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General Information

The document outlines goals and philosophies for a college football special teams unit. The goals for 2015 include being recognized as the best overall special teams unit in the NCAA and consistently providing winning play. The philosophies emphasize sound protection of the punter, releasing downfield on coverage to attack the returner, and getting multiple tacklers to the ball carrier to limit returns. Proper technique, timing and hustle are seen as keys to success.

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0% found this document useful (0 votes)
65 views113 pages

General Information

The document outlines goals and philosophies for a college football special teams unit. The goals for 2015 include being recognized as the best overall special teams unit in the NCAA and consistently providing winning play. The philosophies emphasize sound protection of the punter, releasing downfield on coverage to attack the returner, and getting multiple tacklers to the ball carrier to limit returns. Proper technique, timing and hustle are seen as keys to success.

Uploaded by

krc16
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 113

GENERAL INFORMATION

SPECIAL TEAMS GOALS – 2015……………………………………………2

SPECIAL TEAMS JOB DESCRIPTION………………………………………2

SUMMARY – 2014……………………………………………………………….3

TARGET LEVELS – 2015………………………………………………………..3

PHILOSOPHY…………………………………………………………………….4-5

THE MINUTEMEN PLAN FOR WINNING……………………………….6

1
UMASS SPECIAL TEAMS GOALS – 2015

1. To be recognized as the best overall special teams unit in the NCAA.


2. To consistently provide the team with a winning level of play. Be difference
makers.

SPECIAL TEAMS JOB DESCRIPTION


**Every special teams play will involve attaining one or more of these
objectives.**
• Gain or retain possession of the football.
• Create the best possible field position for our offense and defense.
• Create momentum for our team with Big Plays!
• Score points. Prevent our opponent from scoring.

2
UMASS SPECIAL TEAMS SUMMARY OF 2014
GOALS FOR 2015

2014 MAC EAST MAC RANK NCAA RANK NCAA BEST NCAA WORST 2015 TARGET LEVEL
KICK-OFF
OPPONENT STARTING POINT
OPPONENT RETURN AVERAGE
UMASS STARTING POINT
UMASS RETURN AVERAGE

PUNT
UMASS NET AVERAGE
OPPONENT RETURN AVERAGE
INSIDE 20 YARD LINE
OPPONENT NET AVERAGE

3
UMASS AVERAGE RETURN

PAT & FIELD GOALS


UMASS FG%
OPPONENT FG%
UMASS PAT% (KICK)
OPPONENT PAT% (KICKS)

BIG PLAYS / YARDAGE


BLOCKED PUNTS & PLACE KICKS
TOUCHDOWNS
TAKEAWAYS
PENALTIES
SPECIAL TEAMS
1.THE IMPORTANCE OF SPECIAL TEAMS
1.1 Over the year, kicking game plays will account for 20 to 25 percent of the total
plays. In 2014 we averaged 24 special teams plays per game

1.2 Even more important, a lot of these plays will be of a critical nature.
Many of the breaks in a game occur on special teams plays.

1.3 Rule Changes- we will keep you informed on any rule changes.

1.4 Each week we feel that our Special Teams should outplay our opponent’s
Special Teams, and make a positive contribution to a TEAM win!

1.5 These contributions may come on a big play.


a. Blocked kick/punt d. Fake Punt or FG
b. Long return e. Forced bad kick
c. Fumble recover f. Critical FG or Punt

1.6 These wins will not always come off of big plays. There is a great deal of
hidden yardage involved in the kicking game. Not fielding a punt or
failing to down a punt inside the twenty yard line could cost us critically

1.7 Successful teams take care of every detail to rank consistently high in major
kicking game statistics. Not only do their “specialists” perform well, but they
will almost always have excellent protection, coverage and return teams. To
win consistently, we too must perform well in these areas.

1.8 An aggressive and intimidating style of play can ignite our entire team. A
coverage team that will swarm and gang tackle will have an intangible
but dramatic effect on the outcome of a number of games. (TEMPO SETTER)
• TEAM CONCEPT
2.1 Each special team member must feel the pride in his role. The more you
improve as an individual, the better we will be as a TEAM!

2.2 Each player must know that his individual assignment is absolutely essential
to the design and success of each play.

2.3 The desire, effort, and discipline to execute these assignments are absolute
and necessary qualities in our special team players

4
3. PROPER PREPARATION
3.1 Proper preparation will be a key ingredient to the success of our special teams.

3.2 We cannot tolerate a lack of preparation or concentration that may allow a score.

By having a fine focus on the detail of the assignment both during practice and in
the game, we can prevent giving up a big play

3.3 This preparation must also entail working to perfect the techniques necessary to
execute the design of the play. Whether it be a precise skill such as punting,
placement holding, punt receiving or more basic skills such as blocking, covering
or tackling, the same high degree of focus is necessary .

3.4 We will have to develop a thorough knowledge of the complex kicking game rules.
We cannot afford a needless penalty.

• SPECIAL TEAM FOUNDATION IS BASED UPON:


4.1 Intelligence - Studying your opponent, knowing his tendencies, anticipating his
plan

4.2 Effort - In practice, in each drill.

4.3 Concentration –Ability to have a fine focus in meetings, practice and in games

4.4 Technique - Successful execution on an individual play is dependent on the


use of properly coached and practiced technique

5
THE MINUTEMAN PLAN for WINNING
23.

In this era of football, every team in college football produces solid


Special Teams play on a weekly basis. Each team has a good kicker
and punter, as well as dangerous returners. Every team is well
coached using effective protections, rushes and return schemes.

What will make the difference? To be consistent winners in the


kicking game we must do the common ordinary things in an
uncommon extra-ordinary way. We must do things we don’t always
want to do but are necessary in order for us to win. We will coach you
to know and understand what we are asking you to do. We will
thoroughly game plan and prepare for every possible situation.

What will separate UMASS from the rest of our opponents will be our
emphasis. We will practice the unusual situation. We will be prepared
for the game situation that may come up only once or twice a season.

These possible situations will be listed in each appropriate section of


the Special Teams notebook.

6
PUNT TEAM
PAGE
2015 TARGET PERFORMANCE LEVEL 2
PUNT TEAM PHILOSOPHY 3
TIMING REQUIRED FOR PUNTING GAME 4
FORMATION-SPLITS AND ALIGNMENTS 5
PUNT PROTECTION-RULES AND ASSIGNMENTS 6
DIRECTIONAL PUNTING 7
GENERAL ZONE PROTECTION RULES 7
GAME PROCEDURE 8
RECOGNITION AND COUNTING OF FRONTS 9-11
PUNT PROTECTION CALLS 12-13
TIGHT PUNT-GUNNER RULES 14
SHIFTS/MOVEMENT 15
11 MAN RUSH 15
SKY PUNT 16
BACKED UP PUNT 17
TAKING A SAFETY 17
BLOCKING SUPER LOAD – 6 OVER 18
PUNT COVERAGE PRINCIPLES 19
COVERAGE DIAGRAMS AND RESPONSIBILITIES 20-22
IMPORTANT PUNT GAME RULES 23-24
SPECIAL SITUATIONS 25

1
PUNT TEAM
2015 TARGET PERFORMANCE LEVEL

•100% Punt Security – Perfect Protection.


•Net 37.0 yards or more.
•Limit opponent return average to 6 yards or less
•Finish the regular season with 3 out of 4 of our I20
punts successful

2
PUNT TEAM PHILOSOPHY

The basic Minutemen philosophy on the punt team requires that we:
A)Soundly protect the punter
B)Release and run downfield on coverage. PLAY FAST! ATTACK!
C)Get as many tacklers as possible around the return man and football.
Force fair catches or limit return yardage to a minimum.

A good snap and a high hanging punt are essential in order for us to net as
many yards as possible (37 yards or more is our goal). We want to create
the best possible field position for the defense.

The elements of a sound and successful punting game are:


1.Proper split/alignment – no needless penalties.
2.Front recognition – know what to expect.
3.Identify assignment and communicate – Make your calls – Be alert.
4.Consistently good snap. Belt high within the frame of the body.
5.Block with proper technique – Footwork and hand position.
6.Punt with proper timing and rhythm – 2.0 seconds snap to punt get off
time.
7.High hanging punt – force the fair catch.
8.Location of the punt – middle, left, or right, outside the numbers
9.Proper release from the line.
10.Proper lane discipline – adjust to the ball/return man.
11.Hustle/speed/2nd effort – a burning desire to get the ball.
12.Leverage – come under control squeeze the ball.
13.Sure tackling – drop the return man in his tracks – no extra yards.

3
TIMING REQUIRED FOR PUNTING GAME
1. Center snap…………………………………….. 0.8 Seconds
2. Punter hand to foot…………………………. 1.25 Seconds
3. Total Get-off…………………………………….. 2.05 Seconds
4. Minimum hang time (40 yard punt)…. 4.3 Seconds

PUNT COVERAGE
Our Punt Team goal is: Net as many yards as possible. 39 yards would put us at or
near the top of the country.

Gross punt (yards from L.O.S) minus return yards, or 20 yards if the punt is a touch
back, equals net punt. There is a definite relationship between successful punt
coverage and hang time. To be efficient our punter needs to work within this
framework.
GROSS PUNT HANG TIME
36 Yards 4.1 Seconds
38 4.2
40 4.3
42 4.4
44 4.5
46 4.6
48 4.7
50 4.8
52 4.9
54 5.0
Through concentrated practice we should be able to successfully execute timing
wise in the punt game phase of special teams.
**Any get-off times over 2.1 seconds and Punter depth closer than 10
yards and we risk getting a punt blocked

**If hang time and distance do not match up then there will be too much
open space between our coverage and the return man. This gives our
opponent an opportunity for a long return.

4
PUNT FORMATIONS – SPLITS & ALIGNMENTS

LE LT LG C RG RT RE

LS
RS

PP
5 YARDS

P 14 YARDS DEEP

LEFT/RIGHT END (Bullets) – Split 10 yards outside the tackles as a base. Widen or
shorten your split depending on the hashmark.
TIGHT PUNT – Split 3 feet from tackle.

LEFT/RIGHT GUARDS – Split no more than 6 inches from the center’s foot. Align
with your inside foot up in a 2 point stance – hands on thighs. Align deep as
possible. Your head has to break the center’s belt line to be legal.

LEFT/RIGHT TACKLES – Split no more 1 foot from the guard’s foot. Align with your
inside foot up and even with guard’s inside foot.

LEFT/RIGHT SLOT – Split no more than 6 inches from the tackle. Your front foot
should be approximately 2 yards behind the tackles front foot.

PP – Align behind the RG or LG with your heels 6 yards from the LOS.

PUNTER – Align with your heels at 14 yards from the LOS. Protection is designed for
the ball to come off your foot at 10 yards from the LOS.

5
PUNT PROTECTION RULES AND ASSIGNMENTS
**We are a combination Zone and Man blocking team.**
Center -Assignment: Block the A gap to the protection call, to the load or
superload. Block man head up on a solid call.
-Technique: Perfect snap anytime after the “set” call. Vary your
rhythm. Kick back with your head and hands up in a blocking
position. Get enough depth (1-2 yards) to work with the guards in
protection.

LG/RG -Assignment: Block any rusher or rushers in the B gap. Hand check
the A gap. Zone concentration on #4, Man concentration on #3 or #2
depending on alignment.
-Technique: Kick step vertically 2 to 3 steps off the LOS. Block
rusher through the middle of the cylinder keeping knees bent
and using hand shiver and face.

LT/RT -Assignment: Block any rusher or rushers in the C gap. Handcheck


the B gap. Zone concentration on #3, Man concentration
on #2 or #3 depending on alignment.
-Technique: Kick step vertically 2 to 3 steps off the LOS. Block
rusher through the middle of the cylinder keeping knees bent and
using hand shiver and face.

LS/RS -Assignment: Block any rusher or rushers coming outside of our


alignment, Handcheck the C gap. Zone concentration on #3,
Man concentration on #2 or #1 depending on alignment.
-Technique: Kick step vertically 2 to 3 steps off the LOS. Block
rusher through the middle of the cylinder keeping knees bent
and using hand shiver and face.

LE/RE -Assignment: (Slot Punt) Ball key. Best release. Force fair catch,
(gunners) down the punt, or tackle the returner. (Tight Punt)
Block outside man #5 and cover punt or make “switch” call to
slot and block #4 man and cover.

Fullback -Assignment: Make all calls. Block A gap away from “Rip/Liz” call.
Scan, alert for stunts and loopers around center.
-Technique: Don’t back up! Block inside rusher face up, block
outside rusher inside out, through the middle of the cylinder.

Punter -Assignment: Punt get off in 2.0 seconds. Match hang time and
distance. Block point no closer than 10 yards.

6
DIRECTIONAL PUNTING
As a rule our punter will alert the huddle as to which direction he will try to
punt the ball: Right -Rip (on or outside the numbers), Left Liz (on or outside the
numbers), or Mary Middle

What our opponent does at the LOS may dictate that we change the direction
of the huddle call.

1.Versus 6 in the box, double press. Punt to huddle call.


2.Versus 8 in the box, balanced. Punt to huddle call
3.Versus “shark” call, Punt middle (quick).
4.Versus 8 in the box, load or superload, punt opposite the red/black call, to
the 3 man side. Understand this could force us to punt opposite the huddle
call.
5.Versus single press one side, double press the other side. Punt to the single
press side.
**The punt direction call is only to help you anticipate the location of the punt.
Remember, always cover with lane discipline and leverage, to the ball.

GENERAL ZONE PROTECTION RULES


1.Expect a rush everytime we punt! Don’t guess. It takes only one breakdown
to get a punt blocked.
2.Check your split. Check your zone. Know how many potential rushers could
challenge your zone.
3.Recognize and react! Expect to block 2 rushers!
4.Get off the LOS on the snap. Do not get grabbed or held. Kick 3 steps.
5.Handcheck the inside gap. Kick off the LOS vertically to help the man inside
of you.
6.Block with proper technique. Be physical. Knock him off his course. Getting a
piece is not enough.
7.Work as a team!
8.Don’t get flinched! Be poised!

7
GAME PROCEDURE
1. On 3rd down a “Punt Team Ready” call will be given. Start to gather at the
sideline near the LOS
2. Huddle – Get all the alerts and calls. Get lined up quickly. PP make sure we
have 11 players.
Ball

8 yards

LG C
RG
LT RT
LE RE
LS PP RS

Huddle Call: Rip,Liz,Mary punt, , on the center snap, “Ready, Break!”

3. At the LOS THE PP will:


a. Identify the number of rushers in the box and call out the front.
b. Make protection calls:
1. Red – PP blocks A gap left side, center blocks A gap right side.
2. Black – PP blocks A gap right side, center blocks A gap left side.
3. Solid – center blocks man on his nose, PP blocks stacked or looping rusher.
4. Rocket- RG blocks A gap right side, PP blocks 3 rd man to right side
c. Make the “Set” call. As a rule, the ball is snapped anytime after the
“Set” call, whenever the center is ready.
**Coaching Point**: Shifting movement or “Shark” usually occurs late, during or after
the “Set” call. Be ready for a “Check it, Check it” call. Center holds the ball and we will
recall protection and make another “Set” call.
4. Block the protection called. Get a well-timed release and cover full
speed with good lane discipline.
8
RECOGNITION AND COUNTING OF RUSH RETURN FRONTS
Our PP will communicate the number of potential rushers in the box and
their alignment. It is vitally important that all punt protectors be able to
recognize fronts and count rushers as well.
Protection Area:

C B A A B C
Outside Gap Gap Gap Gap Gap Gap Outside

Rusher Identification: We will number potential rushers -5 on each side


of the center

0 1 2 3 4 4 3 2 1 0

Front Recognition: Our PP will call the number of people in the box as
well as how they are aligned.
Example: “8 man – Balanced”
“8 man – Load-Right”
“8 man – Super Left”
“8 man – Center Stack”
**Keep your eyes open and moving. Get the BIG PICTURE because things
change quickly.
**Keep your ears open for any calls and anticipate changes with
defensive front movement.
9
8 MAN-BALANCED-BLACK /RED-SET 8 MAN-WIDE-ROCKET-SET
0 1 2 3 4 4 3 2 1 0 1 2 3 4 4 3 2 1 0
0

8 MAN-LOAD RIGHT-RED-SET 8 MAN-LOAD LEFT-BLACK-SET


0 1 2 3 4 4 3 2 1 0 0 1 2 3 4 4 3 2 1
0

8 MAN-SUPERLOAD RIGHT-RED-SET 8 MAN-SUPERLOAD LEFT-BLACK-SET


0 1 2 3 4 4 3 2 1 0 1 2 3 4 4 3 2 1 0
0

8 MAN- CENTER STACK-RED-SET


4 8 MAN- DOUBLE STACK-BLACK-SET
4 4
0 1 2 3 4 3 2 1 0
0 1 2 3 3 2 1
0

10
6 MAN- CENTERSTACK-SOLID-SET
4 6 MAN- CENTERSTACK-SOLID-CHECK
4
IT
0 + 1 2 3 4 3 2 1 0 + 1 2 3 4 3 2 1
0 0

Shark Shark

6 MAN-BALANCED-BLACK-SET 6 MAN-BALANCED-RED-SET
3 3
0 1 2 3 4 4 3 2 1 0 1 2 4 4 2 1
0 0

ALERT SHARK
ALERT SHARK – ALERT STUNT

6 MAN-FOUR RIGHT-RED-SET 7 MAN-FOUR LEFT-SOLID SET


0 1 2 3 4 4 3 2 1 0 0 1 2 3 4 4 3 2 1
0

8 MAN-TRIPLE STACK-SOLID-SET 8 MAN-DOUBLE STACK-BLACK-SET


3 4 3
4 4
0 1 2 4 2 1 0
0 0 1 2 3 3 2 1
0

ALERT STUNT- USE SOLID CALL WITH #4 RUSHER OFF


11 ALERT STUNT
PUNT PROTECTION CALLS
CALLS:
1.BALANCED: MEANS THERE ARE AN EQUAL NUMBER OF POTENTIAL
RUSHERS ON EITHER SIDE OF THE CENTER.
2.LOAD LEFT OR RIGHT: MEANS THERE ARE 5 POTENTIAL RUSHERS (IN
THE BOX) RIGHT OR LEFT WITH ONE OF THE POTENTIAL RUSHERS ON THE
CENTER’S HEAD.
3.SUPERLOAD RIGHT OR LEFT: MEANS THERE ARE 6 POTENTIAL RUSHERS
(IN THE BOX) RIGHT OR LEFT OF CENTER. CP.: THE REASON WE NEED TO
DIFFERENTIATE BETWEEN LOAD AND SUPERLOAD IS THIS. A LOAD CAN
BECOME A BALANCED OR A SUPERLOAD, DEPENDING ON THE CHARGE OF
THE NOSE MAN. A SUPERLOAD MOST OFTEN STAYS A SUPERLOAD. C.P.:
LOAD OR SUPERLOAD ALSO TELS US A “MAN” RULE IN EFFECT ON THE
BACKSIDE, AWAY FROM THE LOAD OR SUPERLOAD.
4.STACK: TELLS US THE OPPONENT HAS ONE OR MORE POTENTIAL
RUSHERS, STACKED ONE BEHIND THE OTHER, SOMEWHERE ALONG THE
LOS.
5.8-UP/8 MAN: INDICATES WHEN OPPONENT HAS 8 POTENTIAL RUSHERS
INSIDE THE BOX. THIS IS A DEFINITE RUSH ALERT.
6.RED /BLACK: THE PP WILL TELL THE CENTER WHICH WAY TO BLOCK.
THE PP WILL BLOCK AWAY FROM THE RED/BLACK CALL.
7.SOLID: CALL MADE TO CENTER TELLING HIM TO STAY ON/BLOCK THE
MAN ON HIS NOES. USED VS. CENTER STACK LOOKS AS WELL AS SOME
LOAD ALIGNMENTS.
8.WIDE: A BALNCED EIGHT MAN RUSH WITH 3 RUSHERS OUTSIDE THE
TACKLE. WE WILL PROTECT WITH A ROCKET CALL OR CALL THE CENTER
TO THE FOOT SIDE OF THE PROTECTION
9.ROCKET: AN EXCHANGE IN PROTECTION BETWEEN THE RIGHT GUARD
AND PERSONAL PROTECTOR. THE GUARD BLOCKS THE A GAP RUSHER THE
PP BLOCKS THE B GAP RUSHER
10.ZORRO PURE ZONE PROTECTION ON BOTH SIDES OF THE BALL. GET
BACK – FORM A CUP – HAND CHECK – BLOCK YOUR GAP PROTECTION –
BE ALERT
11.SHARK: CALL BY A SPLIT END, AND ECHOED BY THE SLOT ALERTING
BLOCKEERS INSIDE THAT #1 OF THE DOUBLE PRESS IS SLIDING BACK
INSIDE. PP WOULD MAKE SAME CALL IF #1 IS STACKED INSIDE, OVER 5
YARDS DEPTH, AND STARTS TO CREEP UP. CENTER – HOLD THE SNAP
WHEN YOU HEAR A SHARK CALL.
12
12. CHECK IT: CALL BY PP TO CENTER INDICATING THERE HAS BEEN A
SHIFFT OR MOVEMENT BY THE DEFENSE. WE WILL THEN
RECOUNT AT THE LINE AND FB WILL GIVE ANOTHER “SET” CALL.
13. ALERT STUNT: CALL MADE BY FRONT LINE AT THE LOS,
INDICATING A POTENTIAL RUSHER IS BACK OFF THE BALL IN
STUNT POSITION.
14. SILVER: CALL BY PP INDICATING THAT HE IS USING A QUICK SNAP
AUDIBLE. “SILVER-SILVER” (PAUSE) RED/BLACK SOLID-SET. THE
BALL IS SNAPPED ON THE SET CALL. PROTECTION IS PURE ZONE.
15. OPPOSITE: A CALL USED TO CHANGE THE DIRECTION OF THE
PUNT THAT WAS ORIGINALLY GIVEN IN THE HUDDLE.
16. QUICK SNAP: A MANUEVER TO CATCH THE OPPONENT OFF
GUARD. THE HUDDLE CALL WILL BE “SLOT (OR TIGHT) PUNT
ZONE PROTECT. ON THE WALK UP – GET SET – QUICK SNAP”.
AFTER BREAKING THE HUDDLE, WE WILL WALK THE LOS ,
ASSUME OUR STANCES QUICKLY, READY, THE PP WILL CALL
“RED/BLACK OR SOLID – SET”. SNAP IS IMMEDIATE AND
PROTECTION IS PURE ZONE.
17. COVER: A CALL USED BY THE COVERAGE TEAM THAT INDICATES
THE BALL HAS BEEN TOUCHED BY EITHER US OR THE OPPONENT.
WE SHOULD DOWN OR RECOVER THE BALL.
18. ZERO: INDICATES OPPONENT HAS LEFT AN END UNCOVERED.
OUR BASE IS TO BRING THE END INTO A TIGHT PUNT
FORMATION.

13
TIGHT PUNT – GUNNER RULES

In certain situations it will be best to punt from a tight formation instead of splitting our gunners out in a slot
formation. This will be our adjustment if they leave our gunners uncovered.
Your responsibilities are:
1.Split – 3 feet from tackle
2.Alignment – Your inside foot should be even with the tackles’ inside foot
3.Assignment – Block #5 (outside man), run through him, hit him hard with both hands, release and cover
punt

5 4 4 5

“Switch” call: If it would be easier for you to block #4 by alignment, or if you recognize that he is the
man responsible for bump and running you then…make a “Switch” call to slot. Turn, look at him and
make the call, he must confirm the call b repeating “Switch”. You now block #4 and release in
coverage
5 4 “SWITCH” 4 5

14
HANDLING SHIFTS/MOVEMENTS
On the shift by the defense, PP should yell to center to: “Check It.” Center hold the
snap and let us recount. PP should then re-set the team. C.P. as soon as a shift
starts all protectors should assume zone mentality. The center might snap the ball
during the shift. Always expect the unexpected. Hand check and 3 step zone
protect.
HOW TO HANDLE 11 MAN RUSH
1.PP bring ends in to tight punt. All protectors tighten your splits.
2.PP give center direction. Solid or RED BLACK call.
3.Zone protect all the way. Guards block #3 and #4, Tackle block #2 and
#3, Slots block #1 and #2, Ends block #0 and go down the ball.
4.PP block MDM from inside out. CENTER head up or directional call
5.Punter 1 step the punt. There is no return man. Try to get a roll
11 MAN-11 MAN-SOLID-SET 11 MAN-11 MAN-LOAD RT. RED SET
0 1 2 3 4 5 4 3 2 1 0 0 1 2 3 4 5 4 3 2 1 0

PP MDM PP MDM

15
POOCH PUNT
ANY TIME THAT WE PUNT NEAR MIDFIELD OR IN OUR OPPONENT’S
TERRITOTORY OUR GOAL IS TO FORCE A FAIR CATCH OR DOWN THE
BALL INSIDE THE 20 YARD LINE. OUR PUNTER WILL TRY TO HANG THE
BALL AND DROP IT ON THE10 YARD LINE OR ANGLE THE PUNT
TOWARDS THE SIDELINE. THE PUNT TEAM USUALLY FACES A PRECENT
TYPE ALIGNMENT IN THIS SITUATION. IT COULD BE REGULAR
DEFENSIVE PERSONNEL OR A SUBSTITUTED RETURN TEAM. MOST
RETURNERS WILL STAND AT THE 10 YARD LINE, AND AS A GENERAL
RULE WILL FIELD ANY BALL THEY CAN MOVING RIGHT, LEFT OR
FORWARD. BALLS PUNTED OVER THEIR HEAD THEY WILL LET GO
HOPING THAT IT IS A TOUCHBACK.
COACHING POINTS TO REMEMBER
1.SOLID PROTECTION – EXPECT RUSH.
2.HUSTLE – ANTICIPATE A RETURN.
3.FIND THE FOOTBALL – OFTEN TIMES THE RETURNER WILL USE A
FAIR CATCH SIGNAL TO DECOY THE COVER TEAM.
4.VERSUS FAIR CATCH SIGNNAL
i. 1ST COVER MAN GO PAST RETURNER, LOCATE BALL AND CATCH IT OR DOWN IT
IF BALL IS NOT CAUGHT.
ii. 2ND COVER MAN, LOCATE BALL, COME TO BALANCE NEAR RETURNER, BE ALERT
FOR FUMBLE.
iii. OTHER COVER PEOPLE SHOULD BASICALLY SPLIT BETWEEN POSITIONING
THEMSELVES NEAR THE GOAL LINE, AND THE RETURN
5.IF THE RETURNER DOES NOT MAKE AN ATTEMPT TO CATCH THE
BALL, OUR COVER PEOPLE CAN DO SO.
6.DO NOT STEP ON THE GOAL LINE OR CARRY THE BALL INTO THE
END ZONE.
7.ENDS – DO NOT GET PUSHED OUT OF BOUNDS, AS YOU CANNOT BE
THE FIRST PERSON TO TOUCH OR DOWN THE PUNT.
8.WHEN DOWNING THE BALL – HOLD IT DOWN TILL THE WHISTLE
STOPS BLOWING, OR PICK IT UP AND HAND IT TO THE OFFICIAL.

16
BACKED UP PUNT
IF WE ARE REQUIRED TO PUNT WITH THE BALL, SPOTTED OUTSIDE
THE 5 YARD LINE, WHERE OUR PUNTER CAN GET HIS NORMAL 15
YARDS DEPTH, THEN WE WILL SPLIT BOTH ENDS. THIS WILL FORCE
THE RETURN TEAM TO DECLRE ITS INTENTIONS. VERSUS DOUBLE
PRESS/SIX IN THE BOX, USE NORMAL PROCEDURES. VERSUS SINGLE
PRESS/EIGHT IN THE BOX , THE FULLBACK SHOULD CALL THE ENDS
BACK IN, AND WE WILL PUNT FROM TIGHT SLOT FORMATION.
IF THE BALL IS SPOTTED INSIDE THE 5 YARD LINE WE WILL ALIGN AND
PUNT FROM TIGHT SLOT FORMATION. EXPECT THE RUSH! WHEN WE
PROTECT WE CANNOT GIVE AS MUCH GROUND.
1.FB MOVE UP, DON’T GET THE BALL PUNTED UP YOUR BUTT.
2.PUNTER- DO NOT STEP ON THE END LINE. GIVE YOURSELF ROOM.
QUICKEN AND SHORTEN YOUR STEPS.
3.CENTER – LOCATE YOUR TARGET – BE ACCURATE. VELOCITY
SHOULD BE REDUCED.
4.PROTECTORS – IF ANYONE BREAKS THRU, TACKLE THEM.
TAKING A SAFETY
PURPOSE: TO TAKE THE OFFENSE OUT OF POOR POSITION WHEN 2
POINTS WON’T BEAT US. THIS MAY BE SAFER THAN PUNTING FROM
WITHIN OUR OWN 25 YARD LINE AND ELIMINATES THE CHANCE OF A
BLOCKED PUNT, LONG PUNT RETURN, OR PUTTING OUR OPPONENT
IN A FIELD GOAL POSITION.
BLOCKING RULES: WE WILL BLOCK OUR NORMAL BLOCKING
ASSIGNMENTS. YOU CAN DO WHATEVER IS NECESSARY TO KEEP
YOUR MAN GETTING TO THE PUNTER. HOLD HIM – TACKLE HIM. A
PENALTY WILL NOT HURT US.
PUNTER: TAKE THE SNAP AND SPRINT TO THE END LINE. RUN
LATERALLY DOWN THE END LINE AND AVOID BEING TACKLED AS
LONG AS POSSIBLE. STEP OUT OF THE END ZONE BEFORE YOU GET
TACKLED. KEEP TWO HANDS ON THE BALL.
*WE WANT TO TAKE AS MUCH TIME OFF THE CLOCK AS POSSIBLE
17
BLOCKING SUPERLOAD RIGHT OR LEFT – 7 OVER
1. Man block on side of 3
2. Zone block on side of 7
a. Center block to 7 over side. Man coming back is handled by guard on 3 man
side.
b. G, T and Slot on 7 over side must form a perfect cup on protection. Slot must
get #4, Tackle get #2 and #3 with concentration on #3, Guard get #1 and #2.
c. FB block MDM inside-out.
d. Ends should get a great release vs single press. Meet ball
carrier at the catch.
e. Punter step away from superload and punt directionally.
8 MAN-SUPERLOAD-7 OVER RIGHT-LIZ-SET
5 4 3 2 1 1 2 3 4 5

MAN-2 STEP ZONE 3 STEP


“THREE”
8 MAN-SUPERLOAD-7OVER LEFT-RIP-SET

5 4 3 2 1 1 2 3 4 5

ZONE – MAN –
3 STEP 2 STEP
“THREE”
18
GENERAL PRINCIPLES FOR SUCCESSFUL PUNT COVERAGE
1. GET A GREAT RELEASE FROM THE LOS. DEFEAT THE HOLD-UP AS SOON AS POSSIBLE.
GET YOUR WIDTH AT THE LINE.
2. LOCATE THE BALL IMMEDIATELY. FIND THE RETURNER. ADJUST YOUR LANES TO
DIRECTION OF PUNT AND/OR RETURN.
3. RUN AT FULL SPEED. CLOSE THE YARDAGE BETWEEN YOU AND THE RETURN MAN AS
SOON AS POSSIBLE.
4. DON’T ALLOW YOURSELF TO BE HELD. DEVELOP THE NECESSARY TECHNIQUES TO
INSURE THIS.
5. DO NOT FOLLOW A TEAMMATE DOWN ON COVERAGE. FILL THE VOID. SQUEEZE.
6. IF YOU GET HELD UP AT THE LOS, BECOME A LINEBACKER ON YOUR SIDE.
7. TRY TO KEEP BALL CARRIER INSIDE AND IN FRONT OF YOU. COME TO BALANCE AT
THE POINT OF ATTACK, BUT KEEP MOVING FORWARD.
8. IF IT IS NECESSARY FOR YOU TO MAKE A 90 DEGREE TURN IN THE OPEN FIELD,
ANTICIPATE A BLOCKER ON YOUR OUTSIDE. DON’T GET BLINDSIDED.
9. IF YOU ARE THE FIRST COVER MAN DOWNFIELD, FORCE THE BALL CARRIER TO
COMMIT HIMSELF. TAKE AN ALL-OUT SHOT AT THE TACKLE, BUT USE YOUR HEAD.
FOR EXAMPLE, IF YOU ARE THE FIRST MAN DOWNFIELD AND ARE 15-20 YARDS
AWAY FROM RETURNER AT THE CATCH, TRY TO GET POSITION; COME TO BALANCE
AND AT LEAST FORCE HIM TO RUN LATERALLY.
10. KEEP HUSTLING VS. A FAIR CATCH; THE RETURNER MAY FUMBLE. GET YOURSELF
INTO POSITION TO TAKE ADVANTAGE IF THIS HAPPENS.
11. BE A GREAT TACKLER. TACKLING IS ABOUT 90% DESIRE. YOU MUST WANT TO MAKE
THE TACKLE. KEEP OUR EYES OPEN, YOUR FEET MOVING – AND WRAP HIM UP. 2ND
AND 3RD TACKLERS GO FOR THE BALL.
12. VS. A MIDDLE RETURN, OUTSIDE COVER MEN BE READY TO FALL BACK INSIDE IF
RETURN POPS.
13. VS. A SIDE RETURN, BACKSIDE COVER MEN BE READY TO TAKE THE PROPER PURSUIT
ANGLES.
14. GUARDS, TACKLES AND FB BE READY TO GET IN BEHIND A WALL RETURN.
15. WHEN COVERING A BALL INSIDE THE OPPONENTS 10 YARD LINE, COME UNDER
CONTROL SO YOU DON’T CARRY THE BALL INTO END ZONE WITH YOUR
MOMENTUM.
16. YELL “COVER” IF THE PUNT HITS AN OPPONENT AND IS LYING ON THE GROUND. IF
WE RECOVER IT IS OUR BALL 1ST AND 10.
17. YOU CAN ADVANCE A FUMBLE, BUT NOT A MUFF.
18. GUNNERS, IF AT ALL POSSIBLE, STAY IN BOUNDS WHILE COVERING. IF YOU ARE
PUSHED OUT YOU CANNOT DOWN THE BALL, BUT YOU CAN MAKE A TACKLE.
19
PUNT COVERAGE VS BALL KICKED/POOCHED (MIDDLE)

CONTAIN V CONTAIN

(5) (5) (5) (5) (5) (5)

LE LT LG C RG RT RE

LS RS

PP

P
SAFETY TO BALL

20
PUNT COVERAGE VS BALL KICKED LEFT
V SLOT

CONTAIN (TACKLE) CONTAIN

CHANGE UP:
RT-RS SWITCH ASSIGNMENT
RT-CONTAIN
RS-#2 LANE

LE LT LG C RG RT RE

LS RS

PP

P
SAFETY TO BALL

21
PUNT COVERAGE VS BALL KICKED RIGHT
SLOT
V
(TACKLE) CONTAIN CONTAIN

CHANGE UP:
LT-LS SWITCH ASSIGNMENT
LT-CONTAIN
LS-#2 LANE

LE LT LG C RG RT RE

LS RS

PP

P
SAFETY TO BALL

22
IMPORTANT PUNT GAME RULES
*THERE IS NO BLOCKING BELOW THE WAIST ON ANY KICKING PLAY
1.TO “DOWN” A PUNT, THE COVERING MAN MUST STAY WITH THE BALL UNTIL THE
WHISTLE (THEN GIVE IT TO THE NEAREST OFFICIAL).
2.IF THE COVERING TEAM ON A PUNT TOUCHES THE BALL BUT FAILS TO OFFICIALLY
“DOWN” IT, THE RECEIVING TEAM CAN NOW TRY TO ADVANCE IT AT NO RISK TO
THEMSELVES. IF THEY GAIN, THEY CAN TAKE THE GAIN. IF THEY FUMBLE OR LOSE
YARDAGE THEY CAN ELECT TO TAKE THE BALL WHERE IT WAS FIRST TOUCHED BY
THE COVERING TEAM.
3.A BLOCKED PUNT (BEHIND THE L.O.S.) CAN BE ADVANCED BY EITHER TEAM.
4.A PARTIALLY BLOCKED OR DEFLECTED PUNT IS TREATED EXACTLY THE SAME AS A
REGULAR PUNT. IT SHOULD BE “POISON” TO THE MEN ON THE RECEIVING TEAM.
5.PLAYERS ON PUNT COVERAGE CAN NOT INTERFERE WITH THE FREE MOVEMENT
OF A RETURNER IN HIS EFFORT TO CATCH ANY PUNT.
6.A FAIR CATCH CAN NOT BE ADVANCED BY EITHER TEAM, NOR MAY THE PLAYER
CALLING FOR THE FAIR CATCH BE BUMPED OR TACKLED.
7.A MUFFED FAIR CATCH WHICH HITS THE GROUND IS A FREE BALL AND BELONGS
TO THE TEAM WHICH RECOVERS IT. A MUFFED FAIR CATCH CAN BE LEGALLY
CAUGHT BY A TEAMMATE BEFORE IT HITS THE GROUND. THE RECEIVING TEAM CAN
ADVANCE A MUFFED FAIR CATCH. THE KICKING TEAM MAY NOT.
8.A MAN SIGNALING FOR A FAIR CATCH, CANNOT SUBSEQUENTLY BLOCK.
9.AFTER MAKING A FAIR CATCH, THE RECEIVING TEAM HAS THE OPTION OF
UTILIZING A FREE KICK ON THE NEXT PLAY. IF IT IS A PLACE KICK (FROM A HOLD)
AND IT GOES BETWEEN TH UPRIGHTS, A FIELD GOAL IS SCORED.
10.ON A PUNT RUSH, IT IS THE RESPONSIBILITY OF THE RUSHERS TO AVOID
RUNNING INTO OR ROUGHING THE PUNTER. THE PENALTY IS 5 YARDS FOR
RUNNING INTO THE PUNTER. THE PENALTY FOR ROUGHING IS A PERSONAL FOUL,
15 YARDS, AND AN AUTOMATIC FIRST DOWN.
11.THE KICKER/PUNTER LOSES HIS PROTECTION FROM CONTACT WHEN:
A. THE KICK IS BLOCKED OR DEFLECTED.
B. THE SNAP IS DROPPED.
C. THE BALL IS QUICK KICKED FROM AN OFFENSIVE FORMATION.
D. THE PUNTER STARTS TO RUN OR PASS.
E. THE PUNTER RECOVERS A LOOSE BALL
F. IF THE RUSHERS IS BLOCKED INTO THE KICKER

23
12. DURING THE KICK FROM SCRIMMAGE, ALL PLAYERS ON THE PUNT TEAM ARE
ELIGIBLE TO RUN DOWNFIELD BEFORE THE BALL IS KICKED..
13. NO PLAYER OF THE KICKER’S TEAM WHO HAS BEEN OUT OF BOUNDS MAY
TOUCH OR RECOVER A SCRIMMAGE KICK BEYOND THE LINE UNTIL IT HAS BEEN
TOUCHED BY ANOTHER PLAYER.
14. WHEN A KICK FROM SCRIMMAGE (PUNT, MISSED FG) IS TOUCHED BY A
RECEIVING TEAM MEMBER AND RECOVERED BY A KICKING TEAM MEMBER IN
THE END ZONE OF THE RECEIVER, A TOUCHDOWN IS AWARDED.

24
SPECIAL SITUATIONS TO PRACTICE IN PUNT GAME

1. Punting from our end zone


2. Pooch (plus area) punting
3. Covering the fair catch
4. Reaction to blocked or deflected punts
5. Taking an intentional safety
6. 9, 10 or 11 Man Rush
7. Fakes
8. Quick Snap (audible)
9. Double “Set” call
10. Bad snap drills

25
PUNT RETURN

• 2015 TARGET PERFORMANCE


LEVEL
• INTRODUCTION – DO’S AND
DON’TS
• CALLS AND AUDIBLES
• GENERAL PRINCIPLES
• RETURN MIDDLE
• RETURN RIGHT
• RETURN LEFT
• PUNT BLOCKS
• DEFENSE STAY – PUNT SAFE
• “42” AUDIBLE
• IMPORTANT PUNT GAME RULES
• SITUATIONS TO PRACTICE
2015 TARGET PERFORMANCE
1. TEAM RETURN AVERAGE OFLEVEL
10.0 YARDS.
2. OPPONENT NET PUNT OF 30.0 YARDS.
3. BLOCK 2 PUNTS
THERE IS GREAT POTENTIAL AND OPPORTUNITY FOR OUR PUNT RETURN
TEAM TO MAKE A BIG PLAY
AS A TEAM WE CAN:
1. CREATE FIELD POSITION WITH A LONG RETURN.
2. BLOCK OR DEFLECT A PUNT.
3. FORCE A BAD PUNT.
4. TRAP THE PUNTER.
5. SCORE!
IT IS IMPORTANT TO REMEMBER THAT WE ARE GETTING THE BALL THEY
ARE PUNTING TO US. OUR GOAL IS TO GAIN AND RETAIN POSSESSION OF
THE FOOTBALL. LETS DON’T GIVE IT BACK TO THEM WITH A FOOLISH
PENALTY. BE SMART!!
TO BE SUCCESSFUL AS A PUNT RETURN/BLOCK TEAM EACH MEMBER
MUST:
1.KNOW YOUR PROPER ALIGNMENT AND ASSIGNMENT
2.EXECUTE THAT ASSIGNMENT, USING THE PROPER TECHNIQUES
3.HUSTLE – NEVER GIVE UP – 2ND EFFORT CREATEES BIG PLAYS!
4.MAKE GOOD DECISIONS.
5.BE ALERT! – ALWAYS EXPECT A FAKE.
DON’T:
1.ALIGN OR JUMP OFFSIDES
2.HOLD THE OPPONENT ILLEGALLY.
3.RUN INTO OR ROUGH THE PUNTER
4.CLIP OR PUSH SOMEBODY IN THE BACK OR BLOCK BELOW THE WAIST.
CALLS AND AUDIBLES
• COMMUNICATION, BOTH ON THE SIDELIE AND ON THE FIELD IS
CRITICAL IN THIS PHASE OF SPECIAL TEAMS. THE HEAD COACH,
DEFENSIVE COORDINATOR AND SPECIAL TEAMS COACH WILL ALL BE
INVOLVED IN DECIDING WHAT “CALL” WILL BE MADE IN THIS
SITUATION. THE SUBSTITUTION OF PERSONNEL SHOULD BE SMOOTH
AND EFFICIENT, AS MOST PUNT TEAMS WILL GO FROM THE SIDELINE
DIRECTLY TO THE LINE OF SCRIMMAGE.
• DURING THE SEASON AS WE GAME PLAN AND PREPARE FOR A
SPECIFIC OPPONENT, THE PUNT RETURN/BLOCK PHASE PROBABLY
HAS MORE ADJUSTMENTS OR CHANGE-UPS THAN ANY OTHER
SPECIAL TEAM. WE WILL CONSIDER THE FORMATION, PROTECTION
SCHEME, PERSONNEL STRENGTHS/WEAKNESSES AND PUNTER
TENDENCIES WHEN PLANNING THE RETURN AND BLOCK SCHEMES
WE WILL USE.
• WE WILL HAVE 5 CATEGORIES OF CALLS AND AUDIBLES ON THE PUNT
RETURN TEAM.
1.RETURNS – THE AUDIBLES IS A COLOR/NUMBER. THE COLOR
INDICATES DIRECTION; RED = RIGHT, BLUE = LEFT, AND WHITE =
MIDDLE. THE NUMBER INDICATES THE NUMBER OF PEOPLE WE WILL
HAVE IN THE BOX DURING THE CADENCE PHASE. EXAMPLES: WHITE 6,
RED 7 OR BLUE 8.
2.RUSH OR BLOCK – THE AUDIBLE IS “GREEN” AND THE TYPE OF OR
NAME OF THE RUSH. EXAMPLES: “GREEN STUNT “, “GREEN STEELER”,
OR “GREEN 7 OVER.”
3.COMBINATION OF RUSH AND RETURN – WE MIGHT ATTACK ONE
SIDE OF A PROTECTION SCHEME WITH A RUSH, THEN TRY TO RUN A
DIRECTIONAL RETURN AS WELL. THE AUDIBLE IS “RED, WHITE” OR
“BLUE COMBO.”
4.SAFE OR PREVENT – THE DEFENSIVE TEAM WILL STAY ON THE FIELD
AND WE WILL SUBSTITUTE A RETURN MAN FOR THE FREE SAFETY.
THE AUDIBLE IS “SAFE.”
5.“FORTY-TWO” – THE AUDIBLE USED WHEN WE HAVE THE PUNT
RETURN TEAM ON THE FIELD AND THE PUNT TEAM SHFTS TO AN
OFFENSIVE FORMATION.
GENERAL PRINCIPLES FOR A
SUCCSEFUL PUNT RETURN
1. MAKE SURE WE HAVE 11 MEN ON THE FIELD. KNOW WHO IS NEXT TO YOU.
(COUNTER)
2. MAKE SURE YOU GET THE CALL AND COMMUNICATE IT TO OTHERS
3. KNOW YOUR OPPONENT THROUGH THE SCOUTING REPORT AND FILM
REVIEW
4. ALWAYS BE ALERT FOR SOMETHING DIFFERENT, i.e. FORMATION,
PERSONNEL, ETC. EXPECT THE UNEXPECTED
5. AS A GENERAL RULE, OUR INSIDE DEFENDERS, THE GUARDS, TACKLES, ENDS,
SHOULD NOT BLOCK INSIDE THE 20 YARD LINE. BE ALERT FOR THE “PULL”
CALL.
6. ALIGN 1 FOOT OFF THE BALL SO WE DON’T JUMO INTO THE NEUTRAL ZONE.
7. FORCE MEN: (ENDS)
7.1 HUSTLE BACK DOWNFIELD AFTER FORCE. YOUR BLOCK CAN BE THE ONE THAT
SPRINGS THE RETURNER FOR 6 POINTS.
7.2 KNOW IF YOUR ASSIGNMENT IS TO FORCE TO BLOCK PUNT OR TO FOBCE
FORCE UNDER CONTROL. CHECK THE YARDAGE NECESSARY FOR A 1ST DOWN.
8. BUMP AND RUNNERS: (GUARDS AND TACKLES)
8.1 COME OFF THE BALL HARD. MAKE PROTECTOR HAVE TO BLOCK YOU
8.2 HOLD UP COVER MAN BEHIND THE LOS AS LONG AS POSSIBLE.
8.3 TRY TO MAINTAIN PROPER HIP POSITION ON YOUR MAN
DOWDOWNNFIELD. IF YOU CANT LEGALLY BLOCK HIM AT POINT OF ATTACK,
COME OFF ON SOMEONE ELSE.
8.4 TAKE A QUICK PEEK TO SEE DIRECTION OF PUNT, BUT DO NOT WATCH THE
RETURETURN MAN.
8.5 DON’T TRY TO SET OR MAKE THE “PERFECT BLOCK” JUST MAKE A BLOCK AND
THE LET THE RETURN MAN RUN
9. SINGLE/DOUBLE PRESSERS: (CORNERS AND HALFBACKS
9.1 KNOW THE PROPER ALIGNMENT ON THE GUNNER (HEADS, INSIDE, OUTSIDE).
9.2 ANTICIPATE HIS RELEASE BY SPLIT, FIELD POSITION.
9.3 KNOW WHICH WAY WE WANT TO FORCE HIS RELEASE. KNOW WHERE YOUR
HELP IS.
PRINCIPLES CONT.
9.4. GET YOUR HANDS ON THE MAN – BE PHYSICAL! PUSH HIM OUT OF BOUNDS OR GET
HIM ON THE GROUND WHEN POSSIBLE.
9.5. BE READY TO GET A 2ND BLOCK AFTER YOUR BLOCKING ASSIGNMENT IS SECURED BY
YOUR TEAMMATE.
10.RETURN MEN:
10.1 PRACTICE DAILY ON CATCHING THE BALL USING PROPER TECHNIQUE.
10.2 POSITION YOURSELF 40-50 YARDS FROM LINE OF SCRIMMAGE. (DEPENDING ON
PUNTER TENDENCIES). CHECK THE WIND CONDITIONS AND CHECK THE SIDELINE FOR
ADJUSTMENTS.
10.3 ATTEMPT TO START UPFIELD INITIALLY ON ALL RETURNS, i.e., MIDDLE, RIGHT OR
LEFT.
10.4 8 YARD RULE – ALIGN YOURSELF ON THE 8 YARD LINE AND FIELD ANY AND ALL
PUNTS THAT YOU DO NOT HAVE TO MOVE BACKWARDS FOR. (THIS SUBJECT TO CHANGE
ON ORDERS FROM THE BENCH.)
10.5 YOU MUST CLEARLY WAVE YOUR HAND ABOVE YOUR HEAD ON A FAIR CATCH
SIGNAL. IF YOU SIGNAL FAIR CATCH, YOU SUBSEQUENTLY CANNOT BLOCK.
10.6 DO NOT SIGNAL FAIR CATCH IF YOU INTEND TO LET THE BALL GO. ACT AS IF YOU
WILL CATCH AND RETURN THE PUNT THEN GO BLOCK THE NEAREST COVER AN SO HE
CANNOT DOWN THE BALL INSIDE THE 8.
10.7 YOUR 1ST OBJECTIVE IS TO GAIN AND THEN RETAIN POSSESSION OF THE FOOTBALL.
10.8 WHEN RECEIVING A PUNT, IT IS YOUR RESPONSIBILITY TO ALERT OUR DEFENDERS T
PULL OFF THEIR BLOCK IS SITUATION SO DICTATES. “PULL-PULL-PULL” IS THE CALL USED
TO HELP US AVOID COLLISIONS.
10.9 STRIVE NOT TO CATCH THE BALL ON THE RUN. TRY TO CATCH THE BALL WITH A
WEIGHT TRANSFER TO YOUR FRONT DOOR. SPRINT TO THE SPOT YOU JUDGE IT TO LAND,
AND SETTLE DOWN WITH YOUR BODY UNDER THE BALL. WATCH IT IN AND CRADLE IT
INTO YOUR BODY. GENERALLY SPEAKING, IF THE NOSE OF THE BALL POINTS UP, IT WILL
FFALL SHORT; NOSE TURNS OVER – IT WILL DRIVE DEEP; NOSE RIGHT – IT WILL FALL
RIGHT; NOSE LEFT – IT WILL FALL LEFT; KNUCKLEBALL – IT WILL DROP FAIRLY STRAIGHT
DOWN FROM ITS HIGHEST POINT.
10.10 BE ALERT TO YELL “PETER” ON A BALL THAT HAS HIT THE GROUND AND IS
BOUNCING AROUND. THIS ALERTS YOUR TEAMATES TO GET AWAY FROM IT. ON THE
OTHER HAND, IF YOU OR A TEAMMATE HAS TOUCHED TH BALL AND IT IS BOUNCING ON
THE GROUND, BE ALERT TO YELL “COVER” INDICATIING THAT WE NEED TO COVER THE
BALL AS SOON AS POSSIBLE.
10.11 HANDLE A BOUNCING BALL ONLY IF IT TAKES A GOOD BOUNCE AND THE
COVERAGE IS A SAFE DISTANCE AWAY.
RETURN MIDDLE – RUN TO
DAYLIGHT
AUDIBLE : WHITE 6

RG RT RE RHB RC
LC LHB LE LT LG

AUDIBLE : WHITE 8

LH RG RT RE RH RC
LC LE LT LG

R
BASE ASSIGNMENTS – WHITE 6
• LC-RC: • DOUBLE PRESS THE END/DOUBLE TEAM. ALIGN HEAD UP
AND JAM HARD THE ENDS RELEASE. TRY TO FORCE OUTSIDE.
IF HE GETS INSIDE JAM UNTIL THE HB TAKES OVER, THEN
COME OVER THE TOP. FLATTEN AND RUN THE END INTO
OTHER COVERAGE. IF THE END COMES IN TIGHT, THEN VISE
HIM WITH THE HB.
• DOUBLE PRESS THE END/DOUBLE TEAM. ALIGN INSIDE. JAM
• LHB- HARD AND FLATTEN ANY INSIDE RELEASE. VS. OUTSIDE
RHB: RELEASE, TAKE GOOD ANGLE AND COME OVER THE TOP OF
THE CORNER. IF THE END COMES IN TIGHT, THEN VISE HIM
WITH THE CORNER.
• LE-RE: • ASSIGNMENT GAME PLANNED
1. FORCE TO BLOCK PUNT
2. FORCE UNDER CONTROL
3. DROP AND BLOCK MDM (FB)
4. HOLD UP AND BLOCK SLOT.
YOU HAVE MAN/MAN RESPONSIBILITY ON ANY MOTION ON
YOUR SIDE (FB, SLOT, PUNTER, UPBACK). IF THE END COMES
IN TIGHT, ALIGN OUTSIDE HIM.
• BUMP AND RUN #2 FROM CENTER, FORCE HIM OUTSIDE.
• LT-RT: ALERT – IF FAKE DEVELOPS, LOCATE FB-- HE IS YOUR
RESPONSIBILITY.
• FIELD THE PUNT, START STRAIGHT UPFIELD, MAKE THE 1 ST
MAN MISS AND RUN-TO-DAYLIGHT.
• R:
BASE ASSIGNMENTS – WHITE 8
• SINGLE PRESS THEN END ALIGN INSIDE AND FORCE AN
• LC-RC: OUTSIDE RELEASE. BUMP AND RUN DOWN THE FIELD.
COMBO WITH THE HB WHO WILL COME OUT OF THE BOX.
WHEN HB TAKES END, PICK UP THE MDM
• ALIGN IN THE BOX, DROP ON SNAP. CHECK FOR INSIDE
RELEASE BY END YOUR SIDE. COMBO BLOCK END WITH
• LHB- CORNER. USE INSIDE LEVERAGE POSITION
RHB: • SAME BASE ASSIGNMENT – ADJUSTMENTS GAME PLANNED
WEEKLY.
• E-T-G:
RETURN RIGHT
AUDIBLE: RED 6

RG RT RE RHB RC
LC LHB LE LT LG

AUDIBLE : RED 8

RG RT RE RH RC
LC LH LE LT LG

R
BASE ASSIGNMENTS – RED 6
• LE: • FORCE UNDER CONTROL. PEEL RIGHT, SPRINT AND BLOCK MDM
ALERTS:
• TAKE ANY MOTION ON YOUR SIDE M/M
• IF END COMES IN TIGHT, MOVE OUTSIDE HIM TO FORCE.
• LC-LHB: • DOUBLE TEAM/DOUBLE PRESS THE END. CORNERS ALIGN HEAD UP AND
RC-RHB: JAM ANY RELEASE. HB’S ALIGN INSIDE AND OFF THE BALL. LC/H DO NOT
LET END RELEASE INSIDE AND GET UPFIELD. RC/H TAKE HOM WHERE HE
WANTS TO GO. MAINTAIN CONTACT IF END LINES UP TIGHT, THEN MVE
DOWN, USE SAME ALIGNMENT STANCE, AND FORCE OUTSIDE RELEASE.
• LT: • ON SNAP DROP BACK AND SPY ON FB UNTIL THE BALL IS PUNTED. THEN
PEEL TIGHT AND SET BREAK FOR RETURNER. AIM FOR A POINT 5 YDS. IN
FRONT OF AND 5 YARDS TO THE RIGHT OF THE RETURNER. BLOCK MDM.
IF THE BALL IIS PUNTED EXTREME LEFT, THEN WHEEL AND LEAD THE
RETURN MAN UP THE LEFT SIDELINE.
• LG: • HOLD UP #1 FROM CENTER. FORCE HIM TO RELEASE LEFT (OUTSIDE).
BUMP AND RUN FROM INSIDE POSITION
• RG: • HOLD UP #1 FROM CENTER. FORCE HIM TO RELEASE LEFT (INSIDE). BUMP
AND RUN FROM OUTSIDE POSTION
• RT:
• HOLD UP #2 FROM CENTER. FORCE HIM TO RELEASE LEFT (INSIDE). BUMP
AND RUN FROM OUTSIDE POSITION
• RE:
• HOLD UP #3 FROM CENTER. TRY TO FORCE HIM INSIDE. UNDERSTAND #3
USUALLY HAS CONTAIN RESPONSIBILITY AND WILL FIGHT TO GET
OUTSIDE IF HE DOES THEN PUSH AND WIDEN HIM AS MUCH AS POSSIBLE
ALERTS:
• WING SET MOVE OUTSIDE AND TAKE #4
• TAKE ANY MOTION YOUR SIDE.
• R:
• FIELD PUNT AND START UPFIELD IF POSSIBLE, THIS WILL DRAW
COVERAGE IN TIGHT. BREAK RIGHT LOOK FOR TACKLES BLOCK ON MDM
ALERT:
• IF BALL IS PUNTED EXTREME LEFT, GET WHAT YOU CAN UP THE
SIDELINE.
BASE ASSIGNMENTS – RED 8
• LC-RC:
• SINGLE PRESS THE END. ALIGN INSIDE, FORCE AN OUTSIDE RELEASE.
• LHB- BUMP AND RUN. RC, DOUBLE TEAM WITH RHB. LC, COMBO WITH LHB
RHB: • ALIGN IN THE BOX, DROP ON SNAP. CHECK FOR INSIDE RELEASE BY
GUNNER YOUR SIDE. RHB, DOUBLE TEAM WITH RC. LC, COMBO WITH LHB
• E-T-G: • SAME BASE ASSIGNMENTS. ADJUSTMENTS GAME PLANNED WEEKLY
RETURN LEFT
AUDIBLE : BLUE 6

RG RT RE RHB RC
LC LHB LE LT LG

R
AUDIBLE : BLUE 8

RG RT RE RH RC
LC LH LE LT LG

R
BASE ASSIGNMENTS – BLUE 6
• LE: • HOLD UP #3 FROM CENTER. TRY TO FORCE HIM INSIDE. UNDERSTAND #3
USUALLY HAS CONTAIN RESPONSIBILITY AND WILL FIGHT TO GET
OUTSIDE IF HE DOES THEN PUSH AND WIDEN HIM AS MUCH AS POSSIBLE
ALERTS:
• WING SET MOVE OUTSIDE TAKE #4
• TAKE ANY MOTION YOUR SIDE.
• LT: • HOLD UP #2 FROM CENTER. FORCE HIM TO RELEASE RIGHT (INSIDE).
BUMP AND RUN FROM OUTSIDE POSTION
• LG: • HOLD UP #1 FROM CENTER. FORCE HIM TO RELEASE RIGHT (INSIDE).
BUMP AND RUN FROM OUTSIDE POSTION
• RG: • HOLD UP #1 FROM CENTER, FORCE HIM TO RELEASE RIGHT (OUTSIDE).
BUMP AND RUN FROM INSIDE POSTION.
• RT: • ON SNAP DROP BACK AND SPY ON FB UNTIL THE BALL IS PUNTED. THEN
PEEL LEFT AND SET BREAK FOR RETURNER. AIM FOR A POINT 5 YDS IN
FRONT OF AND 5 YDS. TO THE LEFT OF THE RETURNER. BLOCK MDM. IF
THE BALL IS PUNTED EXTREME RIGHT THEN WHEEL AND LEAD THE
RETURN MAN UP THE RIGHT SIDELINE .
• RC-RHB: • DOUBLE TEAM/DOUBLE PRESS THE END. CORNERS-ALIGN HEAD UP AND
LC-LHB: JAM ANY RELEASE. HB’S-ALIGN INSIDE AND OFF THE BALL. RC/H DP NOT
LET END RELEASE INSIDE AND GET UPFIELD. LC/H TAKE HIM WHERE HE
WANTS TO GO MAINTAIN CONTACT. IF END LINES UP TIGHT, THEN MOVE
DOWN, USE SAME ALIGNMENT AND FORCE OUTSIDE RELEASE.
• RE: • FORCE UNDER CONTROL. PEEL LEFT, SPRINT AND BLOCK MDM.
ALERTS:
• TAKE ANY MOTION YOUR SIDE M/M
• IF END COMES IN TIGHT, MOVE OUTSIDE HIM TO FORCE
• R: • FIELD PUNT AND START UPFIELD IF POSSIBLE, THIS WILL DRAW
COVERAGE IN TIGHT. BREAK LEFT, LOOK FOR TACKLES, BLOCK ON MDM.
ALERT:
• IF BALL IS PUNTED EXTREMED RIGHT, GET WHAT YOU CAN UP THE
SIDELINE
BASE ASSIGNMENTS – BLUE 8
• LC-RC: • SINGLE PRESS THE END. ALIGN INSIDE, FORCE AN OUTSIDE RELEASE.
BUMP AND RUN. LC DOUBLE TEAM WITH LHB. RC COMBO WITH RHB.
• LHB-
RHB: • ALIGN IN THE BOX, DROP ON SNAP. CHECK FOR INSIDE RELEASE BY
GUNNER YOUR SIDE. LHB DOUBLE TEAM WITH LC. RHB COMBOR WITH
RC.
• E-T-G: • SAME BASE ASSIGNMENTS. ADJUSTMENTS GAME PLANNED WEEKLY.
PUNT BLOCKS
BLOCKING A PUNT IS ONE OF THE MOST DEVASTATING THINGS WE CAN DO TO AN
OPPONENT. IT ROBS THEM OF FIELD POSITIONS, CHANGES OR CREATES
MOMENTUM, GIVE US POSSESSION OF THE FOOTBALL, AND MANY TIMES RESULTS
IN A SCORE. THIS ADVANTAGE IS ONLY POSSIBLE IF WE UNDERSTAND THE
MECHANICS, TECHNIQUE AND IMPORTANCE OF SUCH A PLAY.
THERE ARE 4 VITAL FACTORS INVOLVED.
1.PROPER ALIGNMENT: THERE ARE BASICALLY THREE PUNT PROTECTION
POSSIBILITIES; MAN, ZONE, OR A COMBINATION OF THE TWO. THE EXECUTION AND
TECHNIQUES OF THESE POSSIBILITIES ARE NUMEROUS; OUR ALIGNMENT WILL
FORCE OUR OPPONENT TO PROTECT A CERTAIN WAY/ TO GIVE US EVERY
ADVANTAGE TO EXPLOIT THE OPPONENTS WEAK AREA, YOU MUST ALIGN
CORRECTYLY FOR A BLOCK TO WORK.
2.GET OFF ON THE BALL: MOST PUNTERS IN THE NFL WILL GET THE BALL OFF
UNDER 2 SECONDS. FOR US TO BE AT THE BLOCK POINT IN TIME (NORMALLY 10
YARDS FROM THE LOS), IT IS IMPERATIVE THAT WE GET OFF ON THE BALL QUICKLY.
THIS CAN BE BEST ACCOMPLISHED THROUGH DAILY WORK AND BY STUDYING FIL,
OF THE OPPONENTS SNAPPER FOR ANY TIPS.
3.RUN THE PROPER COURSE: WE MUST TAKE THE SHORTEST ROUTE TO THE BLOCK
POINT FROM WHERE WE ARE ALIGNED. IF WE ARE OFF COURSE, WE WILL NOT BE
IN POSITION TO MAKE THE BLOCK.
4.CONCENTRATE ON THE PUNTER’S KICKING FOOT: NOT THE BALL: THIS IS THE
TECHNIQUE KEY THAT WILL ALLOW YOU TO DEVELOP THE “KNACK” OF BLOCKING
PUNTS/ YOU WANT TO TAKE THE BALL OFF THE PUNTERS FOOT, NOT SLAP AT IT. IT
IS EASY TO DEVELOP THIS TECHNIQUE ONCE YOU UNDERSTAND HOW IT IS DONE.
COACHING POINTS FOR A SUCCESSFUL PUNT BLOCK
1.YOUR COURSE SHOULD TAKE YOUR HANDS THRU THE BLOCK POINT AND YOUR
BODY IN FRONT OF THE BLOCK POINT.
2.BLOCK THE PUNT WITH YOUR HANDS. KEEP YOUR EYES OPEN AND POINT YOUR
NOSE AT THE BALL.
3.OUTSIDE RUSHERS CAN LEAVE THEIR FEET AND “LAY OUT” WITH THEIR HANDS
ACROSS THE BLOCK POINT IF NECESSARY.
4.INSIDE RUSHERS SHOULD NOT “LAY OUT” OR JUMP AS A GENERAL RULE.
JUMPING IS NOT NECESSARY AND MORE OFTEN THAN NOT WLL RESULT IN
ROUGHING THE PUNTER. RUN BY THE PUNTER TO THE SIDE OF HIS KICKING FOOT.
5.ANY RUSHER WHO IS PICKER UP BY THE FB, SHOULD HIT FB LOW SO HE CAN’T
BLOCK TWO PEOPLE.
PUNT BLOCKS CONT.
6. IF YOU ARE RUNNING A STUNT TO GET FREE, PROPER
EXECUTION OF THE STUNT IS EXTREMELY IMPORTANT BECAUSE
OF THE TIME FACTOR. IF THE STUNT IS NOT CLEAN AND ON TIME
OUR CHANCES OF GETTING TO THE BLOCK POINT ARE GREATLY
REDUCED.
7. WHEN THE PUNT IS BLOCKED, IF YOU HAVE A CLEAR SHOT AT
THE BALL, SCOOP IT UP AND RUN. IF YOU DON’T HAVE A CLEAR
SHOT AT THE BALL, LOOK TO BLOCK THE PUNTER AND/OR FB
FIRST. THEY MOST OFTEN MAKE THE TACKLE. IF YOU ARE IN
TRAFFIC, RECOVER THE BALL
8. IF YOU ARE BLOCKED SOLIDLY AT THE LOS, HOLD UP AND SPY TO
SEE IF BALL IS BLOCKED OR PUNTED. THEN EXECUTE YOUR
BLOCKING ASSIGNMENT FOR THE RETURN THAT COMPLIMENTS
THE RUSH.
9. IF WE MISS THE BLOCK, PEEL AND SET A WALL FOR OUR
RETURNER. MANY TIMES THE PRESSURE OF THE RUSH CAUSES
THE PUNTER TO LINE DRIVE THE BALL, THUS GIVING US A GREAT
CHANCE AT A RETURN. THE DIRECTION WILL BE GAME PLANNED.
10. IF YOU ARE ASSIGNED TO GRAB OR PULL SOME BLOCKER, DO IT
WITH YOUR HANDS INSIDE AND YOUR FEET MOVING. USE
LEVERAGE, THEN LET GO AS SOON AS POSSIBLE
11. WHEN ATTEMPTING TO BEAT ZONE PROTECTION IT IS
IMPORTANT TO START UPFIELD FIRST, TO STRETCH THE ZONE
THEN BEND IN AND RUSH TO THE BLOCK POINT.
DEFENSE STAY – PUNT SAFE OR PREVENT
**PLAY THIS DOWN WITH AS MUCH INTENSITY AS YOU PLAY
ON 1ST, 2ND, OR 3RD DOWN**
SAFE- “DEFENSE STAY – PUNT SAFE” WILL BE THE RETURN
WE USE AROUND MIDFIELD OR IN THE PLUS AREA OF
THE FIELD. BASE (4-3) PERSONNEL IS ON THE FIELD
EXCEPT WE WILL SUB OUR RETURNER FOR A SAFETY. IF
WE HAVE NICKEL, DIME, SUB, RED SUB, TIGER, 46 OR
ANY OTHER PERSONNEL GROUP ON THE FIELD WE NEED TO
MAKE THE PROPER SUBSTITUTIONS TO GET BASE 43
PERSONNEL ON THE FIELD
GREEN SAFE- MOST WEEKS WE WILL HAVE A RUSH COMING
OFF OUR SAFE ALIGNMENT.
PREVENT- GAME SITUATION DICTATES NOT EVEN
RUNNING A RETURN. PREVENT IS INITIALLY EXECUTED
LIKE “SAFE” EXCEPT AFTER THE BALL IS PUNTED WE COME
OFF THE BLOCKS. THIS WAY WE ELIMINATE THE RISK
OF A PENALTY OR THE BALL HITTING ONE OF OUR
TEAM. THE RETURNER MAY FAIR CATCH A REAL EASY PUNT,
OR JUST GET OUT OF THE WAY AND LET THE BALL ROLL
DEAD.
IMPORTANT COACHING POINTS
1.EXPECT A FAKE – DON’T GO TO SLEEP.
2.KNOW YOUR RESPONSIBILITY AND EXECUTE TO THE BEST OF
YOUR ABILITY.
3.ALIGN OFF THE BALL. DON’T GET A NEEDLESS PENALTY.
4.INSIDE PEOPLE SHOULD NOT BLOCK INSIDE THE 20 YARD
LINE.
5.CORNERS TRY TO PUSH THE GUNNER OUT OF BOUNDS.
THEN HE CANT BE 1ST MAN TO TOUCH OR DOWN THE BALL.
6.ALERT “PULL” CALL BY RETURN MAN. STOP – FIND THE BALL
– GET OUT OF THE WAY. PULL OF YOUR BLOCK.
7.ALERT FOR A “PETER” CALL. THE BALL HAS HIT THE GROUND.
GET AWAY FROM THE BALL SO IT DOESN’T HIT YOU.
DEFENSE STAY – PUNT SAFE – MIDDLE RETURN
(ODD)

LE LT RT RE RC
LC S

SS
M W

R
• LC/RC - VARY YOUR ALIGNMEN FROM BUMP TO OFF.
MAN RESPONSIBILITY. BUMP AND RUN FROM INSIDE
POSITION. PUSH END OUT OF BOUNDS. ALERT “PULL”
CALL
• S/RE - ALIGN OUTSIDE EYE. MAN RESPONSIBILITY ON
SLOT. FORCE THE PUNT (OR RUN). BUMP AND RUN
FROM THE INSIDE POSITION.
• LE/RT - HEADS ALIGNMENT. JAM THROUGH TACKLES
AND “HOLD UP”. BUMP AND RUN FROM INSIDE
POSITION.
• LT - ALIGN ON THE CENTER. SWIM AND FORCE THE
PUNT. RUN OVER THE FB.
• SS - WINDOW DRESS. MAN RESPONSIBILITY ON FB.
BLOCK HIM AFTER THE BALL IS PUNTED.
• M/W - WINDOW DRESS. SPY. DROP AND BLOCK
GUARDS FROM INSIDE POSITION.
• R- FAIR CATCH, OR RUN-TO-DAYLIGHT. 8 YARD
LINE RULE. USE “PULL” OR “PETER” CALL IF NEEDED.
DEFENSE STAY – PUNT SAFE – MIDDLE RETURN
(EVEN)

LT RT RE W RC
LC S LE

SS
MB

R
• LC/RC - VARY YOUR ALIGNMENT FROM BUMP TO OFF.
MAN RESPONSIBILITY. BUMP AND RUN FROM INSIDE
POSITION. PUSH END OUT OF BOUNDS. ALERT “PULL”
CALL
• S/W - ALIGN OUTSIDE EYE. MAN RESPONSIBILITY ON
SLOT. FORCE THE PUNT (OR RUN). BUMP AND RUN
FROM THE INSIDE POSITION.
• LE/RE - ALIGN OUTSIDE NUMBER. CONTAIN RUSH.
TAKE TACKLE DEEP AND “HOLD UP”, THEN BUMP AND
RUN FROM INSIDE POSITION
• LT/RT - JAM THROUGH GUARDS AND “HOLD UP”. SEE
BALL PUNTED. BUMP AND RUN FROM INSIDE POSITION
• SS - WINDOW DRESS. MAN RESPONSIBILITY ON FB.
BLOCK HIM AFTER THE BALL IS PUNTED.
• MB - WINDOW DRESS. MAN RESPONSIBILITY ON
PUNTER. WHEN BALL IS PUNTED, BLOCK THE CENTER
• R- FAIR CATCH, OR RUN-TO-DAYLIGHT. 8 YARD
LINE RULE. USE “PULL” OR “PETER” CALL IF NEEDED.
“42” AUDIBLE
PUNT RETURN TEAM VS A REGULAR OFFENSIVE
FORMATION

LHB RE RHB
LE LG RG

LC LT RT
RC

R
• LC/RE - ALIGN HEAD UP ON A TE OR OUTSIDE AN OT. IF ON TE, PINCH TO INSIDE
C GAP. NOT ON TE, CHARGE STRAIGHT AHEAD. YOU CAN SPILL ANY RUN
ATTEMPT YOUR WAY. VERSUS PASS, RUSH THE PASSER FROM OUTSIDE IN. TRY
TO KEEP PASSER CONTAINED.
• LHB/RH - ALIGN ACCORDING TO OFFENSIVE FORMATION. YOU ARE ALWAYS
THE FORCE MAN ON RUN YOUR WAY, AND YOU HAVE A REVERSE IF BALL GOES
AWAY. VERSUS A PASS, YOU HAVE THE FLAT ZONE.
• LC/RC - ALIGN ON OUTSIDE RECEIVERS ACCORDING TO OFFENSIVE FORMATION.
VERSUS THE RUN, YOU HAVE SECONDARY SUPPORT. VERSUS THE PASS, YOU
HAVE DEEP 1/3 ZONE YOUR SIDE. C.P.: PLAY PASS FIRST
• LG/RG – ALIGN HEAD UP ON GUARD, THE RT WILL GIVE YOU A CHARGE CALL.
ON “RIP”, CHARGE RIGHT, LG WILL HAVE “A” GAP, RG WILL HAVE “B” GAP. ON
“LIZ”, CHARGE LEFT, LG WILL HAVE “B” GAP, RG WILL HAVE “A” GAP. ON
“TIGHT”, CHARGE INSIDE, LG AND RG WILL HAVE “A” GAP.
• LT/RT – MOVE AROUND BEFORE SNAP, DEPENDING ON YOUR GAP CONTROL. RT
WILL MAKE A CHARGE CALL, DICTATED BY OFFENSIVE FORMATION (GUARDS
SHOULD SLANT TO STRENGTH). ON “RIP” GUARDS ARE CHARGING RIGHT, LT HAS
“B” GAP, RT HAS “A” GAP. ON “LIZ”, GUARDS ARE CHARGING LEFT, LT HAS “A”
GAP, RT HAS “B” GAP. ON “TIGHT”, GUARDS ARE CHARGING INSIDE, LT AND RT
HAVE “B” GAPS (1 YARD OR LESS) VERSUS A PASS YOU HAVE HOOK ZONE.
• R – MOVE UP TO 12 YARDS FROM LOS. YOU HAVE DEEP MIDDLE 1/3 ZONE. DO
NOT REACT TO RUN UNTIL YOU ARE SURE ITS NOT A PASS.
IMPORTANT PUNT GAME RULES
*THERE IS NO BLOCKING BELOW THE WAIST ON ANY KICKING GAME PLAY*
1.TO “DOWN” A PUNT, THE COVERING MAN MUST STAY WITH THE BALL UNTIL
THE WHISTLE (THEN GIVE IT TO THE NEAREST OFFICIAL).
2.A PUNT INTO THE ENDZONE IS NOT AN AUTOMATIC TOUCHBACK – IT CAN BE
RETURNED BY THE RECEIVING TEAM. MAKE SURE WE DOWN IT.
3.IF THE COVERING TEAM ON A PUNT TOUCHES THE BALL BUT FAILS TO
OFFICIALLY “DOWN” IT, THE RECEIVING TEAM CAN NOW TRY TO ADVANCE IT AT
NO RISK TO THEMSELVES. IF THEY GAIN, THEY CAN TAKE THE GAIN. IF THEY
FUMBLE OR LOSE YARDAGE THEY CAN ELECT TO TAKE THE BALL WHERE IT WAS
FIRST TOUCHED BY THE COVERING TEAM.
4.A BLOCKED PUNT (BEHIND THE L.O.S.) CAN BE ADVANCED BY EITHER TEAM.
5.A PARTIALLY BLOCKED OR DEFLECTED PUNT IS TREATED EXACTLY THE SAME AS
A REGULAR PUNT. IT SHOULD BE “POISON” TO THE MEN ON THE RECEIVING
TEAM.
6.PLAYERS ON PUNT COVERAGE CAN NOT INTERFERE WITH THE FREE
MOVEMENT OF A RETURNER IN HIS EFFORT TO CATCH ANY PUNT.
7.A FAIR CATCH CAN NOT BE ADVANCED BY EITHER TEAM, NOR MAY THE PLAYER
CALLING FOR THE FAIR CATCH BE BUMPED OR TACKLED.
8.A MUFFED FAIR CATCH WHICH HITS THE GROUND IS A FREE BALL AND
BELONGS TO THE TEAM WHICH RECOVERS IT. A MUFFED FAIR CATCH CAN BE
LEGALLY CAUGHT BY A TEAMMATE BEFORE IT HITS THE GROUND. THE
RECEIVING TEAM CAN ADVANCE A MUFFED FAIR CATCH. THE KICKING TEAM
MAY NOT.
9.A MAN SIGNALING FOR A FAIR CATCH, CANNOT SUBSEQUENTLY BLOCK.
10.AFTER MAKING A FAIR CATCH, THE RECEIVING TEAM HAS THE OPTION OF
UTILIZING A FREE KICK ON THE NEXT PLAY. IF IT IS A PLACE KICK UTILIZING A FREE
KICK ON THE NEXT PLAY. IF IT IS A PLACE KICK (FROM A HOLD) AND IT GOES
BETWEEN THE UPRIGHTS, A FIELD GOAL IS SCORED.
11.ON A PUNT RUSH, IT IS THE RESPONSIBILITY OF THE RUSHERS TO AVOID
RUNNING INTO OR ROUGHING THE PUNTER. THE PENALTY IS 5 YARDS FOR
RUNNING INTO THE PUNTER. THE PENALTY FOR ROUGHING IS A PERSONAL
FOUL, 15 YARD AND AN AUTOMATIC FIRST DOWN.
PUNT RULES CONT.
12. THE KICKER/PUNTER LOSES PROTECTION FROM CONTACT UNLESSS
A. THE KICK IS BLOCKER OR DEFLECTED
B. THE SNAP IS DROPPED.
C. THE BALL IS QUICK KICKED FROM ON AN OFFENSIVE FORMATION
D. THE PUNTER STARTS TO RUN OR PASS.
E. THE PUNTER RECOVERS A LOOSE BALL.
F. IF RUSHERS IS BLOCKED INTO KICKER
13. DURING THE KICK FROM SCRIMMAGE, ONLY THE END MEN, AS ELIGIBLE
RECEIVERS ON THE LINE OF SCRIMMAGE AT THE TIME OF THE SNAP, ARE
PERMITTED TO GO BEYOND THE LINE BEFORE THE BALL IS KICKED
EXCEPTIONS: AN ELIGIBLE RECEIVER WHO, AT THE SNAP, IS ALIGNED OR IN
MOTION BEHIND THE LINE AND MORE THAN YARD OUTSIDE THE
END MAN ON HIS SIDE OF THE LINE, CLEARLY MAKING HIM THE
OUTSIDE RECEIVER, REPLACES THAT END MAN AS THE PLAYER
ELIGIBLE TO DOWN THE FIELD AFTER THE SNAP. ALL OTHER
MEMBERS OF THE KICKING TEAM MUST REMAIN AT THE LINE OF
SCRIMMAGE UNTIL THE BALL HAS BEEN KICKED.
12. NO PLAYER OF THE KICKER’S TEAM WHO HAS BEEN OUT OF BOUNDS MAY
TOUCH OR RECOVER A SCRIMMAGE KICK BEYOND THE LINE UNTIL IT HAS
BEEN TOUCHED BY ANOTHER PLAYER.
13. WHEN A KICK FROM SCRIMMAGE (PUNT, MISSED FG) IS TOUCHED BY A
RECEIVING TEAM MEMBER AND RECOVERED BY A KICKING TEAM
MEMBER IN THE END ZONE OF THE RECEIVER, A TOUCHDOWN IS
AWARDED.
14. ANY MEMBER OF THE PUNT TEAM WEARING AN ELIGIBLE JERSEY NUMBER
AND PLAYING AN INELIGIBLE POSITION, OR WEARING AND INELIGIBLE
NUMBER AND PLAYING AN ELLIGIBLE POSITION MUST “REPORT” BEFORE
ENTERING THE HUDDLE.
15. THE RETURN TEAM CANNOT “FLINCH” THE PUNT TEAM (NEW RULE- 1998)
PUNT RETURN – SPECIAL SITUATIONS TO
PREPARE/PRACTICE
1. RECEIVING/RETURNING PUNTS DEEP IN OUR OWN TERRITORY.
2. PUNTED BALL (NOT DOWNED OR DEAD) IN OUR ENDZONE.
3. REACTION TO A BLOCKED OR DEFLECTED (PARTIALLY BLOCKED) PUNT.
4. PUNT RUSH/RETURN WHEN OPPONENT IS BACKED UP IN OWN ENDZONE.
5. DEFENSING A PUNT TEAM THAT IS INTENTIONALLY TAKING A SAFETY.
6. REACTING TO FAKES.
7. REACTION WHEN PUNT TEAM SHIFTS TO AN OFFENSIVE FORMATION VS
RETURN PERSONNEL.
8. PUNT SAFE W/DEFENSE. SAFE OR PREVENT CALLS.
9. “PULL”, “PETER” AND “COVER” CALLS.
ONSIDE KICK DEFENSE

We will use special personnel on our onside kick return team. Our
objective is to recover the kick and retain possession of the ball.

We need to be ready to adjust to our opponent’s overshifted alignment.


The best rule of thumb is to never be out-numbered on either side by our
opponent.

If you do not recover the ball, then be ready to cover, protect your
teammate who has recovered the kick.

The ends, tackles and middle guard should align 10.5 yards from the ball.

Our wings, QB/FB should space themselves between the front 5, 15 yards
from the ball.

Left halfbacks alignment will be game planned.

The right halfback aligns at the goal line. Use good judgment. Adjust up to
an onside kick. If the ball is kicked deep, either fair catch or get what you
can, then get down. PROTECT THE BALL!

** We need to aggressively go get the football. Be ready to out-rebound


(high point) a big bouncing kick.

If they kick the ball away each man has a blocking assignment. Drop back
to the 40 yard line, set up and block your man. Count from the outside in.

LE Block #L5 LW Block #L4


LT Block #L3 FB Block #L2
MG Block #R1 QB Block #R2
RT Block #R3 RW Block #R4
RE Block #R5 LHB Block #L1
IMPORTANT KICKOFF/KICKOFF RETURN GAME RULES

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

2.A kickoff recovered in the end zone by the kicking team is a touchdown.

3.If a kickoff goes out of bounds, the receiving team takes possession at the
point where the ball went out of bounds, or 30 yards from the spot of the kick
(usually the 40). –note onside kick exceptions.

4.An onside kick that does not travel 10 yards, or is not touched and goes out
of bounds, is re-kicked after a 5 yard penalty. After the second such kick the
return team takes possession at the point of illegal recovery or at the spot the
ball traveled out of bounds.

5.An onside kick cannot be advanced by the kicking team.

6.During an onside kick, a player from the kicking team may not push or block a
player from the receiving team who has stepped across the 10 yard restraining
line, unless the ball has been touched by the return team.

7.During an onside kick a player from the kicking team cannot go out of
bounds, come back in, and be the first person to recover the ball.

8.A kickoff can be fair caught.

9.The game clock starts at the time the ball is kicked except in the last 2
minutes of each half. In the last 2 minutes the ball must be legally touched by a
player from either team.

10.Any member of a team can push or pull the opponent out of the way in an
attempt to recover a loose ball. He may not do so however, to allow a
teammate to recover a loose ball. He may block an opponent to allow a
teammate to recover the ball.
KICKOFF RETURN

1999 TARGET PERFORMANCE LEVEL 3

PHILOSOPHY

3-4

PROCEDURE

COACHING POINTS FOR RETURNERS

4-5

5-4-2 RETURN ALIGNMENT

6-7

GENERAL COACHING POINTS 9

MIDDLE MAN RETURN

10-11

WEDGE RIGHT RETURN

12-13

WEDGE RIGHT COUNTER

14-15

WEDGE LEFT RETURN

16-17
1999 TARGET PERFORMANCE LEVEL
A. No turnovers
B. Return the kick past the 30 yard line. (Drive Start Average)
C. Average 23 yards plus return.
KICK OFF RETURN
The primary objectives of the kickoff return team are to 1) retain possession
of the ball, and to gain as much field position as possible for the offense. We believe we can
accomplish this objective if our return team understands and applies the following principles:

A. GREAT EFFORT is a must!! A missed block is usually the result of a lack of effort.
B. Each player must know his assignment and have the flexibility of adjusting that
assignment relative to where the ball is kicked.
C. Errors in judgment are catastrophic! A clip, or a poor decision by the returner can
result in poor field position or a turnover.
D. No block is unimportant! The block furthest from the point-of-attack may be the
block that makes a big return possible. What has been designed as a middle return
might end up bouncing outside.

PHILOSOPHY

The philosophy we have determined for our team is to stress emphasis


and excellence in the following areas:

A. Soften Coverage

We want our blockers to sprint to their assigned drops, turn and


fit on the man they are responsible to block. Each blocker must first time then maintain
their block long enough to allow our returner to gain momentum and yards.

B. Disguise All Returns

We want, as much as possible, to make our base return (left, middle, right) look the
same. By doing this, we will force the coverage team to stay in their lanes longer
and not collapse on the area where the ball is kicked. This concept forces the
coverage team to defend the entire field thereby expanding the running lanes of
our returner.

C. Force The Ball Upfield

Our returner must have confidence in what our blockers are trying to accomplish.
We must force the ball upfield and attack the coverage team. This approach to
kickoff returns must be felt by all members of the return team.
D. React and Adjust – Expect the Unexpected

As a team we have to handle all types of kicks. We will practice reactions to all different kinds of
finesse kicks as well as surprise onsides kicks.

REMEMBER
A. Expect the onside kick! Watch the kicker’s approach. Watch the ball leave the tee before sprinting
to your drop point.

A. Because the ball is kicked from the 30 yard line, most kickoffs will be returned.

A. Know the situations:

1) How deep does he normally kick the ball?

1) Which way is the wind blowing? If he is kicking with the wind expect it to carry deep. If he is
kicking the ball into the wind, expect a shorter kick or possible finesse kick.

1) Where is he kicking the ball from after a penalty? Adjust your alignment.

1) How much time in the game?

D. What is the score?

A. Any kickoff over 3 yards deep in our zone should not be returned. Also, if the returners hips drop
going backwards, stay in. The exception being the extremely flat kick. Must be able to walk into ball.

A. Who is the safety (s) ? Who has contain responsibility?

A. Returners must know who we are freeing in their coverage.

1) Any member of the receiving team can signal and make a fair catch.

1) Study your blocking assignments on tape. Know what to do, and all adjustments that must be made.

1) Do not clip! When in doubt don’t risk this penalty. We can’t allow our offense to start a drive from
inside our own 10 yard line.

1) Middle guard must be alert for squib kick at him. Never align directly in front of ball.
COACHING POINTS FOR RETURNERS

1. A cool head is required in your job. Always be thinking.

2. Know the kicker – where he puts the ball, average distance, height, and hang time.

3. Be conscious of the wind. Is he kicking with it/against it or is it a cross wind? How strong is it?

4. Talk to each other to be sure who’s catching it. RHB – give a “You”/ “Me”

5. Watch the kicker’s alignment, set up and approach angle to anticipate a directional kick.

6. Catch all kickoffs. Do not allow the ball to hit the ground. Do not run a dropped ball out of the end
zone. *Any kickoff into the end zone must be covered. If our opponent recovers it in the end zone,
it is a touchdown against us.

7. Practice sound fundamentals when handling each ball. Look the ball into your hands. Tuck it away
tight. Get in the habit of keeping a tight grip on the nose of the ball with your elbow and arm.
Learn to run with the ball in a secure position like this. You can let the ball swing back and forth in
a natural rhythm and still keep the ball in close to your body with tight pressure front and rear.
When you get trapped, bring the ball in close and protect in with both hands. *If you think about
these good fundamentals and do them in practice, it will be automatic in a game.

8. A kick that goes 2, 3, 4, 5 yards deep into the end zone requires good judgment as to whether or
not you run it out. The scouting report will be especially important here. TALK TO EACH OTHER.

9. If you being the ball out of the end zone, do not take it back into the end zone. That would give
our opponent a safety (if downed or they tackle you).

10. A bouncing kickoff that ricochets off you or one of our players into the end zone can be downed
there for a touchback, and we get the ball on our 20. (The impetus that sent the kick into the end
zone came from the kicker, even though it may have bounced off you or one of our players).

11. If you’re sprinting to catch the ball near the sidelines, be aware that your speed my carry you out
of bounds. If this is the case, don’t catch the ball. The worst that can happen is for the ball to go
out of bounds (penalty against the kicking team) or into the end zone, whereby we must “Down”
it for a touchback.

PROCEDURE
A. We will huddle on our sideline to:
1) Count our personnel – (QB is counter)
2) Get the return call and any possible adjustments.
3) Cover any reminders or coaching points

B. Break the huddle and quickly jog to your position.


5-4-2 KICKOFF RETURN ALIGNMENT
K
L5 L4 L3 L2 L1 R1 R2 R3 R4 R5
30 30

40 40
LE LT MG RT RE

50 50
IDENTIFY KICK COVERAGE PERSONNEL BY COUNTING THEM FROM THE OUTSIDE
TOWARDS THE MIDDLE.

40 40

30 30

LW FB QB RW
20 20

10 10

LH RH
5-4-2 KICKOFF RETURN ALIGNMENT

STANCE: hands on knees, facing the ball, ready to react.

LEFT END – RIGHT END (LE-RE): line up with your back/inside foot on the 45 yard line splitting the distance
from numbers to the sideline.

LEFT TACKLE – RIGHT TACKLE (LT-RT): line up with your back/inside foot on the 45 yard line splitting the
distance between players on either side of you.’

MIDDLE GUARD (MG): line up with your back foot on the 45 yard line between the hash marks, slightly offset
to the right or left.

LEFT WING – RIGHT WING (LW-RW): line up on the numbers at the 25 or 30 yard line, depending upon game
plan.

FULLBACK – QUARTERBACK (FB-QB): line up on the 25 or 30 yard line, on the hash marks, depending upon
the game plan.

LEFT HALFBACK – RIGHT HALFBACK (LHB-RHB): we will game plan weekly your alignment. As a base line up
on the goal line 4 yards inside the numbers.

C.P. – FRONT 5: you can adjust your alignment somewhat to help get a quicker drop. Just be sure you change
it up so opponent will not be encouraged to surprise onside kick. Never start backward until you see the
kicker’s foot meet the ball.

5-4-1-1 KICKOFF RETURN ALIGNMENT

LEFT HALFBACK: Line up between the 10-15 yard line, middle of the field. If the kicker moves the ball to a
hash to kickoff, mirror the ball, and move to that hash. Field any squib kick in front of you, let the RHB field all
other kicks. You become the off halfback on all returns.

RIGHT HALFBACK: Align on the goal line mirroring the ball. You should field all kicks.
COACHING POINTS

1.Front people always be alert for onside kick.

2.FB, QB, LW and RW be alert for finesse kick.

3.On the squib kick, front people turn and block your man immediately.

4.Everyone adjust your drop and angle according to where the ball is kicked.

5.Keep your eyes on the man you are going to block.

6.Always count kickoff team from outside in. 5-4-3-2-1

7.Vs. Sprinters, shifts etc., count “at the kick” outside in.

8.HB’s don’t run laterally. Take the ball “up” the field.

9.HB’s, strive to catch the ball with little forward momentum. Roll into the
catch.

10.As a general rule, we will not return a ball that is kicked more than 3
yards deep.

11.Wedge personnel never “pass up color”.


MIDDLE MAN RETURN
K
L5 L4 L3 L2 L1 R1 R2 R3 R4 R5
30 30

40 40
LE LT MG RT RE

50 50

40 40

30 L1 30
R3
L4 L3 R4

LW FB QB RW
L2 R1
20 20
R2

MDM

10 MDM 10
R5

LH RH
MIDDLE MAN RETURN

FRONT 5—

On the kick sprint past the 35, come to balance, set up and make contact between the 30 and 25. Put your head across
the front numbers and maintain contact. Adjust to the angle of the drop to that of your kick. Maintain inside leverage
position.

•LE – Block L4
•LT – Block L3
•MG – Block L1
•RT – Block R3
•RE – Block R4

WEDGE—

Wings and FB – Shuffle and set up with inside number position between the 25 and 20 yard line. Make contact and take
your man where he wants to go – maintain contact and open a lane.

•LW – Block L2
•FB – Block R1
•RW – Block R2

QB—

Drop 10-12 yards in front of returner, no wider than the numbers. On catch / “GO” call start up-field and block MDM.
Scan to your inside, break back towards the far #1 cover man.

RETURNERS—

OFF HB – Set 1 yard inside and 5-6 yards in front of returner. Make “GO” call. Check #5 to the side of the kicker. If he is
not forcing then work back inside to MDM. No MDM, then lead through on safety.

RETURNER – Catch the ball and start straight up the field (5-10 yards). If you are outside the numbers, break into the
numbers, start up-field and hit a seam.

If you are inside the numbers start straight up-field, set blocks and make 1 cut. Hit a seam, use your QB as a lead
blocker!
WEDGE RIGHT RETURN
K
L5 L4 L3 L2 L1 R1 R2 R3 R4 R5
30 30

40 40
LE LT MG RT RE

50 50

40 40

30 30
R1 R2
L2 L1
L3
LW FB QB RW
20 20
R3 R 4/5

10 MDM 10
L4

LH RH
WEDGE RIGHT RETURN

FRONT 5-
On the kick sprint past the 35, come to balance, set up and make contact between the
30 and 25. Put your head across the front numbers and maintain contact. Be ready to
adjust your drop angle to that of a directional kick.
•LE – block L3 with inside/out leverage
•LT – block L2 with inside/out leverage
•MG – block L1 with inside/out leverage
•RT – block R1 with outside/in leverage
•RE – block R2 with outside/in leverage

WEDGE-
The RW will set the wedge 12-15 yards in front of the returner no wider than the
numbers. Anticipate the location of the wedge by the angle and trajectory of the kick.
Set up with 2-3 feet spacing between players. QB Echo the “GO” call. Run through/over
your blocking assignment.

•LW – FB – double team R3 – LW alert for any MDM – Don’t pass up color
•QB – RW – combo block R4 and R5. QB has the inside man. RW has the outside man – RW
aim at inside # of R4.

RETURNERS-

•Off. HB – set 1 yard inside and 5 to 6 yards in front of returner. Make “GO” call. Check L4
then block MDM searching from R2 back to the left.

Returner –
If you catch the ball on or inside the right numbers take it straight up-field then break
behind your double team block. If you catch the ball outside the right numbers then
bring it back to the numbers/wedge then start up-field – set your blocks – follow your
double team – when you break, think outside – get to the boundary.
WEDGE RIGHT – COUNTER
K
L5 L4 L3 L2 L1 R1 R2 R3 R4 R5
30 30

40 40
LE LT MG RT RE

50 50

40 40

30 30

R1 R2
L3 L1
LW L2 FB QB RW
20 L3 20
L4 R3
R4

L5

10 10

LH RH
WEDGE RIGHT – “COUNTER” RETURN

FRONTS 5 –
The Front 5 will use a “sucker block” technique. Drop and set up as you would for Wedge Right Return. Set a
little tighter to invite your blocking assignment to cross face you to get to the Point-of Attack. When he starts
to cross face, block him to the right. If he does not attempt to cross face, then position yourself prior to
contact to block him right.

-LE – set up tight inside of L3 – sucker block him right


-LT – set up tight inside of L2 – sucker block him right
-MG – set up tight inside of L1 – sucker block him right
-RT – set up tight outside of R1 – sucker block him right
-RE – set up tight outside of R2 – sucker block him right

*Make contact as they cross the 30 yard line.*

WEDGE –

Set up and position yourself the same as Wedge Right Return, on the “GO” call.

-LW – start up-field 3 to 4 yards, break left and block L4 in or out. You key the change of direction.
-FB – start up-field, break left with the LW, secure the block on L3 by our LE. Thru for safety.
-QB – block R3 out. Aim at inside number.
-RW – block R4 out. Aim at inside number

RETURNERS –

Set up and position yourself the same as Wedge Right Return , on the “GO” call.

-Off HB – key your counter move off the LW. Read the LW’s block on L4, go in or out to block the L5 (safety).
-Returner – counter left and follow your off HB.
WEDGE LEFT RETURN
K
L5 L4 L3 L2 L1 R1 R2 R3 R4 R5
30 30

40 40
LE LT MG RT RE

50 50

40 40

30 30
L2 R1 R2 R3
L1

LW FB QB RW
L 1/5 20 L3 20

10 10

MDM R4

LH RH
WEDGE LEFT RETURN

FRONTS 5 –
On the kick sprint to the 35, come to balance, set up and make contact between the 30 and 25.
Put your head across the front numbers and maintain contact. Be ready to adjust your drop
angle to that of a directional kick.

-LE – Block L2 with outside/in leverage


-LT – Block L1 with outside/in leverage
-MG – Block R1 with inside/out leverage
-RT – Block R2 with inside/ out leverage
-RE – Block R3 with inside/out leverage

*Make contact as they cross the 30 yard line.*

WEDGE –

The LW will set the wedge 12-15 yards in front of the returner, no wider than the numbers.
Anticipate the location of the wedge by the angle and trajectory of the kick. Set up with 2-3
feet spacing between players. QB echo the “go” call. Run through/over your blocking
assignment.

-QB – RW – Double team L3 – RW alert for any MDM. Don’t pass up color.
-LW – FB – Combo block L4 and L5. FB has the inside man. LW has the outside man. LW aim at inside # of L4.

RETURNERS –

•OFF – HB – set 1 yard inside and 5-6 yards in front of returner. Make “GO” call. Check R4 then block MDM
searching from L2 back to the right.

RETURNER-
If you catch the ball on or inside the left numbers take it straight up-field then break behind
your double team block. If you catch the ball outside the left numbers then bring it back to the
numbers/wedge then start up-field – set your blocks – follow your double team – when you
break, think outside – get to the boundary.
WEDGE LEFT– COUNTER
K
L5 L4 L3 L2 L1 R1 R2 R3 R4 R5
30 30

40 40
LE LT MG RT RE

50 50

40 40

L2
30 R1 R2 R3 30
L1

LW FB QB RW
20 L3
R3
R4 20
L4

R5

10 10

LH RH
WEDGE LEFT – “COUNTER” RETURN

FRONTS 5 –
The Front 5 will use a “sucker block” technique. Drop and set up as you would for a Wedge Left Return. Set a
little tighter to invite your blocking assignment to cross face you to get the Point-of-Attack. When he starts to
cross face, block him to the left. If he does not attempt to cross face, then position yourself prior to contact
to block him left.

-RE – set up tight inside of R3 – sucker block him left


-RT – set up tight inside of R2 – sucker block him left
-MG –set up tight inside of R1 – sucker block him left
-LT – set up tight outside of L1 – sucker block him left
-LE –set up tight outside L2 – sucker block him left

*Make contact as they cross the 30 yard line.*

WEDGE –

Set up and position yourself the same as Wedge Left Return, on the “GO” call.

-RW – start up-field 3 to 4 yards, break right and block R4 in or out. You key the change of direction.
-QB – start up-field, break right with the RW, secure the block on R3 by our RE. Thru for safety.
-FB – block L3 out. Aim at inside number.
-LW – block L3 out. Aim at inside number.

Returners –

Set up and position yourself the same as Wedge Left Return, on the “GO” call.

-Off HB – key your counter move off the RW. Read the RW’s block on R4, go in or out to block the R5
(safety)
-Returner – counter right and follow your off HB.
RAVENS RIGHT
K
L5 L4 L3 L2 L1 R1 R2 R3 R4 R5
30 30

40 40
LE LT MG RT RE

50 50

40 40

30 30
R2
R1 R3 R5
L2 L1

LW FB QB RW
L3
20 20 R4

10 10

LH RH
RAVENS RETURN - RIGHT

FRONTS 5 –
On the kick sprint to the 35, come to balance, set up and make contact between the 30 and 25.
Put your head across the front numbers and maintain contact. Adjust your drop angle
according to the location of the kick.

-LE – set up tight inside of R3 – sucker block him left


-LT – set up tight inside of R2 – sucker block him left
-MG –set up tight inside of R1 – sucker block him left
-RT – set up tight outside of L1 – sucker block him left
-RE –set up tight outside L2 – sucker block him left

WEDGE –

THIS IS STRICTLY A MAN BLOCKING SCHEME WITH NO WEDGE CONCEPT


•RW- set between the 25 and 30 yard line numbers and block R3. Take him wherever he wants
to go. Maintain contact and create a land inside or outside of you.

•FB- drop back to the 20 yard line hash vicinity. When our returner catches the ball go kick out
contain man, the R4.

•QB- drop and set up 10-12 yards in front of the returner. On the catch / “go” call block R5.
Your block could be inside or outside of the FB’s block on R4 depending if R5 plays safety or
forces.

•LW- drop to the 20 between the numbers and hash. When the returner catches the ball run
an arc course through the hole. Seal back to the inside – block MDM with your left shoulder.

RETURNERS–

•Off – HB – set 5-6 yards in front of and 1 yard inside the returner. Make “GO” call on catch. Lead
returner through hole. Be in position to block in backside chasers/MDM.

Returner – catch and secure the ball. Start straight up-field (between the #’s) and then break right. If
you catch the kick outside the #’s then start to the #’s then up-field. Read the RW’s block on R3. Hole
will be between RE’s pin block on R3 and the FB’s kick out on R4. Follow your QB – get to the
boundary.
RAVENS LEFT
K
L5 L4 L3 L2 L1 R1 R2 R3 R4 R5
30 30

40 40
LE LT MG RT RE

50 50

40 40

30 30
R1 L3 L2
L5 L1 R1 R2

LW FB QB RW
R3
20 20
L4

10 10

LH RH
RAVENS RETURN – LEFT

FRONT 5 –
On the kick sprint past the 35, come to balance, set up and make contact between the 30 and
25. Put your head across the front numbers and maintain contact. Adjust your drop angle
according to the location of the kick.

•LE – Block L2 with outside/in leverage


•LT – Block L1 with outside/in leverage
•MG – Block R1 with inside/out leverage
•RT – Block with inside/out leverage
•RE – Block R3 with inside/out leverage

WEDGE –

THIS IS STRICTLY A MAN BLOCKING SCHEME WITH NO WEDGE CONCEPT

•LW – set between the 25 and 30 yard line numbers and block L3 wherever he wants to go. Maintain
contact and create a lane inside or outside of you.

•FB – drop back to the 20 yard line hash vicinity. When our returner catches the ball go kick out and
contain man, the R4.

•QB – drop and set up 10-12 yards in front of the returner. On the catch / “go” call block L5. Your
block could be inside or outside of the FB’s block on L4 depending if L5 plays safety or forces.

•RW- drop to the 20 between the numbers and hash. When the returner catches the ball run an arc
course through the hole. Seal back to the inside – block MDM with your left shoulder.

RETURNERS –

Off – HB – Set 5-6 yards in front of and 1 yard inside the returner. Make “GO” call on catch. Lead
returner through hole. Be in position to block in backside chasers/MDM.

Returner – Catch and secure the ball. Start straight up-field (between the #’s) and then break right. If
you catch the kick outside the #’s then start to the #’s then up-field. Read the LW’s block on L3. Hole
will be between LE’s pin block on L2 and the FB’s kick out on L4. Follow your QB – get to the
boundary.
ONSIDE KICK DEFENSE – ALIGNMENT
K
L5 L4 L3 L2 L1 R1 R2 R3 R4 R5
30 30

40 40
LT RT
LE FB MG RE
LW QB RW

50 50

L4 L3 R1 R5
L2 R2 R3 R4
L5
40 40

30 30

LH

20 20

10 10

RH
SPECIAL SITUATIONS TO PRACTICE

1.Return of free kick after a safety. Free kick from 20 yard line with the
punter.

2.Squib kicks.

3.Pooch kicks.

4.Surprise onside kicks.

5.Deliberate onside kicks.

6.Return of deep kick with onside kick defense team.

7.Returns after penalty situations (plus and minus).


2105 KICK-OFF COVERAGE GOALS - SOON
1.Limit opponents to 20 yards per return.
2.Force three fumbles / three turnovers.
3.Limit our opponent’s kick-off return average to the 25 yard line
(Drive Start Average).

PHILOSOPHY

There is no other play in football that requires more aggressiveness,


discipline, and courage than covering kick-offs.

The importance of the kick-off cannot be overlooked. Like other plays


in the kicking game, a great amount of yardage and field position is
involved. If our opponents are forced to start their first possession
at or inside their 20 yard line, we have greatly minimized their
chances of scoring. As importantly, we will have a greater
opportunity of having goof field position if our opponents fail in
their attempt to make a first down.

We believe that the elements of an excellent kick-off team are:


1.An Effective Kicker – Hang time, distance and being able to
directionally place the ball all contribute to the effectiveness of
kick-off coverage.
2.Great Effort – We must habe players who are willing to sprint
downfield and do what’s necessary to make our coverage effective.
Refuse to be blocked.
3.Aggressive/Disciplined Coverage – Leverage the returner –
eliminate running lanes – Gang tackle !
Due to the 1994 rule changes:
1.Moving the kick-off point back 5 yards to the 30 yard line
2.Lowering the kicking tee from 3 inches to 1 inch, there is an
additional emphasis on quality kick-off coverage
SPECIAL TEAMS STATISTICS – 1993 - 1998

1993 1994 1995 1996


AVG RETURN
RETURN FOR TD’S
NUMBER OF KICK-OFFS RETURNED
AVG STARTING POINT
TOUCHBACKS
ELEMENTS OF GOOD COVERAGE
1.Good Takeoff
a. Don’t be offsides!! Most offside violations are committed by
players furthest removed from the kicker (5’s and 4’s).
b. You must watch our kicker’s approach and time your takeoff
accordingly. We want our coverage to slightly trail the kicker
and enter into a sprint as the ball is kicked.
2.Proper Lane Displacement
a. The intervals between personnel must remain constant. A
player knocked-out of his lane creates a seam the returner can
run through.
b. If you, in avoiding a blocker, are forced out of your lane, fight
to get back into your lane. If the ball carrier is 10 yards or
closer, we take the blocker on with proper leverage rather than
avoid him. Butt and Separate!
c. If you are knocked to the ground, get up and fill an open lane.
Don’t follow a teammate down the field – fill a lane!
d. Guard against getting too close together in coverage and
allowing one blocker knock two of your men down.
3.Playing The Return
a. Don’t allow the front row blockers to cause you to choke-down
too soon. If they “short set” you, avoid their block (Wiggle) and
get back into your lane.
b. If the front row of blockers cross, you must try and out-run
them before they can get blocking angles on you.
c. As you approach the returner (within 10 yards), start choking
down. Stay in front of the blocker. Do not take a side on the
blocker until the returner declares himself. Work laterally,
controlling the blocker with your hands. When the returner
declares a side, use your hands to disengage from the blocker.
Butt and Separate!
d. Never give yourself up by flying into a blocker (“1 for 1”). You
are most valuable in coverage by playing off blocks.
ELEMENTS CONT.
e. If possible, the initial tackler should try and hold-up the
returner. Tackle thru the numbers. We want to get as many
hits on the returner as possible (gang tackle). By doing this, we
can strip the ball loose and force a fumble.
f. If you get downfield uncontested, come to balance and get in a
good hitting position in front of the returner. This will force him
into taking an evasive action on you and buy more time for
your teammates to play off blocks.
g. Avoid the first line of blockers and take on the 2nd line as a
general rule.
4.Gradually Squeeze to the Returner
a. As you see the return develop, start working to the returner.
(Identify the type return).
b. Come to balance as you converge on the ball.
c. We want our coverage to squeeze on the runner in a
coordinated effort. Keep the returner on your inside shoulder.
5. Don’t Lose Contain (Contain Men)
a. Proper contain is maintaining outside leverage on the returner.
Always view the returner off your inside shoulder.
b. Never work to a point where you are even with the returner.
c. Don’t get blocked inside.
d. Don’t allow returner around you.
e. Keep you outside arm free.
f. Always be alert for trick plays (reverse, throwback, etc.).
6. Don’t Let up Until the Whistle Blows
a) Assume all kicks will be returned out of the end zone
b) Don’t relax on a mishandled kick. Accelerate and make a big
play!
ELEMENTS CONT.
7. Aggressive Safeties (Linebackers)
1. Our safeties are designated lane-fill tacklers. They will SPRINT
down the field and only slightly fall behind the initial wave of
coverage (the 35 yard line is our landmark to start to gather).
From this level, as they read the return, they will fill the area
of the return and serve as designated tacklers and extra
coverage support.
2. Our safeties must exemplify the type of coverage people
necessary for us to be effective on kick-off coverage. They
must be tough, aggressive, and play with intelligence.
8. Coverage Coaching Points
a. The psychological impact of dominant kick-off coverage cannot
be overlook. A big hit, or great coverage, both causing a poor
return, serve notice that a team is ready to play.
b. We want our coverage to be on our opponent’s 35 yard line
when the ball is caught. This means our coverage team must
run 35 yards (with a running start) in 4.0+ seconds the ball is in
the air. We want to tackle the returner inside the 25 yard line.
c. The kickoff is a free ball. The kicking team cannot advance
their own kick unless it has been possess and fumbled by the
receiving team.
d. Never assume a kick will not be advanced out of the end zone.
Sprint until you hear the whistle.
e. Don’t relax because you think the returner is “down”. Get
there and gang tackle. Strip the ball and make a big play.
f. Offsides is a result of poor concentration and carelessness.
This penalty invariably cancels a good coverage effort.
KICKOFF ALIGNMENT AND COVERAGE

20 20

30 30

40 40

50 50

40 40

30 30

L5 R5
L4 K R4
L3 R3
20 20
L2 R2
L1 R1
KICKOFF ALIGNMENT COVERAGE

1.Align in a bowed line between the 25 and 20 yard line. Put


your hands on your knees, face in towards the kicker. The
ball is spotted at the 30 yard line.
2.The spacing between each man is approximately 5 yards.
L5 and R5 should be 2 yards in from the boundary. L3 and
R3 should be on the numbers. L1 and R1 should be on the
hash marks. The 2’s and 4’s should split the distance
between the men on either side of them.
3.When the kicker starts his approache (8-10 yards) you
should time your take off. Try to hit the 30 yard line as a
team, going full speed.
4.Run as fast possible while maintaining proper lateral
spacing.
5.Be ready to adjust to directional kicks as well as reading
the return scheme and reacting to blockers.
6.1’s. 2’s and 3’s need to effectively work as a unit to
eliminate holes in coverage.
7.R4, L4 - contain men – alert for kick out blocks from both
wedge and front 5 personnel, the ball carrier trying to
bounce outside of you, or a reverse
8.R5, L5, K – Safeties – keep everything in front and inside
you
TYPES OF KICKOFFS
“Regular” Kickoffs – Emphasis on distance and hang time (4.0 seconds plus)
1) Regular Kickoff Right – Outside right numbers.
2) Regular Kickoff Middle
3) Regular Kickoff Left – Outside left numbers
“Drive” Kickoffs – Emphasis on distance
1) Drive Kickoff Right – Right numbers
2) Drive Kickoff Middle
3) Drive Kickoff Left – Left Numbers
“Squib” Kickoffs – Used to negate a good returner or late in the half
situations. We want the kick handled by the second row
1) Hard Squib Right – Right numbers
2) Hard Squib Middle
3) Hard Squib Left – Left numbers
4) Soft Squib Middle – This kick is used late in either half and with
minimal time left. We will sacrifice field position for sure coverage.
We want the second row to handle the ball. We want the ball
kicked slow enough to allow our coverage to tackle the ball carrier
before he can get out of bounds.
“Mortar” Kicks – These are high, relatively short kicks designated to land
outside the numbers – “Dead” area. We can use this type of kick after a 15
yard penalty on the return team, into a strong wind or as a change up vs a
dangerous returner / team.
1) Mortar Kick Right
2) Mortar Kick Left
“Onside” Kickoffs – We will use both deliberate and surprise onside kicks.
1) Surprise Onside Right
2) Surprise Onside Middle
3) Surprise Onside Left
4) Deliberate Onside Right
5) Deliberate Onside Left
DELIBERATE ONSIDE KICK LEFT
“L5 – R3” – Align in a 3 point stance with your front hand on the 24
yard line. Spread evenly between the sideline and left numbers.
When R4 drops his hands start your approach full speed. L5,L3,L1 and
R3 go for the ball. L4, L2, R1, and R2 hit their return people so they
cannot recover the kick. C.P.: We will practice this weekly and change
up hit and recober assignments at times.

“R5” – Middle safety responsibility – possible motion prior to kick.

“R4” – Start Coverage with arm signal and kicker with a “GO” call.
Left safety responsibility.

“K” – Kick a high bouncer on the “GO” call. Try to land it between the
numbers and sideling. Right safety responsibility.

X 40 40

` 30 30
R4 K

L5 L4 L3 L2 L1 R1 R2 R3 R5
20 20
SURPRISE ONSIDE KICK MIDDLE
If through film study and scouting an opponent we feel that we can
take advantage of their front 5 personnel leaving early we will surprise
onside middle. The L1 and R1 are responsible for blocking the two
opponents
The kicker will bunt the ball 11 yards deep and then he will
recover it
**Don’t be offside. Delay your takeoff.**
“L5-R5” – Safeties – be alert
“L1-R1” – Block two most dangerous MG/LT or MG/RT, communicate!
“L2, L3, R2, R3” – Be alert for ball being picked up, squirting out, or
rebounding off some player’s leg.
“L4-R4” – Contain – Squeeze – Be Alert!
“K” – Communicate with L1/R1. Kick then recover the football

LE LT MG RT RE
40 40

30 30
L5 L4 R5
L3 L2 R2 R3 R4
L1 K R1

20 20
SURPRISE ONSIDE KICK RIGHT
If through film study and scouting an opponent we feel that we can
take advantage of their front 5 personnel leaving early we will surprise
onside right.
We could also pooch the ball over the front 5, but in front of
the wedge, into a dead or vacated area.
**Don’t be offside. Delay your takeoff.**
“L5-L1” – Safeties
“L4, L3, L2” – If opponent fields ball cleanly, contain him.
“R4” – Block end – anticipate his reaction back to kick.
“R3” – Block tackle – don’t get hit by the ball.
“R5” – Recover kick
“R1-R2” – Delay your takeoff – go to the ball.
“K” – Surprise onside kick right.

LE LT MG RT RE
40 40

30 30
L5 L4 R4 R5
L3 L2 R2 R3
L1 K R1

20 20
SURPRISE ONSIDE KICK LEFT
If through film study and scouting an opponent we feel that we can
take advantage of their front 5 personnel leaving early we will surprise
onside left.
We could also pooch the ball over the front 5, but in front of
the wedge, into a dead or vacated area.
**Don’t be offside. Delay your takeoff.**
“R5-R1” – Safeties
“R4, R3, R2” – If opponent fields ball cleanly, contain him.
“L4” – Block end – anticipate his reaction back to kick.
“L3” – Block tackle – don’t get hit by the ball.
“L5” – Recover kick
“L1-L2” – Delay your takeoff – go to the ball.
“K” – Surprise onside kick right.

LE LT MG RT RE
40 40

30 30

K
L5
L4 L3 R2 R3 R4 R5
20 L2 L1 R1 20
“FREE KICK” – FOLLOWING A SAFETY

We will use the same personnel as our normal kickoff team


expect that we will substitute our punter for our kicker.

Align at the 15 yard line with your front foot on the line. As the
punter starts his motion, begin your take off. Our punter will try
to hang the ball as high as possible while keeping it in the middle
of the field.

All normal kickoff rules apply. We could possibly onside kick.


After the ball goes 10 yards, or is touched by a member of the
return team, it is a free ball.

“FREE KICK” – FOLLOWING A “FAIR CATCH”

We will use the same personnel as our normal kickoff, with our
field goal kicker and holder attempting a three pointer. R-1 will
be removed in favor of the holder.

The ball is a live ball after it has gone 10 yards and if you recover
it in the end zone, it will be a touchdown for you. Same rules as a
kickoff. Be alert!

Our alignment will be the same as a regular kickoff. You do not


want to be offsides. The kick should be either good or wide right
or left. Start your take off after the kick in case of return.
IMPORTANT KICKOFF/KICKOFF RETURN GAME
RULES
1.Once a kickoff travels 10 yards it is a free ball, and belongs to
the recovering team.
2.A kickoff revered in the end zone by the kicking team is a
touchdown.
3.If a kickoff goes out of bounds, the receiving team takes
possession at the point where the ball went out of bounds, or
30 yards from the spot of the kick (usually the 40). – note
onside kick exceptions.
4.An onside kick that doesn’t travel 10 yards, or it not touched
and goes out of bounds, re-kicked after a 5 yard penalty, after
the second such kick the return team takes possession at the
point of illegal recovery or at the spot the ball traveled out of
bounds.
5.An onside kick cannot be advanced by the kicking team
6.During an onside kick, a player from the kicking team may not
push or block a player from the receiving team who has
stepped across the 10 yard restraining line, un the ball has been
touched by the return team.
7.During an onside kick a player form the kicking cannot go out of
bounds, come back in, and be the firs person to recover the
ball.
8.A kickoff can be fair caught.
9.The game clock starts at the time the ball is kicked except in the
last 2 minutes of each half. In the last 2 minutes the ball must
be legally touched by a player from either team.
10.Any member of a team can push or pull the opponent out of
the way in an attempt to recover a loose ball. He may not do so
however, to allow a teammate to recover a loose ball. He may
block an opponent to allow a teammate to recover the ball.
Special Situations To Practice

1. Directional Kickoffs
2. Onside Kickoffs, Deliberate and Surprise.
3. Finesse Kicks – Hard and Soft Squib, Mortar.
4. Free Kick after a Safety.
5. Free Kick after a Fair Catch.
6. Kickoff from the minus 15 or the minus 45. After a Major
(15 Yard) Penalty.
PAT and FG

PAGE
1999 TARGET PERFORMANCE LEVEL 2
PROTECTION PHILOSOPHY/MENTALITY 2

PAT/FG PROCEDURES 3
ASSIGNMENTS 4-5
“FIRE” CALL 6
PUNT FROM FG FORMATION 7
“MAYDAY” FIELD GOAL 8
IMPORTANT PAT/FG RULES 9
SITUATIONS TO PRACTICE
10
1999 TARGET PERFORMANCE LEVEL

1.Perfect protection. NO deflected or blocked kicks!


2.100% accuracy on PAT’s
3.100% accuracy on all FG’s 39 yds or less.
4.75% accuracy on all FG’s 40-49 yds
5.50% accuracy on all FG’s 50 yds plus

PROTECTION PHILOSOPHY/MENTALITY

1.Our job is to protect the kicker for 1.4 seconds.


2.Every member of the team using proper technique is critical.
3.We will build a soldi wall and not allow any penetration or
leakage.
4.Our blockers should be so fundamentally sound that we could
protect a kick against 15 rushers, while blindfolded.
5.Stay square! Get your ass kicked with dignity! We score points!
PAT AND FG PROCEDURES
1.All players be sure of the situations before leaving the sideline
and entering the game. We could be going for a 2 point
conversion, or going for the necessary yardage on fourth down.
2.HOLDER – check with the coach before leaving the sideline. We
may want to take a penalty, a time-out, or run a fake.
3.CENTER – set the huddle. Far (opposite) hash when the kick is
from the hash, or the hash near our sideline when the kick is
from the middle.
4.HOLDER – the huddle is your responsibility. Make sure we have
11 players. The huddle call is “PAT (or FG on red / blue / green
sent, ready break
* We will huddle unless we are fighting the clock and the holder
calls “no huddle” as we take the field. Line up and kick the FG
5.All kicking team members get lined up, get your feet set, listen
for the cadence and don’t move until the ball is snapped.
6.HOLDER – make sure the line is set. Check with the kicker to
make sure he ready, then call the cadence.
CADENCE – red set / blue set or green set. The center will snap
the ball anytime after the “set” call.
7.KICKER – show the holder the spot you want 8 yards from the
line. Get lined up, tell the holder you are ready, and kick it
through.
FIELD GOAL AND PAT ASSIGNMENTS
Center:
1.Perfect Snap – vary your rhythm.
2.Snap should be accurate. Hit the holders hand – laces up!
3.Keep your feet wide and hold your ground.
4.Keep square to line of scrimmage – don’t turn your body sideways.
5.Stay low and keep a good center of gravity. Do not go after
defensive man – let him come to you – grab grass
Guards, Tackles:
1.Protection is A) Inside Gap, B) Over, C) Outside hand help.
2.Start interlocked with the man inside of you. Drop step with inside
foot.
3.Brace with your inside leg. Keep foot pointing straight upfield.
4.Keep outside foot in place. Outside hand up!
5.Block with face in front of man.
6.Keep your pads level. Don’t lean inside. Don’t get pulled.
7.Do not go after defensive man – let him come to you.
8.Keep your body square to line of scrimmage.
9.Protect with an inside forearm and outside hand.
Ends:
1.Protection is A) Inside Gap, B) Over C) Outside hand help.
2.Start interlocked with tackle. Drop step with inside foot.
3.Brace with inside leg. Don’t lean your upper body
4.Drop step with outside foot – don’t be pulled.
5.Protect with inside forearm – outside hand
6.Alert for jumpers through outside gap.
Wings:
1.Your protection is A) Inside gap, B) Over C) Outside
2.Align on inside foot of end – take away any rush thru the
end/wing gap with your alignment and body position.
3.Pivot on your outside foot and cut the tight outside rush.
4.Hold your position until outside rusher shows – then put your
inside earhole on his outside thigh. Keep your pads level.
5.No rush, then pivot and make sure the kick was not blocked.
Holder:
1.You are signal caller. Make sure all 11 men are on the field. Make
down and distance call in case of “fire” situations.
2.Be sure the kicker is ready before you give “set” call.
3.Give the center a good target with your near hand and get the
ball down as quick as possible.
4.Make sure you put the ball on the exact spot the kicker wants.
5.Keep laces of ball away from the kicker.
6.Anticipate bad snaps – adjust quickly and yell “fire” – if necessary.
Kicker:
1.Pick your spot 8 yards from the LOS while the rest of the team
huddles.
2.Always know the situation. Be in the game.
3.Poise and concentration are essential. Every kick is a game
winner!
4.Use peripheral vision and start your approach when ball leaves
the center’s hands.
5.Watch the ball on your ground – keep your head down.
6.Proper timing and execution are keys to your success. Total get
off time should be 1.3 seconds.
7.If we have a “fire” call, you block most dangerous man, then
check down for pass.
PAT AND FIELD GOAL – “FIRE” CALL
WE WILL USE THE CALL “FIRE” WHEN WE HAVE A BAD DAY OR
MISHANDLED SNAP ON A FIELD GOAL OR PAT ATTEMPT. THE ENDS AND
WINGS SHOULD RELEASE IMMEDIATELY AND LOOK FOR A PASS FROM
THE HOLDER. BE SURE TO GET THE NECESSARY YARDAGE FOR A 1ST
DOWN.

LE LT LG RG RT RE
LW RW

K
Assignments:

C, RG, LG, RT, LT: REGULAR FIELD FOAL PROTECTION.


DON’T GET DOWNFIELD
RE, LE: RUN HOOK ROUTE 3 YARDS PAST 1 DOWN YARDAGE.
SLIDE TOWARDS ANY ROLLOUT BY HOLDER
LW, RW: RUN OUT ROUTE 3 YARDS PAST 1ST DOWN
YARDAGE
K: BLOCK MOST DANGEROUS MAN
HOLDER: ROLLOUT RIGHT OR LEFT AND FIND OPEN MAN. IF
EVERYONE IS COVERED, RUN FOR 1ST DOWN.
C.P: GROUND THE BALL RATHER THAN TAKE MORE
THAN A 10 YARD LOSS
PUNT FROM FIELD GOAL FORMATION

WE MAY DECIDE TO PUNT FROM FG FORMATION TO GAIN A


FIELD POSITION ADVANTAGE.
HUDDLE CALL: FIELD GOAL FORMATION – PUNT ON RED SET
PROCEDURES:
1.AT THE LINE, PROCEDURES, CADENCE, AND PROTECTION ARE
EXACTLY THE SAME
2.CENTER – SNAP THE BALL TO THE KICKER
3.HOLDER – WHEEL OUT OF STANCE, AND ARC INTO COVERAGE –
DOWN THE BALL.
4.IF THE OPPONENT SENDS A RETURN MAN DEEP THE KICKER
WILL CALL “OMAHA” AND THE PLAY IS OFF. WE WILL TAKE A
DELAY OF GAME PENALTY AND USE THE PUNT TEAM. CENTER –
DO NOT SNAP THE BALL ON “OMAHA” CALL
5.KICKER – PUNT THE BALL TO THE RIGHT NUMBERS
6.COVER:

CONTAIN TO BALL CONTAIN

LE LT LG RG RT RE
SAFETY
LW RW
SAFETY
H

K
THE “MAYDAY” FIELD GOAL
Being successful in kicking a FG with little time left in the first half
could be the difference in the game. Being successful in this
situation at the end of the game will most certainly decide
between, victory, defeat, or overtime.

The situation is we have no time outs remaining – we run a play on


3rd down and do not gain the necessary yardage for a 1st down.
The clock is running.

Procedure: 1) We will align subs along the sideline so they can


enter the game smoothly.
2) Run onto the field yelling “Mayday” –
“Mayday”
3) Players who need to report, do so as you
run to your position.
4) Center must set his feet quickly and get
ready to snap the ball
5) Guards, Tackles, Ends and Wings line up
quickly
6) Holder show the kicker the spot – hold up
the center’s target and make the “set” call.
7) Center snap the ball on “Set” – no pause!
8) Kicker get lined up quickly and put the ball
through the uprights
Important Coaching Points:
1)Holder – Check the game clock. Know how much time we have
2)Players coming out of the game must go around the players
entering the game to avoid collisions.
SITUATIONS TO PRACTICE

1.No huddle field goals


2.“Mayday” – We have no time outs and the clock is running.
3.Punt from FG formation.
4.Fake PAT/FG’s

IMPORTANT PAT / FG RULES

1.All eligible receivers who do not have eligible jersey numbers,


or any ineligible receivers who have eligible jersey numbers
must report to the referee before entering the huddle.
2.A blocked FG attempt, recovered behind the line, may be
advance by either team. A blocked PAT is dead.
3.On a partially blocked / deflected FG attempt (crosses the line),
the receiving team should get away from the ball, as they will
get possession at the spot of the kick. The kicking team may
recover, only to prevent a return by the receiving team.
4.A missed FG can be returned from the endzone.
5.All missed FG attempts will result in the defensive team taking
possession at the spot of the kick or the 20 yards line.
PAT / FG DEFENSE

1999 TARGET PERFORMANCE LEVEL

•Block or deflect 2 or more kicks

•Limit opponents to 70% or less – field goals

•Limit opponents to 95% or less – PAT’s


PAT AND FG DEFENSE

Due to 1994 rule changes (2 Point Conversion) we will treat PAT’s and
FG’s the same. As a base we will use base defensive personnel, 4 DL’s,
3 LB’s and 4 DB’s.

BE ALERT ! BE PREPARED !

After our opponent scores a touchdown, it is important that we know what


personnel is entering the game from the sideline. We need to be alert and
ready to react if they substitute offensive players instead of their holder and
kicker in order to attempt a 2 point conversion. We may be forced to match
personnel.

In a PAT situation, our opponents could:

1.Leave the offense on the field or substitute other offensive players.

1.Shift to an offensive formation and run a two point play with kicking
personnel.

2.Run a fake from PAT formation.

In a FG situation, our opponents could:

1.Shift to an offensive formation and run a play attempting to get first down
yardage.

2.Run a fake from FG formation.

3.Punt

We as a defense must know how to react and adjust. Awareness and


communication are the key. Study the game plan and know the audibles
for these situations.

On a weekly basis we will make slight adjustments in our rush package.


This will allow us to take advantage of an opponent’s weakness as well as
discourage fakes by not giving a consistent look to the kicking team.
PROCEDURES AND COACHING POINTS

Huddle

1.We will use the same huddle mechanics as in the defensive huddle.

1.Mike – Get the signal and make the call. You have the responsibility of shifting our
front (if game planned) or audiblizing.

2.Free Safety – Count, make sure we have 11 players on the field.

3.Important! – Versus a no huddle team our call will be made at the line. Everybody
echo the call. Any player going in from the sideline should know the call and
communicate it.

To Block a Kick

1.Crowd the ball – take all you can without being offside. Double check your
alignment.

2.Stance – Take a 3 point sprinters stance with a moderate stagger and a narrow
base. Your weight is forward ready to drive off your upfield foot. Outside rushers
should have their inside foot back / outside foot up.

3.Ball key – The snap of the ball must trigger your start. Versus a center that hitches
or lifts the ball we have an edge rush.

4.Explode off the ball – Inside Rushers – Use A) Drive, B) Swim, or C) Arm Under/Rip
technique. Keep your feet moving. Extend your arms/hands and go straight up for
the block.

Outside Rushers – Aim for the outside hip of the blocker, as he will step/lean to
protect the inside gap. Be ready to lay out across the block point.

5.See the block – visually pick up the ball as the holder spots it. Time your effort.
Smother the ball with hands, arms, face or body. Don’t slap at the ball
Important !

6.A blocked kick – behind the line can be recovered and advanced by either
team. We should try to advance the ball in the open field, and recover in a
crowd.

A deflected or partially blocked kick – that crosses the line of scrimmage –


get away from the ball – we will take possession at the spot of the kick.
Exception is if you are wide open and can pick it up and score.

Rush Calls

1)Safe Rush

2)Rush Right

3)Rush Left

4)Pack it Right

5)Pack it Left

6)Maximum Rush
RUSH RIGHT
K

W W

E T G G T E

T N E
Z M W NS D FC

BC FS
Description: Used as a wide side FG rush or a PAT rush to exploit a
personnel weakness. W.E.T. assignments can be swapped or adjusted easily.

“RUSH RIGHT”
FC: Rush tight off wings outside hip.

D: Rush E-W gap. Step through, turn shoulders, aim at Ends outside hip.

NS: Rush T-E gap. Play End M/M

E: Rush E-T gap. Possible drive or pull tackle assignment.

N: Drive guard back. Aim at inside number. Take bend out of his legs straighten him up.

T: Swim center.

W: Rush G-T gap.

BC: Window dress, man responsibility on LW.

M: Inside eye alignment, man responsibility on Left End.

FS: Window dress, spy, RW man assignment.

Z: Contain rush across the LOS,


RUSH LEFT
K

W W

E T G G T E

LC SS S E T T E W RC
W

M FS
Description: Used as a wide side FG rush or a PAT rush to exploit a
personnel weakness. S.E.T. assignments can be swapped or adjusted easily.

“RUSH LEFT”
LC: Rush tight off wings outside hip.

SS: Rush E-W gap. Step through, turn shoulders, aim at Ends outside hip.

S: Rush T-E gap. Possible grab and pull End assignment.

LE: Rush G-T gap. Possible drive or pull tackle assignment.

LT: Drive guard back. Aim at inside number. Take bend out of his legs straighten him up.

RT: Swim center.

RE: Rush G-T gap.

M: Window dress, man responsibility on R wing.

W: Inside eye alignment, man responsibility on End.

FS: Window dress, spy, possible RE man assignment.

RC: Contain rush across the LOS, man responsibility on wing.


PACK IT RIGHT
K

H
W
W

E T G G T E

T T E W RC
LC S

FS E M SS
Description: Good PAT or FG rush when the ball is middle or left hash. Good vs. a quick rhythm kicker.
We will usually shift to this alignment.

“PACK IT RIGHT”
RC-LC: Contain rush across LOS. Man responsibility on wing.

SS: Man responsibility on R End.

W: Rush T-E gap.

RE: Drive/Rush over guard.

RT: Gap alignment – rush C-G gap.

LT: Drive/Rush over center.

LE: Pack the LT – we will usually shift you to this position – possible pack the RT.

M: Pack the RT – window dress first – possible pack RE.

S: Inside eye alignment, man responsibility on End.

FS: Window dress – spy.


PACK IT LEFT
K

H
W
W

E T G G T E

E T T W RC
LC S

SS M E FS
Description: Good PAT or FG rush when the ball is middle or right hash. Good vs. a quick rhythm kicker.
We will usually shift to this alignment.

“PACK IT RIGHT”
RC-LC: Contain rush across LOS. Man responsibility on wing.

SS: Man responsibility on L End.

W: Inside eye alignment – Man responsibility on the End.

RE: Pack the RT – we will usually shift you to this position – possible pack the LT.

RT: Drive/Rush over center.

LT: Gap alignment – rush C-G gap

LE: Drive/Rush over guard.

M: Pack the LT – window dress first – possible pack LE.

S: Rush E-T gap.

FS: Window dress – spy.


SAFE RUSH
K

H
W
W

E T G G T E

T T W RC
LC S E E

SS FS

Description: Used when there is a distinct possibility .

“PACK IT RIGHT”
RC-LC: Align outside wing and contain rush.

SS-FS: Man responsibility on wings.

SB-WB: Man responsibility on ends.

MB: 1)Window dress, 2) Possible pack wide side tackle, 3) spy – mirror ball on fake.

LT-RT: “A” gap rush.

LE-RE: Step and control tackles


MAXIMUM RUSH
K

H
W
W

E T G G T E

LC SS M S E T T E W FS RC

Description: A 10 man gap rush used when we need to block a PAT or FG. Mike will
grab the wide side end.

“MAXIMUM RUSH”
RC-LC: Rush outside of wing.

SS-FS: Rush E-W gap.

S-W: Rush T-E gap.

M: Go to the wide side and rush over/grab end. Keep him from blocking either his
inside or outside gap. If the ball is in the middle go to the left side.

LT-RT: Rush C-G gap.

LE-RE: Rush G-T gap.


IMPORTANT PAT/FG RULES

1.All eligible receivers who do not have eligible jersey numbers, or ant ineligible receivers who
have eligible jersey numbers must report to the referee before entering the huddle.

2.A blocked FG attempt recovered behind the line may be advanced by either team. A blocked
PAT is dead.

3.On a partially blocked/deflected FG attempt (crosses the line), the receiving team should get
way from the ball, as they will get possession at the spot of the kick. The kicking team may
recover, only to prevent a return by the receiving team.

4.A missed FG can be returned from the endzone.

5.All missed FG attempts will result in the defensive team taking possession at the spot of the
kick or the 20 yard line.

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