General Information
General Information
SUMMARY – 2014……………………………………………………………….3
PHILOSOPHY…………………………………………………………………….4-5
1
UMASS SPECIAL TEAMS GOALS – 2015
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
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!
1.6 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.
4.3 Concentration –Ability to have a fine focus in meetings, practice and in games
5
THE MINUTEMAN PLAN for WINNING
23.
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.
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
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.
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.
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.
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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.
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
C B A A B C
Outside Gap Gap Gap Gap Gap Gap Outside
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
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
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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
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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
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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.
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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
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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
5 4 3 2 1 1 2 3 4 5
ZONE – MAN –
3 STEP 2 STEP
“THREE”
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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
LE LT LG C RG RT RE
LS RS
PP
P
SAFETY TO BALL
20
PUNT COVERAGE VS BALL KICKED LEFT
V SLOT
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.
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SPECIAL SITUATIONS TO PRACTICE IN PUNT GAME
25
PUNT RETURN
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.
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.
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!
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.
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.
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.
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
PHILOSOPHY
3-4
PROCEDURE
4-5
6-7
10-11
12-13
14-15
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
A. Soften Coverage
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.
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.
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.
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.
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
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
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
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.
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
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.
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.
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.
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.
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.
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.
WEDGE –
•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.
WEDGE –
•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.
PHILOSOPHY
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
“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
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.
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!
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
PROTECTION PHILOSOPHY/MENTALITY
LE LT LG RG RT RE
LW RW
K
Assignments:
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.
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 !
1.Shift to an offensive formation and run a two point play with kicking
personnel.
1.Shift to an offensive formation and run a play attempting to get first down
yardage.
3.Punt
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.
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.
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.
N: Drive guard back. Aim at inside number. Take bend out of his legs straighten him up.
T: Swim center.
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.
LT: Drive guard back. Aim at inside number. Take bend out of his legs straighten him up.
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.
LE: Pack the LT – we will usually shift you to this position – possible pack the RT.
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.
RE: Pack the RT – we will usually shift you to this position – possible pack the LT.
H
W
W
E T G G T E
T T W RC
LC S E E
SS FS
“PACK IT RIGHT”
RC-LC: Align outside wing and contain rush.
MB: 1)Window dress, 2) Possible pack wide side tackle, 3) spy – mirror ball on fake.
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.
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.
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.
5.All missed FG attempts will result in the defensive team taking possession at the spot of the
kick or the 20 yard line.