Wednesday, November 18, 2009
COACHES CHECKLIST FOR OFFENSIVE GAME PLANNING
by Hank Schrader, Bellevue (WA) High School - The Coaches Checklist for Offensive Game Planning
• Offensive Strategy
• Running Attack
• Passing Attack
• Developing a game plan
OFFENSIVE STRATEGY
Balance- what kind of balance of run to pass plays ratio do you want
Diversity- multiple points of attack
Flexibility- an ability to adjust plays to attack defensive schemes and weaknesses
Deceptiveness- using run and pass plays that look alike to confuse defenses
- Switching assignments on same play
OFFENSIVE EMPHASIS:
Attack- Strike the first blow
Dictate- force the defense to match your formation and game tempo
Execution- you win by how well you performed the designed play
Be unpredictable- confused defenses play slow
STYLES OF PLAY:
Field Position Theory- play calls designed by field position
Ball Control Theory- 3 yards and a cloud of dust, keep away from opponent
Big Play Theory- chop away then go for the big play
Running Game Theory- run the ball more
Passing Game Theory- throw the ball more unless forced to
RUNNING ATTACK
ESTABLISHING THE RUN
YOUR RUN GAME NEEDS 3 KIND OF PLAYS:
Power Game- getting more players to the point of attack than the defense
Speed Game- Plays in which the ball carrier quickly attacks the L.O.S. before the defense can react
Finesse Game- plays based on misdirection to fool the defenders
12 QUESTIONS TO CONSIDER WHEN FORMING YOUR RUNNING ATTACK:
1. What plays should we run ?
2. Where should we run the play ?
3. We should we avoid running ?
4. How can we dictate defensive alignments by our formations, shifts, and motions ?
5. How many yards rushing are needed to win the game ?
6. How many times do we want to run ?
7. How many practice reps do we need to accomplish our goal?
8. How many different sets do we need to win this game?
9. How many tight end and split end formations do we need to use to win ?
10. How will field position change our running game (both hash marks and by vertical field positions)
11. Do we need an audible run plan for this game?
12. What is our plan for the following situations :
- Short yardage
- Goal line
- Danger zone
- Red zone
- 2 minute offense
- Slow down offense
- 2 point conversions
- Must have first downs
- Killing the clock
RUNNING STRATEGY BY DOWN AND DISTANCE:
FIRST AND 10:
- Use your best ball carrier
- Quick hitting dives and traps
- Try for positive runs of 3-5 yards or sweeps to the outside for a sure gain
- Defenses vary looks on first down- sweeps, zone, toss
SECOND AND LONG:
- Use high % runs to get into 3rd and medium/short situation
- Counters, reverses, bootlegs
- Run/Pass option plays are excellent
- Draws can be successful since defenders will make their drops sooner and deeper
- Play action passes
THIRD AND LONG (10 or MORE)
- Use your fastest ball carrier with big play potential
- Need to designate plays with big play potential
- Avoid screens and draws (Defenses expect this)
- Run pass option plays
- Must prepare players mentally for this situation
2nd 3RD AND 7-10
- Spread the field if possible and use traps or counters
- Use the back with the best chance of getting the first down
- Quick toss plays
- 3 step pass game
3RD AND 4-6
- DEFENSES often use their best formation/call in this situation so go with your best call
- Force the defense out of their comfort zone by forcing a switch in alignment, or tempo
- Your runner must get up field on one cut, no dancing
- Often the defense will blitz so consider a run-pass option play
3rd and SHORT (3 or less)
- Power type plays with lead blocker (iso, belly, power)
- Run away from opponents strength
- Use most consistent back and best blockers
- Change up cadences (go on first sound or 2 or 3)
- RUNNING STRATEGY BY DOWN AND DISTANCE:
RED ZONE (opp. 25 AND IN)
- Anticipate man coverage, use quick hitters and more consistent plays
- Give the ball to the 2nd back using lead blocker type plays
- Anticipate blitzes: use draws, traps, screens, and tricks possibly
RED ZONE (15 and IN)
- Consider roll out, sprint passing game, with possiblility of QB run
- Make the defense defend the entire field with counters, reverses, sweeps
- Attack weakest links of defenses
- Use the run to set up the pass (sweep then fake sweep bootleg pass)
DOWN AND GOAL RED ZONE
- Eliminate mistakes
- Best back should run behind best blockers
- Protect the football and eliminate extra ball handling
- Run your best plays
- Must score
DANGER ZONE - BACKED UP (your own 30 to your own goalline)
- Use quick hitters with most reliable back
- Avoid slow to develop plays
- If on the goaline, you must gain at least 5 yards for the punter to not be crowded
COMPOENENTS FOR BUILDING A SUCCESSFUL PASSING GAME:
• You must develop a wide (horizontal) and deep (vertical) game
• A TOTAL PASS PACKAGE includes: drop back passes (3, 5, 7, 9, step drops), quick passes, sprint out passes, play action passes, screens, and some sort of blitz control
• Time to throw is critical meaning you can’t throw it if you can’t block it
12 QUESTIONS TO CONSIDER WHEN FORMING PASS GAME PLAN:
1. What pass plays should we run
2. Where should we pass
3. Where should we avoid passing
4. How can we make the defense change alignment by motions, shifts, and formations
5. How many yards passing do we need to win the game
6. How many times do we want to pass
7. How many practice reps do we need to accomplish these goals
8. How many different sets to we need for this game
9. How many tight end or split end sets do we need
10. How will field position change our passing game
11. Do we need an audible pass plan for this game
12. What is our plan / call for certain situations
PASSING ATTACK BY DOWN AND DISTANCE:
1st and 10:
- Use play action passes that look like run plays
- Utilize high % quick throws (3 step game)
- Qb must not take a sack
- Defenses vary their looks the most in this situation so disguise high % plays
2nd and long:
- Use high % calls to get to 2nd and medium or less
- Have your qb use rhythm throws of 3 or 5 step drops with an option to 2nd level if short receivers are covered
- This is a blitz down, use a hot receiver
- Delay routes are effective, DBs use drops sooner and deeper
3rd and 12 or more:
- deep flag routes are usually high % throws, switch routes, dig routes, are also very good
- consider hook routes and running plays vs. soft zone
- Consider keeping one blocker in to give QB time and play call to develop
3rd and 7-10
- Possible blitz situation- Think Max Protection
- Use hooking routes vs. zone coverage and comeback routes on boundaries vs. man
- Short crosses and delays are also good in this situation
- QB has more time to wait for WRs to get open, WHY? A sack on 3rd down is not as bad as a sack on other downs
3rd and 4-6
- Defenses are going to use their best call, QB and WR pre snap reads are critical
- WR must be aware of first down marker and run route accordingly
- WR must get up field after catch
- Common blitzing down, have a hot receiver
3rd and 3 or less
- Expect tight coverage, so WR must push hard to get up field, Teach WRS to get up field and break contact at LOS
- Hot receiver must always be ready for the ball
- Out routes in the flats should be ran at least 1 yard pass first down marker
PASSING ATTACK BY ZONE (FIELD POSITION)
Red Zone (25 and in)
- Anticipate man coverage
- Use at least 1 play with possible TD ability
- Anticipate blitzes , think hot routes, and protection adjustments
Red Zone (15 and in)
- Use crossing routes and attack corners of endzone – teach QB to lead receivers when throwing into this area
- Have a blitz plan
- Recievers must know to find the back of the endzone if original route breaks down
- Use distinct receiver breaks and push hard – reduced room = tighter coverage
Red Zone (down and goal)
- Receivers must run all routes over the goaline
- Use crossing and play action routes
- QB must not take a sack, get rid of the ball
- Misses must be outside and deep, do not throw off the back foot or late
- Recievers must work to get to the back of the endzone if route breaks down
- Expect tight coverage, teach receivers how to break free
Danger Zone - Backed up (your 30 and in)
- Have a hot receiver ready in case of blitz
- Use isolation routes on the edges away from traffic
- Use max protection to give your QB time
DEVELOPING AN OFFENSIVE GAME PLAN
9 Steps for Developing your Game Plan:
1. Break down game film of your opposition
2. Self scouting is crucial
3. Gather printed scouting material
4. Create scouting reports
5. Diagram / staff chalk talk
6. Develop the game plan
7. Educate your players
8. Design the practice
9. Execute the game plan
• GAME FILM OF YOUR OPPOENENT:
What is their basic defensive scheme ?
Do they play passively or attack ?
What are their situational defenses ?
What are their tendencies by field position, formation, and down & distance ?
• SELF SCOUTING
Are you faking well ?
Do you run the same exact play in the same exact situation ?
Do you substitute one player than give him the ball ?
Is your team predictable ?
• GATHER PRINTED SCOUTING MATERIAL
With your film breakdown determine:
Their best players by position
Who is their best tackler, best pass rusher, best coverage player
Relative strength of DLs, LBs, DBs
Key backups and situational subs
Tip offs such as blitz alignments
Position techniques of opponents such as favorite moves
• CREATE SCOUTING REPORT
Profile the opposition by: height, weight, starters, numbers, class, best and worst players
Diagram defensive fronts and coverages with notes for players
List play % on fronts, coverages, blitzes, by down and distance, and field position
Tell your team what they must do to win
• DIAGRAM / STAFF CHALK TALK
Staff needs to focus on play selection and blocking schemes
Select your play list from master play list and adjust blocking scheme if necessary
Consider developing a list of best plays versus certain defenses/fronts
• DEVELOPING THE GAME PLAN
Two Types of Game Plans:
Situational - plays organized by down and distance
Script- pre determined plays from a script with a plan for situations that call to go off script
• EDUCATE YOUR PLAYERS
Its not what you know, its what they know
If you have a film session reviewing previous game, afterwards have a quick overview of upcoming game
Monday- give out scouting report, only include information that players will need to succeed
Practice new plays or seldom used plays , handouts with blocking adjustments helpful
Keep education process going Tuesday and Wednesday with final review on Thursday
• DESIGNING PRACTICES
Monday: individual and group skills, some team front and coverage recognition
Tuesday: features group and team units with the 1st team look at scout defense (scripted), adjust game plan if needed
Wednesday: Team live vs. scout in scripted special situations
Thursday: Run through script vs bags, make sure each play is executed perfectly, if I do not run a play 10 times in practice, I will not use it in a game
How you accomplish this task is not as important as establishing a practice routine that your players know and understand
• EXECUTING THE GAME PLAN
Get a moment alone to practice your play calling while watching film. Before a team meeting, check in with the booth coaches to review game plan and forms and to insure they know what to look for. Review the game plan with the team and any last minute reminders. Game time communication- develop sound techniques and procedures. Look for early adjustments and fix them quickly. At the end of each series coaches must provide feedback, make sure players know what is expected
Halftime adjustments: What were our most successful plays (CHART PLAYS !) Why ? What must we do to win this game?
Never forget the players. Its not the X and Os, it’s the Jimmies and Joes. If you got a stud, make sure you use him all you can despite criticism.
Monday, November 2, 2009
10 things about coaching ball
2. Never stop learning and asking questions...remember those guys your asking were not born with that knowledge out of the womb
3. Enjoy the process. The product will come and it will be that much more rewarding. If you really work at it you'll succeed.
4. Be loyal to the guys you are working with and for. I read on one of the threads that the OL coach was underminding the OC. For what purpose? Did it help them win? In my opinion there is no place for this on a staff and must be dealt with by the HC immediately.
5. Believe in a philosophy and run with it. Know it so well you will have the answers to make adjustments.
6. While evaluating players dont pigeon hole a kid. How can he best help your team win. Thats whats important.
7. The only way a true team can survive is from the inside out. That goes for families, businesses etc. If you are strong inside your group who can tear it apart....no one
8. I would tell my coaches to coach the performance and never demean a player. I have found that players want to be coached and by coaching them hard they will respond if they know you are there to help them and care about them. This is especially true on the upper levels also. I would tell my coaches what if a player comes back on you? You are in a no Win situation. Take the player aside and keep both yours and his dignity intact.
9. There are no badges of honor for the guy that can stay there the latest. I would tell my staff when you get yourself done go home. The biggest pet peeve I have in coaching is when a coach tells everyone how late he stayed. Those guys are not on my staff. We have always gone into games prepared. Take a look at your watch right now and draw a three technique on your board. Go home and come back at three in the morning and he will still be a three. Go find out a way to block him. You can both be a great coach and a great family man. We had just recently moved and we were unpacking...there were some old pictures of my kids. It saddened me to not have remembered those times with them because I wont have the opportunity to get those times in their lives back. Your kids only turn a certain age once be there.
10. Have fun, its a game. When you look back on your career you will remember the players and coaches. The people you surrounded yourself with. I promise on your death bed you wont be thinking about cover three.
a good play to put in
"Putting Out the Fire (Zone)" - Gunter Brewer (Part II)
Another way OSU looks to attack the fire zone is with their quick passing game.
(for a detailed view of the staple of OSU’s passing attack, the four verticals package, check out Chris Brown’s blog)
SCAT out of 3 x 1
The scat concept out of 3 x 1 is a great way of exposing the horizontal stretch of a 3 underneath zone coverage. It is an evolution of Y Stick, and further evolved itself to the current spacing concept.
Just like the spacing concept detailed before, the inside receivers are looking to put the middle hole defender in conflict. They work to get in between the MLB and the PSL B at 6 yards and sit down.
The Z (playside outside receiver) runs the clearing fade (FOR / Force Outside Release) to draw greater a void underneath. The shoot by the F converts to a wheel if seeing press man coverage.
The added benefit of 3 x 1 is the bubble route run by the H. This not only provides a release outlet, but also stretches the SCIF player to defend the sideline to the hash.
Regardless of the coverage, this concept is adaptable and can stress the defense regardless of the assignment. The X & Y run a “sneak” (stick) route at a depth of 6 yards to 2-on-1 attack the MLB.
- Vs zone – split the difference between defenders
- Vs man – push in hard and bounce back out
If the linebacker crosses the receiver's face, he should look for the ball. If the receiver gets walled (from an inside stem), he will sit and bounce back out (working off of MLB)
This provides a failsafe plan of attack for the quarterback. All he has to determine is if it is MOFC or MOFO coverage and then immediately attack the appropriate defender.
- Vs 1 high – look weak (key the flat defender)
- Vs 2 high – look strong (key the flat defender)
- Vs man – Sneak/Wheel
It is important to see the seams / voids created with so much defensive movement of players replacing one another.
“You have to get them, before they get you”
Attacking the Linebackers
Against the zone blitz, the inside receiver should look for the dropper (weight not on the hands), and anticipate his drop. The rationale on spotting the dropper, is because in 3x1 the MLB is the target. He will have to expand to #3 away from the hole to match #3’s route dispersion.
When the playside linebacker is in man coverage, he will not be sitting or dropping to the seam, he will be expanding to chase the back on flare (leaving a large void in the area he is leaving). The WR to the chasing linebacker must look for the ball in his first 3 steps. To take advantage of this big-play potential, it is important to identify the coverage presnap via shifts, motions, and altering the tempo.
If the linebacker drops, the receiver will go underneath, work the hole inside, and off the drop of the MLB.
If the linebacker “sits”, the WR must decide the over/under position to best work (find the hole).
If the linebacker walls or prevents an inside release (typically if the defense is aggressively trying to stop follows, meshes, etc) the WR should use a bounce technique and work back outside.
The following is an example of the evolution of the (double stick) scat concept (and how it helped evolve spacing)
Shown here by BYU and NC State, featuring a young Philip Rivers
Does this Y Stick concept from Norm Chow's 1995 playbook look familiar?
It should
Y Stick vs the Fire Zone
This is a great concept to work against the leverage of hole and seam players. This also works against both 1-high (MOFC) and 2-high (MOFO) coverages equally well. Where spacing featured 3 sticks, Scats featured 2 sticks, now Y Stick features just the TE sticking based on the MLB.
1 high defense
With the backside 2 receiver combo, the inside receiver route essentially becomes the shoot route being run on the TE side. Rather than elongate the throw by immediately pressing the sideline, the receiver vertically presses 6 yards and then keys the corner on whether he should sit (if corner sits / flat) or continue expanding to the flat (if corner retreats).
2 high defense
An illustration of the stick concept vs 2-high defense against Texas Tech (actually the very play that the opening picture was taken from)
This play / pictorial best illustrates identifying the 'hot' key of a man-linebacker. Watch the 8 technique SLB racing to chase the shooting F out of the backfield. The SLB isn't dropping, he is quickly widening flat. Recognizing this, the Y quickly turns his shoulder in anticipation of receiving this quick throw.
Once the QB identified man-coverage, he locks onto his Y and is going to deliver the ball away to the shoulder away from the MLB on his hitch step.
(Very little thining required here - just react to the immediate key)
The TE makes a great catch outside his body, which affords him more room and momentum to turn upfield away from the MLB. Now it is the Y versus the Safety.
The receiver runs over the safety, the chase ensues, and makes a bad-angled corner miss.....and its SHOWTIME in the endzone!
Thursday, October 15, 2009
How to turn this situation around
All absences must be notified to the coach before hand or they are considered unexcused. If you are sick from school, the absence is excused and no added conditioning. For all other excused absences:
1 absence= 100 updowns and no start
2nd abscence= 100 updowns and no first half
3rd absence= 100 updowns and no dress
This is on a weekly basis.
3 unexcused absences a year and you are removed from the team. Once you quit or are removed there is no coming back.
2. Build a weight program and require kids to attend.
3. Run a systematic offense. I would recommend running something that is not run in your league ala double wing or Navy Flexbone.
4. Build relationships with everyone.
5. Teach fundamentals over scheme.
6. Do it your way, you may get fired, but if you do the job wasn't worth it.
7. Teach character over winning.
8. Create high expectations for the classroom.
9. Don't accept background as an excuse.
10. Drug test, if it is legal and there are funds.
Thursday, October 8, 2009
The Colts
Personnel = basically 1 TE - 3 WR - 1 RB, AND, 2 TE - 2 WR - 1 RB. They can go from one to the other by flexing Dallas Clark out as a WR, or bringing him in tight as a second TE (he is good enough to do both).
The PLAY CALLING at the LOS is the big thing. Essentially, they give Manning a 3 play package of choices (run left, run right, pass). He makes the decision based upon the number of safeties deep, or, the front alignment (techniques of DT is an important factor).
His big answer to blitz = WR screens.
This is some stuff on their philosophy I have pieced together:
TOM MOORE OFFENSIVE THINKING
1. “LESS IS BETTER”!
2. “IF THINGS ARE GOING BAD – REDUCE. GET BETTER AT WHAT YOU DO BEST”!
3. “DON’T ADD OR CHANGE THINGS (IF IT WAS THAT GOOD – WE WOULD HAVE PUT IT IN DURING AUGUST”)!
FROM AN ARTICLE: Offensive coordinator Tom Moore is a brilliant minimalist who keeps it simple. He stretches the canvas and lets his quarterback paint masterpieces. Sometimes it seems like the Colts only have four formations and seven plays, but defenses never know what's coming next.
TONY DUNGY PHILOSOPHY:
1. BE SIMPLE
2. TEACH FUNDAMENTALS
3. PLAY HARD
PEYTON MANNING: “KEEP IT SIMPLE”:
MANNING’S STRAIGHT FORWARD BUT EFFECTIVE PHILOSOPHY: “EVERY TIME YOU DROP BACK TO THROW, YOUR GOAL IS TO POSSESS THE BALL ON THE NEXT PLAY”!!!!!
Limited runs, but TONS of passes, & TONS of protections. MOVEMENTS (shifts/motions/finished fortmation packages) can be difficult to assimilate also. I spent 1 year working with a NFL Taxi Squad - what they have to learn is unreal!
One of the ways the good ones make a complex scheme somewhat simplified (at least we did) was by "conceptualizing" just about everything. For EXAMPLE:
1. We may have 25-30 formations, but all of them fell into two CONCEPTS:
a. Pro Family (Flanker & TE on SAME side);
b. Slot Family (Flanker & SE on same side).
Most all of these are accomplished ONLY by alignments of TWO people (Flanker & Slotback or H-Back).
2. We may have 80-100 passes, but all of them fall into 7-8 CONCEPTS. Each of the 8 concepts may have 10-12 passes. Each pass within that concept has the same READS (& generally the same PROTECTION).
3. We may have 23-24 protections, but each protection is a VARIATION (usually a "call") WITHIN a few basic protection categories. EXAMPLE: This is a CHART of the 7 basic protections we taught (& all 7 of these were "offshoots" of only 3 basic CONCEPTS). Each of these 7 had about 3-4 variations, that if multiplied by 7 - made it appear there were 21-28 protections:
7 BASIC PROTECTIONS CHART
“BASE”
TYPE = man
# = 7 (can be made 8 with H/Y both checking)
DB Action = split flow
Hot = none
B.O. = #4 str/wk
REDIRECT CENTER = 4 man side Call side
WEAKNESS = Ins. A gap dogs; mismatch RB on outs.
VARIATION = “OH” (RB takes H’s man; Y takes RB’s man; H takes Y’s route)
“HI/LO”
TYPE = man
# = 7
DB Action = wk flow
Hot = none
B.O. = #4 str/wk
REDIRECT CENTER = 4 man side Call side
WEAKNESS = same as BASE
“SCAT”
TYPE = man
# = 6
DB Action = split flow
Hot = #3/4 str
B.O. = #4 str/wk
REDIRECT CENTER = call side R/L 4 man side
WEAKNESS = strong side dogs
“SCRAM”
TYPE = man
# = 7
DB Action = wk flow
Hot = #3/4 wk
B.O. = #4 wk
REDIRECT CENTER = Center always weak
WEAKNESS = weak side dog
“OPTION TRIPLE”
TYPE = turn back
# = 6
DB Action = Str flow
Hot = #3/4 str
B.O. = #4 weak
REDIRECT CENTER = opposite into reduction
WEAKNESS = Str side dogs; wk 4 man rush
“OPTION SINGLE”
TYPE = turn back
# = 7
DB Action = str flow
Hot = none
B.O. = #4 weak
REDIRECT CENTER = none
WEAKNESS = wk 4 man rush; # of receivers out
“FLASH/LIGHTNING”
TYPE = man
# = 8
DB Action = split flow
Hot = none
B.O. = none
REDIRECT CENTER = weak
WEAKNESS = receivers check way out
Could go "on & on", but I simply do not have the time!
Wednesday, October 7, 2009
Cover 4 Rules
Take anyone who comes through your zone.
If #2 goes in, push to MHC and yell "In"
If #2 goes out, settle and get eyes on #1
If #1 goes outside, settle and eyes on #2; alert for smash
If #1 goes inside, settle first then push to MHC. Be alert to #2
Corners
Read #1
If #1 goes vertical, he is your responsibility
If #1 goes inside, let him go and eyes on #2
If #1 settles in flat, settle with him. Make "Smash" call.
Safeties
Read #2
If #2 to your side goes vertical, he is your responsibility. Match player should pass him off after 10 yards.
If #2 to your side goes in, shade #1
If #2 to your side goes out, follow with over-the-top leverage. If there is no #3 when #2 goes out, Match player should take #2. However, #2 is still the Safeties' responsibility. If there is a #3, or he is slow to show, Match player takes #3 and Safety should get to #2 as fast as possible.
Monday, October 5, 2009
SP teams
1. USE ATHLETES: WANT PEOPLE THAT CAN BLOCK KICKS, NOT WALL OFF.
2. STANCE – MAKE BLOCK & RETURN LOOK THE SAME.
3. LINE UP AS CLOSE TO NEUTRAL ZONE AS POSSIBLE.
4. KEEP HAND OUT IN FRONT OF HEAD.
5. KEY THE BALL – GREAT GET OFF ON SNAP.
6. STAY LOW IN YOUR CHARGE, MAKE YOURSELF SMALL.
7. BLOCK POINT LANDMARK CRITICAL, BETTER SHORT THAN LONG. NEVER BE PAST BLOCK POINT - - IF SO, PULL OFF.
8. ACCELERATE – SPRINT – HANDS UP AT LAST SECOND.
9. NEVER WORK ON A DIRECT ANGLE WITH KICKER – ALWAYS BE TO ONE SIDE OR THE OTHER.
10. LOOK AT BALL – EYES OPEN.
11. ALWAYS STAY ON FEET.
12. ONLY ONE PERSON FREE AT BLOCKING POINT.
13. KNOCKED OFF COURSE MORE THAN ONE STEP – STOP – WORK TO OUTSIDE.
14. DON’T AVOID OR KNOCK PERSONAL PROTECTOR INTO BLOCK POINT.
15. RUN A DIRECT LINE TO BLOCK POINT – DO NOT GET KNOCKED OUT OF YOUR LANE AND BLOCK OTHER PEOPLE.
16. BLOCKED KICK:
IF BEHIND LOS (WORK ON GETTING BALL TO END ZONE)
IF ACROSS LOS (GET AWAY FROM IT)
IF IN DOUBT (RIGHT AT LOS) – GET BEHIND BALL & LET THEM MAKE MOVE.
17. WHEN KICK IS BLOCKED – NEAREST PERSON TO BALL PICK UP – OTHERS BLOCK – SCORE!
_________________________________________________________
VIRGINIA TECH PUNT BLOCK PRINCIPLES
TO PREVENT ROUGHING THE KICKER:
1. Landmark is 2 yds. in front of where punter usually kicks the ball (if he lines up at 13 & kicks at 10 – the landmark is 8 yds deep). Adjust to the kicker from there. If you get past the landmark, pull off.
2. Angle to kicker – never put your body on a collision course with the kicker – run thru block area full speed. Come ACROSS kicker’s foot.
3. Stay on your feet (so you can adjust).
4. If you’re blocked – stop and work outside (in case kicker runs, or ball is blocked). We WANT 7 blocked and the 8th man coming free (if two come free they may collide).
TECHNIQUE:
1. Sprinter’s stance.
2. Hand close to ball.
3. Head turned looking at ball.
4. Get off (move on ball).
5. First 5 yds. most critical (stay low, turn shoulders making yourself small, & expect to go free).
6. Never get hands up till last second (hands come from hips quick and fast to ball level). If you put your hands up too soon, it slows you down.
7. Where are your eyes? Don’t turn your head or close your eyes – look at his foot, keep your eyes open – put your hands on his foot at the last second.
DRILL: (ONLY ONE)
Snapper snaps a ball (about half deflated) to punter , & blocker takes his zone approach – go upfield (making body small) then redirect to landmark.
WHAT TO LOOK FOR IN PERSONNEL TO BLOCK PUNT:
1. Explosive get off.
2. Speed.
3. Long arms.
ZONE APPROACH TO BLOCKING A PUNT (STRETCHING ZONES)
------------------O
O--------------------O-O-C
-1--------------2-3--4--5
#5 = work your way behind Center – get as far upfield as you can & work to your landmark.
#4 = line up outside & jump back inside, OR line up inside and work straight up the field and redirect to your landmark.
#3 = work upfield until Tackle can no longer block you then bend inside to your landmark (run away from slot).
#2 = take a step and try to go 1 step outside where slot can get his hand on you and bend hard to your landmark.






























