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Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

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Presentation on theme: "Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15."— Presentation transcript:

1 Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15

2  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 2015.  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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4  GLM: Defined as snap touching +10YL to GL.  Importance of Wings IP 2 YDS OOB at Snap.  Wings must Pivot at GL when Runner goes into EZ.  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.

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10 Eye Contact

11 I’m sure it’s a TD

12  RM: Defined as when the spot of the snap is inside the -10YL.  R & Wings: MUST communicate by hand signals on every down – who has the GL.  R: IP is always on the EL.  We MUST have an official on the GL when the FB crosses the GL.

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18  PM: Defined as the spot of the snap between the -10YL & +10YL.  U/HL/LJ/BJ: Move to a position a MINIMUM of 5 YDS from the Catch.  R: YELL’S “Ball’s Away” Slowly. Hit on QB After R yells “Ball’s Away”, foul for Roughing the Passer.  R/HL/LJ/BJ: When space permits STOP 5 YDS from pile of players to see dead ball action.

19  Importance of Wings reading the play & knowing R&R1, R&R2, & R&R3.  BJ IP: Stay at 20 YDS until FB is snapped between the + 15YL & +10YL. Then move 5 YDS into EZ.  KNOW Keys: Check QB’s eyes – Where looking.  Watch A tackle/guard – stand up = pass play.  SL/EL Catch or No Catch – Watch Feet FIRST, then Catch.

20  Use “Stop-N-Watch” at Moment of Judgment.  Keep head level & swivel once ball is dead.  BJ stays between hashes until the ball is dead.  BJ is the “windshield wiper” – SL to SL.  When receiver approaches SL, Wing must “open the door” to protect himself.

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27 Turn to see Catch/No Catch

28 Stay 5 yds. from catch

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31 Ball’s Away! Stay with QB Don’t be a Head Wagger!

32 Back!

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35  When runner goes OOB, Wing turns & looks OOB. Watch players return to the field.  Important to keep head level & swivel once ball is dead.  Watch the A tackle & guard – fire out = run play.  R/LM/LJ/BJ: When space permits STOP 5 YDS from the pile of players to better see dead ball action.  BJ stays between the hashes during the run, then hustles to the SL as needed once the ball is dead.  Point of Attack (POA): Where the action is & your concentration.

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37  VCM Definition: Winning Team HC informs officials we are “going to take a knee”. Opponent is out of team time-outs or tells Wing that we will not use them. Winning Team is ahead by 9 or more points.  Crew: If Winning Team HC is winning by 8 points or less, inform teams to Defend Themselves.  Communication: Inform losing team HC.  R: Inform QB that he MUST take a knee.  Crew: All pinch in close. Inform both teams.

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40  GLM: Defined as snap touching +10YL to GL.  Importance of Wings IP is 2 YDS OOB at the Snap.  U: Your IP is on the EL for better coverage.  Wings must Pivot at GL when Runner goes into EZ.  There MUST be an official on the GL when the FB crosses the GL.  Do NOT mirror TD – signal TD ONLY if you see it.

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46 Eye Contact

47  RM: Defined as when the spot of the snap is inside the -10YL.  R & Wings: MUST communicate by hand signals on every down – who has the GL.  R: IP is always on the EL.  We MUST have an official on the GL when the FB crosses the GL.

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53  PM: Defined as the spot of the snap between the - 10YL & +10YL.  R: YELL’S Ball’s Away Slowly. Hit on QB After R yells it is a foul for Roughing the Passer.  U/HL/LJ/BJ: Move to a position a MINIMUM of 5 YDS from the Catch.  R/HL/LJ: When space permits STOP 5 YDS from pile of players to better see dead ball action.  Wings MUST read play & know R&R1/R&R2/R&R3

54  SL/EL Catch & No Catch: Watch Feet FIRST, then Catch.  KNOW keys: Check QB’s eyes – Where looking?  Use “Stop-N-Watch” at Moment of Judgment.  Watch Team A tackle & guard stand up = pass play.

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57 Turn to see Catch/No Catch

58 Stay 5 yds. from catch

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61 Ball’s Away! Stay with QB Don’t be a Head Wagger!

62 Back!

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65  When runner goes OOB, Wing turns & looks OOB; Watch players return to the field.  Important: Keep head level & swivel once ball is dead.  R/HL/LJ: When space permits STOP 5 YDS from the pile of players to better see dead ball action.  Watch the A tackle & guard – fire out = run play.  Runner near SL, Wing must “open door” to protect himself.  Point of Attack (POA): Where the action is & your concentration.

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67  VCM Definition: Winning Team HC informs officials we are “going to take a knee”. Opponent is out of team time-outs or tells Wing that we will not use them. Winning Team is ahead by 9 or more points.  Crew: If Winning Team HC is winning by 8 points or less, inform teams to Defend Themselves.  Communication: Inform losing team HC.  R: Inform QB that he MUST take a knee.  Crew: All pinch in close. Inform both teams.

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