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Approved Football Officiating Mechanics
Six Types of Kicking Plays Revised: 6/26/18
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*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.”
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5 Man Mechanics
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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.
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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.
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Kickoffs (KOM) After the Try/FG: BJ U
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.
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KOM: IP (Wings at GL) BJ gets ready signal from U
<click> BJ runs off the field and takes out bean bag
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KOM: IP (Wings at GL) To be used on each team’s first KO, and if K’s kicker threatens GL. <click> BJ, U, HL & LJ put their hands up to indicate they’re ready <click> R blows ready-for-play
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KOM: IP (Wings at -10 YL) To be used if K’s kicker kicks short of the - 10 YL. <click> BJ, U, HL & LJ put their hands up to indicate they’re ready <click> R blows ready-for-play
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KOM: U & BJ <click> Ball is kicked. BJ waits for players to clear and runs in to hash at 50. U waits for players to clear and runs in to hash at 50.
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KOM (GC): Between Hash Marks
<click> Kick is caught. <click> Only R winds clock.
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KOM (GC): HL Side Zone <click> Kick is caught
<click> R & HL wind clock
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KOM (GC): LJ Side Zone <click> Kick is caught
<click> R & LJ wind clock
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KOM: Touchback <click> Kick crosses GL
<click> R gives touchback signal and moves into the field, LJ & HL give touchback signal and move to the numbers at 10 yard line.
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KOM: Near Pylon <click> Ball threatens pylon.
<click> R gives touchback signal and moves into the field, HL & LJ give touchback signal and moves to the numbers at 10 yard line. NOTE: Give repeated blasts of the whistle to stop play.
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KOM: Out of Bounds 2x <click> Kick goes OOB, LJ moves up, throws his flag and stops the clock.
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KOM: Short Return – Wings Trail
2x 2x 2x <click> Kick is caught, R & HL wind clock <click> Officials move up field trailing runner <click> Runner is tackled, LJ & HL stop clock and pinch in to get the spot
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KOM: IP -10YL; Kick Near GL
R & HL have read that kick is going to threaten GL <click> Kick crosses GL <click> R gives touchback signal and moves into the field, LJ & HL give touchback signal
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KOM: Long Return – BJ to GL
<click> Ball is kicked, BJ & U move in once players clear, R winds the clock <click> Runner moves up field, officials read and react, runner breaks away for TD, BJ is waiting at GL to give TD signal
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KOM: Pooch Kick 2x 2x <click> Ball is kicked. BJ waits for players to clear and runs in to hash at 50. U waits for players to clear and runs in to hash at 50.
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OKOM - IP <click> BJ, U, HL & LJ put hands up to indicate readiness <click> R gives ready-for-play signal.
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OKOM: Stop-N-Watch 2x 2x <click> Ball is kicked, goes 12 yards and is recovered by RT; BJ & U hold their position <click> LJ & HL get to spot, square off and stop the clock; BJ & U close in on the pile 2x 2x
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OKOM: Long KO <click> Ball is kicked deep, HL & LJ move downfield to cover the return, BJ & U wait for players to clear and get to hash at 50, R winds when kick is touched
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Free Kick after Fair Catch: IP
<click> Ball is kicked & goes through uprights <click> BJ & U move into end zone and signal “kick is good”
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Free Kick after Fair Catch: Short
<click> Ball is kicked and will be short of GL, U & BJ react and move quickly to GL to rule on touchback.
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Free Kick after Safety: IP
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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.
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Stay off the Center & Kicker
Punt IP: Coverages Stay off the Center & Kicker <click> BJ & HL’s keys are shown
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Punt IP: HL’s Hash
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Punt IP: LJ’s Hash
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Punt IP: Punter Between -5 & GL
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Punt IP: Punter in EZ
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Punt IP: Twin Receivers
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Punt: RT’s Heels on -10 YL
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Blocked Punt (R&R1): RT Recovers
2x 2x <click> At the snap, RT player gets into backfield and blocks the kick, R moves back, HL moves into backfield. LJ holds at LOS. When kick is recovered, HL squares off, stops the clock, and move into the field. LJ moves into backfield, stops the clock and squares up. 2x 2x 2x
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Punt (R&R2) – Less than 30 Yards
2x 2x Ball’s Away! <click> Ball is snapped & kicked, R announces “Ball’s away,” once the snap is handled, HL goes downfield 10 yards, once the kick crosses the NZ, LJ goes downfield 10 yards, U moves up with RT player while keeping the cushion 2x 2x 2x
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Punt (R&R3): More than 30 Yards
2x 2x Ball’s Away! <click> Ball is snapped & kicked, R announces “Ball’s away,” once the snap is handled, HL goes downfield, once the kick crosses the NZ, LJ goes downfield, U keeps the cushion from the receiver 2x 2x 2x
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Punt: Out of Bounds 2x 2x 2x <click> Ball is snapped & kicked toward HL’s sideline. HL passes spot where he thinks ball crossed sideline and turns around <click> HL puts hand up and walks back toward LOS, when he gets to the spot the R thinks the ball went OOB, R chops. 2x 2x
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Punt: Return Ball’s Away!
2x Ball’s Away! 2x <click> Ball is snapped & kicked, R announces “Ball’s away,” once the snap is handled, HL goes downfield, once the kick crosses the NZ, LJ goes downfield, BJ bean bags the end of the kick and moves into the middle of the field. HL & LJ trail the returner until he’s tackled, then they square off, stop the clock and come into the field. 2x 2x 2x
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Punt: Touchback <click> Ball is kicked and breaks the plane of GL, BJ give TB signal.
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Field Goal Mechanics (FGM) POE
BJ/U: GP Upright – Your choice as to which upright to cover. 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.
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FGM: IP - Right Footed Kicker
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FGM: IP – Left Footed Kicker
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FGM: Short FG (Inside +20 YL)
Stay off the Center, Holder & Kicker <click> Ball is snapped & kicked through uprights <click> BJ & U step into end zone & signal “kick is good”
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FGM: Long FG (+20 YL & Out) <click> Ball is snapped & kicked through uprights <click> BJ & U step into end zone & signal “kick is no good”. U will sound his whistle.
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FGM: Short of GL <click> Ball is snapped and kicked short of GL, seeing it will be short, BJ & U hustle to cover GL for possible touchback situation.
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FGM: Fake <click> Snap to QB initiating a fake
<click> QB rolls out and receivers go into routes <click> QB tucks and runs for GL
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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 & Hustle to players after Kick.
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TRYM: Muddle Huddle During Muddle Huddle Formation both the BJ & U’s IP will be on the EL.
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TRYM: Kicked <click> Ball is snapped & kicked through uprights
<click> BJ & U step into end zone & signal “kick is good”
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TRYM: “Fire” Fire!! <click> Snap is wide and fielded by kicker who yells “Fire” <click> R backs out as kicker runs to HL’s pylon, LM gets to pylon, U moves down end line toward pylon, as runner crosses GL, LM signals TD
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4 Man Mechanics
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Kickoff Mechanics (KOM) POE
R/HL: Count RT. U/LJ: Count KT. U/LJ: 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 at the kick; & no “Pop up Kicks”. U: Calls “within 5 YDS. Both call less than 4 KT players on both side of K & Pop-up.
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Kickoff Mechanics (KOM) POE
R & HL: Trail the runner up field a minimum of 5 YDS & watch blocking. R/HL: Retreat toward the GL if the kick is inside the -15YL. R/HL: If previous KO goes inside the -15YL, IP on next KO is the GL. U/LJ: Stay on SL after the KO.
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KOM: IP <click> U runs off the field and takes out bean bag
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KOM – IP <click> BJ, U, HL & LJ put their hands up to indicate they’re ready <click> R sounds ready-for-play
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KOM: U & LJ <click> Ball is kicked. U waits for players to clear and runs to 50 on the SL. LJ holds at 50.
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KOM (GC): Between Hash Marks
<click> Kick is caught. <click> Only R winds clock.
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KOM (GC): HL Side Zone <click> Kick is caught
<click> only HL winds clock
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KOM (GC): R Side Zone <click> Kick is caught.
<click> Only R winds clock.
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KOM: Touchback R & HL have read that kick is going to threaten GL
<click> Kick crosses GL <click> R & HL gives touchback signals and move into the field.
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KOM: Near Pylon (Touchback)
R & HL have read that the kick is going to threaten GL. <click> Ball threatens pylon. <click> R & HL give touchback signals and move to the numbers at 10 yard line.
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KOM: Out of Bounds 2x <click> Kick goes OOB, R moves up, throws his flag and stops the clock.
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KOM: Short Return 2x 2x <click> Kick is caught, R & HL wind clock <click> Officials move up field trailing runner <click> Runner is tackled, LJ & HL stop clock and pinch in to get the spot
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KOM: Long Return <click> Ball is kicked, U moves to 50 on SL once players clear; R winds the clock <click> Runner moves up field, officials read and react, runner breaks away for TD, U & LJ are waiting at GL to give TD signal
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KOM: Pooch Kick 2x 2x <click> Ball is kicked. BJ waits for players to clear and runs in to hash at 50. U waits for players to clear and runs in to hash at 50.
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OKOM – IP <click> U, HL & LJ put hands up to indicate readiness
<click> R gives ready-for-play signal.
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OKOM: Stop-N-Watch 2x <click> Ball is kicked, goes 12 yards and is recovered by RT; BJ & U hold their position <click> LJ & HL get to spot, square off and stop the clock; BJ & U close in on the pile 2x 2x
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OKOM: Long KO <click> Ball is kicked deep, HL & LJ move downfield to cover the return, U waits for players to clear and gets to 50, R winds when kick is touched
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Free Kick after Fair Catch: IP
<click> Ball is kicked & goes through uprights <click> U & LJ move into end zone and signal “kick is good”
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Free Kick after Fair Catch: Short
<click> Ball is kicked and will be short of GL, U & LJ react and move quickly to GL to rule on touchback.
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Free Kick after Safety: IP
Initial Positions U – KT’s line, 2 yards OOB with bean bag in hand (be ready for onside kick) LJ – RT’s line, 2 yards OOB with bean bag in hand (be ready for onside kick) R/HL – 10 yard line (If the kicker has been threatening the GL, start on the pylon) R – Once you get the ready signal from all officials *click*, give your ready-for-play signal *click*
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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. U: Your IP is 8 YDS wide & 8 YDS deep with a single receiver. LJ: Hold until you are sure the kick will cross the LOS. Your reference point is the down box. Wings: Read length of punt. Your “drop” is only 10 YDS unless the punt is more than 30 YDS downfield.
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Stay off the Center & Kicker
Punt IP: Coverage's Stay off the Center & Kicker <click> BJ & HL’s keys are shown
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Punt IP: HL’s Hash R – 3 YDS deeper and 10 YDS wider of punter on wide side HL/LJ – On sideline U – 8 YDS wider & 5 YDS deeper than 1 receiver favoring the wide side of the field. If the ball is snapped in the middle of the field with 1 receiver, favor LJ side. Split 2 receivers. R Keys – Snap, K Catch, Blocking & Kicker Stay with K until no threat of foul Jog to LOS & stop. Observe blocking ahead of returner. Be ready for a runback. HL Keys -Snap, Catch by K, Line play, & Wide Out -If the snap is over K’s head, move into backfield to assist R LJ Keys Snap, Catch by K, Line play, Blocking & Wide Out Straddle LOS until ball crosses (Both wings) If the ball is punted -less than 30 yards, jog downfield 10 yards and stop -more than 30 yards, jog farther downfield -out of bounds, jog beyond spot, turn w/ arm up and jog back toward R waiting for the chop U Keys -Snap, Outside receiver on Wide side, Signals, 1st touch and catch of kick -Drop beanbag at PSK spot. Watch blocks and keep 5 yd cushion. -Once ball is dead, help with spot and ball relay
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Punt IP: LJ’s Hash
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Punt IP: Punter Between -5 & GL
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Punt IP: Punter in EZ
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Punt IP: Twin Receivers
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Punt: RT’s Heels on -10 YL R – 3 YDS deeper and 10 YDS wider of punter on kicking leg side (right-footed) HL/LJ – On sideline U – 8 YDS wider & 5 YDS deeper than 1 receiver favoring the wide side of the field. If the ball is snapped in the middle of the field with 1 receiver, favor LJ side. Split 2 receivers. R Keys – Snap, K Catch, Blocking & Kicker Stay with K until no threat of foul Jog to LOS & stop. Observe blocking ahead of returner. Be ready for a runback. HL Keys -Snap, Catch by K, Line play, & Wide Out -If the snap is over K’s head, move into backfield to assist R LJ Keys Snap, Catch by K, Line play, Blocking & Wide Out Straddle LOS until ball crosses (Both wings) If the ball is punted -less than 30 yards, jog downfield 10 yards and stop -more than 30 yards, jog farther downfield -out of bounds, jog beyond spot, turn w/ arm up and jog back toward R waiting for the chop U Keys -Snap, Wide Side of Field, Signals, 1st touch and catch of kick -Drop beanbag at PSK spot. Watch blocks and keep 5 yd cushion. -Once ball is dead, help with spot and ball relay
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Blocked Punt (R&R1): RT Recovers
2x <click> At the snap, RT player gets into backfield and blocks the kick, R moves back, HL moves into backfield. LJ holds at LOS. When kick is recovered, HL squares off, stops the clock, and moves into the field. LJ moves into backfield, stops the clock and squares up. 2x 2x 2x
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Punt (R&R2) – Less than 30 Yards
2x Ball’s Away! <click> Ball is snapped & kicked, R announces “Ball’s away,” once the snap is handled, HL goes downfield 10 yards, once the kick crosses the NZ, LJ goes downfield 10 yards, U moves up with RT player while keeping the cushion 2x 2x 2x
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Punt (R&R3): More than 30 Yards
2x Ball’s Away! <click> Ball is snapped & kicked, R announces “Ball’s away,” once the snap is handled, HL goes downfield, once the kick crosses the NZ, LJ goes downfield, U keeps the cushion from the receiver 2x 2x 2x
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Punt: Out of Bounds 2x 2x <click> Ball is snapped & kicked toward HL’s sideline. HL passes spot where he thinks ball crossed sideline and turns around <click> HL puts hand up and walks back toward LOS, when he gets to the spot the R thinks the ball went OOB, R chops. 2x 2x
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Punt: Return Ball’s Away!
2x Ball’s Away! <click> Ball is snapped & kicked, R announces “Ball’s away,” once the snap is handled, HL goes downfield, once the kick crosses the NZ, LJ goes downfield, U bean bags the end of the kick and moves into the middle of the field. HL & LJ trail the returner until he’s tackled, then they square off, stop the clock and come into the field. 2x 2x 2x
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Punt: Touchback <click> Ball is kicked and breaks the plane of GL, U give TB signal.
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Field Goal Mechanics (FGM) POE
Wing/U: GP Upright – Wing cover your upright, U cover other upright. Wing/U: If the FGA is not good, signal “No Score” followed by the TB Signal if the kick breaks the GL plane. U sounds his whistle. R: Help U with Center/MG contact. Count & 1002.
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FGM: IP - Right Footed Kicker
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FGM: IP - Left Footed Kicker
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FGM: Short FG (Inside +20 YL)
Stay off the Center, Holder & Kicker <click> Ball is snapped & kicked through uprights <click> BJ & U step into end zone & signal “kick is good”
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FGM: Long FG (+20 YL & Out) <click> Ball is snapped & kicked through uprights <click> HL & U step into end zone & signal “kick is no good”. U will sound his whistle.
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FGM: Long FG (+20 YL & Out) <click> Ball is snapped & kicked through uprights <click> BJ & U step into end zone & signal “kick is good”
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FGM: Short of GL <click> Ball is snapped and kicked short of GL, seeing it will be short, HL & U hustle to cover GL for possible touchback situation.
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FGM: Fake <click> Snap to QB initiating a fake
<click> QB rolls out and receivers go into routes <click> QB tucks and runs for GL
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Try-Kick Mechanics (TRYM) POE
U: Strong & loud whistle once ball is kicked. HL/LJ: Muddle Huddle – Stay at LOS. Once KT shifts then one Wing moves to EL. Wings: Once kicked, hustle in to players. R: Help U with direct contact on Center. Count 1001 & Hustle to players after Kick.
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TRYM: Muddle Huddle
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TRYM: Kicked <click> Ball is snapped & kicked through uprights
<click> BJ & U step into end zone & signal “kick is good”
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TRYM: “Fire” to Wing Side
Stay off the Center, Holder & Kicker Fire!! <click> Snap is wide and fielded by kicker who yells “Fire” <click> R backs out as kicker runs to LJ’s pylon, LJ gets to pylon, U moves down end line toward pylon, as runner crosses GL, LJ signals TD
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TRYM: “Fire” to R’s Side
<click> Snap is wide and fielded by kicker who yells “Fire” <click> R moves toward HL’s pylon as kicker moves toward HL’s pylon, R gets to pylon, HL moves down end line toward pylon, LJ moves to GL to assist, as runner crosses GL, R signals TD
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