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Approved Football Officiating Mechanics

Approved Football Officiating Mechanics. Six Types of Kicking Plays Revised: 7/30/13. *How to Use this Presentation*. 5 Man appears first , followed by 4 Man. To play the presentation, select “Slide Show” from top of screen, then click “From Beginning”.

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Approved Football Officiating Mechanics

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  1. Approved Football Officiating Mechanics Six Types of Kicking Plays Revised: 7/30/13

  2. *How to Use this Presentation* • 5 Man appears first , followed by 4 Man. • To play the presentation, select “Slide Show” from top of screen, then click “From Beginning”. • Words highlighted in red indicate changes for 2013. • To get out of a slide to see the notes and motion, hit the “ESC” key. To resume, click “From Current Slide” from the top menu. • For notes about each slide’s motion, print the “Notes Page.”

  3. 5 Man Mechanics

  4. *Kickoff Mechanics (KOM)Points of Emphasis* • Wings must trail the runner up field a minimum of 5 YDS & watch blocking • Wings must retreat toward the GL if the kick is inside the -15YL • If previous KO goes inside the -15YL, IP on next KO is GL • BJ/U: Run, not jog to the 50 YL HM

  5. *Kickoffs (KOM)* • After the Try/FG • Back Judge • Start your watch (1 minute) after securing the ball • Run up Press Box sideline • Clear home team out of restricted area • Umpire • Jog up Opposite sideline • Clear visiting team out of restricted area

  6. KOM – IP (Wings at GL)

  7. KOM – IP (Wings at GL)

  8. KOM – IP (Wings at 10 YL)

  9. KOM – U & BJ

  10. KOM (Clock) – Between Hashes

  11. KOM (Clock) – LM Side Zone

  12. KOM (Clock) – LJ Side Zone

  13. KOM - Touchback

  14. KOM – Near Pylon

  15. KOM – Out of Bounds 2x

  16. KOM – Short Return – Wings Trail 2x 2x

  17. KOM – IP 10YL, Kick Near GL

  18. KOM – Long Return – BJ to GL

  19. OKOM - IP

  20. OKOM – Stop-N-Watch 2x 2x

  21. OKOM – Long KO

  22. Free Kick after Fair Catch – IP

  23. Free Kick after Fair Catch – Short

  24. Free Kick after Safety – IP*

  25. *Punt Mechanics Points of Emphasis* • LM: Hold at LOS until there is no threat of a blocked punt. Let KT move downfield before moving downfield initially 10 YDS. • LJ: Hold until you are sure the kick will cross the LOS. Your reference point is the down box. • BJ: Your IP is 8 YDS wide with a single receiver. • Wings: Read length of punt. Your “drop” is only 10 YDS unless the punt is more than 30 YDS downfield.

  26. *Punt IP – Coverages* Stay off the Center & Kicker

  27. *Punt IP – LM’s Hash*

  28. *Punt IP – LJ’s Hash*

  29. *Punt IP – Punter in EZ*

  30. Punt IP – Twin Receivers

  31. Punt – RT’s Heels on -10 YL

  32. Blocked Punt (R&R1) – RT Recovers 2x 2x

  33. Punt – Out of Bounds

  34. Punt - Touchback

  35. Punt (R&R2) – Less than 30 Yards Ball’s Away!

  36. Punt (R&R3) – More than 30 Yards Ball’s Away!

  37. Punt – Return 2x 2x Ball’s Away!

  38. *Field Goal Mechanics (FGM)Points of Emphasis* • BJ/U: GP Upright – your choice as to which upright to cover • R: Help U with center/MG contact. Count 1001 & 1002.

  39. FGM IP – Right Footed Kicker

  40. FGM IP – Left Footed Kicker

  41. FGM – Short FG (Inside +20 YL) Stay off the Center, Holder & Kicker

  42. FGM – Long FG (+20 YL & Out)

  43. FGM – Short of GL

  44. *Try-Kick Mechanics (TRYM)Points of Emphasis* • U: Strong & loud whistle once ball is kicked Muddle Huddle – Your IP is on the EL • Wings: Once kicked, hustle in to players • R: Help U with center/MG contact. Count 1001 & 1002.

  45. *TRYM – Muddle Huddle*

  46. TRYM – Kicked

  47. TRYM – “Fire” Fire!!

  48. 4 Man Mechanics

  49. *Kickoff Mechanics (KOM)Points of Emphasis* • R & LM must trail the runner up field a minimum of 5 YDS & watch blocking • R/LM must retreat toward the GL if the kick is inside the -15YL • If previous KO goes inside the -15YL, IP on next KO is GL

  50. KOM – IP

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