Approved Football Officiating Mechanics Goal Line, Reverse Goal Line, Pass & Run Mechanics 7/30/13
How to Use this Presentation 5 Man appears first, followed by 4 Man. To play the presentation, select “Slide Show” from the top of the screen, then click “From Beginning”. Words highlighted in red indicate changes for 2013. To get out of a slide to see the notes and 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.”
5 Man Mechanics
*Goal Line Mechanics (GLM)* Points of Emphasis GLM: Defined as snap touching +10YL to GL Importance of Wings IP 2 YDS OOB at Snap R’s IP is 15 YDS from LOS on Wide Side There MUST be an official on the GL when the FB crosses the GL “Let your mind digest what your eyes have seen” before signaling TD Do NOT mirror TD – signal TD ONLY if you see it
*GLM (R&R1) - +10YL to +5YL*
*GLM (R&R2) - +5YL to GL*
*GLM (R&R2)–Wings Pinch–Field of Play*
*GLM(R&R2)–Wings Pinch on GL*
*GLM (R&R2) – Runner at Pylon* <Click> LM aggressively slides down GL when runner moves to the opposite SL.
*GLM (R&R2) – EL & SL Corner* Eye Contact
*GLM – Wing Unsure, U Knows* I’m sure it’s a TD
Reverse Mechanics (RM) Points of Emphasis RM – Defined as spot of snap is inside the - 10YL R & Wings MUST communicate by hand signals on every down – who has the GL R’s IP is always on the EL We MUST have an official on the GL when the FB crosses the GL
RM (R&R1) - -2YL to GL – Wings Pinch
RM (R&R1) - -2YL to GL – Safety
RM (R&R2) - -5YL to -2YL – Read QB & RB
RM (R&R3) - -10YL to -5YL – Wings Pause
RM (R&R3) -10YL to -15YL – R’s IP is At Least 10 YDS Wide. Stay on GL.
Pass Mechanics (PM) Points of Emphasis PM – Defined as spot of snap between the -10YL and +10YL Importance of Wings reading the play & knowing R&R1, R&R2, & R&R3 KNOW your keys – Check the QB’s eyes – Where is he looking? During Pregame, BJ & Wings must discuss Pass Coverage's
*Pass Mechanics (PM)* Points of Emphasis Watch A tackle & guard – stand up = pass play R’s IP is 15 YDS from LOS on the Wide Side SL & EL Catch or No Catch – Watch Feet FIRST, then the Catch Practice & implement “Stop-N-Watch” at Moment of Judgment BJ is the “windshield wiper” – SL to SL
*Pass Mechanics (PM)* Points of Emphasis Importance of keeping head level & swiveling once the ball is dead BJ stays between the hashes until the ball is dead BJ: When B is in “prevent defense” adjust your IP to be slightly behind the defensive backs When receiver approaches SL, Wing must “open the door” to protect himself
*PM – IP* <click> Referee <click> 8 YDS wide from QB & 15 YDS behind LOS (always on wide side) <click> Umpire <click> 7 YDS off LOS & between normal TE position (doesn’t have to be opposite the R) <click> Wings <click> 10 YDS from widest receiver, but never inside the tops of the numbers (if WR is less than 10 YDS from the SL, line up 2 YDS OOB) <click> Back Judge <click> 17 YDS from LOS, always between goal posts
*PM – BJ IP – Prevent Defense
PM – Wings & BJ - Coverage
PM – Wings & BJ - Coverage
PM – Wings & BJ - Coverage
PM – Wings & BJ - Coverage
PM (R&R1) – Pass In Flat – “Stay Home” Turn to see Catch/No Catch
PM (R&R2) – Short Pass – 5YD Drop
PM (R&R3) – Long Pass – Turn & Burn To be used on each team’s first KO, and if K’s kicker threatens GL. <click> BJ, U, LM & LJ put their hands up to indicate they’re ready <click> R blows ready-for-play
PM (R&R2) – Cross Field Mechanics
PM – R – Preventive Officiating Ball’s Away! Stay with QB Don’t be a Head Wagger!
PM – R & Wings – Yell “BACK”;Bkwd Pass
PM – R & U – Passer Beyond LOS
PM – U – Trapped Pass
*Run Mechanics (RUM)* Points of Emphasis When runner goes OOB, Wing turns & looks OOB; Watch players return to the field Important to keep head level & swiveling once ball is dead Watch the A tackle & guard – fire out = run play R’s IP is 15 YDS from the LOS & on the Wide Side BJ stays between the hashes during the run, then hustles to the SL as needed once the ball is dead POA – Point of Attack – Where the action is and your concentration
RUM to SL – “Open the Door”
4 Man Mechanics
*Goal Line Mechanics (GLM)* Points of Emphasis GLM – Defined as snap touching +10YL to GL Importance of Wings IP 2 YDS OOB at Snap R’s IP is 15 YDS from LOS on Wide Side There MUST be an official on the GL when the FB crosses the GL “Let your mind digest what your eyes have seen” before signaling TD Do NOT mirror TD – signal TD ONLY if you see it
*GLM (R&R1) - +10YL to +5YL*
*GLM (R&R2) - +5YL to GL*
GLM (R&R2) – Wings Pinch – Field of Play
GLM (R&R2) – Wings Pinch on GL
GLM (R&R2) – Runner at Pylon
GLM (R&R2) – EL & SL Corner
*GLM – Wing Unsure, U Knows* I’m sure it’s a TD
Reverse Mechanics (RM) Points of Emphasis RM – Defined as spot of snap is inside the - 10YL R & Wings MUST communicate by hand signals on every down – who has the GL R’s IP is always on the EL We MUST have an official on the GL when the FB crosses the GL
RM (R&R1) - -2YL to GL – Wings Pinch
RM (R&R1) - -2YL to GL – Safety
RM (R&R2) - -5YL to -2YL – Read QB & RB
RM (R&R3) - -10YL to -5YL – Wings Pause
RM (R&R3) - -10YL to -15YL – R IP 10 YDS Wide
*Pass Mechanics (PM)* Points of Emphasis PM – Defined as spot of snap between the - 10YL & +10YL R’s IP is 15 YDS from LOS on the Wide Side Importance of Wings reading the play & knowing R&R1, R&R2, & R&R3 KNOW your keys – Check the QB’s eyes – Where is he looking? During Pregame, Wings must discuss Pass Coverage's
Pass Mechanics (PM) Points of Emphasis SL & EL Catch & No Catch – Watch Feet FIRST, then Catch Practice & apply “Stop-N-Watch” at Moment of Judgment Importance of keeping head level & swiveling once the ball is dead Watch Team A tackle & guard stand up = pass play
*PM – IP* <click> Referee <click> 8 YDS wide from QB & 15 YDS behind LOS (always on wide side) <click> Umpire <click> 7 YDS off LOS & between normal TE position (doesn’t have to be opposite the R) <click> Wings <click> 10 YDS from widest receiver, but never inside the tops of the numbers (if WR is less than 10 YDS from the SL, line up 2 YDS OOB)
PM – Wings - Coverage
PM (R&R1) – Pass In Flat – “Stay Home” Turn to see Catch/No Catch
PM (R&R2) – Short Pass – 5YD Drop
PM (R&R3) – Long Pass – Turn & Burn To be used on each team’s first KO, and if K’s kicker threatens GL. <click> BJ, U, LM & LJ put their hands up to indicate they’re ready <click> R blows ready-for-play
PM (R&R2) – Cross Field Mechanics
PM – R – Preventive Officiating Ball’s Away! Stay with QB Don’t be a Head Wagger!
PM – R & Wings – “BACK”; Bkwd Pass
PM – R & U – Passer Beyond LOS
PM – U – Trapped Pass
*Run Mechanics (RUM)* Points of Emphasis When runner goes OOB, Wing turns & looks OOB; Watch players return to the field Importance of keeping head level & swiveling once the ball is dead R’s IP is 15 YDS from the LOS & on the Wide Side Watch the A tackle & guard – fire out = run play When runner approaches SL, Wing must “open the door” to protect himself POA – Point of Attack – Where the action is & your concentration
RUM to SL – “Open the Door”