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GENERAL NOTES

KICKOFF & KICKOFF RETURN


PUNT & PUNT RETURN
PLACEKICK & PLACEKICK DEFENSE
SPECIAL TEAMS PRACTICE LOG
SPECIAL TEAMS UNIT BREAKDOWN
Copyright MikeRight Productions, 2015
All rights reserved. Any reproduction of this work in whole or in part and in any form or by any
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without the expressed written permission of the author.

SOME SPECIAL TEAMS FACTS:


1. In high school football on average - one out of every five plays, or about 20 to 30 plays per game, is a
special teams play of some sort. For example, a recent high school State Finalist football team averaged 22.5
Special Teams plays per game:
-

@ Pennington = 19
@ Woodbridge = 25
vs. Pencader = 20
vs. St. Es = 27
vs. Archmere = 29
vs. Archbishop Curley = 15
@ Poly Tech = 30
vs. Christiana = 19
@ Lake Forest = 17
@ Chester = 20

vs. Delmar = 24 (Playoff Round 1)


@ Hodgson = 23 (State Semi-Final)
@ Indian River 25 (State Final)

2. Every one of these Special Teams plays represents either a direct scoring attempt (either for or against) or a change
of possession (either gaining or giving). And what are two of THE most critical kinds of plays in football? Ironically
enough, those would be Scoring Attempts and Change of Possession!!
3. Sizeable amounts of yardage can be gained or lost in these change of possession situations (not to mention
the possibility of points being scored - and huge swings in momentum!). An average of 25 to 40 yards of field
position can result from these typical change of possession special teams plays.
4. Plays that do not involve a change of possession are direct attempts at scoring (or defending a scoring
attempt). 25% of all scoring plays can be directly attributed to these special teams plays.
5. SPECIAL TEAMS start every half of every game - and very often also play crucial and critical roles in the
closing seconds of those halves and games.
6. 70% of all close games are directly decided by SPECIAL TEAMS PLAYS either by points scored or denied
on special teams plays, by possession of the ball gained or denied by special teams plays, or by yardage gained or
denied on special teams plays

SPECIAL TEAMS REMINDERS:


1. Set the Tone.
- There is no substitute for toughness and determination.
2. Ball Security
3. Penalty Free
4. Proper Substitution
5. Establish/Deny Field Position
6. Make a Big Play

HOW TO BE SUCCESSFUL ON SPECIAL TEAMS:


1. Eliminate Mistakes
Know your alignments
Concentrate on assignments
Learn rules to take advantage of them
Know situations
Know what opponent is trying to do
2. Intensity
Pay attention to detail
All out Pride Hustle Desire
3. Fundamentals
Precise Skills Punters, Kickers, Snappers, Holders, Returners
Concentration, Distance to locate yourselves on kicks, timing
Hours of work.
4. Personnel
Best Players Play
Reckless Abandon No restraints
Unselfish, Team Oriented, Courageous, Enthusiastic Winner

PROFILE OF A SPECIAL TEAMS PLAYER


AMBITION Desire for high goals. Hates to lose. Cant stand failure. Has goals above ability.
COACHABLE Takes advice and easy to coach. Eager to learn. Easy to approach. Follows rules and
directions. Always works to improve. Knows the game and wants to learn more.
AGGRESSION First place belongs to me type. Asserts himself. Intimidates opponent through his play.
.Has killer instinct to put games away.
LEADERSHIP - Shows the way and sets a good example. Respected by team members. Mixes well. Others
follow his example and take his advice.
TAKE CHARGE GUY Will take over when things go wrong and work hard to make them right. Under
pressure, does something positive about the problem (never contributes to that problem!)
PHYSICAL TOUGHNESS Develops toughness through hard work, day in and day out. In great physical
condition, can play strong for four quarters, every game. Keeps rules and trains year round.
MENTAL TOUGHNESS Never gives into negative feelings or emotions. Has a Never give up attitude.
Ignores heat, cold, and pain and mistakes (and never repeats them!)
PSYCHOLOGICAL ENDURANCE Stays with job until the job is done and done right! Will do his best against
the best toughest competition brings out his best. High endurance all season. Reliable in all circumstances.
Never lets up never gives up.

GENERAL SPECIAL TEAMS TEAM GOALS


To control vertical field position in every game:
How goal will be measured: Weekly game goals
Score or set up a score at least once per game:
How goal will be measured: Points scored by special teams and/or points scored by the offense after being
given the ball in scoring position by the special teams.
Do not allow any blocked kicks:
How goal will be measured: No opponent will touch a kicked ball.
Create a turnover or block a kick:
How goal will be measured: By taking the ball away from our opponents or blocking a kick.
How these goals will be attained:
Strategy study each opponent and devise appropriate strategies, capitalizing on opponents weaknesses
and/or personnel - and neutralizing opponents strengths.
Coordinating players abilities in relation to their role within our schemes
Teach players the knowledge and techniques needed to execute their assignments.
Practice strategies and techniques every day in practice.

WEEKLY SPECIAL TEAMS GOALS


1. NO BLOCKED KICKS
2. ALLOW NO POINTS
3. 100% BALL SECURITY
4. PENALTY FREE
5. WIN BATTLE OF FIELD POSITION
6. CAUSE AT LEAST ONE TURNOVER
7. NO SUBSITUTION ERRORS
8. 100% ON HOLDS, SNAPS, & BALL HANDLING
9. 100% PAT AND FG
10. NET PUNTING AVERAGE 30 YDS OR MORE
11. LIMIT OPPONENTS PUNT RETURN TO 9 YARDS OR LESS
12. KEEP OPPONET KOR TO INSIDE THE 30 YARD LINE
13. AVERAGE AT LEAST 14 YARDS ON PUNT RETURNS
14. AVERAGE START POSITION AFTER KOR 35 YARDLINE OR BETTER
15. MAKE AT LEAST 3 BIG PLAYS (SPECIFICS)
- FUMBLE RECOVERY
- PUNT RETURN OVER 20 YARDS
- KOR 35 YARDS OR MORE
- KO TACKLE INSIDE 20 YARDLINE
- PUNT COVERAGE TACKLE 5 YARDS OR LESS
- DOWN PUNT INSIDE 10 YARD LINE
- RECOVER AN ONSIDE KICK
- BLOCK A KICK
- SCORE A TOUCHDOWN

CONCEPT and PERSPECTIVE


FIELD TERMS IN OUR KICKING GAME:
As having as firm a grasp and understanding as
possible of not only proper individual and team
alignment, assignment, technique and execution is
crucial for the success of all of our on-field
endeavors, we use terms like Field and
Boundary, Numbers, Hash, and Midline to
specifically identify our position on the field and in
space to best help us be as precise as possible.
This being the case, we use the terms PLUS (+)
and MINUS (-) to more specifically locate the ball
on the field in relation to our offense and defense,
and in our kicking game.
These terms (and the concepts and perspective
they represent) may seem confusing at first but,
like SO many other things in football, are quite
simple to get once you understand them!

Put in the simplest terms possible:


PLUS (+) territory is always where we need to go
to score, while MINUS territory is where we want
to keep our opponents from scoring in.
PLUS (+) is always where were facing,
MINUS (-) is always at our back.
The fifty yard line is always used as the dividing
line between PLUS (+) and MINUS (-) territory.
When were KICKING the ball, MINUS (-) territory
is the side of the field with the end zone were
DEFENDING (the part of the field at our backs)
while PLUS (+) territory for us would then be the
opposite side of the field (the side were facing).
Likewise, when were RETURNING the ball, the
same holds true: MINUS (-) territory is the side of
the field with the end zone were DEFENDING (the
part of the field at our backs) while PLUS (+)
territory for us would then be the other side of the
field (the side were facing, and trying to score in!)

Kickoffs are used to start play at the beginning of each game (and each half of play within that game). A
kickoff is a type of play known as a free kick. A free kick is a non-scrimmage kick that is also used to restart
play after a touchdown, field goal, or safety. The opposing team can be no closer than ten yards to the ball,
which may be placed on a tee no higher than 2 inches. In NFHS competition, free kicks to start a game or half
may be kicked off a tee, out of a hold, or may be a drop kick (no punts are allowed). Free kicks after a safety
may be kicked off a tee, out of a hold or can also be drop kicks or punts.

Free Kick Placement


In NFHS competition, a free kick to start the game (or half), or one following a successful touchdown or field
goal, will take place from the kicking teams 40 yard line (-40) and is traditionally known as kickoff. This
placement is the normal placement, barring penalties against either team. Such penalties would move the
spot of the kickoff, depending on which team the penalty was against and alter our approach to what type of
kick and coverage - we might use. For a personal foul enforced on a kickoff, the ball could be spotted as far
back as the kicking teams 25 (-25) if the foul was on the kicking team - or as far forward as the receiving
teams 45 (+45) if the foul was on them. Recent changes to NFHS penalty enforcement for scoring plays
(and point-after plays) allow for enforcement to be made on the ensuing kickoff. All special teams players
must be aware of the specific situations for each kickoff and free kick we may encounter in each game we
play!
A free kick following a safety is normally placed at the 20 yard line (-20) of the team that had the safety
recorded against it (i.e. got tackled, downed, or went out of bounds in their own end zone while in possession
of the ball). Again, this is the normal placement, and can also be affected by any penalties incurred so be
aware of the placement of the free kick after safety, and what that placement means for our kick and coverage
scheme!
On all free kicks (kickoffs, free kicks after safety, and free kicks after fair catch) the ball may be placed and
kicked from any spot between the hash marks on the yard line designated for the kick. For example, on a
normal kickoff, this means that the kicking team can choose to kick the ball from the middle of the field or
from the right (or left) hash mark or anywhere along the minus 40 yard line between those hashes.

General Free Kick Rules


- In NFHS competition, all free kick alignments require a 10 yard restraining area between opposing teams
meaning, the receiving team can align no closer than 10 yards from the spot of where the ball is to be kicked.
This restraining area remains in effect regardless of the type of free kick (kickoff, free kick after safety, or free
kick after fair catch) or the placement of the ball on the field for that free kick.
This means that the receiving team can align no closer than 10 yards from the spot of the ball for the
free kick so, for a normal kickoff, the receiving team must align no closer that the 50 yard line for a
kick positioned at the minus 40. For a normal free kick after safety, the receiving team can align no
closer than the 30 yard line (being that the spot for the free kick would be the kicking teams 20 yard
line). For a free kick after fair catch, the receiving team could align no closer than ten yards from the
spot of the fair catch meaning, if the fair catch was made at the receiving teams 37 yard line, the free
kick would be spotted there, and the receiving team could align nor closer than their own 27 yard line.
Once any free kick travels ten yards downfield (or is first touched by a member of the receiving team in
the restraining area), it becomes a free ball and may be legally recovered by either team. Any
touching of a free kick by the kicking team before it travels ten yards downfield is considered illegal
first touching, and possession is awarded to the receiving team at that spot. Once the ball has
traveled ten yards downfield (or is first touched by a member of the receiving team in the restraining
area), it may be recovered but not advanced by the kicking team. This means every member of
the kickoff team must know to simply fall on any free ball on any free kick!!

General Free Kick Rules (continued)


- Any free kick that travels ten or more yards downfield and is first touched by the receiving team and then goes
out of bounds is awarded to the receiving team at the spot it went out of bounds .
For the 2013 High School Football season, the NFHS has adopted new rules that will directly affect onsides
kickoffs and onsides kickoff returns. Specifically, and as quoted in the 2013 NFHS Football Rules Press Release:
In Rule 9-3-8, the committee added another provision to the rule enacted last year regarding contact by the
kicking team against members of the receiving team. The new provision stipulates that the kicking team may
initiate contact once the receiving team has initiated a block within the neutral zone.
The rule enacted last year basically stated that no member of the kicking team could initiate contact of any kind with any
member of the receiving team until the ball has traveled the requisite ten yards: or until the kicking team is eligible to recover a
free kicked ball (meaning it has been touched by the receiving team in the neutral zone).
This new rule embellishment for 2013 basically means that, if a member of the receiving team moves into the neutral zone and
initiates contact with a member of the kicking team, then any and all members of the kicking team may begin contacting any
and all members of the receiving team as long as the one of those receiving team players is not trying to catch (or fair catch)
an ungrounded onsides kick.

- Any free kick that is not touched by the receiving team and is kicked out of bounds (whether it goes ten yards
downfield or not) is penalized as illegal procedure, and results in the receiving team being given one of the
following options: having the kicking team re-kick from five yards behind the original spot; taking the ball at a spot
25 yards from the original spot of the kick; or taking the ball at the spot it went out of bounds.
- Any member of the receiving team is entitled to the right to catch any free kick that has not already touched the
ground this means that no member of the kicking team can catch an ungrounded free kick if a player on the
receiving team is trying to catch it in the air. The kicking team may tackle that receiver immediately upon his
touching of the ball but they must give him an unopposed chance to attempt to catch it.
- Any member of the receiving team may also make a fair catch of any free kick which has not already touched the
ground. In this case, no member of the kicking team may touch the receiving player before, during, or after he has
given a valid fair catch signal, and must afford him the ability to catch the ball (i.e. be no closer than two feet to him
as he attempts to make the fair catch). Any member of the receiving team who gives a valid fair catch signal and
is attempting to make a fair catch is afforded fair catch protection and the right to catch and control the ball
even after he has touched it in any way and it has not yet touched the ground. This means if a member of the
receiving team gives a valid fair catch signal and attempts to catch the kick, but has the ball hit his hands
and pop up into the air, he is still given protection to catch the ball, until the ball hits the ground. At that
point, fair catch protection is voided, and both the ball and the receiving player become live again.
Basically, unless a free kick (kickoff, free kick after safety, or free kick after fair catch) has touched the
ground, the kicking team must allow the receiving team the chance to catch the ball in the air whether a
fair catch has been signaled for or not. However, once a free kick has touched the ground and has
traveled ten yards downfield it is a free ball which may be fielded by any player on either team and the
kicking team is entitled to equal opportunity to catch and recover!!
- Blocking contact below the waist is illegal by both the receiving and kicking teams on any free kick. This
means that no member of the kicking team may attempt to break the wedge or take out any blocker from the
receiving team by hitting him below the waist (just as no member of the receiving team may block any member of
the kicking team below the waist)!! You may tackle below the waist, however!!
- Under NFHS rules, any free kick (or scrimmage kick) that is untouched by the receiving team and breaks the
plane of the end zone is considered a dead ball, and a touchback is ruled giving the receiving team the ball at
their own 20 yard line. If the ball has been touched by the receiving team in the field of play and travels into their
end zone it is considered a live ball, and may be recovered by the kicking team there for a touchdown!!! (If the
receiving team recovers that loose ball in their end zone it is considered a touchback)
- Any member of the kicking team may use his hands and arms to shield off any blocker from the receiving team,
or push or pull him out of the way in a legal attempt to recover a loose ball.
- Under NFHS rules, the team that is scored on has the option to either receive a free kick from the scoring team
or to free kick to the scoring team!!! (Look it up!!)

Covering all free kicks is an all-out pursuit - demanding intelligent and fearless hustle, desire and
determination. Our goal is to get downfield in as quick and disciplined a manner as possible, covering the kick
and tackling the returner (or covering the ball!) as deeply as possible on their side of the field!
-

Free kick coverage is an ALL OUT SPRINT!!


o Speed is important, but the intent to make the tackle is paramount!! Players reveal their
true football character on coverage teams and we expect our coverage teams to be
made up of 11 players with true football character. (Coverage teams are no place for
characters!!)
o Every member of our free kick coverage units must believe that each kick will be returned,
and that it is his job to give his best effort every time he runs downfield!!
o Gang Tackling is key!! We expect 10 hats on the ball on each kick we cover tackles on
kick coverage should never be made by only one man!! We expect to punish the returner
and only relentless pursuit by all 11 defenders will make that happen. We need all 11
defenders to maintain that pursuit until the returner is downed (or the whistle blows ending
the play).

Your all out sprint will carry you past most


blockers. From your starting point to the +40
yard line is the RUN! zone, where you are
sprinting full speed and reading what type of
return theyre setting. The +40 to +30 is the
ATTACK! zone, where you may avoid blocks
(re-establishing your lane integrity
immediately). Inside the +30 yard line is the
WIN! zone, where you will run through any
blocks, keeping the returner on your inside
shoulder and your outside arm free!!
o If you ever get knocked down at any
time, get back up as quickly as
possible and fill the hole you
created!!

NEVER EVER be offsides on a free kick!!


Time your approach so that you are always
within one yard of the kicking line when the ball
is kicked!!! (Remember: Practice doesnt
make perfect PERFECT practice makes
perfect!!!)

Our general goal is to keep all kickoff returns


within their 30 yard line but well ALWAYS
take an effort that keeps them as close to their
own goal line as possible!!

Our free kick team(s) will always huddle on the field at the -35, and execute our specific alignment and
assignments from there. For kickoffs, we will huddle as diagramed below, with the kicker being out in front of the
huddle (facing the huddle) and all other players aligned as diagramed:

Our kicker will first count heads, then raise his arm to alert the officials that we are ready to kick. Upon hearing
the ready for play whistle, the kicker will call the type of kick and area of kick (repeating it, with a BREAK! call),
at which point we will break the huddle and align as per the call. (For example: after we get the ready for play
whistle, the kicker might say, Deep at 1, deep at 1 ready, BREAK!). Players in the front of the huddle will be
led out to their side of the field by L1, with the players in the back row following R1 to their side of the field.

For the 2014 and 2015 High School Football season, NFHS has adopted new rules that will directly affect kickoff alignment,
and possibilities in the return game. Specifically, and as quoted in the 2014 NFHS Football Rules Press Release:
Rule 6-1-3 (for the kicking team):
First, at least four members of the kicking team must be on each side of the kicker, and, second, other than the kicker, no
members of the kicking team may be more than five yards behind the kicking team's free-kick line.
Rule 6-1-3 also notes that if one player is more than five yards behind the restraining line and any other player kicks the ball, it
is a foul.
In addition to balancing the kicking team's formation, the change limits the maximum distance of the run-up for the kicking team
For 2015, Rule 6-1-4 has been added to state that the timing of the foul for not having at least four players on each side of the
kicker now occurs when the ball is kicked.

Free Kick Target Areas:


Our coverage units will be most effective when we are all working together to cover the field and the
kick. In order to best coordinate and execute lock down free kick coverage we need to know where were
trying to kick the ball and how were trying to kick it there. The diagram to the right shows the areas we
divide the field into to best help in this effort.
After the kicker has the proper head count and received the ready for play whistle he will call the type
of kick and target area, followed by the BREAK! call
Types of Kicks: Deep, Sky, Squib, Pop*, Onsides
REMEMBER: We may want to kick to Area 3 we may call the kick to Area 3 but the kick
may end up in Area 2 All coverage players MUST maintain their lanes to ensure total coverage!!!
Onsides kicks can be called two ways first is the traditional onsides that is executed from our standard
kickoff alignment. The other is our muddle onsides, which is run directly from our huddle which breaks
to follow the kicker (who drives the ball off the tee into the ground) on the BREAK! following a call of
Constitution, Constitution.

General Landmark Identification

Basic Lane Identification

Combining the knowledge and understanding of where we need to be ON the field of play with what
we need to do FROM those alignments, we can best EXECUTE sound, solid special teams play.
For kickoff coverage, we use a basic concept of ten cover players and one safety in defense of the
football on the field - tracking down and tackling the ball carrier as far back down the field as
possible.
To do this as successfully as possible, we use a combination attack, squeeze and destroy scheme
designed to get as many of our players to the ball carrier as quickly and effectively as possible.
Our attacking coverage theory puts four gunners on a direct line to where the ball is on the field.
We then have two players in contain assignments from a fifteen yard wide starting point (keeping
the ball to their inside shoulder and squeezing the ball carrier as they close on him), two players in
force assignments from a ten yard wide starting point (keeping the ball to their inside shoulder and
squeezing the ball carrier from that leverage), two players attacking down the alley from five yard
wide starting point (keeping the ball to their inside shoulder and squeezing the ball carrier from that
leverage), and one safety (who is to shadow the ball at @ 25 yards, watching for any openings or
breakdowns in lane/attack integrity and filling either of those deficits fiercely and decisively!!).
These attack assignments remain constant, regardless of whatever coverage scheme we use,
meaning: you will be required to know and demonstrate the ability to positively execute multiple
techniques and executions. Remember our Special Teams Axiom of Preparedness: Its better to
HAVE it and not need it, than to NEED it and not have it
In order to dominate every phase of the game we need to dominate every aspect of special teams and relentless, consistent, quality kick coverage will help us do just that!!

HOW IMPORTANT IS FIELD POSITION?


Teams starting on:

Scored:

-20 or inside
-30 yard line
-40 yard line
50 yard line
+40 yard line
+30 yard line
+20 and inside

1 out of 30
1 out of 20
1 out of 8
1 out of 5
1 out of 3
1 out of 2
2 out of 3

3%
5%
13%
20%
33%
50%
66%

Our Special Teams can give us the best field position


and put our opponents in the worst field position!!

Once we have aligned in our kickoff formation across the field (set no further back than the 35 yard line), the
kicker will mark off his approach steps and come set. He will then check look down both sides of our
formation, making sure all coverage men are set. Coverage men will be in a two point stance, angled toward
the kicker with their inside foot back. As the kicker approaches the ball, all coverage men will time up their
approach so they will be within one yard of the ball when it is kicked.
All coverage men will sprint through the kick and, depending on the coverage scheme called, will execute their
coverage lane assignments as practiced. Some general reminders:
-

Coverage men sprint to the ball, keeping the returner on their inside shoulder you must NOT let
the returner get outside of you!!!
Coverage men will sprint downfield through the RUN! zone (Flyin 25), then squeeze the
returner to your inside shoulder. You may avoid blockers through the +35 (getting back into your
lane as soon as possible), from there forward you must run through all blocks on your way to the
returner!! Remember coverage is about hustle and heart make sure youre moving at full
speed, with ill intent, on every kick you cover!!
Kicker: kick the ball to the designated area of the field, then follow the kick You are our safety,
so stay about 20-25 yards in front of the ball. Look for any breakdowns in lane integrity or open
running lanes and make the stop if you have to! (It is considered very poor form if our kicker ever
has to make a tackle but hed better make it if he has to!!)

REMEMBER: We want at least ten hats on the ball on every return tackles on kick coverage should never
have to be made by only one man But, if you find yourself on that island, dont try to be the hero with the
Wooooo hit break down five yards in front of the returner, make him commit, then react and wrap him up
(teammates strip the ball once hes under full control!!)

Our kicking game demands intelligent, aggressive, unrelenting TEAM KICK COVERAGE!!!
General rules for ALL kick coverage scenarios:

Hustle downfield on every kick remember, as soon as you let up, you let us down..!!

Run downfield with the intention of making the tackle on every kick! Do not be denied!!

Always stay disciplined in coverage = honor your landmarks (know your adjustments and
follow them!!!), take proper angles, use good tackling technique!! (NO arm tackles, ever!)

Remember your Flying Twenty Five (on kickoff/free kick) and Flying Fifteen (on punts)!

ALWAYS KEEP THE BALLCARRIER INSIDE AND IN FRONT!!!

Allow NO CUTBACKS, NO ESCAPE = PURSUIT, INSIDE AND IN FRONT!!!

Angles ANGLES! ANGLES!! INSIDE AND IN FRONT!!!

Basic Kickoff Coverage

ARROW Coverage
DEEP @ 1

DEEP @ 3

CANNON Coverage
DEEP @ 1

DEEP @ 3

2442

Numbered Coverages &


SHOTGUN Coverage
Any freekick coverage that is called by using a
four digit number will result in the
corresponding lane numbers swapping
assignments after running their flyin twenty.
with the call being applied left to right.
The call diagramed at left is a mirrored call
with both sides swapping the same lanes
assignments (hence, 2442). We could
theoretically use different combinations on
each side, however. A call of 1352 would be
translated as L1 swapping with L3 on one side,
while R5 swapped with R2 on the other.
Remember: these swaps are made after
aligning normally and running the flyin twenty.
For a SHOTGUN coverage call, players on
each side may assume any different alignment
than they normally do, and then simply run to
their ORIGINAL assignment directly after the
ball is kicked. NO MIXING OF SIDES!!! Ls
stay on the left, Rs stay on the right

For a FLOP coverage call the Ls would all


come the to the right and the Rs would all go
to the left We will not huddle for this call all
players would simply align in their opposite
corresponding position on the other side of the
field (i.e. 1s are still 1s, 2s are 2s, etc.).

From there, its not too hard to imagine what a


FLOP SHOTGUN coverage call and
execution would look like, then!!

KICK SAFE

Kick Safe Procedure &


Protocol
Each of the regular free kick coverages weve
diagramed thus far are attacking coverages,
designed to most negatively impact our
opponent in regards to their field position.
These are our primary free kick coverages,
and will be used the vast majority of the time
we are required to free kick (after touchdown,
field goal or safety).
We also have the Kick Safe execution you
see diagramed here - this coverage would be
used primarily on the (hopefully) rare occasion
when the only thing that can beat us would be
a free kick returned for touchdown. (Again,
going back to the Axiom of Preparedness,
meaning, Its better to have it and not need it,
then to need it and not have it.)
For our Kick Safe coverage - while we will still
maintain an aggressive, attacking overall style
of coverage - we have augmented some
assignments and areas of responsibility to best
defend against any potentially fatal homerun
threat.
As we would more than likely employ a squib
type kick in this situation - skimming the ball
along the playing surface down the middle of
the field, we would use this Safe coverage to
ensure our ability to defeat any potential return
blocking schemes and tackle the returner as
soon as possible.
Note that, while most of our standard coverage
responsibilities are used in our Kick Safe
coverage, we take two outside BALL
responsibilities and exchange them for two
Fold & Stack responsibilities. This allows us
to effectively employ three safety options,
while also permitting eight attack
responsibilities.
Please also note that this particular coverage with minor landmark adjustments - could be
used on the very rare occasion when a Deep
at 2 call might need to be made. (The basic
landmark adjustments here would be to move
the kick target area closer to the goal line, with
the Fold & Stack break off points then
adjusting to around our +20, and the kickers
safety break down adjusting to around our +30)

CHICAGO CHICAGO!!
Wind ALERT:
(Use of HOLDER Adjustments)
In any free kick situation in high wind conditionsespecially those in which were kicking WITH the wind
- we will initially attempt to use our normal free kick
alignments and assignments however, after the ball
has first been placed on the tee by our kicker and
blown off the tee, he will be allowed to re-tee it only
once more before game officials will require him to use
a holder or kick it off the ground!!
That being the case, we will use the following protocol
to most successfully kick both with and into the wind
and successfully cover each of those kicks!
On the call of Chicago!! Chicago!!, we will align
directly as illustrated here (i.e. directly from the line no huddle and/or huddle break).
R4 will serve as our holder, and we will slide the
entire left side of our coverage unit down one toward
the ball with everyone maintaining their basic Arrow
coverage assignments save R4, who will serve as a
shallow safety, hustling downfield, shadowing the ball
from about 10-15 yards out, and X, who will now
assume R4s right hand alley assignment. Our kicker
will maintain his status as our deep safety,
shadowing the ball from about 20-25 yards out.
Our target area for a Chicago kick INTO the wind
will be a Squib at 3 call, with our kicker trying to skim
the ball down the right hash. Our target area for a
Chicago kick WITH the wind will be a Deep at 3,
with our kicker trying to bang the ball into the endzone.
Normal coverage rules apply in both instances:
Coverage men sprint to the ball, keeping the returner
on their inside shoulder you must NOT let the
returner get outside of you!!!
Coverage men will sprint downfield through the RUN!
zone (Flyin 25), then squeeze the returner to your
inside shoulder. You may avoid blockers through the
+35 (getting back into your lane as soon as possible),
from there forward you must run through all blocks on
your way to the returner!! Remember coverage is
about hustle and heart make sure youre moving at
full speed, with ill intent, on every kick you cover!!
Kicker & Holder: kick the ball to the designated area of
the field, then follow the kick Holder is our shallow
safety, staying about 10 yards in front of the ball.
Kicker is our deep safety, staying about 20 yards in
front of the ball. Look for any breakdowns in lane
integrity or open running lanes and make the stop if
you have to! (It is considered very poor form if our
safeties ever has to make a tackle but theyd better
make it if they have to!!)

KICKOFF Philosophy & Goals


PHILOSOPHY:
1. Intimidate our opponent with aggressive hustle and relentless coverage.
2. Set the tempo of the football game with tough contact on ball carrier.
3. Show tenacious coverage that will carry throughout the game (and season).
4. Show speed of our football team with desire to be the first down field!
5. When opponent turns on our film, make them fear us and have to plan for us.
6. Be a disciplined and sound unit on the field, every time youre on the field.
GOALS:
1. Be the best kickoff team in the state.
2. Hold opponent inside 15 yards per return (and/or inside 35 yard line).
3. Allow no big returns.
4. Must cause takeaways - always cover with aggression.
5. No yards after our initial hit on ball carrier.
QUALITIES OF A CHAMPIONSHIP KICK TEAM:
1. Loyalty Be loyal to your teammates and team responsibilities.
2. Intensity Instinctive desire to dominate.
3. Pride Burning desire to be the best.
4. Toughness Make them fear us.
5. Aggressiveness Willingness to make the big hit.
6. Disciplined Know your assignment and stick to it.
7. Character You are remembered by what you do on the field and how you do it!

KICKOFF BASICS
Be onside!!
Sprint! Dont squat early explode through blockers!
Stay in lane. Maintain good spacing between men.
CONTAINMENT! Help is inside! Think squeeze reverse exchange.
Tackle with explosion! Wrap up cause fumble
Good block protection. Deliver blow! Chest meet Hands!.
Avoid early blockers. Avoid to ball!!
Safety be a safety! Nose on ball! Maintain leverage! Work to sideline or wrap and tackle!
Stay on your feet.
Dont overrun ball carrier.
Dont squat run through blocks (and the ballcarrier!!).
Always have a tackling angle dont run by it.
Never spin off blocks attack through them!!
Attack wedge or side return with reckless abandon.
Ball is alive and free after 10 yards cover it if its free!!
Go after and get ball COVER IT if free!!! (cannot advance it unless touched by receiving team)
Kicker Count your men!
Five type of kicks: Deep, sky, squib, pop, onside.
Always know the type of kick, where it is going to be kicked, rules for each coverage. (Type of kick and kick
area will be stated in huddle.)

BASIC COVERAGE PRINCIPLES


1. The concept of covering a kickoff has a quite simple start run through the spot from where the ball is
kicked at full speed.
Coaching point: The spot at which the ball is kicked should be viewed as the finish line rather than the
starting point. This will allow us to have our coverage personnel at full speed at the kickoff spot.
2. Everyone must be onsides. The players aligned in the widest lanes are reminded to remind everyone to
stay onsides. (Remember the last time I told you to remember not to forget? Remember??!!)
3. Always fake and avoid early blockers in the RUN ZONE toward the ball/pattern of return, get back into
your lane.
4. If the ball carrier is within 10 yards of the blocker on you, you must two-gap the blocker (do not fake and
avoid), working to keep the ball inside and in front.
5. Do not allow yourself to be forced too wide out of your lane or become bunched together.
NEVER FOLLOW YOUR OWN COLOR!
6. NEVER PULL UP! Sprint by a short drop full speed. Use arm over technique, rip technique, or avoid
technique.
7. Whenever using two-gap technique, use your hands from an extension. Explode through the blocker.
Never commit to one side. Stay in front of the blocker stay in front!
8. Make the ball carrier commit and then use your leverage to throw the blocker off and make the tackle.
9. If you are the first man downfield to the ball carrier, force the issue. Take a shot at the ball carrier.
Everyone else should gang tackle and attempt to strip the ball free!
10. If facing a wedge, the first man to it should never trade one for one. Take out at least two men.
11. Out run any cross blocks/traps.
12. Bad weather conditions may force us to use a holder. If so, the ball will be held by L5. All other
coverage assignments remain the same (basic Arrow rules).

KICKOFF TIMING
1. An average high school kickoff should hang in the air a minimum of 3.0 seconds and travel to at least the
ten yard line. An average high school kickoff returner takes 1.5 seconds to cleanly field the kickoff and begin
to advance it. The total time for a high school kickoff return to start is about 4.5 seconds from the kick.
2. RUN ZONE Everyone on the kickoff team should run a 3 second flying twenty five which would put the
kickoff team at the 35 yard line with the returner between the 10 and the 15 yard line.
3. ATTACK ZONE Because of now having to take on blocks, the kickoff team should be able to cover 1/3
of he ground and the return team will cover 2/3 of the yards remaining. This should put the kickoff team
around the 25 yard line when meeting the returner.
4. WIN ZONE Once the kickoff team gets inside the opponents 30, this is where the real battle will start.
Our goal is to keep the ball pinned down by making sure tackles. No arm tackles!! We must converge as a
group, explode through the ballcarrier, and secure a dominant tackle!!

KICKOFF LANE RESPONSIBILITY


1. Start
a. A good get off is essential for good coverage.
b. Must cross (-40 or -20) at full speed, onsides, and together. You accomplish this by alignment of your
depth from the ball before it is kicked.
2. RUN!
a. Speed defeats early blockers. Always attempt to avoid early block toward direction of the kick. This
should put you on your landmark, keeping a good lane distribution. Never follow your own color!
3. Read
a. Front line key First read in determining return formation. Key angles and drops.
b. Back line key Will support the final decision we make on the type of return. Key the wedge, direction
of E, FB, HB.
c. Direction of returner is the final key and most important.
d. Always be aware of trick plays or unusual looking players during a return.
e. Always be aware of side/trap blocks. Must not have tunnel vision. Beat these blocks with speed.
4. ATTACK!
a. Must aggressively gain control of blockers using your hands. Stay square and penetrate.
b. Always keep ball inside and in front.
c. Do not trade one for one on blocker. Drive him backwards.
d. Disengage blocker by using hands when runner commits.
5. Reckless Commitment to Achievement = WIN!
a. Make the big hit or make the ball carrier go east and west.

KICKOFF COVERAGE ZONES: RUN ATTACK WIN


RUN:
Timing with the kickers steps as he approaches the ball is critical to this technique. You want to
be going full speed when the kicker hits the ball and continue to RUN! downfield at speed!
ATTACK:
You make plays on our kickoff by not getting blocked. You must use your techniques to
get by defenders. The ATTACK! zone usually takes place between + 40 to +30. (Dip & Rip, Bull, Head)
WIN:
The WIN! area is usually between the + 30 to +10 yard line. Use your technique here and bench
press the defender, shed, and go make a play. You must be able to find the ball carrier.

Kickoffs are used to start play at the beginning of each game (and each half of play within that game). A
kickoff is a type of play known as a free kick. A free kick is a non-scrimmage kick that is also used to restart
play after a touchdown, field goal, or safety. The opposing team can be no closer than ten yards to the ball,
which may be placed on a tee no higher than 2 inches. In NFHS competition, free kicks to start a game or half
may be kicked off a tee, out of a hold, or may be a drop kick (no punts are allowed). Free kicks after a safety
may be kicked off a tee, out of a hold or can also be drop kicks or punts.

Free Kick Placement


In NFHS competition, a free kick to start the game (or half), or one following a successful touchdown or field
goal, will take place from the kicking teams 40 yard line (-40) and is traditionally known as kickoff. This
placement is the normal placement, barring penalties against either team. Such penalties would move the
spot of the kickoff, depending on which team the penalty was against and alter our approach to what type of
kick and coverage - we might use. For a personal foul enforced on a kickoff, the ball could be spotted as far
back as the kicking teams 25 (-25) if the foul was on the kicking team - or as far forward as the receiving
teams 45 (+45) if the foul was on them. Recent changes to NFHS penalty enforcement for scoring plays
(and point-after plays) allow for enforcement to be made on the ensuing kickoff. All special teams players
must be aware of the specific situations for each kickoff and free kick we may encounter in each game we
play!
A free kick following a safety is normally placed at the 20 yard line (-20) of the team that had the safety
recorded against it (i.e. got tackled, downed, or went out of bounds in their own end zone while in possession
of the ball). Again, this is the normal placement, and can also be affected by any penalties incurred so be
aware of the placement of the free kick after safety, and what that placement means for our kick and coverage
scheme!
On all free kicks (kickoffs, free kicks after safety, and free kicks after fair catch) the ball may be placed and
kicked from any spot between the hash marks on the yard line designated for the kick. For example, on a
normal kickoff, this means that the kicking team can choose to kick the ball from the middle of the field or
from the right (or left) hash mark or anywhere along the minus 40 yard line between those hashes.

General Free Kick Rules


- In NFHS competition, all free kick alignments require a 10 yard restraining area between opposing teams
meaning, the receiving team can align no closer than 10 yards from the spot of where the ball is to be kicked.
This restraining area remains in effect regardless of the type of free kick (kickoff, free kick after safety, or free
kick after fair catch) or the placement of the ball on the field for that free kick.
This means that the receiving team can align no closer than 10 yards from the spot of the ball for the
free kick so, for a normal kickoff, the receiving team must align no closer that the 50 yard line for a
kick positioned at the minus 40. For a normal free kick after safety, the receiving team can align no
closer than the 30 yard line (being that the spot for the free kick would be the kicking teams 20 yard
line). For a free kick after fair catch, the receiving team could align no closer than ten yards from the
spot of the fair catch meaning, if the fair catch was made at the receiving teams 37 yard line, the free
kick would be spotted there, and the receiving team could align nor closer than their own 27 yard line.
Once any free kick travels ten yards downfield (or is first touched by a member of the receiving team in
the restraining area), it becomes a free ball and may be legally recovered by either team. Any
touching of a free kick by the kicking team before it travels ten yards downfield is considered illegal
first touching, and possession is awarded to the receiving team at that spot. Once the ball has
traveled ten yards downfield (or is first touched by a member of the receiving team in the restraining
area), it may be recovered but not advanced by the kicking team. This means every member of
the return team must know to simply fall on any free ball on any free kick once it has traveled the
requisite ten yards and not yet been fielded by one of our own!!

General Free Kick Rules (continued)


- Any free kick that travels ten or more yards downfield and is first touched by the receiving team and then goes out
of bounds is awarded to the receiving team at the spot it went out of bounds.
For the 2013 High School Football season, the NFHS has adopted new rules that will directly affect onsides kickoffs and
onsides kickoff returns. Specifically, and as quoted in the 2013 NFHS Football Rules Press Release:
In Rule 9-3-8, the committee added another provision to the rule enacted last year regarding contact by the kicking team against
members of the receiving team. The new provision stipulates that the kicking team may initiate contact once the receiving team
has initiated a block within the neutral zone.
The rule enacted last year basically stated that no member of the kicking team could initiate contact of any kind with any
member of the receiving team until the ball has traveled the requisite ten yards: or until the kicking team is eligible to recover a
free kicked ball (meaning it has been touched by the receiving team in the neutral zone).
This new rule embellishment for 2013 basically means that, if a member of the receiving team moves into the neutral zone and
initiates contact with a member of the kicking team, then any and all members of the kicking team may begin contacting any and
all members of the receiving team as long as the one of those receiving team players is not trying to catch (or fair catch) an
ungrounded onsides kick.
For the 2014 and 2015 High School Football season, NFHS has adopted new rules that will directly affect kickoff alignment, and
possibilities in the return game. Specifically, and as quoted in the 2014 NFHS Football Rules Press Release:
Rule 6-1-3 (for the kicking team):
First, at least four members of the kicking team must be on each side of the kicker, and, second, other than the kicker, no
members of the kicking team may be more than five yards behind the kicking team's free-kick line.
Rule 6-1-3 also notes that if one player is more than five yards behind the restraining line and any other player kicks the ball, it is
a foul.
In addition to balancing the kicking team's formation, the change limits the maximum distance of the run-up for the kicking team
For 2015, Rule 6-1-4 has been added to state that the timing of the foul for not having at least four players on each side of the
kicker now occurs when the ball is kicked.
In addition to balancing the kicking team's formation, the change limits the maximum distance of the run-up for the kicking team.
- Any free kick that is not touched by the receiving team and is kicked out of bounds (whether it goes ten yards downfield or not)
is penalized as illegal procedure, and results in the receiving team being given one of the following options: having the kicking
team re-kick from five yards behind the original spot; taking the ball at a spot 25 yards from the original spot of the kick; or taking
the ball at the spot it went out of bounds.
- Any member of the receiving team is entitled to the right to catch any free kick that has not already touched the ground this
means that no member of the kicking team can catch an ungrounded free kick if a player on the receiving team is trying to catch it
in the air. The kicking team may tackle that receiver immediately upon his touching of the ball but they must give him an
unopposed chance to attempt to catch it.
- Any member of the receiving team may also make a fair catch of any free kick which has not already touched the ground. In this
case, no member of the kicking team may touch the receiving player before, during, or after he has given a valid fair catch signal,
and must afford him the ability to catch the ball (i.e. be no closer than two feet to him as he attempts to make the fair catch). Any
member of the receiving team who gives a valid fair catch signal and is attempting to make a fair catch is afforded fair catch
protection and the right to catch and control the ball even after he has touched it in any way and it has not yet touched the
ground. This means if a member of the receiving team gives a valid fair catch signal and attempts to catch the kick, but
has the ball hit his hands and pop up into the air, he is still given protection to catch the ball, until the ball hits the
ground. At that point, fair catch protection is voided, and both the ball and the receiving player become live again.
Basically, unless a free kick (kickoff, free kick after safety, or free kick after fair catch) has touched the ground, the
kicking team must allow the receiving team the chance to catch the ball in the air whether a fair catch has been
signaled for or not. However, once a free kick has touched the ground and has traveled ten yards downfield it is a
free ball which may be fielded by any player on either team and the kicking team is entitled to equal opportunity to
catch and recover!!
- Blocking contact below the waist is illegal by both the receiving and kicking teams on any free kick. This means that no
member of the kicking team may attempt to break the wedge or take out any blocker from the receiving team by hitting him
below the waist (just as no member of the receiving team may block any member of the kicking team below the waist)!! You may
tackle below the waist, however!!
- Under NFHS rules, any free kick (or scrimmage kick) that is untouched by the receiving team and breaks the plane of the end
zone is considered a dead ball, and a touchback is ruled giving the receiving team the ball at their own 20 yard line. If the ball
has been touched by the receiving team in the field of play and travels into their end zone it is considered a live ball, and may be
recovered by the kicking team there for a touchdown!!! (If the receiving team recovers that loose ball in their end zone it is
considered a touchback)
- Any member of the kicking team may use his hands and arms to shield off any blocker from the receiving team, or push or pull
him out of the way in a legal attempt to recover a loose ball.
- Under NFHS rules, the team that is scored on has the option to either receive a free kick from the scoring team or to free kick to
the scoring team!!! (Look it up!!)

Good kickoff return units accumulate a lot of yardage and make life
easier for the offense.
For every 10 yards gained by the kickoff team, the offense has one
less first down to make on its subsequent drive. A good return
enables the offense to exploit its full repertoire, whereas a poor
return can constrict the offensive play calling.
PRINCIPLES
The kickoff return team is an 11-man enterprise in which every
player has to learn both the general principles and the specific
responsibilities of his position.
GENERAL PRINCIPLES
1. Always get into a good position to block your man above the
waist with your head in front of him. Your primary "don't": no
clipping penalties.
2. Front line: Always be alert for an on-side kick. Make sure the ball
is kicked deep before dropping back to execute your blocking
assignment and technique.
3. Once the kickoff travels 10 yards (and touches the ground), it
becomes a free ball and belongs to the team that recovers it (if the
kicking team touches the ball ten yards or father downfield before it
touches the ground, it is illegal procedure!)
4. If you touch the ball before it goes 10 yards, it becomes a free
ball.
5. Never let the football hit the ground, as it may be difficult to pick
up. Catch the ball on the fly. Learn when to field a ball kicked near
the sideline and when to let it go out of bounds.
6. Remember, you can call for a fair catch on a kickoff. All fair catch
rules apply (as long as the ball has not already touched the ground
as in a pop-up onsides kick).
7. Any time the ball is kicked between the middle and deep backs,
allow the deep back to come up and make the catch rather than
have the middle back back-pedal to make the catch.
8. Whenever your ball-carrier breaks into the open and is surely
heading for a touchdown, all blocking must stop. We never want
to have a touchdown called back because of a penalty from an
unnecessary, illegal block behind the return man!

Special Teams Football


It is ALWAYS best to HAVE it
and not need it
than to NEED it
and not have it
This is perhaps the most essential element of quality, successful
special teams alignments, assignments, techniques and executions!

Combining the knowledge and understanding


of where we need to be ON the field of play
with what we need to do FROM those
alignments, we can best EXECUTE sound,
solid special teams play.
For all of our kickoff returns, we use basic
concepts of man on man and area blocking
schemes to move the ball as far up the field as
possible.
To do this consistently and successfully, we
use a general template of our oppositions
attack and scheme our returns from there.
This requires all our return personnel be
familiar with that template and those schemes.
Our kickoff return theory is designed to allow
us to attack our opponents as they move down
the field and open lanes for our ballcarriers to
exploit to maximize our return yardage.
These lane and attack assignments remain
constant, regardless of whatever return
scheme we use, meaning: you will be required
to know and demonstrate the ability to
positively execute multiple techniques and
executions in our return game. Remember our
Special Teams Axiom of Preparedness: Its
better to HAVE it and not need it, than to NEED
it and not have it
In order to dominate every phase of the game
we need to dominate every aspect of special
teams, and relentless, consistent, quality kick
returns will help us do just that!!
One of Special Teams greatest assets is the ability to
allow us to dictate, control and dominate field position

HOW IMPORTANT IS FIELD POSITION?


Teams starting on:

Scored:

-20 or inside
-30 yard line

1 out of 30
1 out of 20

3%
5%

-40 yard line

1 out of 8

13%

50 yard line

1 out of 5

20%

+40 yard line

1 out of 3

33%

+30 yard line

1 out of 2

50%

+20 and inside

2 out of 3

66%

Our Special Teams can give us the best field position


and put our opponents in the worst field position!!

MOSES

BEAST

ALPHA

OMEGA

DOS LOBOS
Sinistra

Notes:

DOS LOBOS
ESP

DOS LOBOS
Dexter

Kickoff Return Axioms


Know the wind and stadium reflections.
All return team players: See ball off tee.
Know approximate distance and direction of ball before executing block.
Finish! Blocking for the whole return means yardage and touchdowns.
Get deep fast with good drop angle.
Always be aware of wind factor, directions, and squibs.
Anticipate onsides kicks.
After 10-yards, it is a free ball. It must be handled. (Also applies to free kick after safety, free kick after fair catch).
NEVER block below the waist or from behind.
No PenaltiesGood Field Position is Crucial To The Success of Our Offense!
RETURNERS: Practice sound fundamentals and good field awareness at all times.
Catch all kicks. Do not let the ball hit the ground.
Key kickers alignment and approach to the ball. Anticipate corner kick. Know Kickers tendencies.
Returners must have complete knowledge of Kickoff and Muff Rules:
- Any kickoff that breaks the plane of the goalline without being touched is automatically a
touchback
- Ball muffed in field of play rolls into end zone:
- You must cover it in end zone for touchback (if not, touchdown for them if they recover!!)
- Ball caught in field of play but brought back into end zone must be run out.
Get into the return pattern before looking outside (Gotta get in to get out!).
Know your return assignments should the ball be kicked opposite (and the return changed).
Run hard and reckless.
Returner that doesnt field the ball must be an effective blocker.
Field squib balls as soon as possible.
Dont play the ball any closer than 2-yards from the sideline, unless coming straight down
(Alert = sideline hash marks).
No PenaltiesGood Field Position is Crucial To The Success of Our Offense!

Notes:

In obvious onsides kick situations, we will shift from our standard kickoff return alignment into our Good
Hands alignment (shown directly below). Depending on the specific onsides kick executions of each opponent,
we may alter this Good Hands alignment. For desperation, last second Homerun or Done situations, we may
choose to employ the Homerun Throwback execution diagramed at the bottom of the page.

STANDARD KO Return Alignment

GOOD HANDS KO Return Alignment

ODDS-N-ENDS SPECIAL TEAMS


The following unique NFHS Football Rules and explanations come from
Curt Johnson's American Football Rules Answers for Coaches
www.homepages.cae.wisc.edu/~dwilson/rfsc/intro/johnson.shtml
FREE KICK Rule: Following the legal FAIR CATCH of any kick, the receiving team may choose to run a regular
scrimmage play OR they may free kick the ball from anywhere between the hash marks of the yardline where the
catch was made. Simply stated, a free kick following a fair catch is a kickoff with a chance for 3 points! For the most
part all the rules are the same as for a kickoff (i.e., teams 10 yds apart etc.). This is obviously a very rare play and is
usually only used at the very end of the first half or the end of the game. (NFHS & NFL, not NCAA)
P.S. Its ALWAYS legal to fair catch a kickoff, as long as the ball hasnt touched the ground (as in a popped on-sides kick!!)

Question: When the offensive team attempts a field goal, sometimes the ball will travel high above the field goal
posts, especially when done at a close range. If the ball appears too travel just above the left or right post of the field
goal post or even higher, at what point is the goal good?
Answer: NFHS & NCAA: The ENTIRE ball must pass to the inside of the INSIDE edge of the upright extended
indefinitely above the upright. NFL: The ENTIRE ball must pass to the inside of the OUTSIDE edge of the upright
extended indefinitely above the upright.
Question: Is it true that when a defense is scored upon they may elect to kick off and go back on defense...several
websites talk about doing this in order to not allow an opposing team to have an opportunity to on-side kick and
recover with good enough field position for a field goal attempt at the end of a game.
Answer: Yes, under NFHS & NFL rules the team that is scored upon has the option to kickoff instead of receive.
However, under NCAA rule change in 2003, that is no longer an option, the scoring team must kickoff.
The following unique NFHS Football Rules and explanations were provided by Mike Suklewski,
President of the Harford/Baltimore Board of Officials.
Under NFHS rules, any punt, field goal, or drop kick (scrimmage kick) that is touched at or near the line of
scrimmage by the either team and travels back behind the line of scrimmage may be picked up and advanced by
either team.
Any punt, field goal, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team
and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is touched downfield by
a member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (or picked
up) by either team... or simply comes to rest and is blown dead if no one covers it
Any scrimmage kick (punt, field goal, or drop kick) that is attempted on third down and touched by either team at or
near the line of scrimmage and travels back behind the LOS and is recovered by the kicking team but not advanced
to or beyond the line to gain entitles the kicking team to keep the ball for a fourth down play
Any player making a valid fair catch signal is entitled to the unrestricted right to field the ball at any time before it
hits the ground this includes a scenario where it hits him and pops up into the air. In this situation, he must be
given the opportunity to field the ball once the ball hits the ground, however, it is free
Once any kick (free or scrimmage) breaks the plain of the opponents goal line, the ball is blown dead at that spot
and a touchback is ruled.
"A scrimmage-kick formation is a formation with at least one player 7 yards or more behind the netural zone and in
position to receive the long snap. No player may be in position to receive a hand-to-hand snap from between the
snapper's legs. Common scrimmage kicks are punts and field goals."
Any scrimmage kick (including field goals) that does not break the plane of the endzone is considered in play and
may be returned. If said scrimmage kick goes out of bounds it is awarded to the receiving team at that spot if it
breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard line.
A free kick is a non-scrimmage kick used to restart play after a touchdown, field goal, or safety. The opposing team
can be no closer than 10 yards to the ball, which may be placed on a tee no higher than 2 inches. In NFHS
competition, free kicks after a safety may be kicked off a tee, out of a hold or can also be punts or drop kicks.

Scrimmage kicks are any kick made from behind the line of scrimmage that occur on any down of a
teams possession of the ball, and are used either as attempts to move the ball further back down the field
when relinquishing possession of the ball, or as scoring attempts. There are three types of kicks that can be
used as scrimmage kicks: punts, place kick, and drop kicks (place kicks and drop kicks being the only types
of scrimmage kicks eligible to score points, however). A scrimmage kick formation is a formation with at least
one player 7 yards or more behind the neutral zone and in position to receive the long snap. No player may be
in position to receive a hand-to-hand snap from between the snapper's legs.

Scrimmage Kick Basics


During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the
snap of the ball. (There is no illegal man downfield statute for scrimmage kicks in NFHS play).
Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded protected status (i.e. cannont be
roughed) only when they take a direct snap from center at a spot no less than 7 yards behind the line of
scrimmage.
Executing a scrimmage kick does not in and of itself exchange possesion of the ball. Under NFHS rules, while
the ball is in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet
been fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the
officials) if the receiving team commits a foul before gaining possession, the kicking team will retain
possession, with the penalty being enforced from the previous line of scrimmage!!. (Possession does not
change with the kick it changes only once possesion has been extablished.)
Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage).
o Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul
(blocking after a fair-catch signal) are enforced from the spot of those fouls.
Any ball kicked from scrimmage becomes live only when touched by any member of the receiving team
anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its
own kick, even though legal recovery is made beyond the line of scrimmage.
Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of
scrimmage by the either team and travels back behind the line of scrimmage may be picked up and advanced
by either team. However, if the kicking team recovers it must make the yardage necessary for its first down to
retain possession if the scrimmage kick was on fourth down.
Any scrimmage kick (punt, place kick, or drop kick) that is attempted on any down other than fourth down and
is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered
by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep
possession of the ball for the remaining down(s) of that possesion
Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the
either team and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is
touched downfield by a member of the returning team - otherwise it simply becomes the returning team's ball
where it is covered (or picked up) by either team... or where it simply comes to rest and is blown dead if no
one covers it
Once any kick (free or scrimmage) breaks the plane of the opponents goal line, the ball is blown dead at that
spot and a touchback is ruled.
Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is
considered in play and may be returned. If said scrimmage kick goes out of bounds it is awarded to the
receiving team at that spot if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to
the receiving team at their 20 yard line.

General Scrimmage Kick Rules


Fair Catch:
- The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the
scrimmage kick in the air whether he signals for fair catch or not. If he does not signal for a fair catch, he is
considered in play, and may be tackled directly.
- Any player making a valid fair catch signal is entitled to the unrestricted right to field the ball at any time
before it hits the ground this includes a scenario where it hits him and pops up into the air. In this situation, he
must be given the opportunity to field the ball once the ball hits the ground, however, it is free, and fair catch
protection for the receiver ends Any member of the receiving team may signal for a fair catch however,
once that catch is made it cannot be advanced from the spot of the catch.
- It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any
member of the kicking team until the kick has ended. However, any of his teammates are allowed to block even
though a fair catch has been signaled for. This restriction applies to the player who made the fair catch signal
only
- No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of
the receiving team. If, after a receiver signals, the catch is made by a teammate, it is not a fair catch, but the ball
becomes dead. The ball becomes dead after any receiver gains possession after a fair catch signal (valid or
invalid).
RULE OF FIRST TOUCH:
- Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to
pick it up and advance it with no risk of losing possession. (Basically, if a punt is rolling downfield and a member
of the kicking team touches it in any way, any member of the receiving team can attempt to pick it up and
advance it and, even if they touch it and drop it, it will still be their ball at the spot of first touching by the kicking
team.
This is why we always hatch any scrimmage kick we are trying to down hatching means
PICK THE BALL UP AND HAND IT DIRECTLY TO THE NEAREST OFFICIAL whether it has
come to rest after rolling as far downfield as it could, or if you see it inadvertently touch one of
our coverage men NEVER let a touched kick (or an untouched, unfielded kick)lay on the field
of play!!!
Roughing the snapper:
A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick
formation. NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders
approximately parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a
snapper until he has had a reasonable opportunity to regain his balance and protect himself - or until he blocks
or moves to otherwise participate in the play.

Covering scrimmage kicks is an all-out pursuit - demanding intelligent and fearless hustle, desire and
determination. Our goal is to get downfield in as quick and disciplined a manner as possible, covering the kick
and tackling the returner (or covering the ball!) as deeply as possible on the other side of the field!
-

Scrimmage kick coverage is an ALL OUT SPRINT!!


o Speed is important, but the intent to make the tackle is paramount!! Players reveal their
true football character on coverage teams and we expect our coverage teams to be
made up of 11 players with true football character. (Coverage teams are no place for
characters!!)
o Every member of our scrimmage kick coverage units must believe that each kick will be
returned, and that it is his job to give his best effort every time he runs downfield!!
o Gang Tackling is key!! We expect 10 hats on the ball on each kick we cover tackles on
kick coverage should never be made by only one man!! We expect to punish the returner
and only relentless pursuit by all our defenders will make that happen. We need all our
defenders to maintain dedicated, relentless pursuit until the returner is downed (or the
whistle blows ending the play).

Of all the phases of our Special Teams play, punt coverage is perhaps the most important: this is why we want
only our best football players on our Punt Coverage squads!!
Since every punt is often seen as a compromise between protection and coverage, we will strive to bridge that
gap by installing, practicing and perfecting (through perfect repetition!) both a SPREAD PUNT (to be used
primarily in maximizing field position advantage through directional kicking and blanket coverage) and more
traditional punt alignments and schemes (to be used to allow us to punt in every needed situation, as well as to
keep our opponents off balance). Regardless of the punt alignment or assignments we use, FLAWLESS
execution is a MUST!!!
A truly successful punt unit must be able to blend both the elements of protection and coverage seamlessly
and be able to wield them with devastating, positive effect in order to best enable our total team effort toward
victory. Our punt coverage scheme is designed to allow us to do just that to afford us the protection to use our
punter as the lethal weapon he is by getting the ball down the field as far as possible while at the same time
allowing us to use our coverage players as the irresistible force they are in complete, lock down coverage
We must always remember, however, that of these two elements (protection and coverage) PROTECTION
takes first priority : WE CAN NEVER HAVE A PUNT BLOCKED EVER!!!!
The causes of all punt blocks are simple, and almost always fall into one of these three categories:
1. A bad snap
2. Slow handle/get off by the punter
3. A breakdown in protection (allowing for a straight-on rush from a defender to the kick block point)
THE MOST IMPORTANT ASPECT OF THE PUNT IS THE SNAP FROM CENTER!!!
This is the action that starts the play, and determines whether we have any hope of success form the outset!
This is why we have constructed our punt scheme to allow our long snapper to focus as completely as possible
on the snap he will snap the ball when he is ready, and he has no blocking assignment(s) whatever!!

GENERAL PUNT GET-OFF TIMES:


(ALL punters and long snappers need to know these and make them happen for ALL punts)

0.75 seconds = Snap to Punter


1.35 seconds = Punters handle time
2.1 seconds =
TOTAL get off time (from snap to the ball coming off punters foot)
3.0 3.9 seconds = expected hang time of punt

Our general punt alignment will be a SPREAD BUNCH - from which our specific assignments will be carried out.
If all of our punt personnel know their alignment and assignment rules, we should NEVER have a breakdown in
technique or execution!!

Once we have aligned in our SPREAD BUNCH punt formation across the field, the punter get the head count,
step off his alignment, and come set. He will then check down both sides of our formation, making sure all
coverage men are set. ALL punt coverage players will be in a two point ready stance (save the LS), awaiting
the punters bird* and directional calls (any American city beginning in L means LEFT, any American city
beginning in R means RIGHT. POOCH punts will be called using DOG NAMES: LASSIE for left, RINNIE for
right, and MIDNIGHT for middle. RUGBY PUNTs will be designated by a call of MOLLIE, followed by a
directional call.).
In our SPREAD BUNCH alignment, all coverage men will release downfield at the snap of the ball (crossing
the face of any opponent aligned head up or to their inside and will execute their coverage lane assignments
as practiced. Some general reminders:
-

Gunners are to sprint to the ball, keeping the returner on their inside shoulder you must NOT
let the returner get outside of you!!!
Remaining coverage men will sprint downfield through the Speed and Read zone (Flyin 15),
then squeeze the returner to your inside shoulder. You may avoid blockers when releasing from
the LOS, but from there forward you must run through all blocks on your way to the returner!!
Remember coverage is about hustle and heart make sure youre moving at full speed, with ill
intent, on every kick you cover!!
Punterer: punt the ball in the direction called, then follow the punt downfield You are our
safety, so stay about 15 yards in front of the ball. Look for any breakdowns in lane integrity or
open running lanes and make the stop if you have to! (It is considered very poor form if our punter
ever has to make a tackle but hed better make it if he does have to!!)

REMEMBER: We want ten hats on the ball on every punt return tackles on punt coverage should never
have to be made by only one man (and certainly never by the punter!) But, if you find yourself on that
island, dont try to be the hero with a Wooooo hit break down five yards in front of the returner, make him
commit, then react and wrap him up (and strip the ball once hes under full control!!)

Our kicking game demands intelligent, aggressive, unrelenting TEAM KICK COVERAGE!!!
General rules for ALL kick coverage scenarios:

Hustle downfield on every kick remember, as soon as you let up, you let us down..!!

Run downfield with the intention of making the tackle on every kick! Do not be denied!!

Always stay disciplined in coverage = honor your landmarks (know your adjustments and
follow them!!!), take proper angles, use good tackling technique!! (NO arm tackles, ever!)

Remember your Flying Twenty (on kickoff/free kick) and Flying Fifteen (on punts)!

ALWAYS KEEP THE BALLCARRIER INSIDE AND IN FRONT!!!

Allow NO CUTBACKS, NO ESCAPE = PURSUIT, INSIDE AND IN FRONT!!!

Angles ANGLES! ANGLES!! INSIDE AND IN FRONT!!!

* see Quick Set Protocol for explanation of the Bird Call

For our PUNT COVERAGE units to fulfill their name as completely and productively as possible we need to
COVER all punts as completely and productively as possible. To do this, we assign every coverage position a
specific set of alignments and assignments that can be easily understood and executed. Since the placement of
the ball on the field will vary in every punting situation, those alignments and assignments may vary in regard to
that placement but the result of their proper execution should always be the same (that being: a positive punt
as far down the field as possible directionally placed to limit the potential of return yardage, and completely
covered to insure that outcome).

We have four players assigned to pursue the ball directly, two players in contain mode (release
downfield to a spot 15 yards outside the ballcarrier, squeezing him in and preventing him from getting
outside as they close to make the tackle), two players to force the returner into our vice (releasing
downfield to a spot 10 yards outside the ballcarrier, forcing him in keeping him inside and in front - as
they close to make the tackle), two players pursuing up the alley of this scheme (releasing downfield to
a spot 5 yards outside the ballcarrier, forcing him in and preventing him from getting outside as they
close to make the tackle), and one safety (our punter, shadowing the punt and preventing any breakouts
or break aways!!)

Our PUNT COVERAGE pursuit responsibilities


remain the same regardless of where the ball is
kicked to within the field of play. Every coverage
player must carry out proper alignment,
assignment, technique and execution on every
punt regardless of punt direction or distance.
Complete PUNT COVERAGE involves not
simply pursuit DOWN the field, but also pursuit
ACROSS the field whenever needed.

Our kicking game demands intelligent, aggressive,


unrelenting TEAM KICK COVERAGE!!!
General rules for ALL kick coverage scenarios:

Hustle downfield on every kick remember, as


soon as you let up, you let us down..!!

Run downfield with the intention of making the


tackle on every kick! Do not be denied!!

Always stay disciplined in coverage = honor your


landmarks (know your adjustments and follow
them!!!), take proper angles, use good tackling
technique!! (NO arm tackles, ever!)

Remember your Flying Twenty (on kickoff/free


kick) and Flying Fifteen (on punts)!

ALWAYS KEEP THE BALLCARRIER INSIDE


AND IN FRONT!!!

Allow NO CUTBACKS, NO ESCAPE = PURSUIT,


INSIDE AND IN FRONT!!!

Angles ANGLES! ANGLES!! INSIDE


AND IN FRONT!!!

PUNT COVER MUSTS


Hustle on the field and get aligned - no huddle
Check number of safeties and identify 8, 9, 10 or 11- man fronts.
Establish good chest and hands technique position. Use hands to get free release.
Release quickly inside to your lane (cross opponents face). Use field markings as guides.
Stay in your lane. Fight to maintain it.
Dont get blocked around the ball. Use your hands to get free and break down in position to make tackle.
Know who has CONTAIN responsibilities. Contain man can NEVER get blocked.
Squeeze to ball gradually. Keep it on your inside shoulder.
Never follow your own color. Replace outside.
Keep shoulders square and parallel, then make the tackle or force a lateral move.
Never let the ball go into the end zone. Keep it in the field of play. Stay out of the end zone.
No missed tackles.
Timing:
Snap = .75 seconds
Punt = 1.35 seconds
Time till ball comes off punters foot = 2.1 seconds
Hangtime = 3.0-3.9
Total kick and coverage = 5.1 to 6.0
Listen closely to punter for snap call, punt type and directional call.
You need Concentration and Desire to play on this unit.
Be alert for crowd noise. Eyes on the ball for snap!
CONSISTENT EXECUTION!

GENERAL PROTECTION & COVERAGE PRINCIPLES


1. On snap, first block your responsibility then cover after the ball is punted.
2. Discipline in your blocking technique is vitalman or zone.
3. Maintain your poise vs. teams that move around a lot or employ short jerky type movements in attempt to draw you
into a false start.
4. You must respond instinctively to the punters callsknow and understand them.
5. Never follow a teammate downfield when covering. Fan to fill open lane and maintain 5 yard horizontal spacing from
adjacent man. Run through proper landmark.
6. Maintain outside-in leverage on the ball keep the ball on your inside shoulder.
7. Gunnersdont let ball carrier split you or bounce outside of you; Containyou are the widest men on the field;
smell out reverses and gadgets and stop them!
rd
8. Place your helmet on the ball (Bite the Ball!) - especially the 2nd and 3 tacklerscreate turnovers.
9. Avoid contact with the return man if he signals for a fair catch. Gunners sprint past the return man turn your back to
goal line inside the 10 yard line find the ball and cover it. The 2nd man down faces-up the returner (outside his
halo) and everyone keep cominganticipate a muffed ball.
10. Stay with the ball to properly DOWN IT (Hatching) Never touch it and walk away pick it up and hand it to the
official.
11. Gunner can catch a punted ball (inside 10 yard line) ONLY if the returner is not in position to field punt.
12. Covering punts is hustle and desire to make the hit.. Be a 100%er.
13. PeterPeter! = Poor Punt; locate ball and avoid illegal touching; let the ball roll towards opponents goal line.
Punter go get it!!
14. Punteryell direction, and if necessary, type of punt to your coverage team (Shank RIGHT! Shank RIGHT!).
15. Communication and Technique are the two necessary ingredients in perfect punt protection/coverage.

We also have Alternate alignments that we may need to use in special situations, be they game strategy/field
position or weather/field condition situations. WE WILL ALMOST ALWAYS USE OUR BASIC SCRIMMAGE
KICK ALIGNMENT however, since our special teams philosophy adheres to the Axiom of Preparedness
(that being, It is always best to HAVE it and not need it than to NEED it and not have it), we need to be able
to get to a point where we can most positively reflect that truism

These Alternate alignments and their accompanying assignments, techniques, and executions will be
explained, installed, demonstrated, and practiced on the field as we move through our season. They will
ONLY be introduced once we have the installed, drilled, and demonstrated our ability to completely master
and execute our BASIC alignments, assignments, techniques and executions.

By placing any of the diagramed back sets on any of our four line sets (Tight, Split, Harry or Hal) we can
achieve the best possible protection and coverage possibilities for any specific, unique situation we face.
(Remember: It is always best to have it and not need it than to need it and not have it!)

= BALL

= CONTAIN
(15)

= FORCE
(10)

= ALLEY
(5)

= SAFETY

QUICK SET Protocol:


Punt team aligns per spot of the ball (no huddle) - all assume 2 point, Ready position. Punter gets head count
and makes Bird Call, followed by punt directional call.
Bird Call = the punter will call out a type of bird before making the directional call of the punt (i.e. FALCON,
or VULTURE, or DOVE, etc.). Each of these calls is meaningless (a DUMMY call) unless he calls out
EAGLE. EAGLE means well be using our Quick Set Protocol designed to draw our opponents offsides
(best case scenario) or at least leave them flat-footed at the snap of the ball (and unable to generate a serious
rush).
For a normal punt snap (one that takes place after any Bird Call other than EAGLE, and directional call), after
the punter has counted heads and made a dummy & directional call (SPARROW, SPARROW RENO,
RENO), he will set himself and give the PP the GOLDEN call (alerting him that the punter is ready to receive
the snap). Once the PP gets the GOLDEN call, he will make the SET call, alerting the long snapper that the
team is ready for the snap, and the LS will then snap the ball whenever he is ready to do so
If the punter makes an EAGLE! EAGLE! call he will set himself and give the PP the GOLDEN call (as normal)
at which time the PP will make a DOWN! call and all players at the LOS will snap into a two point Set stance
(interior forearms to knees). If the play isnt whistled dead immediately (because our opponents jumped
offsides!), the PP will then make the SET call, after which the ball will be snapped.

- FIRE Protocol
- covered in PUNT FIRE/PUNT FAKE addendum

- Punt FAKE Protocol


- covered in PUNT FIRE/PUNT FAKE addendum

- RUGBY PUNT Protocol


- covered in ROLLING RUGBY PUNT addendum

- PLACEKICK PUNT Protocol


- covered in PLACEKICK PUNT addendum

TAKE A SAFETY
(TIGHT STRAIGHT PUNT)

Fourth down with FOUR OR MORE POINT LEAD!!!


Ball inside OUR 15 yardline.
INSTRUCTIONS: 'TAKE A SAFETY
FORMATION: TIGHT STRAIGHT
TECHNIQUE: EVERYBODY BLOCKS
PUNTER...
...Line up 12 yards deep (if possible).
...Take direct snap from center.
...Retreat to 1 yard inside end line.
...Delay as long as possible - step over end line.
PERSONAL PROTECTOR: Be sure everyone on this team knows the situation and
the "CALL".
C.P.: All protectors reach and drive block to the right. Punter run down line to the right. Step
out at last possible second before contact.

Scrimmage kicks are any kick made from behind the line of scrimmage that occur on any down of a
teams possession of the ball, and are used either as attempts to move the ball further back down the field
when relinquishing possession of the ball, or as scoring attempts. There are three types of kicks that can be
used as scrimmage kicks: punts, place kick, and drop kicks (place kicks and drop kicks being the only types
of scrimmage kicks eligible to score points, however). A scrimmage kick formation is a formation with at least
one player 7 yards (for placekicks and drop kicks), 10 yards (for punts) or more behind the neutral zone and in
position to receive the direct long snap. No player may be in position to receive a hand-to-hand snap from
between the snapper's legs.

Scrimmage Kick Basics


During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the
snap of the ball. (There is no illegal man downfield statute for scrimmage kicks in NFHS play).
Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded protected status (i.e. cannont be
roughed) only when they take a direct snap from center at a spot no less than 7 yards behind the line of
scrimmage for placekicks or no less than 10 yards behind the line of scrimmage for punts.
Executing a scrimmage kick does not in and of itself exchange possesion of the ball. Under NFHS rules, while
the ball is in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet
been fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the
officials) if the receiving team commits a foul before gaining possession, the kicking team can retain
possession, if the taht penalty enforcement (from the previous line of scrimmage) provides them the yardgae
needed to reach the line-to-gain!!. (Possession does not change with the kick it changes only once
possesion has been extablished - by the ball being either fielded/recovered by the receiving team, touched
down by the kicking team, or blown dead by an official).
Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage).
o Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul
(blocking after a fair-catch signal) are enforced from the spot of those fouls.
Any ball kicked from scrimmage becomes live only when touched by any member of the receiving team
anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its
own kick, even though legal recovery is made beyond the line of scrimmage.
Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of
scrimmage by the either team and travels back behind the line of scrimmage may be picked up and advanced
by either team. However, if the kicking team recovers it must make the yardage necessary (the line-to-gain)
for its first down to retain possession if the scrimmage kick was on fourth down.
Any scrimmage kick (punt, place kick, or drop kick) that is attempted on any down other than fourth down and
is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered
by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep
possession of the ball for the remaining down(s) of that possesion
Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the
either team and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is
touched downfield by a member of the returning team - otherwise it simply becomes the returning team's ball
where it is covered (picked up or blown dead) by either team... or where it simply comes to rest and is blown
dead by an official if no one covers it
Once any kick (free or scrimmage) breaks the plane of the opponents goal line, the ball is blown dead at that
spot and a touchback is ruled.
Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is
considered in play and may be returned. If said scrimmage kick goes out of bounds it is awarded to the
receiving team at that spot if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to
the receiving team at their 20 yard line.

General Scrimmage Kick Rules


Fair Catch:
- The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the
scrimmage kick in the air whether he signals for fair catch or not. If he does not signal for a fair catch, he is
considered in play, and may be tackled directly.
- Any player making a valid fair catch signal is entitled to the unrestricted right to field the ball at any time
before it hits the ground this includes a scenario where it hits him and pops up into the air. In this situation, he
must be given the opportunity to field the ball once the ball hits the ground, however, it is free, and fair catch
protection for the receiver ends Any member of the receiving team may signal for a fair catch however,
once that catch is made it cannot be advanced from the spot of the catch.
- It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any
member of the kicking team until the kick has ended. However, any of his teammates are allowed to block even
though a fair catch has been signaled for. This restriction applies to the player who made the fair catch signal
only
- No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of
the receiving team. If, after a receiver signals, the catch is made by a teammate, it is not a fair catch, but the ball
becomes dead. The ball becomes dead after any receiver gains possession after a fair catch signal (valid or
invalid).
RULE OF FIRST TOUCH:
- Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to
pick it up and advance it with no risk of losing possession. (Basically, if a punt is rolling downfield and a member
of the kicking team touches it in any way, any member of the receiving team can attempt to pick it up and
advance it and, even if they touch it and drop it, it will still be their ball at the spot of first touching by the kicking
team.)
This is why we always hatch any scrimmage kicks we kick (or punt) and are then trying to
down (hatching means PICK THE BALL UP AND HAND IT DIRECTLY TO THE NEAREST
OFFICIAL whether it has come to rest after rolling as far downfield as it could, or if you see it
inadvertently touch one of our coverage men). Hatching, however, does NOT apply to any
scrimmage kicks we are trying to return.
Roughing the snapper:
A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick
formation. NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders
approximately parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a
snapper until he has had a reasonable opportunity to regain his balance and protect himself - or until he blocks
or moves to otherwise participate in the play.

The Don'ts of Punt Return/Defense


-

Don't be offsides!

HOW IMPORTANT IS FIELD POSITION?


Teams starting on:

Scored:

- Don't rough the kicker!

-20 or inside

1 out of 30

3%

- Don't clip downfield!

-40 yard line

1 out of 8

13%

50 yard line

1 out of 5

20%

+40 yard line

1 out of 3

33%

- Don't block below the waist downfield!


- Don't let the ball hit the ground!
- Don't field a punt on or inside our own 10-yard line!
- Don't call timeout if we are short personnel!

+30 yard line

1 out of 2

50%

+20 and inside

2 out of 3

66%

REMEMBER: All blocks ABOVE THE WAIST and IN FRONT!!!


(If you can see his crack, you must HOLD BACK!!)

Our PUNT RETURN set will be a basic 4-3 alignment - from which our specific assignments will be carried out.
If all of our punt RETURN personnel know their alignment and assignment rules - and use proper technique in
their execution - we should NEVER have a breakdown in technique or execution!! (This includes all return and
FAKE scenarios!!!)

PP

W/S

W/S
E

1 yard

(6)

(2) 3 yards (2)

(6)

(40)

(00)

(40)

@ 25 yards

B
(600)

@ 30 yards

R
(600)

1 yard

2
P

1
2

2
1

2
1

We will use three basic PUNT RETURN schemes:


Pickett Fence LEFT (LEO), Pickett Fence RIGHT (ROCKO), Trail & Harrass MIDDLE (MILO).

LEO

ROCKO

MILO

2
P

2
1

2
1

Hold- Up Technique
1. Come off the ball low and hard.
2. Stance should always be rush mode.
3. Drive defender back. Keep hands inside. Use the hands.
4. Wide base on contact. No crossing over.
5. Keep defender on line of scrimmage as long as possible and
remain square.
6. Run with defender and stay on his back hip.
7. Finish with helmet and shoulder pads in front.
8. Look him in the eyes! Block him! No penalties in return game.

KEYS FOR POSITIVE PUNT RETURN:


1. KEY THE BALL!!! Be alert to all shifts and/or cadences that attempt to draw us offsides ESPECIALLY in
fourth and 5 or less situations. We should NEVER hand an opponent a first down because we jumped
offsides!!
2. Any scrimmage kick touched at or behind the line of scrimmage that does not cross the neutral zone is a
LIVE ball, and can be advanced by either team secure us the football (scoop and score if possible!!)
3. Any scrimmage kick touched at or behind the line of scrimmage that crosses the neutral zone becomes live
ONLY AFTER IT IS TOUCHED BY A MEMBER OF THE RETURN TEAM. This means we must GET
AWAY from any partially blocked kick that goes beyond the neutral zone so as not to have it become LIVE.
We make a PETER! PETER! call in this instance meaning: FIND THE FOOTBALL & GET AWAY FROM
IT!!!! (We also use the PETER call on a poorly punted ball, or one that hits early and rolls ALWAYS
respect a PETER! call = Find the Ball & Get Away from It!!!!!
IMPORTANT NOTES FOR ALL PUNT RETURNERS:
1. Key the punter begin moving in the direction he steps (dont wait for the ball to be in the air).
2. Get behind and underneath the ball as it begins its downward flight put yourself into a position to be
moving into the ball as you secure it.
3. Proper techniques for catching punts:
a. Position yourself behind the ball, so its falling on your nose
b. Look the ball in do not try to run with it until you HAVE it
c. Catch the ball with your arms extended from your body envelope the ball, dont let it get up on
you
d. Keep your hands relaxed, fingers spread and elbows in
4. Catch every ball kicked to you we cannot afford to lose field position because an unfielded ball hit the
ground and rolled for fifteen yards!! Quality punt returns mean HUSTLE, HUSTLE, HUSTLE!!!!
5. Be aware of wind direction, field/stadium conditions (lights, etc.)
6. Be knowledgeable about the punter (athleticism, leg strength, tendancies, etc.)
7. Make any fair catch signal clearly and decisively (wave one arm overhead TWICE). Remember: you do not
have to catch the ball if you make a fair catch signal but you cannot block anyone if you do (just as you
cannot run with ball if you catch it after having signaled fair catch).
8. NEVER catch a ball at or inside our own 10 yard line make a fair catch signal and influence the punt
coverage team to cover the wrong area of the field by running away from the direction the kick is going
(looking up as if youre going to field it!!)
9. Remember the Rule of First Touch its the officials whistle that downs the ball, not the cover team!!
10. Know (and use!) the PETER! PETER! call. PETER! means we do not want to touch the ball downfield.
In situations of partially blocked and/or shanked punts we do not want to risk trying to field the ball. Make
the PETER! PETER! call LOUDLY, and use a double wipe away hand signal (arms bent at elbows, palms
down, then pushed out away from body) to alert our team to get away from the ball.
11. Returners must communicate. Listen for the distance call (in yards) from your escort (which tells you how far

from you the nearest opponent is) or the HOT!HOT! call by the escort or corners. (which means an
opponent is unblocked and closing so you need to signal for a fair catch.)
12. Always run NORTH & SOUTH be FEARLESS and be a GAMEBREAKER!!!

From our basic PUNT RETURN alignment we can also run punt PRESSURE and punt BLOCK schemes. To do
so, we will ALL need to be aware of these PRESSURE and BLOCK calls to execute them properly and not get
burned in our attempts to do so!!
A SAW call means that our BLOCKER (escort) will align as normal, then shift down to linebacker depth as the
opposition sets. At the snap, our SAM and WILL backers will drop into punt fake coverage, with our MIKE
backer and the BLOCKER running twists with our Tackles to pressure the punter up the middle. Our Ends will
still be responsible for outside rush/contain, with a little more emphasis on the rush aspect (still keeping the
contain, however) and our returner will then play safety.
THIS ACTION IS DESIGNED TO UPSET THE TIMING AND EXECUTION OF OUR OPPONENTS PUNTING
GAME. WERE HOPING TO CAUSE A BAD/POOR SNAP AND/OR SLOW GET OFF BY THE PUNTER
AND/OR A POOR PUNT - THIS SCHEME IS NOT DESIGNED AS A PUNT BLOCK HOWEVER, IF A BLOCK
SITUATION IS THERE TAKE IT!!! (JUST MAKE SURE ITS EXECTUED PROPERLY AND THE PUNT IS
BLOCKED!!!)

An ELVIS call means PUNT BLOCK This is an ALL-OUT, JAIL BREAK, KAMIKAZE type scheme designed
to block the punt!! It will only be called when our only option is to BLOCK THE PUNT so it BETTER work when
we call it!!!
Just as with our SAW call, our BLOCKER (escort) will align as normal, then shift down to linebacker depth as
the opposition sets, and our WILL, MIKE and SAM backers will move up onto the line of scrimmage (as shown).
At the snap, the BLOCKER and MIKE will run their twist game (to whichever side theyve aligned on) and all
other rushers will exploit any breakdowns in punt protection to make a bee-line to the punt block point, lay out
and cover that point with as much of their bodies as possible and BLOCK THE PUNT!!!!

PUNT BLOCK Keys and Notes:


-

Do NOT be offsides!!!

The blocking point is 4-5 yards in front of where the punter lines up the block spot is two
yards IN FRONT of the punter, not at the punter.

SEE THE BALL Drive off the LOS, make yourself small. Attack the block point keep your
eyes on the ball and take the ball off the punters foot.

DO NOT HIT THE PUNTER!!!!!! Never leave your feet (you lose control of your body when
your feet are off the ground) run through the block point, getting as big as possible as you
do.

Keep yours eyes open and on the ball do not turn your head!! Keep your hands together
(crossed over at the wrists) and extended toward the ball.

You must believe YOU are the one who will block the kick!!!

A blocked punt that stays behind the LOS is live and can be advanced by either team make
sure we secure the ball and once we have scoop and score if you can!!! REMEMBER: if
the blocked punt crosses the LOS it is considered to be a punt, so all regular punt rules apply
(meaning it becomes live if we touch it!) listen for the PETER! PETER! call then GET
AWAY!!!!

How to Block a Punt


Stance:
Sprinters Stance: Narrow 3-point; staggered feet; weight on your hands; eyes on the ball.
Crowd the Ball:
Squeeze the ball without being offside. Place hand just in front of the ball and get into stance.
Get-Off:
Watch the ball. Be ready as soon as the center has the ball. Read any pre-snap keys. Get off on ball movement. If
center dips or rocks, roll into start and time the snap.
Know Blockers Techniques:
Understand the opponents punt protection. Know who will block you as well as his technique and responsibility.
Anticipate the block and beat it.
Rush Through Lane:
Stay low and pick your feet up. Be prepared to meet blocker on the line or from the side. If blocker takes you, head
up and drive him straight back. If blocker blocks you from the side, work away from the technique on the rush, dip the
nearest shoulder to him, and rip you arm up and through. Clear the block and re-direct back toward contact point.
Dont run around and get out of your lane; this will force other blockers out of their lanes. If same color shows inside,
peel off outside.
Contact Point:
Know the spot and anticipate the ball being there.
Extend/Surge:
Extend arms over to cover contact point (crossed at the wrists, with fingers w-I-d-e. Surge instead of jumping (hurdle
toward the spot). Never jump toward the ball.
Watch The Ball:
Dont close your eyes or take your head out of your arms. Keep your hands together and look through the X of your
crossed hands. See the ball hit your hands. Follow the ball once you have blocked it. Pick the ball up and run. If you
feel or see the ball being dropped, extend and lay out over the contact point; Avoid the punter.
Never leave your feet when coming up the middle. Work to the punting side of the punter and work your hands to the
ball.

General Musts of the Punt Return:


1. Be onsides
2. Block in front
3. Block above the waist
4. Catch the ball
5. Stay outside the 10 yard line
6. Have the proper personnel on the field.
Punt returns are opportunities for us to create the BIG PLAY. Our main mission is to obtain possession of the ball,
establish field position, and to score. A punt return for a touchdown can be a great momentum builder for us and a
demoralizer for our opponent.

PUNT RETURN GENERAL PRINCIPLES


1. Return men must take pride in catching puntsboth in practice and in games. You must know the opponents
punterstudy film and scouting reports.
2. We have to be penalty free. A penalty often means giving the opponent the ball back with 1&10.
3. Must stay onsides there are is no excuse for being off sides.
4. Disguise your responsibilitymake the punt team believe you are going to pressure the punter at all times.
5. You must realize that we are getting the ball back when our opponent is punting. Be an intelligent player and
dont create a situation where we allow the opponent to maintain possession.
6. You must have an honest belief that we can return punts for a score If you carry out your responsibility.
7. On the wall returnmove the wall to the ball carrier.
8. Commit yourself to your assignment and especially your block. Dont wait to see if we have a chance for a return
before you block
9. We must do a great job in controlling the forces to allow for a cushion for our returner.
10. Block all at the block pointapproximately 4-5 yards in front of the punter. Study film and scouting reports on
the opponents punter.
11. When we scorelets get 11 men to the end zone.

PUNT RETURN REMINDERS


Know the call as you enter the field. Communicate it. Know your responsibilities.
Recognize formation. Be alert of fakes that may come off of an alerted alignment. Communicate anything that
looks unusual.
Edge rushers: Get off on snap and see ball. Contain Punter.
On block, lay out where his foot will be contacting the ball. (Block Point)
Deep Back: Study approach of Punter and flight of the ball. Catch everything.
On Trail and Harass: Deliver a blow and engage movement. Sustain it downfield (widening as you go).
On Pickett Fence: Get the position to block dont chase. Timing is important. Dont throw early.
Return all punts shoot for TD each time.
Know who has pass fake responsibilities. Know who has run fake responsibilities. Be alert for run/pass fake.
Tough pressure on blockers and punters forces slow release and poor punts.
If ball is on the ground bouncing around, call PETER! PETER!, and GET AWAY!!!!!.

Punt Returner BASICS


Receiver
You have a great responsibility. You are in a position to make a Big contribution to our offense and be involved
in an exciting play. Be alert mentally and relaxed physically. But turn it on!!
Before ball is punted
Know our call, score, time remaining, field position, wind, and field conditions.
Count your players
Toss grass into the air and/or look at the flags to test the wind
Alignment
Scouting report will dictate you depth and placement. Wind can adjust. Know exactly how many yards you are
from the L.O.S.
Communicate
Move to ball and start calling ME! ME! ME! or YOU! YOU! YOU! Alert on PETER call.
Watch the snap leave the ground on all punts, and pick it up as soon as it gets airborne.
Responsibility
Field all punted balls. There is an average of 15 yards of lost field position when the ball hits the ground!
Fielding the ballHop like a tennis player hops as he waits for a serve. Break for the ball as soon as you pick
the ball up in flight. Break at full speed while reading the flight of the ball to give yourself maximum time to Fine
Tune yourself under the ball or to make a decision not to field the ball.
Fine Tune your feet to make the ball drop into your pocket the same way every time. Get your body under the
ball and your feet under your body.
Keep you body square to the L.O.S. while keeping the ball in front of you.
Bend slightly at the knees and the waist. Get your hands out where your eyes can see them (tie an imaginary
string from your eyes to your hands). Do not extend your arms away from you body. Keep you elbows in and use
your forearms and your chest to form a pocket. Catch the ball, Catch It! Try to catch the ball about shoulder height
so you can soften the reception and
guide the ball in. Always tuck the ball away before running.
Fall on every ball that is missed. You are not watching the ball all the way in unless you can see it go through
your pocket and on down to the ground.
If you decision is to let the ball bounce, play if for one good bounce (rememberPETER call). If the bounce is
not easy to play, get away from it and watch the receiving team play it. (Never try to play the second bounce!!)
If they touch the ball and do not down it, try to pick it up and return it. (Remember the Rule of First Touch!!).

Punt Returners SPECIFICS


Fair Catch
The tactical situation will sometimes dictate the distance of the kick, coverage or time when we will fair catch.
When making the fair catch, do it as late as possible, but get you body under the ball.
Do not be afraid to go down to one knee on a fair catch to help you keep a good pocket.
A receiver who makes a fair catch signal is not protected if the ball hits the ground.
10- Yard Line Rule
Do not field ball inside the 10-yard line. Know where you are at all times! If you signal for a fair catch, you
cannot block afterwards! If you do make a fair catch signal, be a good actor after you make the decision not to
catch the ball; fake a reception away from the ball to keep coverage people from downing the ball inside the 10yard line. If you do not signal, block the first man down to prevent him from keeping the ball out of the end zone.

End Zone
Ball breaking the plane of the goal line either in the air or rolling is a touchback.

Flight of Ball
It is very important for a receiver to study the flight of the ball.

Without the Wind


Ball Threading Line: Goes directly to target.
Tip Up: Breaks right (opposite rotation) work to position ball on left Peck.
Tip Down: Short and left; catch ball on right Peck.
Extremely High: Will remain tip up; ball will break right (catch on run).
Low Ball: Tends to turn over; move left quickly.

With Wind
Tip Up and Wobbling: Short and right.
Tip Down: Short and severe; break left.
Wobbling Ball Turning: Short and no hang (best ball to return).
Tail Wind
Enhances prescribed breaks.
Side Wind
Aids or nullifies the breaks of the ball.
Head Wind
Tip Down: most difficult to catch; crazy bounces.
Nose Up: Ball breaks back away from you.
C.P.: If you must reach for the ball, leave it aloneunless body is underneath it.

Eyes On The Ball As Soon As Possible Flight To Hands!!

Scrimmage kicks are any kick made from behind the line of scrimmage that occur on any down of a
teams possession of the ball, and are used either as attempts to move the ball further back down the field
when relinquishing possession of the ball, or as scoring attempts. There are three types of kicks that can be
used as scrimmage kicks: punts, place kick, and drop kicks (place kicks and drop kicks being the only types
of scrimmage kicks eligible to score points, however). A scrimmage kick formation is a formation with at least
one player 7 yards or more behind the neutral zone and in position to receive the long snap. No player may be
in position to receive a hand-to-hand snap from between the snapper's legs.

Scrimmage Kick Basics


During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the
snap of the ball. (There is no illegal man downfield statute for scrimmage kicks in NFHS play).
Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded protected status (i.e. cannont be
roughed) only when they take a direct snap from center at a spot no less than 7 yards behind the line of
scrimmage.
Executing a scrimmage kick does not in and of itself exchange possesion of the ball. Under NFHS rules, while
the ball is in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet
been fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the
officials) if the receiving team commits a foul before gaining possession, the kicking team will retain
possession, with the penalty being enforced from the previous line of scrimmage!!. (Possession does not
change with the kick it changes only once possesion has been extablished.)
Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage).
o Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul
(blocking after a fair-catch signal) are enforced from the spot of those fouls.
Any ball kicked from scrimmage becomes live only when touched by any member of the receiving team
anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its
own kick, even though legal recovery is made beyond the line of scrimmage.
Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of
scrimmage by the either team and travels back behind the line of scrimmage may be picked up and advanced
by either team. However, if the kicking team recovers it must make the yardage necessary for its first down to
retain possession if the scrimmage kick was on fourth down.
Any scrimmage kick (punt, place kick, or drop kick) that is attempted on any down other than fourth down and
is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered
by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep
possession of the ball for the remaining down(s) of that possession
Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the
either team and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is
touched downfield by a member of the returning team - otherwise it simply becomes the returning team's ball
where it is covered (or picked up) by either team... or where it simply comes to rest and is blown dead if no
one covers it
Once any kick (free or scrimmage) breaks the plane of the opponents goal line, the ball is blown dead at that
spot and a touchback is ruled.
Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is
considered in play and may be returned. If said scrimmage kick goes out of bounds it is awarded to the
receiving team at that spot if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to
the receiving team at their 20 yard line.

General Scrimmage Kick Rules


Fair Catch:
- The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the
scrimmage kick in the air whether he signals for fair catch or not. If he does not signal for a fair catch, he is
considered in play, and may be tackled directly.
- Any player making a valid fair catch signal is entitled to the unrestricted right to field the ball at any time
before it hits the ground this includes a scenario where it hits him and pops up into the air. In this situation, he
must be given the opportunity to field the ball once the ball hits the ground, however, it is free, and fair catch
protection for the receiver ends Any member of the receiving team may signal for a fair catch however,
once that catch is made it cannot be advanced from the spot of the catch.
- It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any
member of the kicking team until the kick has ended. However, any of his teammates are allowed to block even
though a fair catch has been signaled for. This restriction applies to the player who made the fair catch signal
only
- No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of
the receiving team. If, after a receiver signals, the catch is made by a teammate, it is not a fair catch, but the ball
becomes dead. The ball becomes dead after any receiver gains possession after a fair catch signal (valid or
invalid).
RULE OF FIRST TOUCH:
- Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to
pick it up and advance it with no risk of losing possession. (Basically, if a punt is rolling downfield and a member
of the kicking team touches it in any way, any member of the receiving team can attempt to pick it up and
advance it and, even if they touch it and drop it, it will still be their ball at the spot of first touching by the kicking
team.
This is why we always hatch any scrimmage kick we are trying to down hatching means
PICK THE BALL UP AND HAND IT DIRECTLY TO THE NEAREST OFFICIAL whether it has
come to rest after rolling as far downfield as it could, or if you see it inadvertently touch one of
our coverage men NEVER let a touched kick (or an untouched, unfielded kick) lay on the field
of play!!!
Roughing the snapper:
A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick
formation. NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders
approximately parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a
snapper until he has had a reasonable opportunity to regain his balance and protect himself - or until he blocks
or moves to otherwise participate in the play.

Try for Point


A try is more frequently called an extra-point attempt or a PAT (abbreviation of "Point After Touchdown").
Either one or two additional points may be scored during the try. The ball is spotted at the 2 yard line (NFL)
or 3 yard line (college/high school), and the team is given one untimed play to earn points.
The offensive team may attempt to kick the ball through the goalposts, in the same manner that a field goal
is kicked. If successful the team is awarded one point, referred to as an extra point.
The offensive team may attempt to advance the ball via run or pass into the end zone if successful it
receives two points. This is called a two-point conversion.
Under NCAA (college) rules, if the defensive team gains possession and advances the ball the length of the
field into the opposite end zone on the try (for example by an interception or a fumble recovery, or by
blocking a kick and legally recovering the ball), they score two points. This is officially recorded as a
touchdown scored by the defense (even though its only worth two points). The NCAA adopted this rule in
1990.
This scenario cannot occur under NFL or high school football rules; the ball is ruled dead and the try is over
immediately whenever the defense gains possession (NFL) or as soon as the try is unsuccessful (high
school).
Interesting rule: In the extremely rare event that the offensive team records a safety on the try, it is
awarded one point. In college football, this can occur when, for example, the defense gains control of the
ball and attempts to advance it, then fumbles it out of bounds in its own end zone. In the NFL, since the try
ends once the defense gains possession, a safety can only be scored if a defensive player bats a loose
(fumbled) ball out of bounds in the end zone. Obviously, this can never happen in high school football, as
the ball is whistled dead as soon as the try is unsuccessful.

Timing
The game clock is not advanced during a try, however, the play clock is enforced. A delay of game
penalty, false start, or similar penalty, by the offense results in a 5-yard penalty assessed for the try.
Typically, penalties charged against the defense give the offensive two options: half the distance to the goal
for the try, or assessing the full penalty on the ensuing kickoff. Since the try is not timed by the game clock, if
a touchdown is scored as regulation time expires (and game clock subsequently reads :00), the try is still
allowed to be conducted, to allow the scoring team to tie or win the game. (Individual state high school
association regulations determine whether a try is to be conducted after a touchdown that in and of itself
wins the game as regulation time expires.)
The officials' signal for a successful try, whether an extra point or a two point conversion, is the same as for
a touchdown. After the try, the team that scored the touchdown kicks off to the opposing team*.
*see Kickoff section for an interesting rule regarding this situation

GENERAL PLACEKICK GET-OFF TIMES:


(ALL kickers, holders and long snappers need to know these and make them happen
for ALL placekicks )

0.5 seconds = Snap to Holder


0.75 second = Holders handle time/Kickers steps
1.25 seconds =
TOTAL get off time (from snap to the ball coming off kickers foot)

Field Goal
A field goal is a goal that may be scored during general play ("from the field"), and are worth three points.
Field goals may be scored by a placekick or the now practically extinct drop kick.The drop kick (which is
similar to a punt, except the ball must first bounce off the ground once before being kicked) fell out of favor
in 1934 when the shape of the ball was changed to be more aerodynamic due to the increasing popularity
and effectiveness of the passing game. Prior to 1934, the ball was more round shaped and easier to kick
(like a rugby ball). The new shape made drop kicking extremely inaccurate due to the unpredictable way the
ball would bounce due to its oblong shape.
For a field goal to be successful under NFHS (high school) rules the entire ball must pass through the
uprights - that is, over the crossbar that is 10 feet off the ground and between the upright posts that are
18 feet 6 inches apart and centered on the backline of the endzone. Please note that the ENTIRE ball must
be judged to have passed to the inside of the INSIDE edge of the upright extended indefinitely above the
upright.
Under NFHS (high school) rules a field goal attempt is no different from any other scrimmage kick (punt or
drop kick). If the field goal attempt is no good and crosses the plane of the goaline, it is a touchback. If a
field goal attempt does not reach (or cross) the plane of the goaline it is considered a live ball, and is treated
just like a punt. We must be aware of this situation and be prepared to cover any such kicks!!

FREE KICK AFTER FAIR CATCH


Following the legal FAIR CATCH of any kick (punt, dropkick, placekick or kickoff), the receiving team may
choose to run a regular scrimmage play OR they may free kick the ball from anywhere between the hash
marks of the yardline where the fair catch was made. Simply stated, a free kick following a fair catch is a
kickoff with a chance for 3 points! For the most part all the rules are the same as for a kickoff (i.e., teams 10
yds apart etc.). This is obviously a very rare play and is usually only used at the very end of the first half or
the end of the game. (NFHS & NFL, not NCAA)
If this situation occurred for us, we would our first decide where we would like the ball placed (more than
likely slightly off centered, shading right) on the yardline we made the fair catch on, and have our kickoff
team huddle five yards behind that spot. Our kicker would then make a Deep through 2 call, and we would
align as normal. Our kicker will approach the ball with the idea of kicking it trhough the uprights. If he
does so, we would be awarded three points and, if any time remained on the game clock, we would kickoff
as we would after any other score.
If the free kick does not go through the uprights it is treated like any other free kick meaning, if it breaks
the plane of the goal line it is ruled a touchback if it goes out of bounds before breaking the plane it is
illegal procedure, and the receiving team can take the ball at the spot it went out of bounds or 15 yards from
the spot of the kick if it stays in the field of play it is considered a live ball and can be returned by the
receiving team (or recovered by either team once it has gone ten yrads from the spot its kicked from).
And, yes, a free kick after fair catch can be kicked onsides (But, why would we ever do that??!!)

Our general placekick alignment will be a standard tight, double wing - from which our specific assignments
will be carried out. If all of our placekick personnel know their alignment and assignment rules, we should
NEVER have a breakdown in technique or execution!!

$
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Basic Scheme:
Upon scoring a touchdown (or getting the FIELD GOAL! call from the sideline), all players will align in their
positions, and any alignment/assignment adjustments will be made from there.
REMEMBER: EVERYone (save kicker and holder) is to immediately assume a two point, ready stance!!
For a normal placekick snap (one that takes place after any Bird Call* other than EAGLE), after the kicker has
counted heads and made a dummy call (SPARROW, SPARROW), he will set himself and give the holder the
GOLDEN call (alerting him that the kicker is ready to kick). Once the holder gets the GOLDEN call, he will
make the SET call, alerting the snapper that the team is ready for the snap, and the LS will then snap the ball
whenever he is ready to do so
* Please see QUICK SET Protocol at the end of this section for explanation of Bird Call

PROTECTION
We must always remember that PROTECTION takes first priority : WE CAN NEVER HAVE A PLACEKICK
BLOCKED EVER!!!!
The causes of all placekick blocks are simple, and almost always fall into one of these three categories:
1. A bad snap
2. Slow/bad handle by the holder
3. A breakdown in protection (allowing for a straight-on rush from a defender to the kick block point)
THE MOST IMPORTANT ASPECT OF THE PLACEKICK IS THE SNAP FROM CENTER!!!
This is the action that starts the play, and determines whether we have any hope of success form the outset! This
is why we have constructed our placekick scheme to allow our long snapper to focus as completely as possible on
the snap he will snap the ball when he is ready, and he has no blocking assignment(s) whatever!!

P.A.T./F.G. Protection Axioms


We do not huddle.
Be alert for FIRE call and execute protocol properly!!
Block an area Dont block a man Get big and use good technique.
Know all rules pertaining to blocked kicks.
Always be alert to return possibility treat like a punt hatch any unfielded ball it!
Linemen do not release downfield on fire call or on called fakes.
Total time snap to kick 1.25 to 1.30 (@ 8 yards).
Be alert during last two minutes of a half.
Work quickly (but never hurry!) when working against the clock.
Holder is responsible for calling timeout if 25-second clock is running down on crucial kick.

Field Goal and Extra Point Protection

Holder will count men and set unit and give Bird Call
After holder gets Golden call from kicker, he will make SET (or DOWN!) call

Be alert to FIRE call on bad snap (automatic run/pass option).


Check alignment to insure proper splits key the ball.
Always align up on the ball.
Know the opponents favorite schemes and personnel.
Never get pulled into false starts.
Get into your two point stance immediately and listen for SET or DOWN call (on EAGLE).
Be disciplined in ALL technique.
Always be alert to possible run-back on any placekick that does not break the plane of the goal line or go out of
bounds.
We must NEVER have a placekick blocked!!!
GUARDS, TACKLES, and TIGHT ENDS:
Assume a 2-Point stance when you come to the line.
Never move your outside foot.
Take quick punch step inside, stay square - with your shoulders parallel to the L.O.S.
Block inside gap area, not man.
Extend outside arm if not challenged inside.
Sprint to cover on a long field goal after the ball is kicked.
HOLDER:
Align on the spot picked by the kicker (usually the 11 yard line for PAT)
Be sure we have 11 men on the field.
Make any line adjustments and Bird name call, then wait for kickers Golden call
Make SET! call, and receive the ball and spot it quickly and precisely.
You have Ball in any coverage scenario.
KICKER:
Pick out the spot for placement directly behind the ball.
Give the holder the Golden! call when you are ready.
You are the safety in any coverage scenario.

COVERAGE OF A PLACEKICK
Covering scrimmage kicks is an all-out pursuit - demanding intelligent and fearless hustle, desire and
determination. Our goal is to get downfield in as quick and disciplined a manner as possible, covering the kick
and tackling the returner (or covering the ball!) as deeply as possible on the other side of the field!
Scrimmage kick coverage is an ALL OUT SPRINT!!
o Speed is important, but the intent to make the tackle is paramount!! Players reveal their
true football character on coverage teams and we expect our coverage teams to be
made up of 11 players with true football character. (Coverage teams are no place for
characters!!)
o Every member of our scrimmage kick coverage units must believe that each kick will be
returned, and that it is his job to give his best effort every time he runs downfield!!
o Gang Tackling is key!! We expect 10 hats on the ball on each kick we cover tackles on
kick coverage should never be made by only one man!! We expect to punish the returner
and only relentless pursuit by all our defenders will make that happen. We need all our
defenders to maintain dedicated, relentless pursuit until the returner is downed (or the
whistle blows ending the play).

For our KICK COVERAGE units to fulfill their name as completely and productively as possible we need to
COVER all kicks as completely and productively as possible. To do this, we assign every coverage position a
specific set of alignments and assignments that can be easily understood and executed. Since the placement of
the ball on the field will vary in every kicking situation, those alignments and assignments may vary in regard to
that placement but the result of their proper execution should always be the same (that being: a positive kick
as far down the field as possible directionally placed to limit the potential of return yardage, and completely
covered to insure that outcome).
Our PLACE KICK coverage mirrors our PUNT coverage for the most part, with a few obvious adjustments all
players need to know their alignments to positively execute their proper assignments!!!
For PLACEKICK COVERAGE we have three players assigned to pursue the ball directly, two players in
contain mode (release downfield to a spot 15 yards outside the ballcarrier, squeezing him in and preventing
him from getting outside as they close to make the tackle), two players to force the returner into our vice
(releasing downfield to a spot 10 yards outside the ballcarrier, forcing him in keeping him inside and in front as they close to make the tackle), two players pursuing up the alley of this scheme (releasing downfield to a
spot 5 yards outside the ballcarrier, forcing him in and preventing him from getting outside as they close to
make the tackle), and two safeties (our kicker and holder), one shallow, one deep.
-

Gunners are to sprint to the ball, keeping the returner on their inside shoulder you must NOT
let the returner get outside of you!!!
Remaining coverage men will sprint downfield through the Speed and Read zone (Flyin 15),
then squeeze the returner to your inside shoulder. You may avoid blockers when releasing from
the LOS, but from there forward you must run through all blocks on your way to the returner!!
Remember coverage is about hustle and heart make sure youre moving at full speed, with ill
intent, on every kick you cover!!
Kicker: kick the ball in the direction called, then follow the kick downfield You are our safety, so
stay about 15 yards in front of the ball. Look for any breakdowns in lane integrity or open running
lanes and make the stop if you have to! (It is considered very poor form if our kicker ever has to
make a tackle but hed better make it if he does have to!!)

REMEMBER: We want ten hats on the ball on any placekick return tackles on kick coverage should never
have to be made by only one man (and certainly never by the kicker !) But, if you find yourself on that
island, dont try to be the hero with a Wooooo hit break down five yards in front of the returner, make him
commit, then react and wrap him up (and strip the ball once hes under full control!!)

Just as our PUNT alignments have the capability to shift to allow for maximum protection and coverage in any
and all situations, so too do our potential PLACEKICK alignments. By placing our standard holder/kicker and
slingback backfield set on top of any of the above diagramed line sets we can effectively accomplish just that!

FIRE Protocol

We also have Alternate assignments that we may need to use in special situations, be they game strategy/field
position or weather/field condition situations. WE WILL ALMOST ALWAYS USE OUR BASIC PLACE KICK
ALIGNMENT however, since our special teams philosophy adheres to the Axiom of Preparedness (that
being, It is always best to HAVE it and not need it than to NEED it and not have it), we need to be able to
get to a point where we can most positively reflect that truism
Many of these Alternate assignments and their accompanying techniques, and executions will be
explained, installed, demonstrated, and practiced on the field as we move through our season. They will
ONLY be introduced once we have the installed, drilled, and demonstrated our ability to completely master
and execute our BASIC alignments, assignments, techniques and executions.

QUICK SET Protocol:


Place kick team aligns per spot of the ball (no huddle) - all assume 2 point, Ready position. Kicker gets head
count and makes a Bird Call.
Bird Call = the kicker will call out a type of bird before getting set (i.e. FALCON, or VULTURE, or
SPARROW, etc.). Each of these calls is meaningless (a DUMMY call) unless he calls out EAGLE.
EAGLE means well be using our Quick Set Protocol designed to draw our opponents offsides (best case
scenario) or at least leave them flat-footed at the snap of the ball (and unable to generate a serious rush).
For a normal place kick snap (one that takes place after any Bird Call other than EAGLE), after the kicker has
counted heads and made a dummy call (SPARROW, SPARROW), he will set himself and give the holder the
GOLDEN call (alerting him that the kicker is ready). Once the holder gets the GOLDEN call, he will make the
SET call, alerting the snapper that the team is ready for the snap, and the LS will then snap the ball whenever
he is ready to do so
If the kicker makes an EAGLE! EAGLE! call he will set himself and give the holder the GOLDEN call (as
normal) at which time the holder will make a DOWN! call and all players at the LOS will snap into a two point
Set stance (interior forearms to knees). If the play isnt whistled dead immediately (because our opponents
jumped offsides!), the holder will then make the SET call, after which the ball will be snapped.

Scrimmage kicks are any kick made from behind the line of scrimmage that occur on any down of a
teams possession of the ball, and are used either as attempts to move the ball further back down the field
when relinquishing possession of the ball, or as scoring attempts. There are three types of kicks that can be
used as scrimmage kicks: punts, place kick, and drop kicks (place kicks and drop kicks being the only types
of scrimmage kicks eligible to score points, however). A scrimmage kick formation is a formation with at least
one player 7 yards or more behind the neutral zone and in position to receive the long snap. No player may be
in position to receive a hand-to-hand snap from between the snapper's legs.

Scrimmage Kick Basics


During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the
snap of the ball. (There is no illegal man downfield statute for scrimmage kicks in NFHS play).
Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded protected status (i.e. cannont be
roughed) only when they take a direct snap from center at a spot no less than 7 yards behind the line of
scrimmage.
Executing a scrimmage kick does not in and of itself exchange possesion of the ball. Under NFHS rules, while
the ball is in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet
been fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the
officials) if the receiving team commits a foul before gaining possession, the kicking team will retain
possession, with the penalty being enforced from the previous line of scrimmage!!. (Possession does not
change with the kick it changes only once possesion has been extablished.)
Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage).
o Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul
(blocking after a fair-catch signal) are enforced from the spot of those fouls.
Any ball kicked from scrimmage becomes live only when touched by any member of the receiving team
anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its
own kick, even though legal recovery is made beyond the line of scrimmage.
Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of
scrimmage by the either team and travels back behind the line of scrimmage may be picked up and advanced
by either team. However, if the kicking team recovers it must make the yardage necessary for its first down to
retain possession if the scrimmage kick was on fourth down.
Any scrimmage kick (punt, place kick, or drop kick) that is attempted on any down other than fourth down and
is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered
by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep
possession of the ball for the remaining down(s) of that possession
Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the
either team and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is
touched downfield by a member of the returning team - otherwise it simply becomes the returning team's ball
where it is covered (or picked up) by either team... or where it simply comes to rest and is blown dead if no
one covers it
Once any kick (free or scrimmage) breaks the plane of the opponents goal line, the ball is blown dead at that
spot and a touchback is ruled.
Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is
considered in play and may be returned. If said scrimmage kick goes out of bounds it is awarded to the
receiving team at that spot if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to
the receiving team at their 20 yard line.

General Scrimmage Kick Rules


Fair Catch:
- The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the
scrimmage kick in the air whether he signals for fair catch or not. If he does not signal for a fair catch, he is
considered in play, and may be tackled directly.
- Any player making a valid fair catch signal is entitled to the unrestricted right to field the ball at any time
before it hits the ground this includes a scenario where it hits him and pops up into the air. In this situation, he
must be given the opportunity to field the ball once the ball hits the ground, however, it is free, and fair catch
protection for the receiver ends Any member of the receiving team may signal for a fair catch however,
once that catch is made it cannot be advanced from the spot of the catch.
- It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any
member of the kicking team until the kick has ended. However, any of his teammates are allowed to block even
though a fair catch has been signaled for. This restriction applies to the player who made the fair catch signal
only
- No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of
the receiving team. If, after a receiver signals, the catch is made by a teammate, it is not a fair catch, but the ball
becomes dead. The ball becomes dead after any receiver gains possession after a fair catch signal (valid or
invalid).
RULE OF FIRST TOUCH:
- Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to
pick it up and advance it with no risk of losing possession. (Basically, if a scrimmage kick is rolling downfield and
a member of the kicking team touches it in any way, any member of the receiving team can attempt to pick it up
and advance it and, even if they touch it and drop it, it will still be their ball at the spot of first touching by the
kicking team.
REMEMBER, however, if a scrimmage kick is rolling downfield and has NOT been touched by
the kicking team it only becomes live once it has been touched by the RECEIVING team!!!
Roughing the snapper:
A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick
formation. NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders
approximately parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a
snapper until he has had a reasonable opportunity to regain his balance and protect himself - or until he blocks
or moves to otherwise participate in the play.

The Don'ts of Place Kick Defense


-

Don't be offsides!

- Don't rough the kicker or holder!


- Don't ever let any called fake (or FIRE! scramble)
successfully convert!!!
- Dont foget all blocked kick rules!
- Don't forget Place Kick Punt scenarios!

HOW IMPORTANT IS FIELD POSITION?


Teams starting on:

Scored:

-20 or inside

1 out of 30

3%

-30 yard line

1 out of 20

5%

-40 yard line

1 out of 8

13%

50 yard line

1 out of 5

20%

+40 yard line

1 out of 3

33%

+30 yard line

1 out of 2

50%

+20 and inside

2 out of 3

66%

REMEMBER: All blocks ABOVE THE WAIST and IN FRONT!!!


(If you can see his crack, you must HOLD BACK!!)

In general, we use PLACE KICK DEFENSE in one of four basic ways:


1. we will defend the ball on the field against the possibility of fake (either run or pass) from any formation
(either traditional place kick sets, or any muddle huddle or swinging gate alignments).
Call: HEATHER (fake alert)
2. we will apply pressure to the placekick attempt (to block it if given a free lane, or force it wide right or left)
while also protecting against the possibility of fake. Call: WENDELSTAT (safe)
3. we will make an all-out attempt to block the placekick. Call: ELVIS (block)
4. we will set up and properly execute a return of the placekick. Call(s): LEO, MILO* or ROCKO (return)
* all returns of place kicks should be run toward our bench MILO can be used if broken back toward our bench (or if the Red
Sea simply parts!)

Of all the principles and reminders of PLACE KICK DEFENSE the most important by far is the need to never,
ever, EVER be offsides on a placekick!!! Everything else we could hope to do from PLACE KICK DEFENSE starts
with this foundation we can never, ever give our opponent an easier kick (or, worse of all, a first down!) because
we werent disciplined enough to stay on sides!!! Be alert to all shifts and/or cadences that attempt to draw us
offsides ESPECIALLY in fourth and 5 or less situations. We should NEVER hand an opponent a first down
because we jumped offsides
REMEMBER: Any scrimmage kick touched at or behind the line of scrimmage (by either team) that does not cross
the neutral zone is a LIVE ball, and can be advanced by either team secure us the football (scoop and score if
possible!!). Any scrimmage kick touched at or behind the line of scrimmage that crosses the neutral zone becomes
live ONLY AFTER IT IS TOUCHED BY A MEMBER OF THE RETURN TEAM. This means we must GET AWAY
from any partially blocked kick that goes beyond the neutral zone so as not to have it become LIVE. We make a
PETER! PETER! call in this instance meaning: FIND THE FOOTBALL & GET AWAY FROM IT!!!! (We also use
the PETER call on a poorly punted ball, or one that hits early and rolls ALWAYS respect a PETER! call = Find
the Ball & Get Away from It!!!!!
PLACE KICK RETURN
If we are ever in a situation to use our PLACEKICK DEFENSE as a scrimmage kick return team (i.e. long field goal
attempt especially at the end of the half, or if we ever play an opponent that uses the PLACEKICK as PUNT), we
will use our punt return team to do so and we will use the same alignment and schemes we do for PUNT
RETURN.

Our PAT DEFENSE set is based on our PUNT RETURN set (meaning, its a basic 4-3 alignment - from which
our all of our specific assignments will be carried out. If all of our PAT DEFENSE personnel know their
alignment and assignment rules - and use proper technique in their execution - we should NEVER have a
breakdown in technique or execution!! (This includes all FAKE and possible return scenarios!!!)

Adjustments to specific alignments can and will be introduced as we move through installation (and our season),
but our basic PAT DEFENSE alignment is as diagrammed.

We will use the following alignment adjustments in each of our alternate PAT DEFENSE alignments. Please
note that additional adjustments to these specific alignments can and will be introduced as we move through
installation (and our season), but our basic PAT DEFENSE alignment is as diagrammed.

HEATHER (fake alert)

ELVIS (all out block)

HAIRY ELVIS (block safe)

WENDLESTAT (safe pressure)

Place kick RETURN (LEO. MILO, ROCKO)

Notes:

MUDDLE HUDDLE
We consider a Muddle Huddle any crazy placekick alignment by our opponent. As these alignments are
designed to catch the defense off guard (and ill prepared to defend against it). So, it is our job to defeat that
attack by being able to defend against it and defend against it WELL!!
As there are a number of different Muddle Huddles for our opponents to choose from, we use some general
rules to defend any and all possibilities. Often, teams will shift from Muddle Huddle alignments to regular
place kick alignments (meaning, their holder and kicker will be on the field the whole time). Other times, they
may shift from a regular place kick alignment to a Muddle Huddle (again, with their holder and kicker still on
the field).
Swinging Gate

Split Ocho

Still other times, our opponents may simply align their regular offense in a Muddle formation or may shift
from a standard offensive set to a Muddle formation.
Dice

Diamond

Center as End
There is also the Center as Eligible End set some teams
use. As with all the other Muddle Huddle sets, its easy to
see how and where our opponents will try to attack us. We
must be able to quickly and properly align, understanding
our individual assignments so we can use proper technique
to defeat any and all plays and executions run against us.

GENERAL MUDDLE HUDDLE DEFENSIVE RULES*:


Defensive End = CENTER
MIKE backer = QUARTERBACK (HOLDER)
Defensive Tackle = GAP FIRST TWO OL
SAM backer = MAN FIRST BACK (KICKER)
Defensive Tackle = NEXT OL GAP
WILL backer = MAN NEXT BACK
Defensive End = NEXT OL GAP
Strong Safety = MAN NEXT BACK
Cornerbacks = MAN ELIGIBLE ENDS
Free Safety = PLAY TO STRENGTH
AND/OR CENTERFIELD

*EXCEPTION =
In Center as Eligible End scenarios:
-

Defensive End over CENTER is


released from rule and Corner mans
CENTER (as eligible end)
Opposite Corner mans opposite
eligible END, and Defensive End aligns
with the other Defensive linemen in a
Base 60 set opposite OFFENSIVE
LINE
Free Safety = follow Basic Rule

Swinging Gate

Split Ocho

Dice

Diamond

Center as End
* Alignment and assignment understanding is key if
we are to execute as completely as possible. Many
teams will not only use multiple formation shifts when
employing Muddle looks, but they will also often use
motion once muddled. We need to always be
aware of who we have (and how we have them) if we
want to successfully shut them down!!

Special Teams Integrated Weekly Practice Schedule


A Proposal
-

Using 10 minute Quick Review to get two different Specials units in per day
Try to incorporate Punt & PAT into Offensive Time, Punt Return & PAT defense into Defensive
Time whenever possible (and under game speed/substitution conditions)

Normal Week (Friday as Game Day):


Monday
-

Film Study/Walk Through/Weight Room (120 minutes = 40 minutes each)

Tuesday = Practice, Full Gear, Defensive Emphasis (120 minutes)


o 70 minutes Defense, 20 minutes Offense, 20 minutes Specials, 10 minutes water
Wednesday = Practice, Full Gear, Offensive Emphasis (120 minutes)
o 70 minutes Offense, 20 minutes Defense, 20 minutes Specials, 10 minutes water
Thursday = Practice, Shells, Game Script* (see attached)
Friday = Game Day
Saturday = Maintenance Workout (Varsity) 10:00-11:00 AM
Defense = 117 minutes

Offense = 141 minutes

Specials = 72 minutes

Odd Week (Saturday as Game Day):


Monday
-

Film Study/Walk Through/Weight Room (120 minutes = 40 minutes each)

Tuesday = Practice, Full Gear, Defensive Emphasis (120 minutes)


o 70 minutes Defense, 20 minutes Offense, 20 minutes Specials, 10 minutes water
Wednesday = Practice, Full Gear, Offensive Emphasis (120 minutes)
o 70 minutes Offense, 20 minutes Defense, 20 minutes Specials, 10 minutes water
Thursday
- Practice, Full Gear, Split O/D Emphasis (120 minutes)
- 45 minutes Offense, 45 minutes Defense, 20 minutes Specials, 10 minutes water
Friday = Practice, Shells, Game Script* (see attached)
Saturday = Game Day
Defense = 162 minutes

Offense = 186 minutes

Specials = 92 minutes

Game Script rundown = 120 minutes


:10

3:30-3:40 = Team Stretch

:05

3:40-3:45 = Kickoff return (deep) Goal: two full returns

:15

3:45-4:00 = Offense vs. defense Offensive script vs. Weeks opponent

:05

4:00-4:05 = Kickoff return (squib/onsides) - Goal: at least one each

:20

4:05-4:25 = Offense vs. defense - 20 plays (end first 9 in punt, next 9 in punt)

:08

4:25-4:33= Two Minute Offense (Ball set on 30, timed, w/chains) = include Hail Mary play(s)

:05

4:33-4:38 = Kickoff (deep) - Goal: two full coverages

:20

4:38-4:58 = Defense vs. offense - 20 plays (end first 9 in punt return, next 9 in punt return)

:05

4:58-5:03 = Kickoff (squib/onsides) - Goal: at least one each

:07

5:03-5:10 = Two Minute Defense (Ball set on 40, timed, w/chains)

:05

5:10-5:15 = Short Yardage/2 point PAT

:12

5:15-5:27 = Field Goal situations (us kicking) Ball set at 50, offense runs play to +15, run out PAT
team & kick repeat (with ball on different yardline/hash, etc. & crowd distractions)

:03

5:27-5:30 = Victory formation/execution

* Water Breaks on the fly/as needed (game situation)


Stretch = 10 minutes
Offense = 28 dedicated minutes
Offensive emphasis = 23 dedicated minutes
Defense = 27 dedicated minutes
Special Teams = 32 dedicated minutes

Special Situations** = Throughout the season, time will be needed to cover various special situations (i.e.
blocked kick scenarios [for and against] - Ball set at -35, offense runs play to -45, run out punt team &
simulate blocked punt once ball behind LOS, once ball beyond LOS Repeat with field goal try from +25;
Free kick after Safety both for and against; Free kick after Fair Catch; Taking a Safety from Punt, etc.)

Timing = Normal weeks, Specials get 72 total minutes


72 minutes divided by 6 special units (kickoff, kickoff return, punt, punt return, PAT, PAT defense) =
12 minutes per unit, per week!

Position Description, Unit Checklists and Breakout Breakdowns


Special Teams Coordinator:
Practice Situations
-

Advocate for, introduce and coordinate ST practice times and activities in as many game
realistic/specific situations as possible in all practice scenarios (walk thru, shells, and full
gear/full contact)

Produce and distribute all ST Individual group and Unit Breakout practice plans/diagrams
to each assigned coach for each specific ST unit coordinate their implementation at
each ST breakout session at practice.


Kicking game = Coverage alignments, assignments, technique (lanes,


coverage adaptations, calls, etc.)

Return game = Return alignments, assignments, technique (lanes, blocking


adaptations, calls, etc.)

Special situations = insure that all special situations (rules, opponents tricks,
etc.) are covered

For Game Situation


-

Self scout/review each of our ST units per Special Teams Scouting Report template and
prepare/update all ST alignments, assignments, techniques and executions prepare all
proposed ST Depth Charts for each ST unit


Kickoff, Kickoff return, Punt, Punt return, PAT, PAT Defense

Breakdown each of opponents ST units per Special Teams Scouting Report template,
and prepare appropriate attack/defense alignments, assignments, techniques and
executions for each unit


Kickoff, Kickoff return, Punt, Punt return, PAT, PAT Defense

- Produce and distribute a Special Teams Scout Sheet for each opponent outlining, detailing and defining our opponents STs based on the general
Special Teams Scouting Report , to be distributed to all team members
(players and coaches) by Monday practice (given availability of film,
etc.) of each week

SPECIAL TEAMS SCOUTING REPORT


1. PERSONNEL FOR ALL PHASES
Numbers, names & offensive/defensive positions of all their specialists
Best and worst

2. THEIR PUNT RETURN


How do they attempt to block - and who is the best?
Type of returns they run (how good is the return man)
What is their weakness?
Any reverses or other tricks?

3. THEIR PUNT
What formations do they use?
What is their protection?
Who is their best blocker and who is the worst?
Who is best cover man / worst?
How good is the snapper? (times/accuracy)
What is the block point, and time?
What is their best fake?

4. THEIR KICKOFF RETURN


What is their alignment?
What are their returns?
Who is best returner?
Do they have a special return?
Who do we need to avoid/kick at?
Where is the soft spot?
Can we surprise onside?
Special kicks?

5. THEIR KICKOFF
Beginning alignment
Do they cross?
Who are their contain? safety?
Type, strength, and weakness of coverage
Where and how deep does the kicker kick ?
Who is best cover man, and who is the weakest?
What type of onside or special kicks do they use?

6. THEIR PAT/FIELD GOAL BLOCK


What type of alignment do they use?
What games do they run?
Who is the best rusher?
Where do they rush from?

7. THEIR PAT/FIELD GOAL


What is their alignment? Any muddles?
How far can he kick?
Weakest blocker
What type of fake(s)?
Stress point?

8. SPECIALS OF THE WEEK


Point(s) of emphasis for this particular opponent
All things considered (location, time, weather, personnel, etc.)

Special Teams Individual Coaching Assignment Breakdowns (by Unit):


PUNT:
Coordinator, Punter ST Coordinator
Long snapper Offensive Line Coach
Right side (RG,RT,TE) Linebackers Coach
Left side (LG,LT,TE) Defensive Line Coach
Gunners Defensive Backs Coach
PPs Running Backs Coach

Non-Unit Personnel (basically, linemen)


with HC, OC & DC

Scout Punt Return= Offensive Ends Coach


PUNT RETURN:
Coordinator - ST Coordinator
Jammers Defensive Backs Coach
Line Offensive Line Coach
Backers Linebackers Coach
Returners Running Backs Coach

Non-Unit Personnel (basically, linemen)


with HC, OC & DC

Scout Punt = Offensive Ends Coach, Defensive Line Coach


KICKOFF:
Coordinator, Kicker - ST Coordinator
L1, L3, L4, L5 - Defensive Line Coach
R1, R3, R4, R5 - Linebackers Coach
L2, R2 Defensive Backs Coach, Running Backs Coach

Non-Unit Personnel (basically, linemen)


with HC, OC & DC

Scout Kickoff Return = Offensive Line Coach, Offensive Ends Coach


KICKOFF RETURN:
Coordinator, M ST Coordinator
Returners (A5, A4, O5, O4) RBs Coach & SEs Coach
A1, A2, A3 Offensive Line Coach
O1, O2, O3 Linebackers Coach

Non-Unit Personnel (basically, linemen)


with HC, OC & DC

Scout Kickoff = Defensive Line Coach, Defensive Backs Coach


PAT/FIELD GOAL:
Coordinator, Kicker/Holder ST Coordinator
Short Snapper Offensive Line Coach
Interior Left side (LG, LT, TE/SE) Defensive Line Coach
Slingback Left side Running Backs Coach
Interior Right side (RG, RT, TE/SE) - Linebackers Coach
Slingback Right side Offensive Ends Coach

Non-Unit Personnel (basically, linemen)


with HC, OC & DC

Scout PAT/Field Goal DEFENSE = Defensive Backs Coach


PAT/FIELD GOAL DEFENSE:
D-Line Defensive Line Coach
Backers & D-Backs Linebackers & D-Backs Coaches
Block Unit ST Coordinator

Non-Unit Personnel (basically, linemen)


with HC, OC & DC

Scout PAT/Field Goal = Offensive Line Coach, RBs Coach, Offensive Ends Coach

Special Teams Individual Coaching Assignment Breakdowns (by Coach):


Head Coach, OC, DC = non-unit personnel (usually lineman)
Special Teams Coordinator =
PUNT: Punter/ Coordinate Unit; PUNT RETURN: Coordinate Unit; KICKOFF:
Kicker/Coordinate Unit; KICKOFF RETURN: M/Coordinate Unit; PAT/FIELD GOAL:
Kicker/Holder/Coordinate Unit; PAT/FIELD GOAL DEFENSE: Block Unit
Offensive Line Coach =
PUNT: Long Snapper; PUNT RETURN: Tackle to Tackle; KICKOFF: Scout KO Return (with
SEs Coach); KICKOFF RETURN: A1, A2, A3; PAT/FIELD GOAL: Short Snapper;
PAT/FIELD GOAL DEFENSE: Scout PAT (with RBs & SEs Coaches)
Running Backs Coach =
PUNT: Personal Protectors; PUNT RETURN: Returners; KICKOFF: L2 or R2 (with DBs
Coach); KICKOFF RETURN: A5, A4 or O5, O4 (with SEs Coach) ; PAT/FIELD GOAL:
Slingback left side; PAT/FIELD GOAL DEFENSE: Scout PAT (with OL & SEs Coaches)
Offensive Ends Coach =
PUNT: Scout Punt Return (solo); PUNT RETURN: Scout Punt (with DL Coach); KICKOFF:
Scout Kickoff Return (with OL Coach); KICKOFF RETURN: O5, O4 or A5, A4 (with RBs
Coach) ; PAT/FIELD GOAL: Slingback right side; PAT/FIELD GOAL DEFENSE: Scout PAT
(with OL & RBs Coaches)
Defensive Line Coach =
PUNT: Left side OL (LG, LT, TE); PUNT RETURN: Scout Punt (with SE Coach); KICKOFF:
L1, L3, L4, L5; KICKOFF RETURN: Scout Kickoff (with DBs Coach); PAT/FIELD GOAL:
Interior Left side OL (LG, LT, TE/SE);
PAT/FIELD GOAL DEFENSE: Defensive Line
Linebackers Coach =
PUNT: Right side OL (RG, RT, TE) ; PUNT RETURN: Backers; KICKOFF: R1, R3, R4, R5
; KICKOFF RETURN: O1, O2, O3 ; PAT/FIELD GOAL: Interior Right side OL (RG, RT,
TE/SE); PAT/FIELD GOAL DEFENSE: Backers & DBs (with DBs Coach)
Defensive Backs Coach =
PUNT: Gunners; PUNT RETURN: Jammers; KICKOFF: R2 or L2 (with RBs Coach);
KICKOFF RETURN: Scout Kickoff (with DL Coach); PAT/FIELD GOAL: Scout PAT/Field
Goal Defense (Solo) ; PAT/FIELD GOAL DEFENSE: DBs & Backers (with LBs Coach)

PUNT
PRE-SEASON INSTALL

PUNT:
Coordinator, Punter ST Coordinator
Long snapper Offensive Line Coach
Right side (RG,RT,TE) Linebackers Coach
Left side (LG,LT,TE) Defensive Line Coach
Gunners Defensive Backs Coach
PPs Running Backs Coach
Scout Punt Return = Offensive Ends Coach

:20 minute Install (PRE-Season)


:00-:08 = Indy Unit Introduction
Punter, LS ST Coordinator & OL Coach = work with punters & LS on calls, timing, etc
Right side (RG,RT,TE/SE) LBs Coach = Spread Punt alignment, assignment & technique,
calls and execution

Left side (LG,LT,TE/SE) DL Coach = Spread Punt alignment, assignment & technique,
calls and execution

Gunners DBs Coach = Spread Punt alignment, assignment & technique, calls and execution
PPs RBs Coach = Spread Punt alignment, assignment & technique, calls and execution
Scout Punt Return= Offensive Ends Coach = rehearse wall & wedge return(s) use play sheets
REVIEW FIRE! Protocol!!!!

:08-:12 = Group Walk-thru


Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC:


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

Repeat over course of summer practice for all additional PUNT


alignment/assignments/techniques and executions
(i.e. Tight Bunch, Tight Straight, Spread Straight- as well as any Punt Fakes etc.)

PUNT
PUNT:
Coordinator, Punter ST Coordinator
Long snapper Offensive Line Coach
Right side (RG,RT,TE) Linebackers Coach
Left side (LG,LT,TE) Defensive Line Coach
Gunners Defensive Backs Coach
PPs Running Backs Coach

IN SEASON - FULL REVIEW

Scout Punt Return= Offensive Ends Coach

:15 minute Review (IN-Season)


:00-:06 = Indy Unit Emphasis
Punter, LS ST Coordinator & OL Coach = work with punters & LS on calls, timing, etc
Right side (RG,RT,TE/SE) LBs Coach = That weeks alignment, assignment & technique,
calls and execution

Left side (LG,LT,TE/SE) DL Coach = That weeks alignment, assignment & technique,
calls and execution

Gunners DBs Coach = That weeks alignment, assignment & technique, calls and execution
PPs RBs Coach = That weeks alignment, assignment & technique, calls and execution
REVIEW FIRE! Protocol!!!!

Scout Punt Return= Offensive Ends Coach = rehearse opponents return(s) use play sheets
:06-:10 = Group Walk-thru
Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC::


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

PUNT:
Coordinator, Punter ST Coordinator
Long snapper Offensive Line Coach
Right side (RG,RT,TE) Linebackers Coach
Left side (LG,LT,TE) Defensive Line Coach
Gunners Defensive Backs Coach
PPs Running Backs Coach

PUNT
IN SEASON - QUICK REVIEW

Scout Punt Return= Offensive Ends Coach

:10 minute Review (IN-Season)


:00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)
Punter, LS ST Coordinator & OL Coach = work with punters & LS on calls, timing, etc
Right side (RG,RT,TE/SE) LBs Coach = That weeks alignment, assignment & technique,
calls and execution

Left side (LG,LT,TE/SE) DL Coach = That weeks alignment, assignment & technique,
calls and execution

Gunners DBs Coach = That weeks alignment, assignment & technique, calls and execution
PPs RBs Coach = That weeks alignment, assignment & technique, calls and execution
REVIEW FIRE! Protocol!!!!

Scout Punt Return= Offensive Ends Coach = rehearse opponents return(s) use play sheets
:05-:10 = Group LIVE (full speed)
Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC::


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

PUNT RETURN
PRE-SEASON INSTALL

PUNT RETURN:
Coordinator - ST Coordinator
Jammers Defensive Backs Coach
Line Offensive Line Coach
Backers Linebackers Coach
Returners Running Backs Coach

Scout Punt = Offensive Ends Coach, Defensive Line Coach

:20 minute Install (PRE-Season)


:00-:08 = Indy Unit Introduction
Jammers DBs Coach = LEO/ROCKO alignment, assignment & technique, calls and execution
Line (DEs & DTs) OL Coach = LEO/ROCKO alignment, assignment & technique,
calls and execution

Backers LBs Coach = LEO/ROCKO lignment, assignment & techniques, calls and execution
Returners RBs Coach = LEO/ROCKO alignment, assignment & technique, calls and execution
* INCLUDE FAKE PROTOCOL = Alignments, Assignments & Executions

Scout Punt = Offensive Ends, DL Coaches = rehearse tight & spread punt use play sheets
:08-:12 = Group Walk-thru
Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC::


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

Repeat over course of summer practice for all additional PUNT RETURN
alignment/assignments/techniques and executions
(i.e. MILO as well as Punt Pressure and Punt Block and any reverse returns)

PUNT RETURN

PUNT RETURN:
Coordinator - ST Coordinator
Jammers Defensive Backs Coach
Line Offensive Line Coach
Backers Linebackers Coach
Returners Running Backs Coach

IN SEASON - FULL REVIEW

Scout Punt = Offensive Ends Coach, Defensive Line Coach

:15 minute Review (IN-Season)


:00-:06 = Indy Unit Emphasis
Jammers DBs Coach = That weeks alignment, assignment & technique, calls and execution
Line (DEs & DTs) OL Coach = That weeks alignment, assignment & technique, calls and
execution

Backers LBs Coach = That weeks alignment, assignment & technique, calls and execution
Returners RBs Coach = That weeks alignment, assignment & technique, calls and execution
*INCLUDE FAKE PROTOCOL - Alignments, Assignments & Executions for Opponents possible
fakes

Scout Punt = Offensive Ends, DL Coaches = rehearse opponents punt/coverage use play
sheets

:06-:10 = Group Walk-thru


Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC::


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

PUNT RETURN
PUNT RETURN:
Coordinator - ST Coordinator
Jammers Defensive Backs Coach
Line Offensive Line Coach
Backers Linebackers Coach
Returners Running Backs Coach

IN SEASON - QUICK REVIEW

Scout Punt = Offensive Ends Coach, Defensive Line Coach

:10 minute Review (IN-Season)


:00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)
Jammers DBs Coach = That weeks alignment, assignment & technique, calls and execution
Line (DEs & DTs) OL Coach = That weeks alignment, assignment & technique, calls and
execution

Backers LBs Coach = That weeks alignment, assignment & technique, calls and execution
Returners RBs Coach = That weeks alignment, assignment & technique, calls and execution
*INCLUDE FAKE PROTOCOL - Alignments, Assignments & Executions for Opponents possible
fakes

Scout Punt = Offensive Ends, DL Coaches = rehearse opponents punt/coverage use play
sheets

:05-:10 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC::


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

KICKOFF
INSTALL

KICKOFF:
PRE-SEASON
Coordinator, Kicker - ST Coordinator
L1, L3, L4, L5 - Defensive Line Coach
R1, R3, R4, R5 - Linebackers Coach
L2, R2 Defensive Backs Coach, Running Backs Coach
Scout Kickoff Return = Offensive Ends Coach, Offensive Line Coach

:20 minute Install (PRE-Season)


:00-:08 = Indy Unit Introduction
Kicker ST Coordinator = work with kickers on calls, approaches, types of kicks, kicking areas, etc.
L1, L3, L4, L5 DBs Coach = ARROW alignment, assignment & technique, calls and execution
R1, R3, R4, R5 LBs Coach = ARROW alignment, assignment & technique, calls and execution
L2 DBs Coach = proper alignment, assignment & technique, calls and execution
R2 RBs Coach = proper alignment, assignment & technique, calls and execution
REVIEW ONSIDES Protocol (both normal & Constitution)

Scout Kickoff Return = OL Coach, Offensive Ends Coach =


rehearse wall & wedge return(s) use play sheets

:08-:12 = Group Walk-thru (EMPHASIS ON TAKIN THE LINE!!!!!!!)


Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC::


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

Repeat over course of summer practice for all additional KICKOFF


alignment/assignments/techniques and executions
(i.e. CANNON coverage - as well as types of kickoffs squib, sky, pop, etc.)

KICKOFF
IN SEASON - FULL REVIEW
KICKOFF:
Coordinator, Kicker - ST Coordinator
L1, L3, L4, L5 - Defensive Line Coach
R1, R3, R4, R5 - Linebackers Coach
L2, R2 Defensive Backs Coach, Running Backs Coach
Scout Kickoff Return = Offensive Ends Coach, Offensive Line Coach

:15 minute Review (IN-Season)


:00-:05 = Indy Unit Emphasis
Kicker ST Coordinator = work with kickers on calls, approaches, types of kicks, kicking areas, etc.
L1, L3, L4, L5 DL Coach = that weeks alignment, assignment & technique, calls and
execution

R1, R3, R4, R5 LBs Coach = that weeks alignment, assignment & technique, calls and execution
L2 DBs Coach = that weeks alignment, assignment & technique, calls and execution
R2 RBs Coach = that weeks alignment, assignment & technique, calls and execution
REVIEW ONSIDES Protocol (both normal & Constitution)

Scout Kickoff Return = OL Coach, Offensive Ends Coach =


rehearse opponents return(s) use play sheets

:05-:10 = Group Walk-thru (EMPHASIS ON TAKIN THE LINE!!!!!!!)


Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC::


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

KICKOFF
IN SEASON - QUICK REVIEW
KICKOFF:
Coordinator, Kicker - ST Coordinator
L1, L3, L4, L5 - Defensive Line Coach
R1, R3, R4, R5 - Linebackers Coach
L2, R2 Defensive Backs Coach, Running Backs Coach
Scout Kickoff Return = Offensive Line Coach, Offensive Line Coach

:10 minute Review (IN-Season)


:00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)
Kicker ST Coordinator = work with kickers on calls, approaches, types of kicks, kicking areas, etc.
L1, L3, L4, L5 DL Coach = that weeks alignment, assignment & technique, calls and
execution

R1, R3, R4, R5 LBs Coach = that weeks alignment, assignment & technique, calls and execution
L2 DBs Coach = that weeks alignment, assignment & technique, calls and execution
R2 RBs Coach = that weeks alignment, assignment & technique, calls and execution
REVIEW ONSIDES Protocol (both normal & Constitution)

Scout Kickoff Return = OL Coach, Offensive Ends Coach =


rehearse opponents return(s) use play sheets

:10-:15 = Group LIVE (full speed) - EMPHASIS ON TAKIN THE LINE!!!!!!!


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC::


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

KICKOFF RETURN:
Coordinator, M ST Coordinator
Returners (A5, A4, O5, O4) RBs Coach & SEs Coach
A1, A2, A3 Offensive Line Coach
O1, O2, O3 LInebackers Coach

KICKOFF RETURN
PRE-SEASON INSTALL

Scout Kickoff = Defensive Line Coach, Defensive Backs Coach

:20 minute Install (PRE-Season)


:00-:08 = Indy Unit Introduction
M ST Coordinator = work with AOR coaches & returners on MOSES/BEAST alignment, assignment
& technique, calls and execution

Returners (A5, A4, O5, O4) RBs Coach/SEs Coach = MOSES/BEAST alignment,
assignment & technique, calls and
execution

A1, A2, A3 OL Coach = MOSES/BEAST alignment, assignment & technique, calls and execution
O1, O2, O3 LBs Coach = MOSES/BEAST alignment, assignment & technique, calls and
execution
REVIEW ONSIDES Protocol (both surprise & Have To)

Scout Kickoff = DL Coach, DBs Coach =


rehearse straight & crossing coverages use play sheets

:08-:12 = Group Walk-thru


Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)
Non-Unit Personnel (basically, linemen) with HC, OC & DC::
-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

Repeat over course of summer practice for all additional KICKOFF RETURN
alignment/assignments/techniques and executions
(i.e. DOS LOBOS, ALPHA, OMEGA as well as reverses, etc.)

KICKOFF RETURN
IN SEASON - FULL REVIEW
KICKOFF RETURN:
Coordinator, M ST Coordinator
Returners (A5, A4, O5, O4) RBs Coach & SEs Coach
A1, A2, A3 Offensive Line Coach
O1, O2, O3 LInebackers Coach
Scout Kickoff = Defensive Line Coach, Defensive Backs Coach

:15 minute Review (IN-Season)


:00-:05 = Indy Unit Emphasis
M ST Coordinator = work with Coach Martin & returners on that weeks alignment, assignment &
techniques, calls and execution

Returners (A5, A4, O5, O4) RBs Coach/SEs Coach = that weeks alignment, assignment &
technique, calls and execution

A1, A2, A3 OL Coach = that weeks alignment, assignment & technique, calls and execution
O1, O2, O3 LBs Coach = that weeks alignment, assignment & technique, calls and execution
REVIEW Opponents ONSIDES Protocol (both surprise & Have To)

Scout Kickoff = Defensive Line Coach, Defensive Backs Coach =


rehearse opponents kicks and coverages use play sheets

:05-:10 = Group Walk-thru


Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC::


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

KICKOFF RETURN
IN SEASON - QUICK REVIEW
KICKOFF RETURN:
Coordinator, M ST Coordinator
Returners (A5, A4, O5, O4) RBs Coach & SEs Coach
A1, A2, A3 Offensive Line Coach
O1, O2, O3 LInebackers Coach
Scout Kickoff = Defensive Line Coach, Defensive Backs Coach

:10 minute Review (IN-Season)


:00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)
M ST Coordinator = work with Coach Martin & returners on that weeks alignment, assignment &
techniques, calls and execution

Returners (A5, A4, O5, O4) RBs Coach/SEs Coach = that weeks alignment, assignment &
technique, calls and execution

A1, A2, A3 OL Coach = that weeks alignment, assignment & technique, calls and execution
O1, O2, O3 LBs Coach = that weeks alignment, assignment & technique, calls and execution
REVIEW Opponents ONSIDES Protocol (both surprise & Have To)

Scout Kickoff = Defensive Line Coach, Defensive Backs Coach =


rehearse opponents kicks and coverages use play sheets

:05-:10 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)

Non-Unit Personnel (basically, linemen) with HC, OC & DC::


-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

PAT/FIELD GOAL:
Coordinator, Kicker/Holder ST Coordinator
Short Snapper Offensive Line Coach
Interior Left side (LG, LT, TE/SE) Defensive Line Coach
Slingback Left side Running Backs Coach
Interior Right side (RG, RT, TE/SE) - Linebackers Coach
Slingback Right side Offensive Ends Coach

PLACEKICK
PRE-SEASON INSTALL

Scout PAT/Field Goal DEFENSE = Defensive Backs Coach

:20 minute Install (PRE-Season)


:00-:08 = Indy Unit Introduction
Kicker, Holder, SS ST CO & OL Coach = work with kickers, holders & SS on calls, timing,
Interior Left side (LG,LT,TE/SE*) DL Coach = DT/DW PAT alignment, assignment &
technique, calls and execution

Slingback, Left side RBs Coach= DT/DW PAT alignment, assignment & technique,
calls and execution

Interior Right side (RG,RT,TE/SE*) LBs Coach = DT/DW PAT alignment, assignment &
technique, calls and execution

Slingback, Right side SEs Coach = DT/DW PAT alignment, assignment & technique,
calls and execution
REVIEW FIRE! Protocol!!!!

Scout PAT Defense= DBs Coach = rehearse kick blitz/block scenarios use play sheets
:08-:12 = Group Walk-thru
Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)
Non-Unit Personnel with HC, OC & DC::
-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

Repeat over course of summer practice for all additional PAT/FIELD GOAL
alignment/assignments/techniques and executions
(i.e. Split/Double Wing, Muddle Huddle, etc.)

PLACEKICK

PAT/FIELD GOAL:
IN SEASON - FULL REVIEW
Coordinator, Kicker/Holder ST Coordinator
Short Snapper Offensive Line Coach
Interior Left side (LG, LT, TE/SE) Defensive Line Coach
Slingback Left side Running Backs Coach
Interior Right side (RG, RT, TE/SE) - Linebackers Coach
Slingback Right side Offensive Ends Coach
Scout PAT/Field Goal DEFENSE = Defensive Backs Coach

:15 minute Review (IN-Season)


:00-:05 = Indy Unit Emphasis
Kicker, Holder, SS ST CO & OL Coach = work with kickers, holders & SS on calls, timing,
Interior Left side (LG,LT,TE/SE*) DL Coach = this weeks alignment, assignment &
technique, calls and execution

Slingback, Left side RBs Coach = this weeks alignment, assignment & technique,
calls and execution

Interior Right side (RG,RT,TE/SE*) LBs Coach = this weeks alignment, assignment &
technique, calls and execution

Slingback, Right side SEs Coach = this weeks alignment, assignment & technique,
calls and execution
REVIEW FIRE! Protocol!!!!

Scout PAT Defense= DBs Coach = rehearse opponents blitz/block scenarios use play sheets
:05-:10 = Group Walk-thru
Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)
Non-Unit Personnel with HC, OC & DC::
-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

PLACEKICK
PAT/FIELD GOAL:
IN SEASON - QUICK REVIEW
Coordinator, Kicker/Holder ST Coordinator
Short Snapper Offensive Line Coach
Interior Left side (LG, LT, TE/SE) Defensive Line Coach
Slingback Left side Running Backs Coach
Interior Right side (RG, RT, TE/SE) - Linebackers Coach
Slingback Right side Offensive Ends Coach
Scout PAT/Field Goal DEFENSE = Defensive Backs Coach

:10 minute Review (IN-Season)


:00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)
Kicker, Holder, SS ST CO & OL Coach = work with kickers, holders & SS on calls, timing,
Interior Left side (LG,LT,TE/SE*) DL Coach = this weeks alignment, assignment &
technique, calls and execution

Slingback, Left side RBs Coach = this weeks alignment, assignment & technique,
calls and execution

Interior Right side (RG,RT,TE/SE*) LBs Coach = this weeks alignment, assignment &
technique, calls and execution

Slingback, Right side SEs Coach = this weeks alignment, assignment & technique,
calls and execution
REVIEW FIRE! Protocol!!!!

Scout PAT Defense= DBs Coach = rehearse opponents blitz/block scenarios use play sheets
:05-:10 = Group LIVE (full speed)
Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)
Non-Unit Personnel with HC, OC & DC::
-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

PLACEKICK DEFENSE
PRE-SEASON INSTALL
PAT/FIELD GOAL DEFENSE:
D-Line Defensive Line Coach & Offensive Line Coach
Backers & D-Backs Linebackers & D-Backs Coaches
Block Unit ST Coordinator
Scout PAT/Field Goal = RBs Coach, Offensive Ends Coach

:20 minute Install (PRE-Season)


:00-:08 = Indy Unit Introduction
D-Line DL Coach & OL Coach = basic alignment, assignment &
technique, calls and execution

Backers & D-Backs LBs & DBs Coaches = basic alignment, assignment & technique,
calls and execution

Block Unit ST Coordinator = BLOCK specific alignments, assignments &


techniques, calls and executions
*INCLUDE FAKE PROTOCOL - Alignments, Assignments & Executions

Scout PAT Defense = RBs Coach, Offensive Ends Coach = rehearse PAT/FG scenarios
use play sheets

:08-:12 = Group Walk-thru


Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:12-:20 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)
Non-Unit Personnel with HC, OC & DC::
-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

Repeat over course of summer for all additional PAT/FIELD GOAL DEFENSE
alignments/assignments/techniques and executions
(i.e. different alignment(s), Muddle Huddle, etc.)

PLACEKICK DEFENSE
IN SEASON - FULL REVIEW
PAT/FIELD GOAL DEFENSE:
D-Line Defensive Line Coach & Offensive Line Coach
Backers & D-Backs Linebackers & D-Backs Coaches
Block Unit ST Coordinator
Scout PAT/Field Goal = RBs Coach, Offensive Ends Coach

:15 minute Review (IN-Season)


:00-:05 = Indy Unit Emphasis
D-Line DL & OL Coaches = that weeks alignment, assignment & technique, calls and execution
Backers & D-Backs LBs & DBs Coaches = that weeks alignment, assignment & technique,
calls and execution

Block Unit ST Coordinator = BLOCK specific alignments, assignments &


techniques, calls and executions
*INCLUDE FAKE PROTOCOL That weeks Opponents Alignments, Assignments & Executions

Scout PAT Defense = RBs Coach, SEs Coach = rehearse opponents PAT/FG scenarios
use play sheets

:05-:10 = Group Walk-thru


Bring each group together and walk thru combined alignment, assignment, technique, calls & execution
(Each Indy Unit Coach scouting his AOR)

:10-:15 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)
Non-Unit Personnel with HC, OC & DC::
-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

PLACEKICK DEFENSE
IN SEASON - QUICK REVIEW
PAT/FIELD GOAL DEFENSE:
D-Line Defensive Line Coach & Offensive Line Coach
Backers & D-Backs Linebackers & D-Backs Coaches
Block Unit ST Coordinator
Scout PAT/Field Goal = RBs Coach, Offensive Ends Coach

:10 minute Review (IN-Season)


:00-:05 = Indy Unit Emphasis (and/or Group Walk-thru)
D-Line DL & OL Coaches = that weeks alignment, assignment & technique, calls and execution
Backers & D-Backs LBs & DBs Coaches = that weeks alignment, assignment & technique,
calls and execution

Block Unit ST Coordinator = BLOCK specific alignments, assignments &


techniques, calls and executions
*INCLUDE FAKE PROTOCOL That weeks Opponents Alignments, Assignments & Executions

Scout PAT Defense = RBs Coach, SEs Coach = rehearse opponents PAT/FG scenarios
use play sheets

:05-:10 = Group LIVE (full speed)


Run entire Unit at FULL SPEED: focus on proper alignment, assignment, technique, calls & execution.
Get as many quality (i.e. correct) reps as possible!
(Each Indy Unit Coach scouting his AOR)
Non-Unit Personnel with HC, OC & DC::
-

Can rep basic Offensive/Defensive Line alignment, assignment, technique & execution
Use as additional conditioning time

Week One

Sept. 4

2015 Varsity Season

KICKOFF:

Ball set on right hash (kicking) = left hash facing us


Kicker is #88 (right footed, soccer style)
Alignment = four set to right of kicker (our left) sideline to hash, kicker on hash, one player set @
midfield, five set hash to sideline
L5
L1

L2

L3

L4

R5 R4 R3 R2 R1

52

12

L1 = #11

CONTAIN

L2 = #14

BALL

L3 = #72

BALL

L4 = #44

BALL

L5 = #88

KICKER, Safety (shadow)

X = #52

BALL

R5 = #12

BALL

R4 = #21

BALL

R3 = #27

BALL

R2 = #10

BALL

R1 = #23

CONTAIN

K/88
11

14

72

44

21

27

10

23

Kick stats = sky-ish kicks directly down hashes


to bottom numbers
st

1 kick = 2.6 hangtime, medium height, +22


landing point (38 yards in air)
nd

2 kick = 2.97 hangtime, higher kick, +15 landing


point (45 yards in air)
RETURNED midfield to right to @ +8 yardline!!
rd

3 kick = Squibbish, topped across field out of


bounds @ +36 yardline

- Kick/Coverage notes:
- Staggered, lazy approach as a unit poor lane discipline throughout!!!
-

Ball Hawk(s) = #44, #21


Beach Boy(s) = #12

KICKOFF RETURN:

5-2-2-2 set up
 5 across the fifty, 2 @ 40 (#s) 2 @ 25-30 (hashes), 2 @ 15 (hashes)
#1 & #23 returners (#1 to our left, #23 to our right)

Appear to run middle wedges (5 in front set at 35-40, back 5 set @ 25-30)

23

10

85

12

14

L1

21

72

L2

L3

44

L4

L5

52

R5

R4

27

R3

R2

R1

PUNT:

P/#12

Double tight/double wing alignment

PP/#1
34

40
44

72

62

44

61

75

80

Punter (#12, backup QB) set at 12 yards , PP (#1, QB) back at 7 from ball both act as safeties
for return (#1 up, #12 deep)
Punted at 7 yards back!!!!
LS (#44) wobbly, floating snaps then releases downfield, all others stayed until punt!

CADENCE (called by Punter) = Down Set snap on hand flash from Punter

First punt = spot, -37, left hash (punted from 30) Landing spot +33, left hash 37 yard punt, 3.32
hang time
Went for it on majority of 4th down situations ran halfback pass (for TD!) on one!!

PUNT RETURN:

Scouted versus a SPLIT/STRAIGHT alignment


 4-3 set, 2 returners (#1 and #23 - #1 set to punters right, #23 to punters left),
aligned @ hashes

74

65

72

88

25
63

55

24

50

23

Return = run to punters right


Rush = Ends (#40 RE, #72 LE) came in rush safe mode (#40 takes inside route)

PAT/FIELD GOAL:

K/3

Basic alignment(s)

H/11

34

40
44

72

62

88

61

75

80

Kicker = #3 Right Foot, Strong Leg Antsy (Backup: #7, Punter)


Holder = #11, Quarterback Right Handed (Backup: #14, Split End Lefthanded)
Snapper = #88, starting Tight End (Backup: #64, starting Center)

CADENCE called by Holder = Down Set hand flash of Holder*

NOTES: Sloppy/Lazy Fire protocol NO Muddle actions scouted

PAT/FIELD GOAL DEFENSE:

Scouted versus a DOUBLE TIGHT/DOUBLE WING alignment


 4-3 set, backers up, corners in, one deep-ish (#1), one at MLB (rush and jump)
 FG attempt 1 = LOS, +17, hold @ +24 (left hash)

1
11
23

??

44
72

70

52

??

H
K

40

43

Week One

Sept. 4

2015 Varsity Season

GENERAL NOTES
THEIR KICKOFF:
- Lackadaisical, uninspired should yield BIG yards for us!!
- Stay FOCUSED hit your landmarks, follow through, turn it upfield!
Mouthpieces in, chinstraps buckled ALL blocks above the waist and in front!!

THEIR KICKOFF RETURN:


- a bit uncoordinated they rely on the athleticism of #s 1 & 23
- Deep @1s & 3s will be our goal, with Sky and Squib for contrast
Honor your lanes and zones keep the ball inside and in front pursue, pursue pursue!!

THEIR PUNT:
- Short, wobbly snaps & close blockpoint WENDELSTADT is a real possibility,
otherwise know your aligment and assignment, and use proper technique!!
Do YOUR job ALL blocks above the waist and in front!!

THEIR PUNT RETURN:


- Basically, their defensive unit on the field BUT #1 IS explosive
- Directional punting game hit your landmarks and stick your coverage!!
Get off your block and down the field keep the ball inside and in front pursue, pursue pursue!!

THEIR PLACEKICK:
- Lackadaisical, uninspired more prepared to fake than kick!!
- Kicker (#3) can be rattled with pressure
Alignment, Assignment, Technique and Execution block it if they give it NO FAKES WORK!!

THEIR PLACEKICK DEFENSE:


- Block unit comes from their right, our left execute FIRE! protocol if needed!!
- Alignment, Assignment, Technique and Execution!!
Pride in Unit POINTS ON THE BOARD!!

OUR HIGH SCHOOL SPECIAL TEAMS:


Some wish it would happen Others want it to happen WE MAKE IT HAPPEN!!

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