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ORGANIZING SPECIAL TEAMS MENLO COLLEGE FRED GUIDICI HEAD COACH & SPECIAL TEAMS COORDINATOR 650-543-3763 [email protected] du “DON’T SING IT,

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ORGANIZING SPECIAL TEAMSMENLO COLLEGE

FRED GUIDICIHEAD COACH

& SPECIAL TEAMS COORDINATOR650-543-3763

[email protected]“DON’T SING IT, BRING IT”

SPECIAL TEAMS DEVELOPMENT 

1. WHAT IT TAKES TO BECOME A SPECIAL TEAMS COACH:A. HAS A PASSION FOR  SPECIAL TEAMSB. ENTHUSIASTIC COACH = ENTHUSIASTIC PLAYERSC. LOVES TO WORKD. WILLING TO TAKE ON A HUGE RESPONSIBILITYE. OPEN MINDEDF. CREATIVEG. COACH EVERY PLAYER ON THE TEAMH. MAKE CRUCIAL DECISIONS DURING GAMESI. WORKS THE GAME, NOT WATCHES IT J. KNOWS ALL THE RULESK. RESILENT (CAN OVERCOME ADVERSITY)L. CALM UNDER PRESSUREM. POSITIVEN. ALWAYS GROWING AS COACH & TEACHER  (BOOKS, VIDEOS, CLINICS, SPEAKS WITH OTHER STAFFS etc…) 2.   STARTS WITH THE HEAD COACHA. TIME FOR MEETINGS.B. TIME IN PRACTICES.C. ALLOWS YOUR OWN SCHEMES.D. USE THE PLAYERS YOU WANT.E. TOTAL COOPERATION FROM STAFF DURING PRACTICE & GAMES  (IT’S NOT MY ‘TEAMS! IT’S OURS!) 3. PLAYERSA. STARTERS - who want to (no more than 2 teams)  B. BACK-UPS - who have toC. ROLE PLAYERS (‘teams players only)D. SCOUT TEAM PLAYERS (will emerge as time goes during the season) 4.   MUSTS FOR SUCCESSA. SPRING PRACTICE AND TRAINING CAMP INSTALLATION SCHEDULE & WEEKLY PRACTICE SCHEDULE (FIG 

1A)B. PLAYBOOKS (detailed)C. DEPTH CHARTS (as well as scout team)    FIG 5A & FIG 6AD. WEEKLY SCOUTING REPORTS E. GAME PLAN (including situations during game)F. MEETING TIME (install, weekly game plan, game review, practice review, view opponent game film)G. ASSISTANT COACHES (assign a certain unit, area and or positions.  They must coach their Special Teams 

assignment like they would their own offensive or defensive positions.     FIG 3A & FIG 4AH. FILMING PRACTICE

 

5.    COACHING A. FUNDAMENTALSB. PADS/NO PADSC. WHOLE - PART – WHOLED. SITUATIONAL  CONDITIONS (FIELD POSITION, HURRY UP, SUDDEN CHANGE, FIRE PLAYS, 

BLOCKS, etc……) 

E. KEEP IT SIMPLE! F. DRILLS (PERTAIN TO THE GAME)G. DEVELOP 3 LONG SNAPPERS (PUNT AND PAT/FG)H. MUST BE ABLE TO TACKLE, STRIP AND RECOVER! (Including Kickers & Punters)I. CONDITION WITH A PURPOSE

6. PRACTICESA. PRE PRACTICE (SPECIALISTS, INDIVIDUAL OR GROUP)B. MID PRACTICE (SEE DAILY SCHEDULE)C. POST PRACTICE (SPECIALISTS, INDIVIDUAL OR GROUP, LONG SNAPPERS)D. WALK THROUGH (ANYTIME)  7. GAME DAY A. PRE-GAME WARM-UP:

A. SNAPPERS, KICKERS, HOLDERS and RETURNERS OUT 1 HOUR AND 15 MINUTES BEFORE KICKOFF

 

B. GAME TIME:1.AREA ON SIDELINE WHERE ‘TEAMS GATHER ON 3RD DOWN. (Reminders)2.TRAINER REPORTS ALL INJURIES TO ‘TEAMS COACH FIRST!3.STARTERS AND BACK-UPS KNOW EACH OTHER4.ONLY ‘TEAMS COACH, HEAD COACH, DOCTOR OR TRAINER CAN PULL A PLAYER OUT OF GAME.5.KICKERS AND SNAPPERS STAY WARMED UP DURING GAME.6.EVERY PLAYER ON SIDELINE WORKS THE GAME – GREAT SIDELINE PARTICIPATION.7.ENJOY THE GAME HAVE FUN!8.DON’T SING IT! BRING IT!

PHILOSOPHYA. YOU MUST PUT YOUR SIGNATURE ON IT!B.WHAT IS ON THE FIELD IS A REFLECTION OF YOU AS COACH.C.YOU ARE EITHER TEACHING IT OR ALLOWING IT TO HAPPEN.D.ACCOUNTABILITY: FIRST WITH THE COACH, THEN WITH THE PLAYERE.WE ARE ALL AN EXTENSION OF EACH OTHER – ONE TEAM ONE HEARTBEATF.PLAY FOR EACH OTHERG.EXPECTATION DRIVES PERFORMANCE!

BUILDING BLOCKS1. MAXIMIZE THE CONCENTRATION OF THE PLAYERS.2. BUILD IN INTENSITY.3. FINISH EVERYTHING THEY DO. 

(AVERAGE OFEENSIVE  / DEFENSIVE  PLAY 4-7 SECONDS)  (AVERAGE SPECIAL TEAMS PLAY 10-12 SECONDS)

SYSTEM OF TEACHING IN THE MEETINGS (CLASSROOM)1. TEACHING PROGRESSION:

1. BOARD (0VERLAYS, POWER POINT PRESENTATION, etc………)2. VIDEO3. FIELD

2. USE CONCEPTS, PHRASES AND KEY WORDS  TO KEEP THEIR ATTENTION.3. HAVE PLAYERS FINISH YOUR SENTENCE TO KEEP THEM FOCUSED.4. ASK THE PLAYERS QUESTIONS ABOUT THE SCHEMES, DRILLLS AND GAME FILM.5. SHOW YOUR PLAYERS OTHER TEAMS CUT-UPS OR PLAYERS, PLAYING THE SAME POSITION 

THEY ARE PLAYING OR THE SCHEME THEY ARE RUNNING.6. TEACH THEM HOW TO BE COACHES:

A. HOW TO WATCH FILM (WHAT TO LOOK FOR: STANCE, ALIGNMENT, FORMATIONS, SCHEMES, TENDENCIES…..)

B. HOW TO SCOUT AN OPPONENT LIVE.

SYSTEM OF TEACHING THROUGH PRACTICE7. GET THE PLAYERS’ EYES ON YOU.8. COACH EFFECTIIVELY IN MASS (VICARIOUS) BECAUSE YOUR BACK UPS AND SCOUT 

PLAYERS WILL HAVE TO EVENUALLY PLAY.9. DEMONSTRATE THE WAY YOU WANT THE PLAYERS TO LEARN IT.  YOU HAVE TO KNOW 

THE TECHNIQUE OR THE DRILL BEFORE YOU TEACH IT.10. DO NOT FACE THE PLAYERAS WHEN TEACHING THE TECHNIQUE OR DRILL (MIRROR).  YOU 

HAVE TO TEACH IT AS THE PLAYERS DO IT.11. PLAYERS DEPEND ON RECALL, WHAT THEY REHEARSE!12. TEACHING START AND FINISH – YOU GET WHAT YOU ASK.13. DRILL EVERY SITUATION YOU PUT A PLAYER IN – NOT TALK14. YOU PLAY THE WAY YOU PRACTICE15. UNIVERSAL RESOURCE – OUT WORK YOUR OPPONENTS

SYSTEM OF SPECIAL TEAMS•SET A MINDSET FOR GREAT SPECIAL TEAMS – SHOW THE PASSION OF GREAT PLAYS ON VIDEO•HAVE A SCHTICK: THEME FOR EACH UNIT / THEME FOR EACH GAME•HAVE EXPECTATIONS (GOALS) FOR EACH GAME•DON’T MAKE THE SIMPLE COMPLEX•MULTIPLICITY /FLEXIBILITY

• DON’T HAVE ONE WAY TO DO ANYTHING• LET THE PLAYER TELL YOU WHAT HE SEES• GIVE DIRECTION WITHIN THE AREA AND RECEIVE INPUT

MENTAL TOUGHNESS•IT ALL STARTS WITH “ATTITUDE”•PLAY WELL ENOUGH TO WIN OR YOU DON’T•PLAY HARD ENOUGH, LONG ENOUGH!•SAME STANDARD OF PLAY – ANYTIME ANYWHERE!•HALL ASS TO THE BALL EVERYTIME NO MATTER WHAT HAPPENS.•NEVER KNOW WHICH PLAY MAY DETERMINE THE OUTCOME.•REACTION TO A BAD PLAY, PENALTY OR AN OFFICIAL’S CALL.•REACTION OR NON REACTION TO FIELD CONDITIONS, WEATHER, CROWD NOISE etc……..•STAY AWAY FROM THE NEGATIVES: “DON’T”, “CAN’T” etc…….•STAY AWAY FROM THREATS: “IF YOU DO THAT …….•SET GOALS, VISUALIZE AND GOOD THINGS WILL HAPPEN!

BLOCKING KICKS •BLOCKING AN EXTRA POINT IS A DIFFERNCE MAKER! (MAKE IT IMPORTANT!) •BLOCKING A PUNT! (MAKE IT A MUST!) 

RUN FAKES AND GADGETS – EARLY AND OFTEN IN THE SEASON!REWARDS: THE BIG PLAY + THE GAME BREAKER = THE VICTORYMOST IMPORTANTLY ………………………..HAVE FUN!

THURSDAY FRIDAY SATURDAY

SPECIAL TEAMS

REPORT

SUNDAY

AUGUST

MONDAY

SCHOOL BEGINS

TUESDAY WEDNESDAY

12 14

15 16 17 18 19 20 21

23 24 25 26

30

13

27 28

29

11

OFF

10

31 3 4

OFF OCCIDENTAL

"DON'T SING IT, BRING IT"!

1 SEPT 2

AUGUST PRACTICE / MEETING CALENDAR 2010

9WALK THRU: INTRO TEAM KICK, PAT/FG & BLOCK DRILLSMEET: PAT/FG & BLOCKDRILLSPRACTICE: PAT/FG & BLOCK DRILL CIRCUIT MEET: INTRO PUNT PRO

WALK THRU: INTRO PUNT BLOCK & DRILLSMEET: PUNT BLOCK DRILLS PRACTICE: PUNT BLOCK CIRCUIT DRILLSMEET: INTRO PUNT RETURN - MAN & WALL

MEETING: PUNT

PRACTICE: PUNT -CORE HITMEN RELEASES & GL DRILL. TEAM VS AGGS

MEETING: PUNT FILM PR RET.

PRACTICE: PR MAN & WALL DRILLS. JAMMER DRILLS. TEAM VS AGGS

MEETING: PR FILM, KOR

PRACTICE: KOR DRILLS TEAM VS AGGS

MEETING: FRIDAY

PRACTICE: MOCK GAMESCRIMMAGE

MEET:

PRACTICE:

MEET:

PRACTICE:

MEET:

PRACTICE:

MEET:

PRACTICE:

MEET:

PRACTICE:

MEETING: KOR FILM & KO

PRACTICE: KO DRILLSCORE AND EDGE DRILLS. TEAM VS AGGS

WALK THRU: INTRO KO DRILLSMEET: KO DRILLS PRACTICE: KO CIRCUIT DRILLSMEET: 8:00 SKITS OFF

ORIENTATION RETREAT

ORIENTATION RETREAT

PRACTICE: REVIEW

MEET: SCRIM FILM

PRACTICE: PUNT RETURN MAN / HITMEN RELEASESMEET: PUNT RET.& KOR PRACTICE: KOR VS AGGIESMEET: NONE

WALK THRU: INTRO PUNT PRO & DRILLSMEET: PUNT PRO &DRILLS VIDEOPRACTICE: PUNT PRO DRILL CIRCUIT MEET: INTO PUNT COVER HITMEN RELEASES

WALK THRU:INTRO PUNT COVER DRILLS & CORE GROUPS VS MANMEET: PUNT COVER VIDEO PRACTICE: PUNT COVER DRILL CIRCUITMEET: INTROP PUNT BLOCK

WALK THRU: INTRO PUNT RET. MAN & WALL DRILLS / JAMMER TECH.MEET: PUNT RET DRILLS PRACTICE: PUNT RET. CIRCUIT DRILLSMEET: PUNT RETURN - MAN & WALL

WALK THRU: INTRO KOR DRILLSMEET: KOR DRILLS PRACTICE: KOR CIRCUIT DRILLSMEET: KOR

PRACTICE: KOR GROUPMEET: PUNT

MEET: INTRO KO

22

PRACTICE: KO COV ERCORE & EDGE DRILLS

MEET: NONE

SPECIAL TEAMS IN-SEASON WEEKLY MEETING & PRACTICE SCHEDULE

DAY EMPHASIS TIME

MONDAY MEETING: GAME FILM REVIEW 30 minutes

PRACTICE: REVIEW / INSTALL / DRILLS 20 minutes TUESDAY MEETING: GAME PLAN, PUNT / PR 20 minutes TEAM KICK: PAT / FIELD GOAL / HURRY UP FG 5 minutes PRACTICE: PUNT 10 minutes

PUNT RETURN 10 minutes WEDNESDAY

MEETING: PUNT / PR / KOR / KO 20 minutesTEAM KICK: PAT / FG BLOCK / HURRY UP FG 5 minutesPRACTICE: PUNT (BACKED UP) 10 minutes

KICK OFF RETURN 10 minutes THURSDAY MEETING: (Review With Entire Team) 20 minutes

TEAM KICK: FAKES & HURRY UP FG 5 minutes PRACTICE: PUNT (POOCH & FAKES) 7 minutes

K.O.R. OR PUNT RETURN 5 minutes KICK-OFF 8 minutes FRIDAY

PRACTICE: FRIDAY SCRIPT 30 minutesREVIEW WITH DEFENSE PUNT SAFE RETURN & FG RETURN. SWINGING GATE AND SPLIT GATE FORMATIONS.

MUST ONSIDE & HANDS SATURDAY

WALK THRU: CALL OUT DEPTH CHART 10 minutes(including rules &

scenarios)GAME TIME: DON’T SING IT! BRING IT!

SUNDAY DAY OFF

FIG 1A

MENLO COLLEGE FOOTBALLFRIDAY SCRIPT

  1ST KICKOFF RETURN TEAM (+46)1ST OFFENSE (-40) RUN A PLAY & SCORE1ST P.A.T. TEAM (+3)1ST KICKOFF TEAM (-35)1ST DEFENSE (+20) 3RD DOWN, HOLD THEM1ST PUNT RETURN TEAM (+25) 2nd OFFENSE (-20) 3RD DOWN, RUN A PLAY1ST PUNT TEAM (-25) 1ST OFFENSE (-35) RUN 2 PLAYS TO (+10) (CLOCK RUNNING)1ST FIELD GOAL TEAM (+10) (CLOCK RUNNING) HALFTIME 1ST KICKOFF TEAM (-35) 1st DEFENSE (-35) 3rd & SHORT (SHORT YARDAGE)1ST DEFENSE (-35) 4TH DOWN (PUNT RETURN SAFE- DEFENSE)2nd DEFENSE (+20) (INTERCEPT & SCORE)1ST OFFENSE (+3) (2 POINT PLAY)1ST KICKOFF (MUST ONSIDE) (-35)1st DEFENSE (-20) STOPS OFFENSE ON 3RD DOWN1ST PAT / FIELD GOAL BLOCK (-15)1ST HANDS TEAM (+45) (UNSURE SHIFT TO MUST)1ST OFFENSE (+45) “VICTORY”

SPECIAL TEAMS SPECIAL SITUATIONS - TEAM

 PUNT TEAM

PUNTING FROM THE HASHMARKSPUNTING FROM THE ENDZONEPUNTING FROM THE 45-50 YARD LINECOVERING THE FAIR CATCHTAKING AN INTENTIONAL SAFETY PUNT RETURNRECEIVING PUNTS DEEP IN OWN TERRITORY (10 YARD RULE)RUSHING PUNTS WHEN OPPONENT IS BACKED UP TO HIS GOAL LINEPREVENT ON PUNT DEFENSE – SAFE PUNTDEFENSING FAKE PUNTSDEFENSING THE PUNT SWINGING GATE AND SPLIT GATE BLOCKED KICKSREACTION TO A BLOCKED KICK BEHIND THE L.O.S. (PUNT, F.G. & P.A.T.)REACTION TO A BLOCKED KICK THAT TRAVELS OVER L.O.S. (PUNT, F.G. & P.A.T.) KICKOFFONSIDE KICKOFF (MUST & SURPRISE)SQUIB, POOCH & SHORT KICKOFFSFREE KICK AFTER A SAFETY (KICKOFF OR PUNT)GADGETS AND LAST PLAY OF THE GAME (CAL-STANFORD) KICKOFF RETURNONSIDE KICKOFF RETURN (HANDS TEAM)SURPRISE ONSIDE KICKOFF RETURNING SQUIB, POOCH & SHORT KICKOFFSRECEIVING A FREE KICK AFTER A SAFETY (KICKOFF OR PUNT) P.A.T. / FIELD GOALBAD SNAP ON P.A.T. AND FIELD GOAL ATTEMPTS (FIRE)UNBALANCED LINE FIELD GOALSFAST FIELD GOAL (NO TIMEOUTS WITH CLOCK RUNNING)COVERAGE LANDMARKS AFTER LONG FIELD GOAL ATTEMPT P.A.T. / FIELD GOAL BLOCKDEFENSING BAD SNAP ON P.A.T. AND FIELD GOAL ATTEMPTS (FIRE)DEFENSING FAKE P.A.T & FIELD GOALS PREVENT ON FIELD GOAL DEFENSE – SAFE FIELD GOAL BLOCKFIELD GOAL RETURNDEFENSING UNBALANCED LINE FIELD GOALSDEFENSING THE P.A.T. / F.G. SWINGING GATE AND SPLIT GATE FIG 2A

2010 SPECIAL TEAMS COACHING RESPONSIBILITIES

PUNT PROTECTIONJOHN / BONG AGGIESDEREK LT TACKLE, GUARD &

CONTAINERFRED RT TACKLE, GUARD &

CONTAINERFRED JACK FRED SNAPPERSCOTT & JOHN HITMENANTHONY PUNTER 

PUNT RETURNJOHN / BONG AGGIES ANTHONY 6, 7, 8 & 9DEREK 2, 3, 4 & 5SCOTT & JOHN JAMMERS #1 & #10FRED RETURNER 

KICK OFFJOHN / BONG AGGIESHARRY HITMEN, DEREK GUNNERSANTHONY KICKERSCOTT KNIFERSFRED EDGERS FRED FOLDERS 

KICK OFF RETURNJOHN / BONG AGGIESSCOTT LT TACKLE, GUARD &

UPBACKANTHONY RT TACKLE, GUARD &

UPBACKDEREK ENDS, WEDGESETTER,

FULLBACKFRED DEEP MEN 

PAT/FGJOHN / BONG AGGIESDEREK LT. WINGHARRY RT WINGBROOK/ VICTOR GUARDS, TACKLES & TIGHT ENDS FRED CENTERADAM HOLDERANTHONY KICKER 

PAT/FG BLOCKJOHN / BONG AGGIESGORDON / HARRY D-LINEANTHONY DE’SMIKE SKINNERSMIKE CRASHERS BONG SAFETIESJOHN MONEY $

2010 FALL TRAINING CAMP SPECIAL TEAMS COACHING

DRILL RESPONSIBILITIES

PAT/FGANTHONY & DEREK WINGS (DOUBLE BUMP)BROOK/ VICTOR OL PROTECTION

PAT/FG BLOCKSCOTT SKINNERS JOHN CRASHERSGORDON / BONG D-LINE BLASTERS, TWISTERS

PUNT PROTECTIONCOREANTHONY KICK SLIDEDEREK PUNCHHITMENSCOTT HITMEN (RELEASES VS PRESS MAN)JOHN HITMEN (RELEASES VS OFF MAN)

PUNT COVERAGECOREDEREK KNIFE OR BACKDOORBONG / HARRY ESCAPESHITMENSCOTT / JOHN HITMEN (RELEASES & LEVERAGE)ANTHONY HITMEN (TIME UP)

PUNT BLOCKHARRY RUN THRU BLOCK POINT (OFF THE FOOT) ANTHONY GET OFF (BURST BEND & BLOCK)DEREK / BONG BEAT THE WINGSCOTT / JOHN JAMMER (STANCE, ALIGNMENT, PUNCH & RELEASE)

WIGGLE – LB, RB, TE GROUP ONLY

PUNT RETURNANTHONY CUT-OFFDEREK GET OFF (ROCKET & PIN)HARRY / BONG FINISHSCOTT / JOHN JAMMER (PUNCH / SHADOW & FINISH)

FINISH – LB, RB, TE GROUP ONLY

KICK OFF RETURNFRONT LINESCOTT / JOHN TURNBACKANTHONY MAN / FINESSE EARHOLEBACK LINEDEREK WEDGE HARRY / BONG MAN / FINESSE EARHOLE

KICK OFFDEREK STRIKE (RIP THRU), DOUBLE TEAM, WEDGE DOUBLEANTHONY BEAT THAT ASS!HARRY / BONG 2-GAPSCOTT / JOHN AVOID

COACH PUNT PUNT RET KO KOR PAT/FG BLOCKANTHONY FAR FAR FAR FAR FRONT FAR FARJOHN NEAR NEAR NEAR NEAR FRONT NEAR NEAR

SPECIAL TEAMS GAME RESPONSIBILITIES

PRESS BOX COACHES

OPPONENT NAME FRIDAY 9/18/9

KICKOFFKICKOFF RETURN

LF       PST      LC       PSU      LK       PSG      LG       BSG      LH       BSU      K       BST      

RH       PSE      RG       BSE      RK       WS      RC       DM      RF       DM      

PUNT PUNT

RETURN LH       1    LC       2      LT       3      LG       4      C       5      

RG       6      RT       7    RC       8      RH     9      J       10      P       R      

PAT/FG PAT/FG BLOCK

LW       RT. TK    LE       NOSE      LT       LT. TK      LG       JACK      

C      RT. END      

RG       LT. END      RT       $      RE       Sk      RW       Cr      H       RS      K       LS      

DEFENSE HANDS TEAM

GROUP IN OUT 1      2      3      4      5      6      

7      8      

FIG 5A 9      10      

R      

SCOUT TEAM FIG 6A

KICKOFFKICKOFF RETURN

1ST 2ND EXTRA 1ST 2ND EXTRALF   LT    LC       LG      LK       C      LG       RG      LH       RT      K       RE      

RH       LE      RG       FB      RK       FB      RC       DM      RF       DM      

PUNT PUNT

RETURN

1ST 2ND EXTRA 1ST 2ND EXTRALH       1    LC       2      LT       3      LG       4      C       5      

RG       6      RT         7      RC       8      RH       9      J       10      P       R      

PAT/FG PAT/FG BLOCK

LW       RT. TK    LE       NOSE      LT       LT. TK      LG       JACK      

C      RT. END      

RG       LT. END     RT       $      RE       Sk      RW       Cr      H       RS      K       LS      

WISCONSIN STOUT 11/6/2009

KICKOFFKICKOFF RETURN

       REGULAR RT/LT HANG TIME: 4.0 WEDGE RT/LT  DRAG   MENLO  

POOCH RETURNERS: WILDCATALERT: DRAG &

POOCH  #83 13-273 21.0 AVE TOMMY  

LOCATION 0 TD'S, LONG 37    

LT #12 10-211 21.1 AVE KICKER: #39 TEEMID 0 TD'S, LONG 35 LEG: RT LT RT #2 9-164 18.2 AVE 51.3 AVE P/KO MID

"BLACK ZONE" 0 TD'S, LONG 26 AVE START: RT     15 YARD LINE LOCATION  RETURNS: TB:1 OB:4 LT   RT/LT   MID   INDICATOR(S): SAFETIES: RT

upbacks POS: #10 lt to rt  

PUNT PUNT

RETURN  REGULAR   OAKS  RIP   RED / YELLOW  JACK JAMMERS: MENLO LOCATIONTOMMY   TOMMY LT DINK RETURNERS: PUNTER: #39 MID

   DEPTH: 14

YARDS RT   #2 14-111 7.9 AVE LEG: RT FORMATION  0 TD'S, LONG 25 46-1863 YDS SHIELD STATSNAP: .8   40.5 AVE SCHEMEPUNTER:1.2 - 1.3 RETURNS: LONG 69 ZONEGET OFF: 1.9 - 2.1 MIDDLE TB: 4 PP: #HANG TIME: 4.3   FC: 6 SNAPPER:#95  BLOCKS: 1 I-20: 10 HITMEN: # & #    BLK PT: 9 1/2 CONTAINERS:

  BLOCKED: 1 # & # 

PAT/FGPAT/FG BLOCK

WALLY      

BW   EDGE RT./LT. KICKER: #39 LEG:RTTOMMY   MIDDLE PAT: 16-17      FG: 8-14

BLOCKS: BLOCK LOCATION SNAP - KICK: 1.3 57.1 pct. EDGE LT VS PAT FORMATION: 01-19 0-0EDGE - FIELD SIDE ML NORMAL 20-29 5-6MIDDLE MR   30-39 2-4

COVER ON ALL FG RT HOLDER: #14 40-49 1-3

  SNAPPER: # 95 50-99 0-1MUST

ONSIDE   LONG 42WINGS: # & # BLK 0

DRAG   TE'S: # & #  

   ALERT: GATE FORM.

HANDS TEAM  

   

UNSURE ALIGNMENT KICKER: #39MUST ON SIDE LEG: RT

SPECIAL TEAMS BASIC OUTLINE

KICK-OFF COVERAGE TEAMSOBJECTIVEGIVE THE DEFENSE GOOD FIELD POSITION BY KEEPING THE RECEIVING TEAM INSIDE 20-YARD LINE (BLACK ZONE).  CREATE QUICK TURNOVERS AND INTIMIDATE THE OPPONENT.

SPECIALISTA KICKER WHO KICKS THE BALL TO THE GOAL LINE FROM THE MIDDLE OR EITHER HASH AND LOFTS IT HIGH (4.0 SECONDS HANG TIME) TO DELAY THE RETURN.  THIS ALLOWS THE COVERAGE TO GET DOWN THE FIELD.  HE MUST KEEP THE KICK IN-BOUNDS.  MAKE THE RETURNER MOVE TO GET TO THE BALL.TEAMFAST, SURE TACKLERS MOVING DOWN FIELD EVENLY SPACED WITH A BURNING DESIRE TO MAKE THE TACKLE.PERSONALWEDGE BREAKERS: LB’S, RB’S & SS CONTAINERS, EDGERS & SAFETY: LB’S, RB’S, DB’S & WR’S 

ONSIDE KICK-OFF TEAMOBJECTIVETO RECOVER A DELIBERATE SHORT KICK.  GAIN GREAT FIELD POSITION FOR THE OFFENSE.SPECIALISTSKICKER TO DRIBBLE OR POOCH THE BALL A LEGAL MINIMUM OF 10 YARDS.TEAMSWARM THE RECOVERY MAN AND GET THE BALL.  MUST RECOVER ALL KICKS.PERSONALWR’S, DB’S, LB’S & RB’S

KICK-OFF RETURN TEAMOBJECTIVETO RETURN EVERY KICK OFF AT LEAST TO YOUR OWN 30-35 YARD LINE.

RETURN SPECIALISTSFAST, HIGH COURAGE MEN WITH THE DESIRE TO “THREAD THE NEEDLE” THRU THE WEDGE AND FIND OPEN FIELD.TEAMOPEN FIELD BLOCKERS UP FRONT THAT CAN RUN AND LOCK ON. MUST HAVE HANDS FOR SURPRISE ON-SIDE.  A BACK ROW WEDGE THAT CAN BLOCK ON THE RUN. THE ENDS, FULLBACK & WEDGE SETTER MUST BE ABLE TO CATCH SHORT KICKS. WEDGE SETTER MUST BE INTELLIGENT.THE OFF RETURN SPECIALIST MUST BE ABLE TO BLOCK MDM, SAFETY             OR KICKERPERSONALFRONT LINE: RB’S, LB’S, DB’S (SAFETIES) AND BIG WR’S ENDS: TE’S, RB’S & LB’SFB & WS: RB’S & LB’SDEEP MEN: ANY SPEEDSTER WITH NO FEAR!

HANDS TEAMOBJECTIVERECOVER THE BALL. PROTECT THE MAN WHO RECOVERED IT.SPECIALISTQUICK, AGGRESSIVE, HIGH COURAGE MEN WITH GOOD HANDS.TEAMRECOVERY MAN FIELDS THE BALL.  ALL OTHERS PROTECT THE RECOVERY MAN BY BLOCKING THE OPPOSITE NUMBER.  DEEP MAN HANDLES ALL KICKS THAT TRAVEL PAST FRONT 2 LINES. PERSONALWR’S, DB’S, RB’S, TE’S & QB’S

PUNT TEAMOBJECTIVEGIVE THE DEFENSE GOOD FIELD POSTION, LESS THAN 4 YARDS PER RETURN. FORCE A FAIR   CATCH.  CAUSE A FUMBLE AND RECOVER IT.  DOWN THE BALL INSIDE THE 10 YARD LINE.SPECIALISTPUNTER:CAN GET THE PUNT OFF IN 1.9 TO 2.1 SECONDS.GETS MORE HEIGHT THAN DISTANCE (4.3 SECONDS HANG TIME)CONSISTENTLY PLACES THE BALL ON OR INSIDE THE 10-YARD LINE.  KICKS BEST UNDER PRESSURE INSIDE HIS OWN 20-YARD LINE.CENTER:AN EXPLOSIVE ACCURATE SNAP EVERYTIME (.8 TO .9 SECONDS)ABLE BLOCK AN ASSIGNED AREA OR MAN IN EITHER DIRECTION.  (SPREAD PUNT)TEAMSPEED IS NECESSARY TO GET TO THE BALL CARRIER. FRONT LINE PLAYERS:BLOCK TILL BALL IS KICKED. RELEASE – GET OFF HOLD UP & GET TO LANDMARKSCOVER – SPREAD THE FIELD (NEVER FOLLOW THE SAME COLOR)COME TO BALANCE AND GANG TACKLE THE BALL CARRIER.OUTSIDE HITMEN: (SPREAD)RELEASE OFF THE L.O.S. AGAINST THE JAMMERS (1 OR 2 MEN) OUT RUN JAMMERS AFTER RELEASESURE DEADLY TACKLERS ON THE BALL CARRIER.GOOD JUDGEMENT OF BALLS INSIDE 10 YARD LINE KEEPING BALL FROM GOING INTO THE ENDZONE.ENDS: (TITE)CAN DOUBLE BUMP BLOCK 2 RUSHERSPERSONALTHE MOST DEPENDABLE TRUSTWORHY PLAYERS ON THE TEAM WHO CAN BLOCK, RELEASE, COVER AND TACKLE. GUARDS / TACKLES: LB’S, RB’S, TE’S, and SS’sWINGS: LB’S, RB’S, DB’S & WR’SPERSONAL PROTECTOR: RB’S, LB’S, DB’S & WR’S HITMEN OR ENDS: WR’S & DB’S 

FAKE OBJECTIVE GET THE FIRST DOWN OR SCORE A TOUCHDOWN.FAKE SPECIALISTPERSONAL PROTECTOR AND PUNTER THAT CAN RUN OR PASS.TEAMALERT TO WHEN AND WHY TO USE THIS WEAPON.  ALL ASSIGNMENTS MUST BE CARRIED OUT FOR IT TO BE SUCCESSFUL.  

PUNT RETURN TEAMRETURN OBJECTIVEGIVE THE OFFENSE GOOD FIELD POSITION. TO RETURN EACH PUNT A MINUMUM OF 10 YARDS. NET 33 YARDS PER PUNT. RETURN SPECIALISTSFEARLESS, QUICK AND SHIFTY PUNT RETURNERS WHO HAVE SURE HANDS, WHO CAN MAKE TACKLERS MISS AND ABLE USE THEIR BLOCKERS TO FIND THE OPEN FIELD. TEAMFAST OPEN FIELD BLOCKERS WHO CAN BLOCK MAN (HOLD-UP) OR ZONE (WALL) USING GOOD JUDGEMENT NOT TO ILLEGALLY BLOCK.  ALSO ALWAYS ALERT FOR THE FAKE.  JAMMERS: MUST BE ABLE TO HOLD UP MAN ON THE L.O.S AND BLOCK HIM IN SPACE.BLOCK OBJECTIVETO BLOCK THE PUNT, GIVING US A TOUCHDOWN OR GOOD FIELD POSITION.   BLOCK SPECIALISTEXPLOSIVE, AGGRESSIVE AND HAVE A KNACK AND A DESIRE FOR BLOCKING KICKS.  (BLOCK POINT USUALLY 9 TO 9 ½ YARDS)TEAMAN ALL OUT EFFORT BY BLOCKERS WHO ARE INTENT ON BLOCKING THE PUNT.PERSONALFRONT LINEMEN: DB’S, WR’S, RB’S & LB’S JAMMERS: DB’S & WR’S

P.A.T. / FIELD GOAL TEAMOBJECTIVE1 POINT = P.A.T. 3 POINTS = FIELD GOALSPECIALIST3 MAN PARTNERSHIPTHE KICKER TO GET QUICK HEIGHT (TO AVOID THE BLOCK)AND CONSISTENT ACCURACY (1.3 SNAP TO KICK)THE HOLDER WITH SURE HANDS AND QUICK ABILITY TO PLACE THE BALL.THE CENTER WITH DEADLY ACCURACY.

TEAMLINEMEN: SEE THE BALL SNAPPED, TAKE PROPER SPLITS AND STEPS KEEP OUTSIDE FOOT ANCHORED, NO PENETRATION!COVER ALL LONG FIELD GOALS.

PERSONALCENTER, GUARDS TACKLES:  OL & DLTIGHT ENDS: TE’S, RB’S, LB’S & DL (WITH ELIGIBLE #’s)WINGS: RB’S, LB’S, TE’S & DB’S

FAKE OBJECTIVEGET THE FIRST DOWN; SCORE A TOUCHDOWN OR 2 POINT SCORE.

FAKE SPECIALISTSA HOLDER AND KICKER WITH RUNNING AND PASSING ABILITYTIGHT ENDS AND WINGS WITH GOOD HANDS.

TEAMDEDICATED TO CARRY OUT PRE-ASSIGNED RESPONSIBILITIES. NO TIP-OFFS!

P.A.T. / FIELD GOAL BLOCK TEAMOBJECTIVETO BLOCK THE FIELD GOAL GIVING US A TOUCHDOWN OR GOOD FIELD POSITION. TO BLOCK THE P.A.T. FOR 2 POINT SCORE AND MAKE THE OPPONENT ATTEMPT A 2-POINT TRY ON THEIR NEXT SCORE.PREVENT ANY SUCCESSFUL FAKE.BLOCK SPECIALISTEXPLOSIVE, AGGRESSIVE AND HAVE A KNACK AND A DESIRE FOR BLOCKING KICKS. (JUMPERS, SWIMMERS, CRASHERS AND SKINNERS)(PRESSURE INSIDE AND OUTSIDE)TEAMSOME PLAYERS ASSIGNED FOR FAKES AND THE REST ASSIGNED TO BLOCK THE KICK.PERSONALINTERIOR LINEMEN: DL, OL & BIG LB’SJUMPERS, SWIMMERS, CRASHERS AND SKINNERS: DB’S & WR’S COVER MEN: DB’S

P.A.T BLOCKS THE TRUE TEST OF THE INTENSITY OF A FOOTBALL TEAM!

CAMERA 1

CAMERA 2

SPECIAL TEAMS DRILL ASSIGNMENT AREAS AND CAMERA RESPONSIBILITIES

GROUP 1 DB'SGROUP 2 WR'SGROUP 3 LB'SGROUP 4 RB'S / TE'S / DL

ROTATE CLOCKWISE

ROTATION

ANTHONY

DEREK

SCOTT

BONG / JOHN

PUNT RETURN DRILLS

V V2 YARDS

CAMERA

USE STICKS FOR BALL MOVEMENT

DEREK

1. GET OFFS VS AIR fig. A

2. GET OFFS VS SHIELDS (HAND PLACEMENT) fig. B

fig. A fig. B

ROCKET DRILLS

c.p EYE THE BACK TIP OF THE BALL HEAD & EYES UP THROW THE KNIVES (100)- HANDS INSIDE - FRAME IT UP STICK TO HIM LIKE GLUE POUND THE KNEES AND DRIVE HIM BACK INTO THE PUNTER

B BXXXX

V

V

2 YARDS

PUNT RETURN DRILLS

CAMERA

PIN DRILL

USE STICKS FOR BALL MOVEMENTXB

COACH

PIN DRILL

1. GET OFFS VS SHIELDS ON BALL MOVEMENT 2. GIVE DIRECTION TO PUNT TEAM

c.p. KEEP THE COVERMAN IN THE PIN FOR AS LONG AS HE CAN. SHUFFLE WITH HIM. WHEN HE BREAKS FREE:LOCK OUT THE ESCAPE SIDE ARMSNAP EYES TO HIS FEET

V

X

V

HARRY

PUNT RETURN DRILLS

V V

CAMERA

SCOTT FINISH DRILL

BC BC

XX

LEFT SIDE RIGHT SIDE

1. FIRST START WITH HAND ON HIS TRICEP EYES ON THE FEETTURN WHEN HE TURNSPUNCHSHUFFLE WITH HIMLOCK OUT ESCAPE SIDE ARMSNAP EYES ON HIS FEETINSIDE ARM AT 90 DEGREES WITH HAND OPENHOLD HIS PRESSURESTAY BETWEEN HIM AND THE RETURNER

2. SECOND START SCRAPING PAINT

3. THIRD START IN THE CUSHION

PUNT RETURN DRILLS

VV

CAMERA

ANTHONY

BC BC

COACH

GIVE DIRECTION TO COVERMEN

X

X

FIRST START IN THE PINWHEN HE BREAKS FREELOCK OUT THE ESCAPE SIDE ARMSNAP EYES ON HIS FEET

IF HE COMES TO YOU - SCRAPE PAINT:INSIDE ARM AT 90 DEGREES WITH HAND OPENHOLD HIS PRESSURESTAY EVEN OR SLIGHTLY BEHIND HIM STAY BETWEEN HIM AND THE RETURNER

IF HE GOES AWAY FROM YOU - TRICEPCUP THE BACK OF HIS TRICEPHOLD HIS PRESSURESTAY EVEN OR SLIGHTLY BEHIND HIMSTAY BETWEEN HIM AND THE RETURNER

IF HE WIDENS IMMEDIATELY - CUSHIONGET 2 YARDS WIDE AND 1 YARD BEHIND HIMNEVER BE EVEN WITH HIMMIRROR HIS ROUTE DOWN THE FIELD

V

BC

X

SCRAPE PAINT TRICEPCUSHION

SHADOW DRILLTRICEP, SCRAPE PAINT & CUSHION