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Approved Football Officiating Mechanics. Six Types of Kicking Plays Revised: 6/20/19. *How to Use this Presentation*. 5 Man appears first , followed by 4 Man. To play the presentation, select “Slide Show” from top of screen, then click “From Beginning”.
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Approved Football Officiating Mechanics Six Types of Kicking Plays Revised: 6/20/19
*How to Use this Presentation* • 5 Man appears first , followed by 4 Man. • To play the presentation, select “Slide Show” from top of screen, then click “From Beginning”. • Words highlighted in red indicate changes this year. • To get out of a slide to see the notes & motion, hit the “ESC” key. To resume, click “From Current Slide” from the top menu. • For notes about each slide’s motion, print the “Notes Page.”
Kickoff Mechanics (KOM) POE • R/HL/LJ: Count RT. U/BJ: Count KT. • U/BJ: Work together to communicate with KT & HC regarding KT players being w/in 5 YDS of the Free Kick Line, 4 players on both sides of the Kicker, & no “Pop up Kicks”. • BJ: Calls “within 5 YDS”. BJ/U: Can call less than 4 KT players on either side of Kicker at at the kick.
Kickoff Mechanics (KOM) POE: • Wings: Trail the runner up field a minimum of 5 YDS & watch the blocking. • Wings: Retreat toward the GL if the kick is inside the -15YL. • Wings: If previous KO goes inside the -15YL, IP on next KO is GL. • Wings: If they disagree on their IP, stay at the GL. • BJ/U: Run, not jog, to the 50 YL HM.
Kickoffs (KOM) • After the Try/FG: • BJ • Start your watch (1 minute) after securing FB. • Run up PB SL. • Clear HT out of restricted area. • U • Jog up Opposite SL. • Clear VT out of restricted area.
KOM: Short Return – Wings Trail 2x 2x 2x
KOM: Pooch Kick 2x 2x
OKOM: Stop-N-Watch 2x 2x 2x 2x
Punt Mechanics POE • HL: Hold at LOS until there is no threat of a blocked punt. Let KT move downfield before moving downfield, initially 10 YDS. • LJ: Hold until you are sure the punt will cross the LOS. Your reference point is the down box. • BJ: Your IP is 8 YDS wide & 8 YDS Deep with a single receiver. • Wings: Read length of punt. Your “drop” is only 10 YDS unless the punt is more than 30 YDS downfield.
Punt IP: Coverages Stay off the Center & Kicker
Blocked Punt (R&R1): RT Recovers 2x 2x 2x 2x 2x
Punt (R&R2) – Less than 30 Yards 2x 2x 2x 2x 2x Ball’s Away!
Punt (R&R3): More than 30 Yards 2x 2x 2x 2x 2x Ball’s Away!
Punt: Out of Bounds 2x 2x 2x 2x 2x
Punt: Return 2x 2x 2x 2x 2x Ball’s Away!
Field Goal Mechanics (FGM) POE • BJ/U: GP Upright – Your choice as to which upright to cover. • HL/LJ: Stand 15 YDS wider than all KT Players. • BJ/U: If the FGA is not good, signal “No Score” followed by the TB Signal if the FB breaks the GL plane. U sounds his whistle. • R: Help U with direct contact on the center. Count 1001 & 1002.
FGM: Short FG (Inside +20 YL) Stay off the Center, Holder & Kicker
Try-Kick Mechanics (TRYM) POE • U: Strong & loud whistle once ball is kicked. U/BJ: Muddle Huddle – Your IP is on the EL. • Wings: Once kicked, hustle in to players. • R: Help U with direct contact on the Center. Count 1001 & 1002. Hustle to players after Kick.