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Documents - Pub - Coach Lukks Special Teams Section of Playbook 2014
Documents - Pub - Coach Lukks Special Teams Section of Playbook 2014
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, his 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.
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!!)
PRINCIPLES & REMINDERS
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!
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 High School Football season, NFHS has adopted new rules that will directly 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
KICK TARGET AREAS:
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…
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”.
THEORY:
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
“gunner” lanes on a direct line to where the ball
is kicked. We then have two lanes in contain
assignments (keeping the ball fifteen yards to
their inside shoulder and squeezing the ball
carrier from that leverage), two lanes in force
assignments (keeping the ball ten yards to their
inside shoulder and squeezing the ball carrier
from that leverage), two lanes attacking down
the alleys (keeping the ball five yards 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 lane and 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’: “It’s 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!!
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 you’re 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 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 he’d 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, don’t 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 he’s
under full control!!)
Our kicking game demands intelligent, aggressive, unrelenting TEAM KICK COVERAGE!!!
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)!
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.
KICKOFF BASICS
• Be onside!!
• Sprint! Don’t 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.
• Don’t overrun ball carrier.
• Don’t squat – run through blocks (and the ballcarrier!!).
• Always have a tackling angle – don’t 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 it’s 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.
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.
KICK OFF RETURN
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.
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.
- 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!
Our Special Teams can give us the best field position – and put our op
“MOSES” “BEAST”
“ALPHA” “OMEGA”
DOS LOBOS DOS LOBOS DOS LOBOS
“Sinistra” “ESP” “Dexter”
Notes:
Kickoff Return Axioms
• Know the wind and stadium reflections.
RETURNERS: Practice sound fundamentals and good field awareness at all times.
• Catch all kicks. Do not let the ball hit the ground.
• Key kicker’s alignment and approach to the ball. Anticipate corner kick. Know Kicker’s 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 doesn’t field the ball must be an effective blocker.
• Field squib balls as soon as possible.
• Don’t play the ball any closer than 2-yards from the sideline, unless coming straight down (Alert
= sideline hash marks).
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.
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 opponent’s 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.”
PUNT:
Scrimmage kicks are any kick – made from behind the line of scrimmage – that occur on any down of a team’s
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.
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 you’re 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
he’d 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, don’t 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 he’s under full control!!)
Our kicking game demands intelligent, aggressive, unrelenting TEAM KICK COVERAGE!!!
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)!
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.
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…!)
B = BALL
C = CONTAIN
(15)
F = FORCE
(10)
A = ALLEY
(5)
S = 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 we’ll be using our “Quick Set” Protocol designed to draw our opponent’s 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 isn’t 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
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.
PUNT RETURN:
Scrimmage kicks are any kick – made from behind the line of scrimmage – that occur on any down of a team’s
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.
PP
W/S W/S
ET G G TE
E E
C (6)
T T
(2) (2) (6) C
S M W
(40) (00) (40)
R
We will use three basic PUNT RETURN schemes:
PICKET FENCE LEFT (“LEO”), PICKET FENCE RIGHT (“ROCKO”), MIDDLE TRAIL & HARRASS (“MILO”).
“LEO” “ROCKO”
PICKET FENCES
C’s – Man up 1’s, ride ‘em out
E’s – Contain rush P, then:
- Call side E, man up on P
- Away side, hustle to sweep behind fence
T’s – Secure punt, then:
- Call side T, hustle to fence post 2
- Away side, hustle to fence post 4
W – Secure punt, hustle to fence post 1 (Top #’s @ 15 yards) M -
1 1
2 2
1 1
2 2
1 2 2 1
MIDDLE “T&H”
(“Trail and Harass”)
C’s – Man on 1’s, ride ‘em out
E’s – Contain rush P, LE man on P, RE breaks downfield in cleanup
T’s – Man on OG’s, ride ‘em out S
& W – Man on 2’s, ride ‘em out M
– Man on C, ride ‘em out
B & R – talk, field punt, block, run, SCORE!
(* OT’s unschemed)
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!!!!!
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 OPPONENT’S PUNTING
GAME. WE’RE 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 IT’S 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 they’ve 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 kicker, not at the kicker.
- 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 punter’s foot.
- DO NOT HIT THE KICKER!!!!!! 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 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!!!!
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 ball…Hop 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 (remember…”PETER” 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 Returner’s 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.
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.
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 alone…unless body is underneath it.
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*.
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!!
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 it’s 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!!
F $
M
W S
C E T T E C
X TG GT Y
W/S W/S
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 – Don’t 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.
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 kicker’s “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 you’re 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
he’d 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, don’t 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 he’s 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.
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 weren’t
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!!!!!
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.
ELVIS (all out block) Place kick RETURN (LEO. MILO, ROCKO)
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, it’s 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 *EXCEPTION =
MIKE ‘backer = QUARTERBACK (HOLDER)
In “Center as Eligible End” scenarios:
Defensive Tackle = GAP FIRST TWO OL SAM - Defensive End over CENTER is
‘backer = MAN FIRST BACK (KICKER) released from rule and Corner mans
Defensive Tackle = NEXT OL GAP CENTER (as eligible end)
WILL ‘backer = MAN NEXT BACK
Defensive End = NEXT OL GAP - Opposite Corner mans opposite eligible
Strong Safety = MAN NEXT BACK END, and Defensive End aligns with the
other Defensive linemen in a Base 60 set
Cornerbacks = MAN ELIGIBLE ENDS opposite OFFENSIVE LINE
Free Safety = PLAY TO STRENGTH - Free Safety = follow Basic Rule
AND/OR “CENTERFIELD”
“Dice” “Diamond”
“Center as End”
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, opponent’s tricks, etc.)
are covered
- Breakdown each of opponent’s 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 opponent’s ST’s 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
PUNT:
Coordinator, Punter – ST Coordinator
Long snapper – Offensive Line Coach Non-Unit Personnel (basically, linemen)
Right side (RG,RT,TE) – Linebackers Coach Left with HC, OC & DC
side (LG,LT,TE) – Defensive Line Coach Gunners –
Defensive Backs Coach
PP’s – Running Backs Coach
Scout Punt Return= Offensive Ends Coach
PUNT RETURN:
Coordinator - ST Coordinator Jammers Non-Unit Personnel (basically, linemen)
– Defensive Backs Coach Line – with HC, OC & DC
Offensive Line Coach ‘Backers –
Linebackers Coach Returners –
Running Backs Coach
Scout Punt = Offensive Ends Coach, Defensive Line Coach
KICKOFF:
Coordinator, Kicker - ST Coordinator L1, Non-Unit Personnel (basically, linemen)
with HC, OC & DC
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 Ends Coach
KICKOFF RETURN:
Coordinator, M – ST Coordinator Non-Unit Personnel (basically, linemen)
Returners (A5, A4, O5, O4) – RB’s Coach & SE’s Coach A1, with HC, OC & DC
A2, A3 – Offensive Line Coach
O1, O2, O3 – Linebackers Coach
Scout Kickoff = Defensive Line Coach, Defensive Backs Coach
PAT/FIELD GOAL:
Coordinator, Kicker/Holder – ST Coordinator
Short Snapper – Offensive Line Coach
Non-Unit Personnel (basically, linemen)
Interior Left side (LG, LT, TE/SE) – Defensive Line Coach with HC, OC & DC
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
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?
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?
The basic “Rolling Rugby” alignment (“MOLLY”) we will use is diagramed below (figure 1).
Figure 1
Given the fact that the form and function of this alignment (and its accompanying assignments) is to present a run/pass
option that overloads and aggressively attacks the flank while always also presenting a directional punting threat
designed to severely limit any potential return yardage, it is of paramount importance that we have an athlete who can
credibly (and successfully!) carry out each of these skills – and who also possesses the football IQ to know when each
is most appropriate… That being the case, it is completely understandable if this type of punt “option” will not fit our
personnel.
However… if we have (or, can find - or coach up) a potential ‘triple threat’ to execute the needed specifics of this
rolling rugby punt, it could prove an absolutely devastating weapon – a weapon that is impossible to defend successfully,
and one that provides some of the very Special Teams advantages we are constantly aiming to secure: momentum, field
position, points and (ultimately) wins!
“ROLLING RUGBY PUNT” Proposal
ROLLING RUGBY PUNT – Alignment rules, protocols and procedures
Assuming most of the athletes we’ll find to fill the “triple threat” role on this unit are going to be right handed and right
footed, the general diagrams contained herein are designed for that eventuality. This is not to say that they cannot be
“mirrored” to accommodate a left handed/footed athlete or – in the best of all possible worlds, an ambidextrous one (don’t
laugh – I’ve actually had the good fortune of coaching two “switch-footed” kickers over the course of my coaching career!)
It should also be understood that this rolling rugby punt execution is designed – from the punting angle – to provide an
angled, tumbling (through the air and on the ground) trajectory that is purposefully aimed toward the sideline, in hopes of
picking up as many ‘exchange’ yards as possible before crossing over the boundary - or before being fielded by a player
moving toward the boundary as opposed to directly up field. When executed properly, the threat of a punt return of any
quality is thus virtually eliminated, while the possibility of our opponent turning the ball over is greatly enhanced. As the
actual punt itself is designed to move downfield quickly and from a relatively low trajectory, any returner is faced with the
quandary of trying to field a bouncing, tumbling football as it bounds and skims across the ground – while it is moving
away from him and toward the boundary – or simply letting it either roll out, or go out of bounds. When these two options
are coupled with the speed, tenacity and execution of a determined coverage unit… well, let’s just say that, either way, any
potential return is eliminated, leaving the ball – and our opponents starting point – that much further from our goal line and
endzone.
Generalities of Alignment
We will use the left upright of the goal post we’re facing as the “Start” point for our rolling rugby punt – meaning that
whenever the ball is spotted on the left upright or any spot RIGHT of that, we will employ our rolling rugby punt. If the ball
is spotted to the LEFT of the left upright we will employ a “rolling rugby left” (“Molly LEFT”) alignment. (Figures 2 and 3)
Figure 4
The “midline” of the field is about 26 ½ yards from each boundary… The uprights of the goalposts are just a skosh less than 8
yards wide… The left upright (as we face it) is roughly 31 yards from the right field boundary – and almost 23 yards from the
left field boundary… Our “rolling rugby” punt ‘aiming point’ (or ‘drop zone’) is an area from just beyond the top of the
numbers (about 10 yards from the boundary) to an area just about “splitting” the bottom of the numbers and the sideline
(about 3 ½ yards from the boundary – or, about a 7 yard (21 foot) “box” we’re hoping to get the punt to touch down in as it
angles toward the boundary… And so on and so forth…
“ROLLING RUGBY PUNT” Proposal
Alignment Basics
So, what do all these numbers mean? Well, as we have specific assignments for each player on the unit (for run, pass and
punt execution), and since we’d like to have the best, most consistent chance to properly execute whichever one of these
options best suits our needs every time we use this option, we all need to know where we are – and where we need to be –
every time we “roll out”…
As the great Sir Edwin once said, “I don't want you to get the impression it's just a question of the number of words... um... I
mean, getting them in the right order is just as important. Old Peter Hall used to say to me, 'They're all there Eddie, now
we've got to get them in the right order.' (Monty Python, “Great Actors” sketch)
For example: Since we never want similar colored jerseys following each other down the field, we use 5 yards as our standard
“lane” spacing for total field coverage – therefore, it’s important to know the yardage differences between the landmarks
we’re using, to insure we don’t ever get ‘bunched up’. Likewise, since we want our split end (X) in position to secure the
boundary and attack the ball from there as he covers each rugby punt – while also allowing his positioning to present a viable
and valuable blocking run option as well as a valuable route running pass option (on any spot from midline-right) we want
him splitting the boundary and the bottom of the numbers. Likewise, as we would like similar threats from our wide
slot (4), we would place him on the numbers for any spot from mid-line right. However, as we need to present the best
possible, most viable coverage/threat options at all times, we would adjust these alignments for any placement of midline-left.
(Figures 5 & 6)
Figure 5 Figure 6
As for our other backs and end: since standard “rolling rugby” alignment brings the left tackle over beside the right tackle, and
slides the tight end (Y) in next to the left guard, this places the tight wing/slot (2) at a ‘2x2’ split off the Y
– before he motions to be at a tight slot position outside the tackle across the formation at the snap. (Figure 7)
Figure 7 Figure 8
Figure 8 diagrams the approximate measurements of our line splits (@ 2 yards), as well as the placement of our “personal
protector” (3) – about 5 yards off the LOS, stacked behind the left guard – and our “threat/punter” (1) – about ten yards off the
ball*, splitting the center/right guard to stacked behind right guard (whichever snap is easier for our long snapper to make).
* Our “threat/punter” is aligned at 10 yards in this scenario to afford him protection from being ‘roughed’. Under the
2009 NFHS scrimmage kick rule changes (used to outlaw the A-11 offense), “protection” from roughing is now
extended to a player positioned 10 yards off the ball and aligned to receive a direct long snap from center – when
this player is ‘presumed’ to be the punter. By using this “rolling rugby” alignment consistently - and punting from it
early in each game (as well as early in the season) - we should be able to clearly ‘establish’ that our ‘threat/punter’
is, in fact, our punter, which should give us the “benefit of the doubt” under the rule and application of such.
“ROLLING RUGBY PUNT” Proposal
Scrimmage Kick rule exceptions (2009 Rule change, in response to the “A-11” Offense)
The general rule is that the Offensive Team must have at least five (5) linemen numbered 50-79.
When a team is in a scrimmage kick formation, certain exceptions to the numbering rule are allowed. The definition of
a scrimmage kick formation has been changed and the exceptions allowed have been changed:
• (Rules 2-14-2a and 7-2-5) A team is in a scrimmage kick formation if there is no player in position to receive a hand to
hand snap, the holder (knee on the ground) for a place kick is at least 7 yards from the snapper, and a teammate is within
3 yards of the holder and in position to attempt a place kick. If this formation is on 1st, 2nd, or 3rd down, the snapper
may have a number other than 50-79. The snapper may not, however, be on the end of the line of scrimmage.
• (Rules 2-14-2b and 7-2-5) If on 4th down a team is in a formation to attempt a field goal as described above, or a player
(presumed punter) is in position to receive a long snap and he is at least 10 yards behind the snapper, the team is in a
scrimmage kick formation and is allowed by exception to have fewer than five (5) linemen numbered 50-79. (There could
be no linemen numbered 50-79. However, any interior lineman in the game under this exception [i.e. numbered 1-49 or 80-
99], remains an ineligible pass receiver even after any shift that places him on the end of the line of scrimmage*.)
In both types of scrimmage kick formations, the snapper receives special protection. The defense may not charge
directly into the snapper. (Rule 9-4-6)
A ‘running into’ or ‘roughing’ foul may NOT have occurred when:
1. Contact by the defensive player is unavoidable because it was not reasonably certain that a kick would be made;
2. The defense touches the kick near the kicker and contact was unavoidable;
3. Contact was slight and was partially caused by movement of the kicker;
4. Contact was caused by the defensive player being blocked into the kicker or holder by an offensive player
(Rule 9-4-5: Case Book 9.4.5 A to 9.4.5. G)
Basic Officiating Rule of Thumb: “From a legal scrimmage kick formation, it is always roughing the kicker if
the contact could have been avoided regardless of whether or not it was apparent a kick would be made. Only
unavoidable contact is ignored if it is reasonably certain a kick will be made.”
Alignment Adjustments
With these rules and enforcements understood, it should be noted that we can – through simple adjustments in alignment to our
basic “rolling rugby” set – also present a slightly different “look” to further confuse and befuddle our opponents by simply
foregoing “scrimmage kick exception/protection” specifics, and simply align at normal depths, while accepting that this will
result more in a “quick kick” scenario (i.e. no protection being afforded out threat/punter), even when used on 4th down. By
setting our threat/punter at five or six yards directly behind center – with our ‘personal protector’ at 3 yards back – we present a
more traditional look, while still being able to threaten each area of the field with run, pass or punt. (Figure 9)
On the “upside”, if we practice and perfect getting a punt off, and keeping our coverage sound, from this adjusted “rolling
rugby” alignment, we will have established a very safe and productive “quick kick” packeage, should we ever need to use one
on first, second, or third down.
Figure 9
“ROLLING RUGBY PUNT” Proposal
Basic Alignment-to-Assignment Protocols
By applying a ‘form following function’ overall perspective to this “rolling rugby” concept, we’ll be using our specific
alignment principles and protocols coupled with solid, understandable and achievable assignment expectations to best
present and threaten the consistent threats of run, pass, or punt and cover every time we find ourselves in a non-field goal
fourth down situation – from anywhere on the field. Understanding, as well, that – as there will not necessarily be the
more traditional ‘swapping’ out of personnel when using this “rolling rugby” scenario – we will more than likely have
some ‘big bodies’ involved in coverage. Therefore it’s easy to see how alignment might most effectively compliment
and enable positive execution of assignment.
By positioning our best “cover & run/pass threat” capable players in alignments where they can best bring all of their
abilities to bear on every non-field goal fourth down situation, we can best guarantee a positive result in our favor. For
example, by starting our far wing (2) in motion across the formation before the snap (and having him just outside our ‘over
tackle’ at the snap) we establish three very important ‘threats’: First, we put another cover guy near the boundary we’re
punting to – if we’re punting. Secondly, we have a potential blocker moving to the flank – at speed – if we should run.
Third, we have a potential pass target moving to the flank – at speed – should we pass. (Figures 10 & 11)
Figure 10 Figure 11
Combining this pre-snap motion by 2 with the up-the-field movement of our wide slot (4) and our split-end (X) gives us a
three-pronged/multi-threat group moving down the field. Again, we have three “gunners” assigned to the ball on a punt, a
three man “wall” or “wedge” on a run, and a three receiver pattern threat on a pass.
(Figure 12)
Figure 12
We could also vary the speed, style or even the use of this pre-snap motion by our 2 to present further problems for
defenses we face. For instance, we could send the 2 in “Rocket” motion, arcing through the backfield - setting up a
possible ‘read option’ look. We might even think of - occasionally, at least, starting the 4 in motion instead of the 2 (even
as a ‘tendency breaker’ only!). The more options and variations we are able to use - over the course of the season - will go a
long way to helping make this type of approach to traditional punting situations as successful as possible.
“ROLLING RUGBY PUNT” Proposal
Looking ‘backside’, we release our tight end (Y) at the snap to move downfield in either coverage (ball), run block (cut-
off ‘backer/safety), or pass pattern (drag, under ‘backers); pull our backside guard across the formation to serve a
‘kickout/clean up’ role (depending on attack); and move our ‘personal protector’ (3) behind and with that backside guard
toward the flank*, to serve that role for the threat/punter. (Figures 13 & 14)
Figure 13 Figure 14
* Our ‘personal protector’ must be a tough, smart, ‘high football IQ’ kinda guy – namely, a linebacker…!! He’ll have lots of
responsibility, and will need to react to changing, fluid situations instantaneously – and be right every time… While he’ll
mainly be in charge of leading (and clearing!) the way (tucked in the hip pocket of our pulling guard, of course) for our
threat/punter, we may have him sometimes ‘peel back’ to slow down/destroy any particularly dangerous backside pursuit…
or swap assignments with our backside wing (2) (with the wing still coming across the formation in motion, but then stopping
and cracking back on a DE or LB while (3) assumes his coverage/pass route responsibility)… or, if we’re using the ‘adjusted’
rolling rugby alignment, he may be handed the ball on a sweep… Lots of possibilities, indeed… Yeah – probably best if he’s
a linebacker…
(Reminds me of that old football story: In World War II, when confronted with a particularly important situation, U.S. Army
Chief of Staff General George C. Marshall said, “I need an officer for a secret and dangerous mission… I want a West Point
football player…!” And I’m sure his preference would have been for a linebacker, too…!!)
Figure 15
So, after motion and the snap, we will have our players aligned as shown above (Figure 15) – and this will be their general
positioning at this point for every action run from our standard ‘rolling rugby’ formation – leaving the defense still
‘guessing’ as to our intentions directly after snap. This being the case, while some of our executions may well be
determined pre-snap, it is easy to see how executions could be decided on – and carried out – from this very point,
depending on our opponents’ alignment and actions. This is why, by having the interior offensive line all step down toward
the flank we are attacking (for punt, run, or pass), we will be able to convincingly – and effectively – threaten each of those
actions every time we deploy in this manner.
“ROLLING RUGBY PUNT” Proposal
Rush Option
Given the variables of defensive alignment and action – as well as the distance needed for the yard-to-gain - our
threat/punter will have two basic run options open to him: either out to the boundary and up the field, or in behind the
kickout(s) of the pulling guard and personal protector (3). As diagramed below (in Figure 16) you can see the relative
placement of all potential blockers for a possible ‘keep and carry’ by our threat/punter.
Figure 16
Pass Option
Equally, specific to the variables of defensive alignment and action – as well as the distance needed for the yard-to-gain -
our threat/punter will also have several basic pass options open to him, offering several yardage threats – from
“homerun” to mid-range to check down. Depending on the yardage needed (and the coverage applied) each of these
possibilities can and should present as viable.
Figure 17 below shows the relative positioning of each of our receiving threats post snap, while Figure 18 diagrams
the overall pattern concept.
Figure 17 Figure 18
Again, depending on the defense(s) deployed against our ‘rolling rugby’ punt we have the potential of alternating the
specific yardage “threats” between and among each of our four eligible players moving downfield (understanding that the
wingback in motion across the formation and into the flat will be almost impossible to defend adequately in any ‘man’
scheme – leaving him almost constantly open and quite viable in every “4 th & short” situation!). The “homerun threat”
could come form the split end (X) running a post/corner on one execution, and then from the tight end (Y) running a skinny
post on the next (with the X converting his route to a deep out). Et cetera, et cetera…
While these patterns could serve as a sort of ‘starting point’ to begin the season with, nothing prevents us from further
altering/changing them as we move through the season, to avoid becoming too ‘predictable’.
“ROLLING RUGBY PUNT” Proposal
Punt Coverage Assignments
For our punt coverage assignments out of the “rolling rugby” punt, we use the same basic coverage “lane” concepts the we
use in our standard punt coverage, those being: ball, contain @ 15, force @10, alley @ 5 and safety. We do, however,
change up the specific assignment(s) of each individual track as follows:
“Contain” responsibility shifts from our 2 & 4 in “standard” to Center and 3 in “rolling rugby”
2 and 4 then assume “ball” responsibility (from C & 3) in “rolling rugby”
Even though personnel may well differ from standard to “rolling rugby” (i.e. our ‘wide bodies’ may simply stay on the field
in ‘rolling rugby’), we keep the same general assignments across the interior line (save the center) – this allows for
continuity of execution regardless of who’s on the field in either set (and also allows us to use punt coverage as a real and
viable conditioning tool for our “wide bodies” throughout the season…!!). Figures 19 & 20 diagram the specifics of both
sets’ coverage rules and executions.
Figure 19 Figure 20
Figure 21 Figure 22
“ROLLING RUGBY PUNT” Proposal
Potential Defensive sets/schemes… and answers
Depending on the amount – and quality – of the scouting each team does against us (from ‘in-person’ game day
observation to film study to shared talking points), we will need to be prepared to face anything from a “Dude, what the
hell is THAT?”, Chinese Fire Drill approach to defending our “rolling rugby” punt to a more studied, more deliberate
approach to defending all of the potential options this alignment and assignment pose.
Obviously – in each case – we must have an answer already prepared and practiced.
As was mentioned earlier, the amount of time and effort that would need to be put in by our opponents to come up with a
viable “answer” to this “rolling rugby” punt are more than likely prohibitive for the vast majority of the teams we’ll face –
most just won’t want to take the time away from offensive and defensive preparation to focus on this single aspect of our
game, while others just don’t have the football smarts to come up with anything viable, teachable and learnable in a weeks
time…
Advantage: US!!
Still, we must consider as many possible defensive possibilities ahead of time, and teach viable, appropriate and executable
counters to each. Figures 23 & 24 illustrate a couple of the potential defensive looks we may see – especially as our “rolling
rugby” punt becomes more used and studied.
Figure 23
Figure 24
Others?
The two basic “Muddle” alignments we will use are the “Swinging Gate” – which we call “RAY” - (Figure 1) and the
“Split Six” – which we call “POP” - (Figure 2).
Figure 1 Figure 2
We also align in both of these formations from a ‘Shotgun’ set by adding the word “GUN” to each call: “RAY GUN” is
shown in Figure 3, and “POP GUN” is shown in Figure 4.
Figure 3 Figure 4
“MUDDLE HUDDLE” PAT Proposal
Additional Adjustments
There are also easily taught and practiced modifications to each of these basic sets which allow for this PAT/Field Goal
approach to change and evolve over the course of every season – leaving our ‘end of season’ (read: playoffs/States)
opponents just as baffled, confused – and flat footed – as those we see from start to finish in our regular season…!!
One of these ‘modifications’ involves setting our center as an eligible end, allowing him to go downfield and legally catch
and advance a forward pass. These alignments are a variation of the “Swinging Gate” – one with our holder/QB under center
- “CAESAR”-, and one with him in a shotgun set -“C-GUN”, as shown in Figures 5 & 6.
Figure 5 Figure 6
Figure 7 Figure 8
The alignment diagrammed in Figure 7 is our standard PAT/Field Goal set, which we call “SHIFT”. Figure 8 demonstrates a
variation of this set, which we call “SHAFT”. We can align in either – directly after a touchdown, or ‘from the line’ if a
decision to try a field goal has been made – by simply yelling out either “SHIFT” or “SHAFT”, and having all base personnel
align directly as told while any needed specialists (kicker, snapper, possibly holder) are subbing in. This puts an added
element of ‘pressure’ on the defense, by forcing them to align immediately after the score (or third down). Imagine, then, how
much MORE ‘pressure’ would be applied if our alignment to either “SHIFT” or “SHAFT” went through a “Muddle Huddle”
beforehand…!
Again, the basic idea is to ‘stress’ our opponent in every facet of their game (and game preparation) – even in the “little
stuff” like PAT/Field Goal. They can’t ‘stop’ us if they do try to work on defending all we can do – and they risk giving up
even more points if they don’t…!!
“MUDDLE HUDDLE” PAT Proposal
Combinations
As noted previously, we can align directly in “SHIFT” or “SHAFT” by simply calling either name out as the ball is being
made ready for play on either a PAT or field goal attempt. We could also call out one of our “Muddle Huddle” sets (say,
“RAY GUN”) and have all personnel align directly in that set (with the ‘sub ins’ happening the same way they would in
either ‘normal’ set), then yell out “SHIFT” (or “SHAFT”), and having all players shift again to align immediately into that
set. Diagramed below are the specifics of these types of switch ‘combinations’, with Figure 9 showing the change to
“SHIFT” from “RAY GUN”, and Figure 10 showing the change from “POP GUN” to “SHIFT”.
Figure 9 Figure 10
By presenting every opponent with these types of potentially ‘chaotic’ situations on every kick, it’s easy to understand what
great advantage could be taken of just such situations – from completely blown defensive alignments and/or coverages to
simply having the defense standing flat-footed, generating no real kick rush – or block attempt – for fear of being ‘faked’ on.
Couple this timidity with a skilled and well practiced kicking unit, and it’s easy to see where points, momentum – and
victories – can easily be taken!
Personnel
Obviously, much of what is ‘possible’ through use of the “Muddle Huddle” is dependent on our having the personnel
to use it in the manner we most wish to. What we’re able to do with the different looks and executions on these pages
will be completely dependent on the players we have on the field – and their physical and mental abilities as
individuals, and as a unit.
For example: a situation where our kicker is also a position player (say a running back or end), we may well choose to
alter a few of the formations to place him in closer proximity to the QB/Holder, as his run/pass threat is more viable than
a ‘borrowed’ soccer-player kicker’s might be. (Equally obviously, much of what we’d hope to be able to do with these
‘muddle’ sets counts on a viable threat at the QB/Holder position, as well – thinking of using either our starting or backup
QB here if at all possible.)
Seeing as how the execution of these specific sets – from “SHIFT” and “SHAFT” through each “muddle” possibility – are
designed to be set immediately at the line after a touchdown (or on field goal decision) – it’s most desirable to keep our
interior offensive line on the field in all potential sets (excluding our snapper, who more than likely will be subbed in with
our kicker = “perfect world”, only 2 subs for PAT/Field Goal).
Another ‘line specific’ concern will be coverage of any field goal that fails to cross the plane of the goal line – either
unintentionally (as in a very long - or terribly mis-hit - scoring attempt), or intentionally (if we were ever to consider
using a ‘field goal punt’ execution). This possibility highlights the need to practice coverage with our ‘big bodies’ –
making sure they understand and are comfortable with all scrimmage kick rules & executions!!
As NFHS rule changes regarding jersey numbering restrictions for scrimmage kick situations have been somewhat fluid
over the past few years, we will also need to keep all of these rules in mind when determining who will be our
PAT/Field Goal snapper, and the impact his jersey number may have on specifics of formations/sets we can and cannot
legally run.
“MUDDLE HUDDLE” PAT Proposal
RUSH POSSIBILITIES… FROM “RAY”
To be perfectly honest, originally, the purpose of all of these Special Teams ‘machinations’ was to put the defense in such
a state of flux and ‘over’ anticipation for ‘the big play’ that they’d back off and “just let us kick!” – free of external
pressures like heavy/overload rushes and block attempts! After seeing some of the woefully unprepared, ineffective and
completely frazzled responses to some of these ‘different’ sets, though, we decided we might as well take advantage of
whatever our opponents wanted to ‘give’ us, so we thought it would be a good idea to more completely ‘flesh out’ all the
possibilities these formations and actions could provide.
For example, in our “shotgun swinging gate” formation (“RAY GUN”), having both backs beside the QB/holder allows
quite naturally for a ‘read option’ in either direction, as diagrammed in Figures 11 & 12. Both actions could easily be
modified to simple, standard ‘leads’ with the QB/holder under center (“RAY”), as well.
Figure 11 Figure 12
As shown in both of the preceding diagrams, these rushing attempts could be toward the field or boundary, depending on
the particulars of the defensive front and action presented on each play. The general blocking assignments of the line,
however, would remain the same and it would be a sight adjustment by the ballcarrier that would determine the ultimate
path he would follow. Likewise, as diagrammed in Figure 13, a straight ‘lead keep’ action could be attempted – again, with
the QB/holder determining which route he would take with the ball once the play began in earnest.
Figure 13 Figure 14
Figure 15 Figure 16
Figure 17 diagrams the complete, mirrored set of “POP” passing options to each side. As with our “RAY” passing
scheme, it will primarily be the defensive alignment and attack that will determine “who runs what to where”.
Figure 17
ADDITIONAL THOUGHTS
As can be gathered from looking at all the potential alignments we could employ from only these “muddle” sets, there also
exist myriad ‘motion’/’pitch’/’throwback’ possibilities that can be either installed as specific, called ‘plays’ or allowed to
develop from sight adjustments as they unfold. As was stated earlier, if we continue to groom and adjust the specific
alignments and assignments we can positively execute from all of our “muddle” sets as we move through the season, we
will continue to befuddle and frustrate opponents as we move through the season. (This also allows us to ‘make’ our
opponents prepare for something that they’ve seen on film that we may – or may not – run anymore! I’m particularly
thinking of motions, pitches, reverses, and throwbacks here…!!)
Given that the general nature of each of these “muddle” executions – run and pass – function as their own, built- in “fire”
protocols, there is no need to use any prescribed “fire” procedures when operating in them.
“MUDDLE HUDDLE” PAT Proposal
POTENTIAL DEFENSIVE LOOKS
The potential defensive looks diagramed below are based off of our own defensive “Muddle Huddle Protocol”. This is a
prescribed set of alignment “rules” our defense would learn – and use – to most positively defend against any ‘muddle’
alignment used against us by any opponent. (Always thinking of the “Axiom of Special Teams” = It’s always better to
have it and not need it, than to need it and not have it”.)
It has been my experience that most teams we play don’t subscribe to this particular way of thinking, and will more than
likely not put any real, concerted effort into preparing for our “muddle huddle” sets and executions – especially if they
mainly see us shifting OUT of our ‘muddle’ set into a standard PAT set.
Figures 18 & 19 diagram the basic defensive alignment we would employ against both the “swinging gate” and “split six”
sets. We can easily develop specific ‘rules’ that will dictate when we snap from our ‘muddle’ sets and when we “shift” to
our standard PAT/Field Goal sets…
And, as I’m always fond of saying: “If we ever really, really need two points, we’re just going to keep our offense on the
field, anyway…!!!”
These “muddle” sets and executions serve more to ‘steal’ two – or even six! – whenever we can…!!
Figure 18
Figure 19