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PIDLOSOPHY OF THE KICKING GAME

There are three equally important departments of play in football:

Most teams give sufficient attention to the first two departments listed above but tend to be negligent when it comes to the kicking game. A team which is deficient in the kicking department operates at only 66% efficiency. You cannot expect to win at such a level of performance.

One out of every five plays in a game is a kick of some sort. It should be further noted, however, that something very unusual occurs on ~ kicking play in a game. One or more of the following three events take place on every kick, while they usually do not occur frequently on other scrimmage plays:

1. A sizeable amount of yardage is involved (40 yards or more).

2. There is a change of ball possession involved.

3. A specific attempt to score points is involved (PAT or Field Goal attempt).

The plays which involve the kicking game, therefore, are weighted heavily insofar as they affect the tide and outcome of the game.

Many of the big breaks in a game occur on a kicking play. Breaks usually happen when a team or a player is unprepared for a situation. Where a team is prepared, the chance to capitalize upon a break presents itself at a most opportune time.

The kicking game breaks mark the difference between winning and losing. When one team takes little pride in and pays too little attention to kicking, they become victims of these bad breaks.

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THIS PLAY BOOK HAS A DEFINITE PURPOSE. .

THE PURPOSE IS TO PREPARE OUR KICKING UNIT TO BE SUCCESSFUL.

To be successful, you must have a way to measure results. Results are measured by accomplishing goals and objectives. At Minnesota, our 1996 season overall kicking game goals are:

1. MAKE THE TOP 10 LIST IN THE NFL IN (6) CATEGORIES OF THE KICKING GAME IN 1996. WE ACHIEVED (5) IN 1994 AND ONLY (2) CATEGORIES IN 1995.

2. LEAD THE NFC IN (5) CATEGORIES OF THE KICKING GAME IN 1996.

WE ACHIEVED (3) IN 1994 AND ONLY (2) CATEGORIES IN 1995

3. WIN AT LEAST 2 GAMES AS A DIRECT RESULT OF THE KICKING GAME.

4. SCORE 2 TOUCHDOWNS AS A DIRECT RESULT OF SPECIAL TEAMS BIG

PLAYS. (2 TD'S IN 1995: PALMER - PUNT RETURN, & O. THOMAS - K.O. COVER)

5. WHEN THE OFFENSE IS DOWN AND THE DEFENSE IS IN TROUBLE, THE SPECIAL TEAMS MUST TAKE OVER AND MAKE,BIG PLAYS! (1995 DETROIT)

6. TO BE KNOWN AS THE MOST AGGRESSIVE. ENTHUSIASTIC AND HARDEST HITTING UNIT IN THE NFC AND THE NFL.

7. FINAL RESULTS - BE IN THE TOP 3 TEAMS IN THE NFL IN 1996! (10 CATEGORIES -TIED FOR 5TH IN 1994 & 13 TH IN 1995.)

(19 CATEGORIES - 8 TH IN 1995 & 1996)

KICKING GAME FORMULA

NO MATTER HOW YOU RANK THE TEAMS:

OFFENSE DEFENSE KICKING
DEFENSE OFFENSE DEFENSE
KICKING KICKING OFFENSE 2

~--~--~--

SCOPE OF THE KICKING GAME

When most people think of the kicking game, they think only of the person doing the punting or the place-kicking. This, of course, is the height of short-sightedness. As important as good, sound kickers are, they represent only a fraction of what we refer to when we speak of the "KICKING GAME."

Punt protection and coverage, fielding kicks, punt returns, punt blocks, field position consideration, PAT and field goals, field goal coverage and returns, fake kicks and fake kick defense, kickoff coverage, squib kickoffs, onside kickoffs, preparations for defensing the onside kickoff, kicking tactics, strategy, fundamentals, kicking game rules - all of these help comprise what we call the kicking game. To have a good kicking game we must be proficient in all these areas.

ELEMENTS OF A SUCCESSFUL KICKING GAME

I. ELIMINATION OF MISTAKES

Most mistakes made in the kicking game are caused by a lack of belief in its importance. Lack of belief leads to a lack of concentration, and from that follows poor protection, poor coverage, and slipshod application of the complex kicking game rules. Belief in the importance of the kicking game is the key to elimination of mis takes.

II. INTENSITY

Although intensity is essential in all areas of the kicking game, it is best observed in how you cover kicks (punts, kickoffs, field goals). Football's true test of courage is covering kicks. No one will ever return a kick for a touchdown against us unless one man fails to go all-out.

III. FUNDAMENTALS

Kicking involves many precise skills. Punters, snappers, holders and place-kickers must work many extra hours at perfecting their skills. They must concentrate when practicing. Distances at which kickers and holders locate themselves, along with timing in snaps and getting kicks away, are details which must be worked at earnestly and tirelessly. These time and distance requirements are precise, and they require constant attention.

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MINNESOTA VIKINGS SPECIAL TEAMS

SPECIAL TEAMS PLAYERS:

*

The major factors to look for in a special teams player are toughness. intensity. Quickness. speed and basic football intelligence. Size is not a major factor.

*

Each player must be self-disciplined, dedicated, and a team player, and must have pride in accomplishment.

*

A special teams player must be the type of athlete who can and will play with bumps and bruises.

*

Special teams players must be able to grasp concepts quickly, adjust to unforeseen situations, and recognize details.

SPECIAL TEAMS "GAME BREAKERS": WE MUST ACHIEVE TWO "GAME BREAKERS" EACH GAME!



RETURN A KICKOFF FOR A TOUCHDOWN.



RETURN A PUNT FOR A TOUCHDOWN



RETURN A MISSED FIELD GOAL ATTEMPT FOR A TOUCHDOWN.



FORCE AND RECOVER A KICKING GAME FUMBLE.



BLOCK A PUNT.



BLOCK A FIELD GOAL.



BLOCK A P.A.T ..



RECOVER AN ONSIDE KICKOFF (IF ANY ARE ATTEMPTED).

SPECIAL TEAMS DO NOT LIST:

1. DON'T RUN INTO OR ROUGH THE PUNTER OR KICKER.

2. DON'T CLIP, HOLD OR BLOCK BELOW THE WAIST ON A RUNBACK.

3. DON'T BE OFFSI DES.

4. DON'T LET THE BALL HIT THE GROUND OR CATCH A PUNT INSIDE THE 10 YARD LINE.

5. DON'T HAVE ILLEGAL PARTICIPATION.

6. DON'T CALL A TIME-OUT IF WE HAVE LESS THAN 11 PEOPLE ON THE FIELD.

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TO WIN THE KICKING GAME TEAMS MUST

1. Keep opponents to an average 5.0 yards or less return for every time we punt.

2. Average better yardage per punt return than our opponent.

3. Average better net yardage (Punt minus return) than our opponent.

4. Hold opponents to 23 yard line or less average as starting point following their kickoff returns.

5. Average returning our kickoffs to the 30 yard line or better.

6. Do not allow any missed field goals on our part to be returned past the 20 yard line.

7. Kick the opponent into trouble (inside their 10 yard line) at least once.

8. Never commit a "Game Breaker" error.

9. Get at least one "Game Breaker" advantage.

10. Make no decision mistakes in fielding and returning kicks.

11. Score at least once or set up at least one score on a kicking game play.

12. Do not allow the opponents to score or set up a score on a kicking game play.

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TIMING

For the best results and for reasons of safety, there are certain time requirements which serve as performance guides for the three basic types of kicks in the game. These are outlined below:

I.

II.

III.

GRADING

We will use a point system which serves as one indication of the type of contribution our players are making to the special teams. It should be emphasized that some players are at positions where points are not as easy to accumulate. This is, as stated above, just ONE measure of the player's special teams performance and is not intended to serve as a total evaluation of the contribution a player is making.

Unassisted Tackle

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SPECIAL SITUATIONS TO PRACTICE

1. Punting and Directional Punting from hashmarks. (Off set Coverage)

2. Punting from our end zone. Double Tight I Double Chip #4 - Technique.

3. Punting from the 45-50 yard line.

4. Punting from a bad snap situation.

S. Covering the fair catch.

6. Reaction to a blocked kick. Reaction to a touched or muffed punt into the end zone.

7. Reaction to a partially blocked kick.

8. Receiving punts deep in our own territory.

9. Rushing punts when opponent is backed up to his goal line.

10. Base Defense -Defense on the field after a sudden change score.

11. Defense Stay - single & double press & reacting to fake punts.

12. Onside kickoff coverage. Triple Option Kickoff with special & regular kickoff cover groups.

13. Onside kickoff defense. Also, after a safety defense (ONSIDE PUNT) situation.

14. Surprise onside kickoff defense. Adjust to an - Overload - back to a balanced formation.

15. Squib kickoffs. Automatic "Wedge" return.

16. Returning squib and short kickoffs.

17. Bad snap on PAT and field goal attempts.

18. Field Goal Team. Practice Bingo & Reset the Clock Situations. Field Goal Punt & Coverage

19. Practice punt & kickoff return reverses & throw back situations.

20. Field goal returns.

21. Free kick situations.

22. Defensing unbalanced line field goals and swinging gate formations.

23. Taking an intentional safety.

24. Kicking off after a safety. (SAFETY PUNT - ONSIDE PUNT)

25. Practice fake punts & fake fg's against the Defense & return units.

26. Bingo Punt & kill the clock situations.

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SPECIAL TEAMS

HELPFUL TIPS FOR ALL MINNESOTA VIKINGS PLAYERS

TO BECOME CHAMPIONS

THE DIFFERENCE BETWEEN LOSING AND WINNING OFTEN LIES IN THE FAILURE TO DO THE LITTLE EXTRA THINGS. EVERYONE CANNOT BE AN ALL-PRO, BUT EVERYONE CAN HUSTLE AND BE A TEAM MAN.

We are looking for players who will become "coaches ball players." This is the highest compliment a player can receive.

Read these tips over again and again during the season and see if you comply.

1. Everyone must know how to MAKE A TACKLE AND THROW A BLOCK.

2. Always CALL LOUDLY to your teammate when fielding punts and kicks YOU or ME.

3. DO NOT FIELD PUNTS FROM INSIDE THE 1 0 YARD LINE. Fair catch short high punts in a crowd.

4. DON'T TAKE A CHANCE on throwing a block and be called for "clipping." Be sure you can see the opponent's "front" number.

5. NEVER commit a foul, or be offside WHEN THEY ARE GIVING YOU THE FOOT BALL.

6. NEVER SUBSTITUTE YOURSELF ON SPECIAL TEAMS without asking the special teams coach.

7. Punt returners always CHECK THE WIND before the game and again at halftime.

Do not allow the wind to blow a ball over your head and bounce dead.

8. ALWAYS EXPECT A FAKE FIELD GOAL ATTEMPT and always be alert for the punter to run.

9. The kicker on the kickoff team, the punter on the punting team, and the holder on field goals must always CHECK TO SEE IF WE HAVE ELEVEN MEN ON ALL THESE SPECIAL TEAMS. Many games have been lost because someone failed to count and only ten players were on the field.

10. Make sure you know the DIRECTION of every punt return and kickoff return. Don't guess. Many games are won or lost in this area.

11. The desire to be a CHAMPION must come from within. Do not expect your coaches, or anyone else, to do everything for you.

12. HUSTLE on every play.

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13. BE PUNCTUAL, even early, for all practices, meeting and departures.

14. Always strive to IMPROVE YOURSELF by working on your weaknesses.

15. USE THE TIME AFTER PRACTICE to improve yourself. Don't be a clock watcher and rush to the showers.

16. Be sure you KNOW ALL THE TERMS. COLORS. NUMBERS AND AUDIBLES.

17. All players must DEVELOP ENDURANCE. Be stronger in the fourth quarter than your opponent. If you are not getting enough running, stay after practice and run on your own.

18. Anticipate what your opponent is going to do, but DO NOT GUESS. Your pre game preparation will help you here.

19. Always keep the SCORE AND TIME OF THE GAME uppermost in mind.

20. Don't DEPEND ON A TEAMMATE OR COACH TO TELL YOU WHAT TO DO.

You have been prepared for every situation on special teams.

21. Know WHEN TO GAMBLE AND WHEN NOT TO GAMBLE. If in doubt, see Coach Green.

22. IN A CROWD. BE SURE TO FALL ON A FUMBLE AND RECOVER IT. Don't try to pick up a bouncing ball.

23. NEVER FALL ON A BLOCKED PUNT OR FIELD GOAL BEHIND THE LINE OF SCRIMMAGE. TRY TO ADVANCE IT.

24. HUSTLE FROM ONE PRACTICE AREA TO ANOTHER when whistled up. Don't be the last one.

25. TAKE CARE OF YOUR EQUIPMENT.

26. BE CAREFUL OF YOUR CONDUCT and your associates off the field. Keep in mind that you represent yourself, your family and the TEAM.

27. THINK AND TALK POSITIVE FOOTBALL AND SPECIAL TEAMS off the field.

28. KNOW THE RULES OF THE KICKING GAME.

29. 1 ST OR BASE DEFENSE. after any sudden change score you must be back on the field for PAT RUSH or to DEFENSE a two point play!

30. Set a GOOD EXAMPLE for all the rookies and develop PRIDE IN BEING A MINNESOTA VIKINGS SPECIAL TEAMS PLAYER.

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POSITION HINTS - KICKING GAME

I. PUNTER

A. Be sure to call direction of punt ("Left", "Right", "Middle", "Short").

B. Get in front of bad snap.

c. Work on kicking when the bad snap occurs. When you get one in practice take advantage of the opportunity to use this as a practical experience.

D. When punting from inside or near our own end zone know the situation so that you can make the correct decision regarding whether or not to take an intentional safety if a bad snap occurs.

E. Your most effective punt will take place in situations where you can kill the ball inside the opponent's 10 yd. line.

F. The punter with the best punting yardage average in the league is hardly ever

the league's BEST punter. Punting short in opponent's territory and punting for height rather than raw distance do not reflect in statistics, but they are very effective PUNTING WEAPONS.

II. SNAPPER

A. Vary the rhythm you use in snapping the ball so that opponents can't "Zero-in" on exactly when to take off in rushing kicks. However, Don't Fake out our Kicker & Holder. (We Will Vary Snap Cadence by Game Plan.) The Snapper, Holder and Kicker must all be on the Same Page of the Same Book!

B. Approach the ball separately each time you snap in practice situations. Do not stay in one spot and merely get in a groove. This does not provide a game-like situation.

C. After a perfect snap know the direction you must block.

III. PROTECTING ON PUNTS

A. Get part of your helmet (not just a "wing") on anyone you're assigned to block.

B. Fullback should anticipate blocking where you see an overload. DO NOT BACK-UP to block.

c. Talk to each other and call out the number of the man you're blocking. Proper communication is essential to good protection.

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IV. BLOCKING PUNTS

A. We will scout and key opposing snappers to see if they:

1. Rock or windup.

2. Snap on rhythm.

B. We will scout the opposing punter to see where his foot meets the ball. Rushers will then have a landmark to cross which is approximately 18 inches in front of where the punter's foot meets the ball.

1. Do not go through this landmark towards the punter.

2. Do go across this landmark in front of the punter. Layout to this landmark.

V. BLOCKING PAT'S AND FIELD GOALS:

A. We will scout and key opposing centers to see if they:

1. Rock or windup.

2. Snap on rhythm.

B. Interior rush men should use strength and takeoff in order to drive as deep and quickly into the backfield as they can. Get your hands high as the kicker's leg swings forward.

C. Outside rushers:

1. The man lined up inside the wingback should seek to drive through the natural gap between the wingback and the end. Try to get on a course almost parallel to the line of scrimmage.

2. The widest rusher should drive as close outside the hip of the wing back

as he can. As soon as he clears the wing, he should try to get in the line of flight of the ball. This means adjusting immediately to a course almost parallel to the line of scrimmage.

A. Do not go at the kicker or holder.

B. Keep your eyes open and hands together when reaching for the block point.

If your eyes are open you can adjust your hands to the flight of the kick.

VI. PUNT RETURN SAFETIES:

A. Calls:

1. One returner (Pr) Primary Returner will be deSignated to call "Me" or "You" on all punts.

2. The safety not fielding the punt will call "Fair Catch!" or "Go!" so that the man fielding the punt will know whether or not to fair catch the punt. Also, we will attempt to help locate the most dangerous cover's position for the return man.

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B. The deep punt returner should never line up deeper than their own 10 yard line.

They should not handle a punt for which they have to retreat inside the 10 yard line.

C. DO NOT signal for a fair catch unless you actually plan to catch the ball.

D. Generally, your first moves should take you upfield rather than trying to run wide.

Start forward and then break to the sideline.

E. Always think in terms of breaking that first tackle. This is how most long returns develop.

F. It is bad procedure to double back in trying to evade punt coverers. Do not develop this habit.

G. Body position in fielding the ball is very important. Try to be "Nose up" or square and moving into the ball instead of going laterally or backwards. Good position can add several yards to each return.

H. Read the NOSE of the ball to determine in which direction the punt is going to travel.

NOSE UP (the ball will hook and move back to the punter.) NOSE OVER (the ball will slice and get the best distance).

I. "STANDSTILL" Catching the punt and not moving, (make the punt cover people think you called for a fair catch).

VII. KICKOFF RETURN SAFETYMAN:

A. Calls:

1. The (PR) or Primary Returner will be designated to call "Me", or "You!" on all kickoff receptions. The (WS) Wedge Setter Makes the "Short" calls!

2. The closest return man not fielding the kick will call "Stay!" when the ball is kicked so deep into the end zone that an attempted retum is unwise.

3. The man that is the returner should call "Gol" when he wants the wedge to move. Usually say "Go" when you're 5 to 1 0 yds. away. Each man is different.

B. The man returning the kickoff should bring the ball out using a technique which is essentially straight. hard. and fast:

1. It is important to be moving into the ball as you catch it instead of standing still.

It gives us that extra 1/2 second and that is vital for a successful return.

2. Think in terms of trying to blast it straight out to the 35 yard line.

3. DO NOT come under control waiting for an opening to develop.

4. DO NOT return a MUFFED kickoff. We should have a "Stay" call and down the ball in the end zone for a touchback.

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VIII. MISCELLANEOUS

A. We will use the term "SCATTER" to alert everyone that there is a short punt downfield or a ball rolling on the ground. The PRIMARY RETURNER use the term "SCATTER" and "WAVE" your arms to get everyone on the punt return team away from the ball! Many other teams use the Words "Peter" or "Poison".

B. Men responsible for containing the kicker (punt or field goal) when a fake kick is feared or when we are in a Prevent Return should NOT attempt to block the kick. Your responsibility is to force him to kick on rhythm and to contain all fakes.

C. PUNT Cover men should not slow down on Pooch punts when the returner signals for a fair catch. Go past him to the goal line and attempt to down the ball or catch it.

D. Never dive ON a ball rolling near the end zone. Your momentum will take or push the ball into the end zone for a touchback. If you dive AT a ball use your hand or finger tips to "Volleyball" the rolling or bouncing football and tap it backwards to keep it in play!

E. The best way to avoid crossing blockers when we are on kickoff coverage is by utilizing maximum speed, not by slowing down to dodge.

13

THE REALLY GOOD PUNTER

1. MAY NOT LEAD THE NFC IN BEST PUNTING AVERAGE.

2. PUNTS for (a) consistent hang time of 4.5 or better. (b) directionally and (c) out of bounds.

3. Develops a totally consistent drop.

4. Can field and punt the bad snap. (Think- nose down and drive the ball!)

5. Expects that he'll be rushed from time to time and stays relaxed.

6. Develops an awareness of the rush:

A. Knows when to speed up his rhythm.

B. Knows when to move, to avoid kicking into the strength of the rush.

7. Doesn't let adverse weather bother him.

8. Develops the ability to "KILL" the ball inside the opponent's 10 yard line, even though it lowers his punting average.

9. The only time he thinks of raw distance as a first priority is when he is backed up deep in his own territory.

10. Alerts his coverers to the direction of the punt, "SHORT," "RIGHT," "LEFT," etc ...

11. OUR PUNTER MAY NOT LEAD THE NFC WITH THE BEST PUNTING AVERAGE, HOWEVER, HE PUNTS ACCORDING TO THE SITUATION!

14

SPECIAL TEAMS NAMES FOR THE KICKING GAME

PUNT TEAM

"PRIDE" TEAM

PUNT RETURN TEAM

* RETURN TEAM * BLOCK TEAM

"HURRICANE" "TORNADO'S"

FIELD GOAL TEAM

"MONEY" TEAM

FIELD GOAL BLOCK

"JUMBO" TEAM

DEFENSE

"BASE" DEFENSE "SAFE" PUNT AND FIELD GOAL BLOCK

K. O. RETURN TEAM

* RETURN TEAM * PREVENT

"SCORE" OR "TD" TEAM "GOOD HANDS" TEAM

K.O. COVER TEAM

"SWAT" TEAM

- ONSIDE KICKOFF TEAM

"COBRA" TEAM

15

--------- --

KICKOFF COVERAGE - GENERAL INFORMATION

- * AFTER A SCORE, WE WILL MEET AT OUR 50 YARD LINE. WE WILL CHECK PERSONNEL,
MAKE THE CALL AND THEN MOVE TO THE FIELD AND HUDDLE.
30
1 t •

• 25
~
HUDDLE FOBMATION:
20
K
LI RI
L2 R2
L3 R3
L4 R4
L5 R5
A. HUDDLE PROCEDURES

1. Kicker says count off: Players count left 1, 2, 3, 4, 5, right 1, 2, 3, 4, 5, kicker.
2. The kicker will give the call: Ball, formation, type of kickoff and direction of kick.
* BALL MIDDLE, FORMATION BALANCE, KICKOFF DEEP TO AREA 2.
* BALL MIDDLE, OVERLOAD LEFT, KICKOFF DEEP TO AREA 1.
-
3. READY BREAK! Everyone claps.
4. Line up on the 20 yard line facing towards the kicker. Your Back foot should be on
the line. Hands on knees.
5. Kicker puts his hand up when ready. Ready set. Ready set. Official will blow the
whistle, when kicker puts his hands down to his thigh, he will count, 1001, 1002,
1003 and then approach the ball.
6. Everyone should be within 1 yard of the ball or 30 yard line when the ball is kicked.
B. ~ICKOFF FORM8 TIONS: BALANCED OR REGULAR FORMATION

FORMATIONS NAME BY GAME (Example: CHICAGO, DETROIT, ETC ... ) OVERLOAD - LEFT OR RIGHT

TANDUM - WITH MOTION

STACKS

C. DIRECTION OF KICKOFF

Area 1 is to the LEFT Area 2 is MIDDLE Area 3 is to the RIGHT

AREAl

• •

: AREA 2 : AREA 3

• •

G

10

16

D. TYPES OF KICKOFFS

1. The word DEEP, emphasis is on distance and hang time. A KICK TO ENDZONE.

2. Deep squib, emphasis is on the action of the ball. LINE DRIVE AND LOW!

3. MEDIUM means a pop-Up kick, emphasis is on HANG TIME and accuracy.

4. SHORT. emphasis is on the action and direction of the ball. ONSIDE KICK!

5. PUNT, Following Safety, emphasis on hang time and direction.

E. ALIGNMENTS

30

30

• A •
• •
• •
25 • • 25
• •
• I ~ •
• •
• •
• •
u5 L4 L3 L2 L~ K gl R2 R3 R4 R' 20

20

#5 - 2 to 3 yards from sideline, back foot on 20 yard line

#4 - Split distance between 5 & 3, back foot on 20 yard line

#3 - Alignment is on the Numbers (#'s), back foot on 20 yard line

#2 - Split distance between 3 & 1, back foot on 20 yard line

#1- On hashes, back foot on 20 yard line

F. MECHANICS

1. Stance: Turned at 90 degrees with hands on knees

2. Take-Off: Anticipate kicker's rhythm and be one (1) yard behind 30 when the ball is kicked. BE AT A FULL SPRINT WHEN THE BALL IS KICKED!

3. Vision: Cover with speed, maintaining good peripheral vision and anticipation where the ball is going.

4. Coverage: Anticipate where the ball is going but do not start to converge until

you are up the field through your lane and we have covered the field (approximately 40 yards). NOTE: If your own color crosses in front of you, anticipate moving outside to cover the void and fill the lane.

17

- -------- __

5. Converge: After covering in your lane and up the field, start to converge and

squeeze to the ball by attacking through the blocker's shoulder in the appropriate direction of the return man - Attack ball carrier with inside shoulder - keep the ball in front of you as you close the gap.

6. Contain: The assigned people for contain must be disciplined to maintain their

course and nothing should get outside them. Take up the slack, converge and squeeze - Force IContain. Get as deep as the ball to eliminate the Bust Out Play!

7. Safeties: Sprint up the field in your lane - Start to come to balance at

approximately the 30 yard line - Maintain leverage on the ball and don't get caught up in the traffic - Hand fight and maintain a cushion until you get to the ball - As the safety, YOU MUST make the stop.

8. Contact: The first man down makes an all-out effort to make the play - Let it all

out. The second wave should come to the balance point (4-5 yards from ball) maintaining the converge principles - The third wave or clean up should emphasize knocking the ball carrier back and stripping the ball.

9. Kicker: Responsibilities - Get the ball deep with good hang time (4.0+ to the GL - Coverage 35+). You are a safety. Keep the ball in front of you and don't get caught up in traffic -If it breaks, MAKE THE TACKLE! We would all prefer touchbacks.

G. TERMINOLOGY

1. Exchange: When two players trade their original starting position at the 20 yard line, but end up in their original lane & gap position downfield. (Example: R 4 & R 5 Exchange)

2. Switch: When two players start in their original starting positions, however, trade or SWITCH ending position.

3. Cross: When two players CROSS downfield to get back to their original lanes. (Example: L 1 & R 1 EXCHANGE & CROSS.)

4. Sight Adjust: When the trailing player adjust and fills the open lane, according to

the blocking scheme or movement of the man in front of him. This usually will happen when men start in a stacked or scramble formation.

18

KICKOFF COVERAGE PRINCIPLES

1. Covering the kickoff is an ALL OUT SPRINT. Speed is important but the DESIRE to make the tackle is even more important!

2. Stay in your assigned coverage lane if at all possible!

3. Initially defense the field. Once the return has been defined, defense the football! (Cover in your lane to the +30).

4. If you are forced out of your lane get back into it as soon as possible or fill a vacant lane ahead of you!

5. If you are knocked down become a linebacker and back up the front line!

6. If a man inside of you is knocked down, move in and fill his lane. He will get up and fill the vacant lane!

7. It is not a shame to get knocked down but it is a CRIME to stay down! Many tackles are made by a man who has been knocked down!

8. On Middle Kicks approach the ball through your inside shoulder. Maintain LEVERAGE, converge and squeeze to the return man.

9. The first man down very seldom makes the tackle so keep coming! All he will usually do is set the ball carrier up for a BIG HIT! Strip the ball! THINK - TACKLE & TURNOVER!!

10. If you are the first man to get to a wedge, take out as many blockers as possible. DO NOT BLOCK BELOW THE WAIST.

11. Don't overrun the ball. Take the proper pursuit angle. THINK CONVERGE & SQUEEZE!

12. A tackle should never be made by one (1) man! Gang tackling is intimidation and will be our trademark.

13. The Kicker's responsibility is to get the ball as deep as possible (Goal line +), and into the designated area.

14. The coverage unit's goal is to keep the ball inside the +20 (positive yardage).

15. AI§rt: Any ball that has traveled 10 yards is a LIVE ball. You CANNOT ADVANCE IT so insure its recovery!

16. Alert: NEVER assume a ball will not be returned out of the end zone.

17. Great coverage is accomplished by:

19

5. Converge: After covering in your lane and up the field, start to converge and

squeeze to the ball by attacking through the blocker's shoulder in the appropriate direction of the return man - Attack ball carrier with inside shoulder - keep the ball in front of you as you close the gap.

6. Contain: The assigned people for contain must be disciplined to maintain their

course and nothing should get outside them. Take up the slack, converge and squeeze - Force IContain. Get as deep as the ball to eliminate the Bust Out Play!

7. Safeties: Sprint up the field in your lane - Start to come to balance at

approximately the 30 yard line - Maintain leverage on the ball and don't get caught up in the traffic - Hand fight and maintain a cushion until you get to the ball - As the safety, YOU MUST make the stop.

8. Contact: The first man down makes an all-out effort to make the play - Let it all

out. The second wave should come to the balance point (4-5 yards from ball) maintaining the converge principles - The third wave or clean up should emphasize knocking the ball carrier back and stripping the ball.

9.

Kicker: Responsibilities - Get the ball deep with good hang time (4.0+ to the GL - Coverage 35+). You are a safety. Keep the ball in front of you and don't get caught up in traffic - If it breaks, MAKE THE TACKLE! We would all prefer touchbacks.

G. TERMINOLOGY

1. Exchange: When two players trade their original starting position at the 20 yard line, but end up in their original lane & gap position downfield. (Example: R 4 & R 5 Exchange)

2. Switch: When two players start in their original starting positions, however, trade or SWITCH ending positlon.

3. Cross: When two players CROSS downfield to get back to their original lanes. (Example: L 1 & R 1 EXCHANGE & CROSS.)

4. Sight Adjust: When the trailing player adjust and fills the open lane, according to

the blocking scheme or movement of the man in front of him. This usually will happen when men start in a stacked or scramble formation.

18

KICKOFF COVERAGE PRINCIPLES

1. Covering the kickoff is an ALL OUT SPRINT. Speed is important but the DESIRE to make the tackle is even more important!

2. Stay in your assigned coverage lane if at all possible!

3. Initially defense the field. Once the return has been defined, defense the football! (Cover in your lane to the +30).

4. If you are forced out of your lane get back into it as soon as possible or fill a vacant lane ahead of you!

5. If you are knocked down become a linebacker and back up the front line!

6. If a man inside of you is knocked down, move in and fill his lane. He will get up and fill the vacant lane!

7. It is not a shame to get knocked down but it is a CRIME to stay down! Many tackles are made by a man who has been knocked down!

8. On Middle Kicks approach the ball through your inside shoulder. Maintain LEVERAGE, converge and squeeze to the return man.

9. The first man down very seldom makes the tackle so keep coming! All he will usually do is set the ball carrier up for a BIG HIT! Strip the ball! THINK - TACKLE & TURNOVER!!

10. If you are the first man to get to a wedge, take out as many blockers as possible. DO NOT BLOCK BELOW THE WAIST.

11. Don't overrun the ball. Take the proper pursuit angle. THINK CONVERGE & SQUEEZE!

12. A tackle should never be made by one (1) man! Gang tackling is intimidation and will be our trademark.

13. The Kicker's responsibility is to get the ball as deep as possible (Goal line +), and into the designated area.

14. The coverage unit's goal is to keep the ball inside the +20 (positive yardage).

15. AIm: Any ball that has traveled 10 yards is a LIVE ball. You CANNOT ADVANCE IT so insure its recovery!

16. Alert: NEVER assume a ball will not be returned out of the end zone.

17. Great coverage is accomplished by:

19

KICKOFF COVER FORMATIONS

We can line up in many different formations:

* BALANCED OR REGULAR FORMATION (STRONG LEFT) * OVERLOAD RIGHT

* OVERLOAD LEFT

* STACKED FORMATIONS

* MOVE TO AN OVERLOAD FORMATION * STACKED WITH MOTION

* FORMATION & COVERAGE OF THE WEEK.

NOTE: NO MATTER WHICH FORMATION WE LINE UP IN OR MOVE TO, OUR ASSIGNMENT WILL BE THE SAME.

BUDDY SYSTEM I SPRINT TO TilE BALL I SIGHT ADJ1]ST I READ

AND REACT I FILL TilE HOLES / MAKE BIG PLAYS! .. . ..

EXAMPLES:

OVERLOAD LEFT
'tv - -
- -
- -
- -
- -
- -
- -
- -
30 - -
IL 5 L4 L3 L2 L 1 Rl~R2 R3 R4 R5

OVERLOAD RIGHT
- - .-
.. u - - -
- -
- -
- -
- -
- -
- -
- -
- -
L5 L4 ~u L3 L2 ~ Ll R 1 R2 R4 R5
R3
-
STACKS & MOTION
- - .-
.. u - - rv
- -
I - -
- I
,-/ - \
-
-
- -
"L4 ~" L2 ~\/ R2/" R4 /'
L5 L3 R3 R5
R 1 20

KICKOFF COVER - COVER 1

(SIDELINE COVERAGE VS SIDELINE LEFT RETURN)

RS • Contain I Fill R4- Force

R3 • Attack I Fill R2 • Penetrate R1 • Penetrate

(Safety)

(Primary Force I Contain)

Line Backer

Wedge Buster

Wedge Buster

FLEXSIDt:;il

L 1 • Penetrate L2 • Penetrate L3 • Penetrate

L4 • Force I Contain LS • Contain I Fill

K· Kick

Wedge Buster Wedge Buster (Primary Force) (Primary Force) (Primary Force) (Safety)

SOLID SIDE ·.1

FORCE I -









L5

21

SIDELINE COVERAGE AREA 1 vs. SIDELINE - LEFT RETURN

When the return is QN or OUTSIDE the #'s, (area 1 or 3), we refer to this return as sideline return.

Responsibilities:

L5. Cover with speed - 20+. Read on the run. Close to the perimeter of the return.

Take a force/contain angle. Make the hit around the corner or through the block. (PRIMARY FORCE I CONTAIN)

L4 Cover with speed - 20+. Read on the run. Adjust pursuit angle and attack!

Penetrate! Make the Big Hit! (PRIMARY FORCE)

L3. Cover with speed - 20+. Read on the run. Adjust pursuit angle and attack!

Penetrate! Make the Big Hit! (PRIMARY FORCE)

L2. Cover with speed - 20+. Read on the run. Adjust pursuit angle and attack!

Penetrate! Make the Big Hit! (WEDGE BUSTER!)

L 1. Cover with speed - 20+. Read on the run. Adjust pursuit angle Converge and Squeeze. Maintain leverage. (WEDGE BUSTER!)

R1. Cover with speed - 20+. Read on the run. Adjust pursuit angle Converge and Squeeze. Maintain leverage. (WEDGE BUSTER!)

R2. Cover with speed - 20+. Read on the run. Adjust pursuit angle Converge and Squeeze. Maintain leverage. (WEDGE BUSTER!)

R3. Coverage with speed - 20+. Read on the run. Adjust pursuit angle up field diagonally. Maintain leverage. (LINEBACKER! SECONDARY FORCE)

R4. Cover with speed - 15+. . Adjust pursuit angle up field diagonally. Maintain leveage. (PRIMARY FORCE) if blocked contain. Make the play from the backside!

R5. Cover with speed - 30+. Read on the run. Adjust pursuit angle up field diagonally. (SAFETY)

K KICK THE BALL TO THE DESIGNATED AREA. Cover under control to the 35.

Front the ball. (SAFETY)

22

KICKOFFCOVER - COVERAREA2

MIDDLE COVERAGE vs MIDDLE RETURN

Responsibilities:

LS - RS - Contain I Force - Support (Safety) (5 x 5 Rule) DO NOT LET THE RETURN MAN BUST OUT! L4 - R4 - Force I Contain

L3 - R3 - Attack I (Be a Linebacker and Fill)

L2 - R2 - Primary Force I Penetrate (Wedge Buster) L 1 - R1 - Primary Force I Penetrate (Wedge Buster)

K - Kick! Safety

FORMATION LEFT - STACKS - KICKOFF DEEP OR SQUIBB TO AREA 2

• _ FORCE I









40

KEY

30

L5

L4 L3

1 R2

L 1 L2

23

R3

COVER AREA 2 vs MIDDLE WEDGE RETURN

When the return is a MIDDLE return. We will adjust our assignments and lanes relative to the type and location of the wedge.

Responsibilities:

L5/R5 - Cover with speed - 30+. Establish contain angle until the return is defined - Maintain leverage -Close to the ball - ALERT: Check reverseIThrowback

(Safety). (5 X 5 RULE! MUST CONTAIN BUST OUT PLAY!)

L4/R4 - Cover with speed - 20+. Maintain a FORCE angle - Make the hit around the corner or through the block (PRIMARY FORCE).

L3/R3 - Cover with speed - 25+. Close through lane until approximately 5-7 yards from wedge - Read the Action - Adjust - Read & Fill. (LINEBACKER)

L2/R2 - Cover with speed - 20+. Close Through lane - DON'T GET KNOCKED OUT OF YOUR LANE - Attack through the seams or gaps - (WEDGE BUSTER!)

L 1/R1 - Cover with speed - 20+. Close through lane - DON'T GET KNOCKED OUT OF YOUR LANE - Attack through the seam or gaps - (WEDGE BUSTER!)

K - Kick the ball high and long (4.0 + GL+). Cover under control - Front the ball - Make the play if we need it. (SAFETY).

Example:

®I®r®\~ (:2

(PRIMARY FORCE)

(pRIMARY FORCE)

L4

Ll

Rl

R2

~

R4

L

J

(LINEBACKER) L3

(LINEBACKER) R3

(SAFETY) (S x S RULE) L5

(SAFETY) (S x S RULE) R5

K (SAFETY)

24

KICKOFF COVER - COVER AREA 3

(SIDELINE COVERAGE VS SIDELINE RIGHT RETURN)

Responsibilities:

RS - Force I Contain R4 - Force I Contain R3 - Penetrate

R2 - Penetrate

R1 - Penetrate

Primary Force Primary Force Wedge Buster Wedge Buster Wedge Buster

~ ~

L 1 - Penetrate L2 - Penetrate L3 - Attack I Fill L4 - Force

LS - Contain I Fill K- Kick

Wedge Buster Wedge Buster Line Backer

Primary Force I Contain (Safety)

SAFETY



FO R ce z









R 1

25

MEDIUM KICKOFF TO AREA 1

I FO RMA.TIO.N ••••• LE.F']J •••••• - •••.•• §Ti\..CK ••••• ~ •••••• &. •••••• 3.t.S .••••. - ••••• l~.! •••••• I.INI)~:R. •••••• g~I'f~.~ •••••••• I

G

PR

G

10

SR

SR

T

5

4

20

FORCE I CONTAIN

T

G

20

L5

L3 L2

R2 R3

L4

L1

Rf

R4

26

R5

MEDIUM KICKOFF TO AREA 3

FORMATION LEFT - L3 UNDER~CALL I

G

PR

G

10

SR

FORCE I CONTAIN

30

40

SR

50

30
L3UNDER
CALL
IF RIGHT
SIDELINE
20 RETURN 2
-
L4 Rl R2 R3 R4 R5
L3 T

G

27

G

40

KICKOFF COVER

~ ADJUSTMENTS

SECTION

KICKOFF COVER - ADJUSTMENTS SECTION (# I'S & # 2'S STACK & SIGHTAD.JUSTl

-

-

G

- -

- MIDDLE RETURN -

- -

G

10

PR

10

20

-

SR

20

40

- TE WS WT TE-

30

IF LI GETS BLOCKED OUT

TRY TO GET BACK INTO YOUR WEDGE POSITION!

50





I J
I
I
I
• -
-
I-
I V
I -

40

LG i-- -

30

I I I

I I I



c

v

30

IF RI GETS BLOCKED OUT TRY TO GET BACK INTO YOUR WEDGE POSITION!

40

I I I I

50

40

20

• •

• K.

I

I

I

L2 L1

.
I
30
I
- •
- I
I 20
.
R1 I
R2 KICKOFF ADJUSTMENT

#I'S & #2'S STACK AND SIGHT ADJUST· READ THE BLOCKS & FILL HOLES.

WHEN TEAMS LIKE TO USE A MIDDLE OR MIDDLE CROSS RETURN, WE SHOULD BE READY TO MAKE THIS ADJUSTMENT. THE # I'S SHOULD BE THE FASTER MAN. THE #2'S MUST READ THE BLOCKS OF THE FRONT LINE CENTER AND GUARDS. (EXAMPLE: TAMPA, CLEVELAND & DETROm

28

# l'S EXCHANGE & CROSS

-

G

G

,
,
,
LG : . c ,
- . , -
:. ,
, -
-. , -
-.
:. -
, -
-. , -
,
) ,-
.. ..
1 K !
j J SR

30

40

Ll PICKS & ROLLS THE MAN TRYING TO BLOCK RI. THEN READ & REACT INTO WEDGEI

50

RG

30

KICKOFF ADJUSTMENT

#1 'S EXCHANGE POSITION & CROSS (OPTION. PICK & ROLL)

WHEN TEAMS ARE GETTING GOOD POSITION BLOCKS ON OUR WEDGE BUSTERS WITH THEIR CENTER & GUARDS, THIS IS AN EXCELLENT ADJUSTMENT. THE KEY IS GETTING THE TWO POSITIONS TO WORK TOGETHER AND SECURE THEIR LANES AND WEDGE POSITIONS I

29

# 2'S SIGHT ADJUST TO # 1 'S - READ & FILL

G

RETURN MAN COULD GO LEFT I MIDDLE OR RIGHT

I I I

L5

L3

R4

l2 L1 R2

KICKOFF ADJUSTMENT

#2'S SIGHT ADJUST ON #1 'S - READ THE BLOCKS & FILL HOLES.

WE CAN ALSO USE THIS SCHEME WHEN DIRECTIONAL KICKING TO AREA 1 & 3.

THE # I'S & # 2'S WILL USE A STACKED FORMATION.

THE # I'S SHOULD BE THE FASTER MAN.

THE # 2'S MUST READ THE BLOCKS OF THE T.E. OR FRONT LINE C,G OR T. (EXAMPLE: PACKERS & SAINTS)

L4

R3

30

R5

BACKSIDE FLEX COVERAGE # 3 READ & SIGHT ADJUST TO # 2

G

G

RETURN MAN GOING LEFT _ A WA Y FROM BAC-KSIDE COVERAGE-

:SR

• •

• •

• •

KICKOFF ADJUSTMENT

#3 READS (RT) AND (RTE> AND OUT BLOCK BY (RG) ON OUR # 2 COYER MAN TillS ADJUST SHOULD BE MADE ON SPECIFIC BLOCKING SCHEMES OR RETURNS.

KICKOFF COVER MEN MUST READ THE BLOCKING SCHEME AND SIGHT ADJUST.

TillS BLOCKING SCHEME IS USED ON MANY SIDELINE RETURNS. (EXAMPLE - PACKERS, TAMPA, & DALLAS)

A KEY IS WHEN TEAMS USE THEIR TACKLES TO CIllP # 3 AND WALL RETURN SIDE.

31

R4 RS

# I. # 2. & # 3 SCRAMBLE FORMATION - SIGHT ADJUST

G

G

-

RETURN MAN COULD GO

LEET I MIDDLE OR RIGHT

50

40

30

I I

L5 L4 L2 L3 R4 RS

KICKOFF ADJUSTMENT

#1. #2 & #3 SCRAMBLE TECHNIOUE

WE WILL US A SCRAMBLE TECHNIQUE TO CONFUSE THE RETURN TEAMS BLOCKING ASSIGNMENTS.

ANY 3 MAN COMBINATION CAN WORK THIS TECHNIQUE. IT IS IMPERATIVE THAT EACH PLAYER ENDS UP IN HIS LANE AND DOES HIS DESIGNATED ASSIGNMENT. 1# I & 1# 2 ARE STD...L

WEDGE BUSTERS, AND 1# 3 MUST STILL BE A LINE BACKER. EACH PLAYER MUST NOT ONLY ADJUST TO THE FLIGHT OF THE BALL BUT ALSO READ & REACT TO THE RETURN TEAMS BLOCKING SCHEMES.

32

# 2. # 3. & # 4 SCRAMBLE FORMATION - SIGHT ADJUST

G

- -

RETURN MAN COULD GO

LEeT I MIDDLE OR RIGHT

20

50

DIRECTION OF THE RETURNI 40

I I

30

L1

R4

L5

L2 KICKOFF ADJUSTMENT R3

# 2. #3. & #4 SCRAMBLE SCHEME

YOU ARE STILL RESPONSIABLE FOR YOUR LANE AND YOUR ASSIGNMENT! # 4'S ARE STILL PRIMARY FORCE. ATTACK AROUND ras TIGHT END.

# 2'S ARE STILL WEDGE BUSTERS. ATTACK INSIDE mE TIGHT END.

# 3'S ARE STILL LINE BACKERS. YOU MUST BE ABLE TO REACT INSIDE OR OUTSIDE.

33

R5

# 3 & #4 EXCHANG;~ AND CROSS

G

G.

~------------------------~------------:-:--------------------------~

RETURN-GOING MIDDLE OR RIGHT

TE

T

c

G

1 1

1 1

1 •

301 1

1 1

1 1

1

1 1

R4

R3

KICKOFF ADJUSTMENT

#3 AND #4 EXCHANGE & CROSS

THIS ADJUSTMENT IS MADE WHEN TEAMS ARE TRYING TO RUN AN INSIDE SIDELINE RETURN. THEY WILL USUALLY TRY TO BLOCK THE # 3 MAN OUT WITH SOME TYPE OF COMBINATION DOUBLE TEAM BLOCK.

(EXAMPLE: PACKERS, CLEVELAND & DETROIT)

34

RS

# 4 & # 5 EXCHANGE AND SIGHT ADJUST

G

G

:RETUF.N GOING RIGHT

SR

SR

CHIPONLJ BY TACKLE

SHORT SET ON R4 BY RIGHT TACKLE

c

G

RT

I I

I I

30

I I I

I I

KICKOFF ADJUSTMENT (#4 & #5 EXCHANGE & SIGHT ADJUST)

mrs ADJUSTMENT SHOULD BE MADE WHEN THE RETURN TEAM IS TRYING TO BLOCK OUR PRIMARY FORCE MEN, L4 OR R4. TmS WILL USUALLY BE A GAME PLAN ADJUSTMENT, WEEK TO WEEK. WHEN THE RETURN TEAM IS SHORT SETTING3JHEIR TACKLES AND BLOCKING OUR # 4 MAN PLAY SIDE, WE MUST MAKE THIS ADJUSTMENT. THE OTHER OPTION IS IF THE BACKSIDE GUARD OR TACKLE TRIES TO BLOCK OUR # 4 MAN A WAY FROM THE RETURN. (EXAMPLE: HOUSTON & CmCAGO).

35

BACKSIDE ADJUSTMENT TO STOP A "BUST OUT" PLAY

G

PR

G

LEFI7HEN "BUST OUT" TO:rHE WIDE-SIDE OF THE

20

WS WT TE

40

,

KICKOFF ADJUSTMENT

WHEN TEAMS LIKE THE NEW ORLEANS SAINTS TRY TO RUN A "BUST OUT" PLAY,

WE MUST MAKE THE FOLLOWING ADJUSTMENT. AS WE GET CLOSE TO OUR OPPONENTS

30 YD. LINE WE MUST NOT RIP ACROSS OUR OPPONENTS FACE OR OVER COMMIT INSIDE. WE

MUST BREAK DOWN AND TRY TO NEUTRALIZE OUR OPPONENT WITH A TWO GAP TECHNIQUE!

YOU MUST BE IN A POSITION TO MAKE A PLAY INSIDE OR OUTSIDE!

36

TRIPLE OPTION ONSIDE KICKOFF - FORMATION AND CALLS!

G OPTION 1 DEEP

G

10

20

OPTION 3 MEDIUM

50

50

OPTION 3 SHORT

30

L5 L4 L3 L2 L 1 R 1 R2

K 1 1

R4 9

. Motion Men·.· ..

Left or Right···

R3 B

NOTE:

We can use either our GOOD HANDS or our regular KICKOFF COVER team. We can start in our TRIPLE OPTION kickoff formation or we can move (INTO) or (OUT OF) it. The call for the specific kick will be made once the receiving team has reacted to our formation. The team will then get the call from the sideline and execute the designated ONSIDE, MEDIUM, OR DEEP kickoff.

37

R5

TRIPLE OPTION ONSIDE KICKS

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1 0

9

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#3 MEDIUM

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1

2

38

1 0

RETURNERS

MOVE UP FIELD & BREAK OUTSIDE!

COVER MAN TAKE ON BLOCK WITH INSIDE SHOULDERI GET OFF BLOCK AND ONTAINI

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39

KICKOFF COVER DRILL

RETURNERS

MOVE UP FIELD & BREAK OUTSIDE!

,

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GET OFF BLOCK AND CONTAIN!

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40

KICKOFF COVER DRILL

RETURNERS

MOVE UP FIELD & BREAK MIDDLE LEFT OR MIDDLE RIGHT

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KICKOFF COVER DRILL

RETURNERS

MOVE UP FIELD & BREAK OUTSIDE!

,

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#4 COVERMAN TAKE ON BLOCK WITH INSIDE SHOULDER!

GET OFF BLOCK AND

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KICKOFF COVER DRILL

RETURNERS

MOVE UP FIELD & BREAK MIDDLE LEFT OR MIDDLE RIGHT

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L3 L2 Ll Rl R2 R3 43

KICKOFF COVER - RULES

RULES TO KNOW:

1. If a kick does not travel 10 yards, it is an invalid kick and must be recovered by the kicking team or the ball will belong to the receiving team if they recover it at that point.

2. If the receiving team touches the ball, including before it has traveled 10 yards, it is a free ball.

3. Once a kickoff travels 10 yards it is a free ball and belongs to the recovering team at the point of recovery.

4. If the ball is recovered in the end zone by the kickoff team, it is a touchdown.

5. On a kickoff, the kicking team may catch the ball in mid-air, if no receiver is in the area.

However, the kicking team may NOT advance the kick.

6. If there is a receiver in position to catch the ball in the air he is entitled to the right of way to CATCH the ball first. He may also signal and make a fair catch.

7. Any kickoff receiving team member may fair catch a ball and all fair catch rules apply.

8. A punt is allowed after a safety ..

9. All players on the RECEIVING team are prohibited from blocking below the waist during any return play. ALL PLAYERS ON THE KICKING TEAM ARE PROHIBITED FROM BLOCKING BELOW THE WAIST on any kick play.

44

KICKOFF RETURNS - GENERAL INFORMATION

We will have basic assignments for each of the above returns, and these assignments will be adjusted each week, if necessary, in order to take advantage of the specific coverage pattern being used by our opponent. We will also make some adjustments, when warranted, to take advantage of opponents' personnel weaknesses.

It is essential we field kickoffs in the air, and our backs and short people must be prepared to field short kicks which come to them.

There are several situations which require special preparations as we prepare to return a kickoff. These are listed below and explained briefly:

1 . Onside Kickoff Defense:

We will use special personnel and a special kickoff return alignment in those situations where we know it is extremely likely that our opponent will attempt an onside kickoff. When the onside kick is something we feel is a concern but still less than 50% possibility, we will keep out regular kickoff return personnel in the game, adjusting their alignment somewhat in order to defend against such a kick. In the latter situation, we will have a regular return called and will employ it if our opponent kicks away.

2. Sguib Kick Defense:

When we know an opponent is going to squib kick, we will loosen the men on our wedge in order to better cover the field against a bounced kick. Tight ends should also be alert for a ball squibbed to them. Anyone on the wedge who fields a squib kickoff should return it straight ahead being certain to cover the ball with both arms.

3. Converting to a Sideline Return: (AUTOMATIC RETURN-RAMBO)

Whenever the ball is kicked down a sideline away from where we had intended to return it, we will automatically convert to a special type of return up the side where the ball has been kicked. This adjustment will prevail against both squib and regular kickoffs.

45

KICKOFF RETURN - PRINCIPLES

1. FIRST PLAY: The Kickoff Return is considered the first play of the offensive drive. We ~ get the ball beyond the +28 in order to establish field position. Our first goal is to get a 1 ST DOWN (beyond the +28) and then a TOUCHDOWN!

2. WALL: The personnel that aligns between the +40 and +45 will be referred to as the FRONTLINE. The C (Center) will coordinate this group.

3. WEDGE: The deep personnel that form a shield for the return man will be referred to as the WEDGE. The WS (Wedge Setter) will coordinate this group.

4. RETURN SAFETIES: The deep personnel that will be responsible for the majority of the returns and forming on the wedge will be referred to as the sa (Secondary returners) and PR (Primary returners). They will work together in fielding the ball. "YOU" or "ME" calls will be made quickly and loudly - REPEAT!

5. TIMING: In order to have a well-coordinated return, TIMING is critical. The WS (Wedge Setter) will set the wedge and all the other components of the unit will form relative to his direction. The wedge will, in turn, move into their blocking responsibility on the command "GO!" - "GO!II.

6. ABORT: When we have a reverse or fake reverse called and the ball is kicked to or outside the numbers, we wilillABORTIl (eliminate) the REVERSE or FAKE REVERSE and take the ball up that respective sideline. We will adjust our blocks accordingly.

7. "MIDDLE" WEDGE RETURN: With a squib-kick or low line drive, the WS can call "MIDDLE - MIDDLE" in which case we will convert the predetermined call to a middle wedge return. All principles apply. the WALL will adjust their blocks relative to where the wedge and ball is located.

8. ADJUSTMENTS: When a middle return is called (Wedge or Cross) and the ball is on or outside the numbers, the wedge will set up only as wide as the numbers and the return will go up that respective sideline.

9. SWITCH: When we want to exchange blocking responsibility, we may do so by using the term "SWITCH" and, in turn, identifying the change in assignments.

10. RAMBO: When the kick goes outside the NO's opposite the designated return, we will call II Ramboll and adjust our blocking in order to take the return up that sideline.

46

11. CONTAIN I SAFETY: When we are blocking on the perimeter, we will normally be confronted with personnel responsible for safety and contain. They are usually #5 and #4 respectively, but they may switch and, in turn, we may need to adjust our blocking responsibility on the move.

12. ONSIDE: If an onside kick is anticipated while using normal personnel, the Center and WS will communicate the call to the unit and will adjust accordingly. (7 or 8 UP CALL)

13. WEDGE SETTER: Our WS and his responsibilities are as follows:

a. Set the Wedge: Approximately 7 - 10 yards in front of the PRo

b. Make the "GO" Call: When the ball is secured and the PR makes his first move forward, start the wedge with the "GO!" call.

C. Call "SHORT": On any short kickoff! The Wedge will Attack and take the return up the near sideline.

d. Squibb: Change the return to our base middle return (Middle Wedge).

e. Onside: When a potential onside return is anticipated, 7 OR 8 UP CALL!

14. ~: DON'T CLIP - Always be in position to block your assignment. If you can't make the play, there is always another man to block or another play to make.

15. ~: The front five (5) ALWAYS be on the alert for an on side or squib kick. Once the ball crosses the 40 yard line, it is a live ball.

16. ~: RETURN MEN - Down every ball that goes into the end zone.

17. ~: Once the (SR) or (PR) leave the end zone, they cannot return to down the ball.

18. The following ingredients are critical for a SUCCESSFUL KICKOFF RETURN UNIT.

47

KICKOFF RETURN - (PROCEDURES AND FORMATIONS)

*

Huddle at the 50 yard line with Coach Zauner after each score. (1) Get the call; (2) move to the field and huddle at the 35 yard line. (3) (PR) Primary Return man will make the call once again. READY BREAK!

*

Our team goals are to average more than 25 yards a return and establish field position for our offense. WE WANT THE BALL OUT PAST THE 30 YARD LINE!

*

No Fumbles, No Mental Mistakes, No Clipping, and No Blocking Below the waist. (Any player can call for a fair catch!) NEVER LINE UP DIRECTLY IN FRONT OF THE BALL!

OUR FORMATIONS WILL DICTATE SPECIFIC PERSONNEL AND ALIGNMENTS •. ~NDUM-t~ij9~~d~2~~~O_~Md~o~wim&.&R&'; - DIAMOND - two tight ends, a wedge setter,and three return men. (LSR, RSR & PR)· TRIANGLE - two tightencfs, a fullback, wedge setter and two return men. (PR & SR) .

LT

LG

c

RT

RG

50

50

40

LTE RTE

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20

ws

20

ws

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48

KICKOFF RETURN TECHNIOUES AND TERMINOLOGY FRONT LINE & TIGHT ENDS;

A. Go Get 'Em Call = (1) Square up with assigned cover man, (2) Breakdown and

take him on in the numbers, (3) Make him go away from the side of the return, and (4) Get to your position in the wall or to the return side.

B. Drop Back = Front line will retreat and sprint to the 25 yard line and execute the proper block. (swinging gate, arc block, wall off etc ... )

C. Short Set = Front line will drop back 5,10, 15, or 25 yards before executing their Position or Arc blocks.

D. Swinging Gate = Is our drop back technique in which we turn and run to a specific yard line. As you run, keep a 3 to 4 yard cushion inside your man. At the 25 yard line, you want to break down, pivot, open up to the outside and usher your man to the outside.

E. Arc Block = Technique used by our FRONT LINE and (TE's) to cave in a primary cover man. (1) Find your man, (2) give ground, (3) look for your man over your inside shoulder, (4) time up your block and (5) block your man. Position block or shield your man from the return. (Your Head Front Side)

F. Wall-it = After a Chip or Go Get 'EM Call designated front line men will sprint to an area to set a picket fence for our wall return. (CENTER, GUARD & TACKLE)

G. Press - when the ball is kicked near the sideline you may not be able to execute your normal blocking technique. Push or Press your man to the sideline.

H. Wall them off = when the ball is kicked across field and you can not execute your normal blocking technique, try to shield or wall your man off from the return.

I. Influence Block = A block in which a front line man will drop back to about the 30

to 35 yard line and attempt to execute an Arc block on his asslqned man. As he sets up to block his man out away from the return the cover man will try to rip across his face. As the cover man rips across the blockers face, open your hips and take him down to the inside. Wall him off to the inside so we can run our "Bust Out" return.

J. Post Up = A technique used by the tight end. The tight end will move to a designated yard line, usually the 20 and wait for his designated blocking assignment.

K. Chip & Wrap Around = A technique used by the front line tackles. The tackle will attempt to chip the # 3 man at about the 45 yard line. Hopefully the # 3 man will avoid him to the outside. The tackle will continue to drop back downfield and arc the same # 3 man.

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WORK ••• ONTHESE ••• TECHNlm!JES

49

KICKOFF RETURN TECHNIOUES - (CONTINUED)

NOTE:

TIlE ARC BLOCK AND SWINGING GATE TECHNIQUES CAN BE EXECUTED DROPPING BACK AND BLOCKING YOUR MAN IN EITHER DIRECTION.

TIlE WORDS: WALLING OFF, SEALING BACKSIDE, APPLY WHEN YOU ARE BLOCKING PLAYERS PERSUEING TIlE RETURN FROM TIlE BACKSIDE. PRESS: PRESSING YOUR MAN CAN BE USED WITII ANY TECHNIQUE BUT IS A REACTION BLOCK TO THE BALL BEING KICKED TO TIlE CORNER OR SIDELINE.

OPTION BLOCK: APPL YS MOSTLY TO TIGHT ENDS AND RETURN MEN. TIlE PLAYER HAS AN ASSIGNMENT TO CONNECT TO THE WEDGE BUT BECAUSE OF HIS ANGLE OR DISTANCE FROM THE RETURN HE WILL BLOCK TIlE MOST DANGEROUS MAN TRYING TO COME OFF THE CORNER OR BACKSIDE.

40

RG

SHoliT SET 1 WALL- IT

50

SHORT ARC

BLOCK

20

1 0

OPTION BLOCK 1-

1 0

LEAD OR SEAL BACKSIDE

G

PR

G

50

AREA RESPONSIBILITY

NOTE: KNOW YOUR AREA RESPONSIBILITY AND BE ALERT FOR ONSIDE KICKS, SQUIB KICKS, AND POP UP KICKS -- MAKE THE PROPER FAIR CATCH SIGNALS AND COMMUNICAT (YOU-ME) CALLS. THE PERSON BEHIND HAS PRIORITY CATCHING THE BALL.

LT LG C RG RT

40

c

LG

RG

RT

LT

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40

LTE

WSorWT

10

SR

PR

51

K

L 1 :

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R2

R330 R4 R5

L2

40

c

LG

LT

RT

WEDGE BLOCK LS,IA & L3 20

10

10

• OPfION BWCK

CHECK BACKSIDE I LEAD

G

G

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52

RG

T

K

LS

L430

R3

GET TO WEDGE I WALL OFF MIDDLE I LEAD

40

LT

c

50

40

20

10

OPTION BLOCK-

CHECK BACKSIDE I LEAD

G

G

53

DIAMOND - WIDE SIDE LEFT- KICKOFF RETURN

20

30

30

40

RT

20

20

WEDGE: SELL UPFIELD BREAK WIDESIDE

SR

10

GET TO MIDDLE OF FIELD I BREAK DOWN I BLOCK L1 SEAL DOWN INSIDE!

CHECK BACKSIDE WALL OFF TO LEAD

G

PR

G

START UPFIELD I BREAK WIDESIDE HOLE INSIDE TO BOUNCE OUTSIDE

-

-

54

DIAMOND - WIDE SIDE RIGHT - KICKOFF RETURN

20

30

30

40

c

RG

LT

50

40

30

20

20

SR

10

10

GET TO MIDDLE OF FIELD BREAK DOWN I BLOCK Rl SEAL IDM INSIDE!

CHECK BACKSIDE I WALL OFF BLOCK MDM

PR

G

G

START UPFIELD I BREAK WIDESIDE HOLE INSIDE TO BOUNCE OUTSIDE

-

55

TANDUM- VIKING RIGHT - "BUST OUT LEFT"

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MOVE UPFIELD I MUST SELL RE11JRN RIGHT IBUSTQUTTO LEFT I .. .. LOOK FOR POSITION BLOCK ON L5·

56

--- ---

6 MAN MIDDLE CROSS

SHORTSET- CATCH YOUR MAN & RUN WITH IDM AND SIDELD HIM JUST LIKE ON PUNT RETURNS (OPTION - CROSS BLOCKS BY CENTERS I GUARDS OR BOTH)

20

L5 L430

20

L3

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- -

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-

WS - ON ANY HIGH SHORT KICKS TO THE SIDE LINE "SHORT CALL" WS AND TE ATTACK OUTSIDE #4 & #5'S

57

6 MAN SHORT SIDE RETURN LEFT - TE DOUBLE TEAM FRONT LINE - SHORT SET & POSITION BLOCK

20

20

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ARC BLK TECH.

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WS BLK & RTE SHORT CALL GOG~TL4&L5

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G CUT BACK TO VIKING (EFT

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58

6 MAN SHORT SIDE RETURN RIGHT - TE DOUBLE TEAM FRONT LINE - SHORT SET & POSITION BLOCK

20

20

K

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L3

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R2

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L5

40

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LT

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GO GET R4 & R5 -

1 0

PR

OPTION BLOCK :

SEAL INSIDE TO LEAD -

G LOOK FOR R4 OR R5 :

G

SELL WIDESIDE RETURN CUT BACK TO SHORT SIDE RIGHT RETURN!

-

...

59

5 MAN· - AUTOMATIC SHORT SIDE LEFT

(TRIANGLE FORMATION)

MUST MAKE· THIS RETURN LOOK LIKE WIDE SIDE RIGHT!

INFLUENCE BLOCK TECHNIQUES ARE THE KEY!

20

30

30

40

MAKE BLK ON Ll LOOK· LIKE WIDE SIDE LEFT BLOCK.

40

c

LG

RG

RT

LT

50

40

TE· DBLTEAM L30RL2MDM

G

START UPFIELD I

MAKE IT LOOK LIKE WIDE SIDE. cur BACK OurSIDE - BEHIND DBL TEAM BLOCK BY LT & LTE.

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WEDGE, SELL UPFIELD BREAK WIDESIDE BLK Rl

10

PR

G

60

PR - OPTION BLOCK TECHNIQUE BALL KICKED MORE TO HASH Rl WILL BE MDM. BALL KICKED ours IDE NUMBERS L4 IS MDM

5 MAN - AUTOMATIC SHORT SIDE RIGHT

(TRIANGLE FORMATION)

MUST MAKE THIS RETURN LOOK LIKE WIDE SIDE LEFT!

INFLUENCE BLOCK TECHNIQUES ARE THE KEY!

20

30

30

KE BLK ON Rl LOOK •

LIKE WIDE SIDE RIGHT BLOCK S AL INSTnE OR GET R5 •

40

40

c

LG

RT

LT

50

TE

GET TO MIDDLE OFFIELD·

WEDGE, SELL UPFIELD BREAK WIDESIDE BLK L1 •

SR

G

SR • OPTION BLOCK TECHNIQUE BALL KICKED MORE TO HASH L1 WILL BE MDM. BALL KICKED OUTSIDE NUMBERS R4 IS MDM

START UPFIELD I

MAKE IT LOOK LIKE WIDE SIDE. CUT BACK OUTSIDE· BEHIND DBL TEAM BLOCK BY RT & RTE.



61

AUTOMATIC SHORTSIDE LEFT DBL #Ll'& # L2 - KICK OUT#L3 & #L4

(TRIANGLE FORMATION)

20

20

30

30

40

LG

LT

RT

\ 50 \ ~ I 50

.

JlLl : .

3 0 ..__~. l ... osITioN'tl:

30

RTE _.,.,.,

lA J.. -'L3J ~ ~FB

20 "'-\

20

L3 ,_ .:3a. •

~WS

10

\ =" RITOR4 •

• ~. 10

G

-

-

62

AUTOMATIC SHORTSIDE RIGHT DBL # Rl & # R2 - KICK OUT # R3 & # R4

(TRIANGLE FORMATION)

30

o

63

5 MAN - AUTOMATIC WIDE SIDE LEFT

(TRIANGLE FORMATION)

20 - - 20
- -
- -
- -
- -
- -
- -
30 - - 30
- -
- -
- -
- -
- -
- -
- -
40 - - 40
- C - RG
LT LG - - ~RT
\ - -
- -
\SO - - I
- -
- -
- - SO
<; L3 - - I
~ - -
r-, - -
- -
CHIP OR SHORT SET # L3 \\ -
-
WRAP AROUND BLK LS \ -
40 - 40
\ : , \ -
- )
- -
- -
30 Lf \~ ~~ 30
- ~l
-
L TE, L21j - _ Rl RTE
-
GET TO MIDDLE ~ : .. ~ I" - I TEo GET TO WS
-
OF FIELD 0 DBL :FB\ ON GO DBL TEAM
TEAMRI I;1....... "W S. Ll TOMDM
L3 ~~" / }-!4
~~
~ "'-0 ., ~ I
, -
-
10 0 ./ 10
-
0 /:
0 WEDGE, SELL UPFIELD
- BREAK WIDESIDE
0
-
SR 0 .-- 0
0
0 0 PR
G - 0 G
SR 0 MOVE TO RETURN MAN. START UPFIELD I GO WIDESIDE·
GO GET L3 OR L4. MAKE IT MAKE IT LOOK LIKE BUST OUTI
LOOK LIKE BUST OUT CUT BACK INSIDE 0 BEHIND DBL
TEAM BLOCK BY WS AND TE.
.. - 64

----_-_.

5 MAN - AUTOMATIC WIDE SIDE RIGHT

(TRIANGLE FORMATION)

20 - - 20
- -
- -
- -
- -
- -
- -
30 - - 30
- -
- -
- -
- -
- -
- -
- -
40 - - 40
LT \ LG - C - RG
- - RT
- -
- - I
\ - - J
- -
- -
50 - - 50
- - /
- -
- J - -,
- - .>
- / f CHIP OR SHORT SET 1# R3
-
- WRAP AR~~ BLK RS
40 -
- 7 -
- -
\ - -
- - ,
) - / - <
:;L;AJ - \_
-
- 30
- .
TE-GETTOWS ~:Y C~ ~R5 UR2
ON GO DBL TEAM Ll
Rt TOMDM TE ~ .......... TE
- "'\ ~ - _.GET TO MIDDLE
- r- OF FIELD - DBL
- WS FIr.
- TRAMLJ
~l - , ~-:iRl
-
R3
\ -~ - _ OR
I -
WEDGE, SELL UPFIELD ,~ ryJ Y R4
BREAK WIDESIDE
1-0 10
~, -
-
-
-
- ~ -
32 - - 82
G - - G
- -
START UPFIELD I GO WIDESIDE -
MAKE IT LOOK LIKE BUST OUT! PR· MOVE TO RETURN MAN.
CUT BACK INSIDE· BEHIND DBL GO GET R3 OR R4. MAKE IT
TEAM BLOCK BY WS AND TE. LOOL LIKE BUST OUT RIGHT!
~ - 65

5 MAN', - WIDE SIDE LEFT- BUST OUT

CENTER WILL SHORT SET & BLK Ll THEN PEEL BACK AND WALL L4 OR L5

20

30

30

40

40

RT

30

Rl

RTE

10

WEDGE, SELL UPF1ELD BREAK WIDESIDE • INFLUENCE L1

PR

G

G

SR· MOVE TO RETURN MAN. ON GO CALL· GO GET L4 OR MDM AND BLOCK OUTSIDE SHOULDER I

START UPF1ELD I GO LEFT • MAKE IT WOK LIKE WIDESIDEI BUSTOUT! TRY TO GET TO CENTERS BLOCK ON L4 OR LS.

-

-

66

5 MAN - WIDE SIDE RIGHT - BUST OUT CENTER WILL SHORT SET & BLK Rl

THEN PEEL BACK AND WALL R4 OR R5

20

30

30

40

c

RG

LG

LT

RT

40

TE-GETTO WS ON GO DBL TEAM RI- INFLUENCE

WEDGE, SELL UPFIELD BREAK WIDESIDE. INFLUENCE RI

10

SR

PR

G

G

START UPFIELD I GO RIGHT - MAKE IT LOOK LIKE WIDESIDE. BUST OUf! - TRY TO GET TO CENTERS BLOCK ON R4 OR RS

PR - MOVE TO RETURN MAN. ON GO CALL - GO GET R4 OR MDM AND BLOCK OUfSIDE SHOULDER!

-

-

67

TANDUM - MIDDLE WEDGE - BUST OUT LEFT

MUST MAKE RETURN LOOK LIKE A WEDGE OR RETURN RIGHT

20

20

30

30

CHIPLl BLOCKLS

40

LT

20

10

10

ATTACK/BLOCKL4 OFF CORNER

G

G

MOVE UPFIELD I MUST SELL WEDGE RETURN OR RETURN RIGHT I BUST OUT TO LEFT I LOOK FOR POSITION BLOCK ON LS

68

5 MAN - WIDE SIDE LEFT REVERSE RIGHT

THE KEY TO THIS RETURN IS MAKING YOUR BLOCKS ON THE RIGHT SIDE LOOK THE SAME AS A WIDE SIDE LEFT RETURN. THEN LET THE MAN RIP ACROSS YOUR FACE AND SEAL HIM AWAY FROM THE RETURN. (INFLUENCE TECHNIQUE)

20

30

30

- -

SHORT SET & POSITION.

BLOCK RI - SET WALL -

- -

RG & RT INFLUENCE TECHNIQUE ON YOUR MEN

40

LT

LG

50

CHIP OR SHORT SET # L3 PEEL BACK BLK LS

40

GET TO MIDDLE OFFIELD -

HIM RIP ACROSS YOUR FACE

SAME SET UP AS WIDE SIDE - WRAPAROUNDANDGETHANDOFF - G

PR

G

WEDGE SETTER - RUN RETURN LIKE WIDESIDE HOWEVER TAKE OFF A LITTLE EARLIER AND BLOCK WIDESIDE MDM -IA

-

69

VIKING RETURN I.~j~FT - REVERSE RIGHT

(DIAl'j "!D FORMATION)

- .",.' -
20 - - 20
- -
- -
- K -
- -
-
L5 L430 L3 L2 l 1 R 1 R2 R3 30R4 R5
- -
- -
- -
- -
- -
C SHORT A~C R 1 AND GET TO THE ~ALL CHECK RS SAFETY
40 RT-SHORT ARC R3 AND STA~T WALL 40
- C
IL~ - - -R·G RT
LT; - I :/' »>
-
I - I /~ 7 SHORT SET
-
- 50
50 -
I - I /
-
-
-
- V~Rl I
-
- -
40 - I - - ----- .dO
- I I - "
- 4-~
\ - -
- -
LTE .... "- - - fl~O I
- -
- -
l30 - \ -
• - -
""- It:"'" ~1 ~ ~R2 - LU./
-
WS -
- MOM
LTE & WS BLOCK ~ RTE&RV 2)
OUTSIDE FORCE LS.4 OR 3 - MIDDLE J
20 - . SEAL -
-~ . ~:

LSR - RSR
- - - - ""7'
'---- 4. - - ~
- -
-
1 0 1 0
- -
- -
- -
- -
- I -
- PR -
G - - G
- -
~ .=. 70

'VIKING RETURN RIGHT - REVERSE LEFT (DIAMOND FORMATION)

20

K

L5 L430

PR

G

G

71

TRIANGLE - RE~_rURN RIGHT (FB) REVERSE LEFT

THE FRONT LINE MUST USE INFLUENCE BLOCKS TO SELL A RETURN RIGHT. THE LEFf TIGHT END & (WS) MUST SEAL THE Ll & Rl A WAY FROM THE RETURN. FULLBALL DROP BACK AND MAKE IT LOOK LIKE YOU ARE GOING TO BLOCK OUT ON THE R4 MAN. AT THE CORRECT TIME PIVOT AND GO GET THE HANDOFF FROM THE RETURN MAN!

20

30

30

. SHORT ARC Ll

. EXECUTE BUST OJJT

40

40

c

RG

LT

50

50

40

20

20

10

PR

G

G

SR· COME ACROSS FORMATION TO DRAW L4 TO THE WEDGE. GO GET HIM JUST LIKE OUR BUST OUTPLAYI

PR • MOVE UP FIELD! MAKE THE HANDOFF ABOUT THE 15 YARD LINE. BLOCK R4 ORMDM!

72

RT

HOME RUN RETURN - TANDUM FORMATION

NOTE;

*

THIS RETURN CAN BE RUN OUT OF OUR TANDUM OR DIAMOND FORMATION.

*

THIS RETURN CAN BE RUN TO THE RIGHT OR LEFT. THE FRONT LINE WILL WALL TO THE SIDE OF THE RETURN. THE BALL WILL BE THROWN BACKWARDS ACROSS THE FIELD. THE WEDGE WILL PROTECT THE MAN CATCHING THE KICKOFF.

K

L5 L4 30

40

LT

RG

40

o

o

. --- .

THROW BACK TO ~ • .,..- _

• BALL INTO POSITIO}ol _

SR

PR

G

73

w

A

ON SIDE KICK RETURN (GOOD HANDS TEAM)

Resoonibilities - The width of the field is 160 feet or approximately 54 yards. We want to

distribute our Good Hands personnel staggered across the front lineapproximately 5 yards apart.

Front Line - Will set the coverage pattern at the 40 yard line and off set Left or Right. The front line will then adjust to the formation and motion of the kickoff cover team.

Back line - The back line will set up at the 50 yard line in triangle to the front line, splitting the difference relative to the front line. We will adjust to their formation and motion.

Return Man - Align at 20 yard line - between the Numbers and Hashes. We will adjust and rotate according to their formation and motion. (FAIR CATCH OR RECOVER THE FOOTBALL).

Deep Kick - When the ball is kicked deep, the front line should sprint back to our return man. (Make sure the ball is secured) - Turn and block, AREA PROTECTION.

... ... ., •• #

• #

tFB

• • #

• #

-, ..;#

RFB.

••••••••• :.. R G

.. #

•• ....f'

•• #

, •••••••••••••••• , RT

... #

• #

• #

• #

LT .•••••••••••••••••••• LG •••••• : •••••• C

.. _-...,

... _.-... ... .,#

•• #

PR & SR SPLIT THE FIELD IN HALF ON ALL DEEP KICKOFFS

74

ONSIDE RETURN

RULES:

1. The ball must go 10 yards to become a legal onside kick.

2. If the ball goes out of bounds on the first onside kick (20 yard rule). The kicking team will get one more chance to execute a successful onside kick. If the next kickoff goes out of bounds we will take over the ball at that point.

3. If the ball is short of 10 yards and the kicking team recovers it, the receiving team takes possession of it at that point.

4. If the ball is TOUCHED at any point by the receiving team, the ball becomes FREE to either side.

PRINCIPLES:

1. Our front will assume a hitting position and establish a vision point on the ball. Check the laces of the football and note the approach of the kicker.

2. Watch the kicker on his approach and focus on his leg action in order to anticipate where the ball will travel.

3. Recover ALL kicks unless the ball is obviously muffed and there is NO question it will be short of 10 yards. DON'T BACK OFF!

4. If the kick is a line drive, the front line should avoid handling the ball then block the MDM. The back line sprints to the ball. Recover the ball. DONT' ATTEMPT TO RETURN THE BALL.

5. Protect the ball at all costs.

6. If the ball is kicked deep, sprint back to the 30 making sure the ball is secured. Then turn and block MDM. (If regular unit WS set the return.)

7. If the kicking team shifts to an overload, ADJUST. Maintain relative spacing.

8. RETURN MAN - Take 00 chances. Fair catch or down all kicks if there is any doubt.

If it's obvious that you can return the ball in order to get us out of poor field position, do so, but cover the ball with both hands and hook slide as soon as a potential tackler confronts you.

75

GOOD HAN!;' lluCKOFF RETURN TEAM (ADJTJSING TO OVERLOADS)

20 · 20
·
· ·
· ·
· ·
9 K 10 87654321
30 · - 30
· ·
· · BLOCK OUTSIDE
· ·
· · #1 &# 2
· ·
· ·
· · .;..... •••••.•..•..... ~
· · 4(
40 · ·
LT · · L G C RG RT
• ·
·
·
· ·
L:TE+ · FB FB
· RTE
50 · · 50
· ·
· ·
· ·
· ·
.
· ·
· ·
40 · · 40
· ·
· ·
· ·
· ·
· ·
.. -
· ·
· ·
· ·
30 · · 30 '"
· · T
4 ·
~ ·
·
-, 7~ -
-
-
20 - - 20
"""1 - - PR
SR · -
· -
- -
· -
- -
· -
10 - · 10
- -
- -
- -
- -
- -
- -
- -
G · · G
- A 76

IMPORTANT KICKOFF RETURN TEAM RULES

1. Kickoff to be made from the 30 yard line, the restraining line for the receiving team is 10 yards way, on the 40 yard line.

2. Once a kickoff travels 10 yards, it is a free ball and belongs to the recovering team.

3. A kickoff recovered in the end zone by the kicking team is a touchdown whether the receiving team touched it or not.

4. If the receiving team on a kickoff touches the ball before it goes 10 yards, it becomes a free ball and belongs to the team which recovers it.

5. A fair catch can be used by the receiving team. All fair catch rules apply.

6. There is NO blocking below the waist.

7. All players on the receiving team are prohibited from blocking below the waist during a down in which there is a free kick or a punt. All players on the kicking team are prohibited from blocking below the waist after a free kick or punt. On all other plays, neither team may block below the waist after there is a change of possession.

77

DRILL

FREEZE COVER TEAM GOAL LINEIO 10 YD. LINE

G

30

CONE DRILL FOR KICKOFF RETURNERS

(BALL KICKED TO AREA # 1)

78

40

10

....

....

.... ....

- ... -

.... ....

.. ..

.. ~

,.

t

t

20



t

t t



• t



HURDLE lJUMMIES

- STUDDER & GO

_ BEAT BACKSIDE SAFETY

BEAT BACKSIDE SAFETY CLUB - CROSS OVER MOVE

30

DRILL

... ... ImJ
.
G - FREEZE COYER TEAM G •

- •
- GOAL LINE"'fO 10 YD. LINE •
- - •

- - •
- - •
- - ..
10 - - _(1.00.'
- : ....... )~
-
- ..
- : •••••• SET UP MOVE
......
- .~ ....... - ~
- • -
- ~ -, ~ -
20 - - SETUP 20
.
- • - KICK OUT BLOCKS

- • -
- • -
- : -
- • - j
- • -
- • -
- , ATTACK I TAKE IT AWAY 30
30 .... ~.
- # # ruill A-VOID SAFETY ~
_# -
• .
.
#- _
""""""""""""'\d ...... HURDLE DUMMIES __...",,_ 1\';';'",;""'::;:;:;:;:::::::;
# _ - I
# • _ -
# _
40 , ........ - ATTACK·l'AKEIT AWAY 40
'mill _ A VOID KICKER ~
•• ~m _
• _ _
• _ _ .
: _ _
_ _
• _ _

• _ _
• _ - 50
50·
• _ -

• _ _
• _ -

• _ -
• _ _ BEAT BACKSIDE SAFETY ~
• - -
• _ _ CLUB· CROSS OVER MOVE

• 40 _ - 40

~ STUDDER&GO _ - , ::::
- - ::::
BEAT BACKSIDE SAFETY _ - ~m
_ _ ;m
j lillll - -
. - -
_ _
_ - 30
30 - -
,.. _ CONE DRILL FOR KICKOFF RETURNERS

(KICKOFF TO AREA # 3)

79

PUNT TEAM - GENERAL INFORMATION

*

Statistics show that the Punt Team averages more plays per game than any other Special Team. This means the Punt Team has the greatest number of opportunities to do something POSITIVE for our team.

*

OUR Punt Team will be an offensive weapon for controlling field position. In order to successfully keep our opponents pinned on their end of the field, we must attain a high level of proficiency at:

I PROTECTING I PUNTING· I COVERING ·/TAC.KLiN~1

*

The Punt Team requires a high degree of communication, between players. The personnel selected for this team are chosen on the basis of ATHLETIC SKILL, CONCENTRATION, and the ABILITY to PERFORM UNDER PRESSURE.

*

The Punt Team has the capability to SET THE TONE of a game by controlling field position. We will prepare each and every week to execute oonslstently at a high level of performance.

*

We will spend the greatest portion of our practice time each week on this phase of the game. Make sure your WORK HABITS and STUDY HABITS are suitable to the effort needed to perform on this team.

1 .••••••• Pl1rsT •••••••• I~AM .••••••••• !s ••.•••••• TIIE.'.'.P1RIDE·~·.'·I~i\.l\1! ••••• 1

IMPORTANT POINTS;

1. The SNAPPER is the most IMPORTANT man on this squad. Great Punts start with great SNAPS.

The center snap is a critical part of the kicking game. We have THE BEST in MIKE MORRIS!

2. PLAYERS, be decisive about whom you are going to block. Communication is vital in avoiding assignment errors which can result in blocked punts.

3. The PUNTER should know when to punt quickly! Players should know when to hold their blocks longer.

4. PLAYERS, butt your man through the numbers if (Man Scheme). If (Zone Scheme) Punch inside man, work off the ball, and block outside man. Speed in getting off the line of scrimmage is vital. Use various release techniques: Swim, Pull and Jerk or Arm Under techniques. Be smart to change up your technique & tactics.

5. PLAYERS, once you release off the line of scrimmage FAN the field and get to your lane. Never follow behind or too close to a teammate. (FILL THE LANES) SIGHT ADJUST with your BUDDY.

6. Exercise good FIELD VISION as you cover. Be alert for blocking patterns. On coverage know your assignment. Are you on the (SOLID SIDE for PRIMARY FORCE) or the( FLEX SIDE FOR SECONDARY FORCE).

7. Adjust to the width of the field. FAN THE FIELp. CONVERGE ANP SQUEEZE to the return man.

8. When Punting down the middle of the field we must punt for HANG TIME. If DIRECTIONAL punting we should still punt for adequate hang time. However, position is paramount.

9. Seek to put your helmet on th~ returners torso when making the tackle. We must be SURE TACKLERS.

The men with the first shot must make the tackle since we do not want to allow running room fpr a good broken field returner.

10. The 2nd and 3rd tacklers should try to GO FOR THE BALL and PRY IT LOOSE! PUNCH OR HAMMERI

80

PUNT TEAM - TERMINOLGY

* ZONE PROTECTION "DOUBLE ZEKE" - This is AREA protection. This is a real Technique Style Protection. On the snap of the ball you should "punch" with your inside arm an work

back off the ball. SHUFFLE OR SLIDE YOUR FEET & GET BOTH ARMS UP!

(Your assignment is to punch the inside man and block the outside man.)

* MAN PROTECTION "MANNY" - This is like the word says, MAN protection. After the

(FB) makes his call, you will know exactly who to block. (Block # 1, 2, or 3 Outside In or Inside Out.)

* COMBINATION PROTECTION "COMBO" - This might be used if needed. This is a protection in which, one side of the line is in MAN protection and the other side of the line is in

ZONE protection.

* SLIDE PROTECTION "SPECIAL LEFT OR SPECIAL RIGHT" - This is a protection which will enable us to DIRECTIONAL PUNT or pick up OVERLOADS in specific situations. The word "OVERLOAD" will ALERT the line and the snapper that there is a SPECIAL situation and it will require our SLIDE PROTECTION.

* PUNT DIRECTIONS - AREA 1 (LEFf), AREA 2 (MIDDLE), AND AREA 3 (RIGHT) .

* SNAP DIRECTION - LINCOLN or LUCKY or LIZ (LEFf) AND ROCKFORD or ROCKY or RIP (RIGHT). This allows us some changes during the course of the season.

* "SPY" - Called by the fullback in MAN protection indicating that there is a man moving around and he will block the designated man wherever he ends up.

* "HOLD"or "CHECK" - Called by the fullback when the defensive players either shift around or an extra player enters the protection box. (Creepers) After a hold call the fullback will make a new call.

* "CREEPERS" - Outside (DB'S) that are usually double teaming the ends. After we make our calls they will try to creep in and block a punt off the corner. (Tackles and Wings help ALERT our fullback.)

* "NOSE" - Called by the fullback when there is a man on the snapper in MAN protection. This will ALERT the line that the fullback will block that designated man.

* "OVERLOAD" - Called by the fullback to ALERT the Punt Cover Team that the defense has 5 or 6 players to one side of the ball. (Alert! Special Left or Special Right)

* " BLACK 22" - Called by the fullback or anyone that the (PR) punt returner is coming up to the line of scrimmage to help in a PUNT BLOCK situation. (Punter, get it off quickly)

* OFFSET COVERAGE - This is a special type of coverage which will be utilized when we are directional punting to the sidelines.

* "SWITCH" - Is called by the Wingback to ALERT the guard and tackle on his side of a special situation. This call will change the coverage responsibilities of the 3 players involved.

* PRIMARY FORCE - This is a player that should be going directly to the ball to make the play.

* SECONDARY FORCE - This is a player that should not make the tackle. However, is covering the wide side of the field for: a wide side return. reverse or throw back. (Converge & Squeeze to the bail.) This is not an ALERT to loaf. Do your job, then help GANG TACKLE!

81

·

ALIGNMENT FOR TIGHT PUNT: • LINEMEN: TIGHT SPLITS

ENDS: VARY SPLITS

PUNT PROTECTION

* Be readyon 3 rd down. Report to Coach zauner on the sideline.

* We need eleven players on the field, CHECK - YOUR BUDDY SYSTEM.

* The FULLBACK AND PUNTER are responsible for having 11 players on the field.

FULLBACK HUDDLE CALL: 1. Formation, 2. Type of punt, 3. Snap count and 4. Ready Break (Teams claps at once)

Example: Wing Punt, Punt to Area 1, on a Normal Set, READY BREAKI

- -
ALIGNMENT FQR WING PUNT; - (LINEMEN: TOE TO HEEL WITH SNAPPER WITH l' SPLITS)
-
- ·
- c -
Q9 : ~<iY' '€V~: ~
1 0 @ (Fe) @ 1 0
FII
- FBAT5to6 YDS. ·
- DEPENDING ON ·
· ·
· ASSIGNMENT ·
· ·
· ·
G · 0 PUN':":'ER AT IS YARDS G
· 82

PUNT TEAM ASSIGNMENT - ZONE PROTECTION "DOUBLE ZEKEIt

1. Center - the number one job is to make a perfect snap accurately - Hit the hip of the punter's kicking leg or you should know where the kicker prefers the ball. Expect to be "worked over." The big secret in the success of the Wing punt is the zing and accuracy of the centers pass. (.75 seconds). After the snap, make step to proper blocking assignment. NOTE: After "set" call, check the punter and snap the ball when ready. Do not create a rhythm or butt roll. Sprint to your cover lane when the ball is punted. Converge and Squeeze to the ball.

2. Guards - adjust your splits to the center according to the defensive look. On the snap, punch inside man #1 and work off the ball and block the outside man #2. Release and sprint to your cover lane when the ball is punted. Know which area the ball is being punted to and get into your proper coverage lane. Converge and Squeeze to the ball.

3. Tackles - adjust your splits to the guard according to the defensive look. On the snap, punch the inside #2 man and work off the ball and block the outside man #3. Release and sprint to your cover lane when the ball is punted. Know which area the ball is being punted to and get into your proper coverage lane. Converge and Squeeze to the ball.

4. Wings - align off the LOS with one foot split from tackle with shoulder parallel to LOS. Do not angle shoulders. On the snap, punch inside man #3 and work off the ball and block the outside man #4. Release and sprint to your cover lane when the ball is punted. Know which area the ball is being punted to and get into your proper coverage lane. Converge and Squeeze to the ball.

5. Ends - split 10-13 yards from the wing. Listen for the calls and know which area the ball is being punted to. Beat the defense and go directly to the ball. Converge and Squeeze to the returner. Make the BIG PLAY!

6. Fullback - set up behind the right or left guard 5 to 7 yards. Identify the front and make the appropriate calls. "Set" will alert center and linemen that the punter is ready for the ball. No movement after set call. After snap, step to blocking assignment and execute your block. If no rusher, head should be on swivel and block most dangerous man. After the ball is punted, go DIRECTLY to the ball and make the play. PP is OB of punt team. (Make your calls loud and sharp - We block what you cali.)

7. Punter - align 15 yards deep. Be exactly at this depth. The ball must be punted in 2.0 seconds or less with a hang time of at least 4.4 seconds. Give the center a target, where you want the ball with your hands. Be in good balance - expect a bad pass. Learn to punt according to the situation. On any bad snap, think: Nose down and drive the ball. If 10 man rush, be ready to get the ball off quickly. Punt in practice with speed so you never have to change your rhythm when rushed. You are the safety man. Call "right" - "left" -"middle" - "short." The KEY to your success is your NET PUNTING AVERAGE.

BLOCKING:

1. DO NOT POINT TO YOUR MAN! COMMUNICATE!! Knowyourassignment.

2. 10 man rush or overload - punch inside man and block outside man. Help your teammate. No two men should be able to get thru one gap or hole.

3. Near own goal line, take a "bigger chunk" of the assigned man.

4. You must stop the defensive man and force him to rush a second time. Look at him - get between him and the punter (Get your head across).

83

1. FORMATION - WING PUNT

2. PUNT DIRECTION - AREA 1,2, OR 3

3. SNAP COUNT AND READY BREAK!

PUNT TEAM - (FULLBACKS CALLS & PROGRESSION)

PROCEDURES:

1. KNOW THE FRONT - 10 MAN, 9 MAN, 8 MAN ETC...... IF QUESTION, CHECK TO SEE HOW MANY RETURN MEN ARE D.EEP.

2. HOW MANY MEN ARE THERE IN THE PROTECTION BOX? 8,7, 6 ETC ••

3. LOOK AT (WB'S) TO GET ASSISTANCE ON HOW MANY PLAYERS ARE ON THEIR SIDE OF THE CENTER OR BALL.

4. MAKE ALIGNMENT CALL (4-4), (3-5), (5-3) AND ANY OTHER CALLS THAT WILL ALERT THE PUNT TEAM TO THE DEFENSES ALIGNMENT OR STRENGTH. (EXAMPLE: NOSE, SPY OR OVERLOAD RIGHT OR LEFT)

5. CALL SNAPPERS BLOCKING ASSIGNMENT! LEFT OR RIGHT. (EXAMPLES: LINCOLN I ROCKFORD OR LUCKY I ROCKY.

6. IF CREEPERS OR PROBLEMS OCCUR THE WORD "HOLD" OR "CHECK"

WILL STOP EVERYTHING. RESET AND MAKE CALLS.

• NOTE: WHEN DIRECTIONAL PUNTING

IF YOU DO NOT GIVE THE SNAPPER A BLOCKL'IlG DIRECTION HE

WILL BLOCK TO THE SIDE WE ARE PUNTING TO. SLIDE LEFT - CENTER BLKS LEFT

BINGO CALL: AUTOMATIC LINCOLN CALL TO OUR LONG SNAPPER

NO HUDDLE - WE WILL GO DIRECTLY TO THE LINE OF SCRIMMAGE AND GET SET QUICKLY. THE PROTECTION WILL BE" DOUBLE ZEKE" (AREA PROTECTION), & WE WILL PUNT THE BALL TO AREA 2.

HUDDLE CALL:

CALL PROGRESSION:

1. 10 MAN FRONT

2. 8 IN THE BOX

3. (4 - 4) OR WHATEVER LOOK.

4. PROTECTION "DOUBLE ZEKE"

5. LINCOLN OR ROCKFORD - SNAPPERS

BLOCK CALL!

6. PUNT DIRECTION - PURPLE 22

7. SET

8. BALL ON SILENT 2 COUNT.

RUNNING DOWN THE CLOCK OR "KILL THE CLOCK" PROCEDURES:

1. GET THE TEAM TO THE LINE OF SCRIMMAGE.

2. WITH 10 SECONDS REMAINING, YELL, "10 SECONDS".

3. AT 5 SECONDS REMAINING, YELL, "BINGO".

4. SNAPPER WILL SNAP THE BALL WITH 2 SECONDS REMAINING.

84

6 MAN STACKS 1) DOUBLE ZEKE (GUARDS FREE - HELP INSIDE OUTI

PUNT PROTECTION - (6. 7. & 8 MAN RUSHES)

FRONTS AND CALLS:

6 MAN (3-3) 1) MAN (FB & C FREE) 2) DOUBLEZEKE-FBFREE

v : V V

V V: V

p

7 MAN (NOSE) 1) MAN (FB TAKES NOSE) (IF SNAPPER BLOCKS NOSE, FB IS FREE)

2) DOUBLE ZEKE

V: V V N

p

Q " ,

,4-4) 1) DOUBLE ZEKE 2) MAN

V -v V V V V V- V

p

V-

V

-

-V

.v

-

v-

p

7 MAN STACKS (NOSE) 1) DOUBLEZEKE (GUARDS & TACKLES - INSIDE I OUTSIDE ON STACKED MEN. FB ON NOSE GUARD!

p

8 MAN STACKS 1) DOUBLE ZEKEI

(INSIDE I OUTSIDE CONCEPT WITH 1 & 2 AND 3&4 STACKED RUSHERSI)

v V

:V -V

-

V - V-

p

85

PUNT PROTECTION - 8 & 10 MAN OVERLOADS

8 MAN (5-3) OVERLOAD - LEFT

1) SLIDE LEFT OR 2) DOUBLE ZEKE LINCOLN

p

8 MAN (6-2)

SUPER OVERLOAD - LEFT SPECIAL SITUATION 1) SLIDE LEFT

p

8 MAN (3-5) OVERLOAD - RIGHT

1) SLIDE RIGHT OR 2) DOUBLE ZEKE ROCKFORD

p

10 MAN (5-5) IS DIAGRAMED. HOWEVER, IT COULD BE (4-6), (6-4) (3-7) OR (7-3).

1) DOUBLE TIGHT I DOUBLE CHIP # 4 MEN 2) SLIDE LEFT OR RIGHT

8 MAN (2-6)

SUPER OVERLOAD - RIGHT SPECIAL SITUATION 1) SLIDE RIGHT

v _ v

p

v

~-------------------------------<Fe~------------------------~

20

30

NOTE: IF THE DEFENSEBRINGS UP'fHE (PR) FORAN 1l MAN FRONT, (FB)CALL"BINGO. BLACK22 .. ;

.' - •.. -.'." ' " ',' .. ',' _ '_ .. __ .. _.-_.,.',' , ,' .. -_ __ -.- -._._._ -.- .. -.' _.,.-.>.-.::._ .. :.,_,-,' -.- _ .. ',' ,-.- , .. _ .. _._',' -,' .. __ - - , '.', _-' - ' '.::-:->:-: .. -: .. :::-::;-.-.".-:.:-:-: ::-'<'::::-:':':-::::

20

p

86

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