Goal Line, Pass, Reverse, Run, & Victory Mechanics 7/18/14

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Approved Football Officiating Mechanics

Goal Line, Pass, Reverse,Run, & Victory Mechanics 7/18/14

5 Man appears first, followed by 4 Man.

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How to Use this Presentation

5 Man Mechanics

GLM: Defined as snap touching +10YL to GL.

Importance of Wings IP 2 YDS OOB at Snap.

Wings must Pivot at GL when Runner goes into EZ.

There MUST be an official on the GL when the FB crosses the GL.

“Let your mind digest what your eyes have seen” before signaling TD.

Do NOT mirror TD – signal TD ONLY if you see it.

*Goal Line Mechanics (GLM):Points of Emphasis*

GLM (R&R1): +10YL to +5YL

GLM (R&R2): +5YL to GL

GLM (R&R2): Wings Pinch – Field of Play

GLM(R&R2): Wings Pinch on GL

GLM (R&R2): Runner at Pylon

GLM (R&R2): EL & SL Corner

Eye Contact

GLM: Wing Unsure; U Knows

I’m sure it’s a TD

RM: Defined as when the spot of the snap is inside the -10YL.

R & Wings: MUST communicate by hand signals on every down – who has the GL.

R: IP is always on the EL.

We MUST have an official on the GL when the FB crosses the GL.

Reverse Mechanics (RM):Points of Emphasis

RM (R&R1): -2YL to GL – Wings to GL

RM (R&R1): -2YL to GL – Safety

RM (R&R2): -5YL to -2YL – Read QB & RB

RM (R&R3): -10YL to -5YL – Wings Pause

RM (R&R3): 10YL to -15YL – R’s IP is At Least 10 YDS Wide. Stay on GL.

PM: Defined as the spot of the snap between the -10YL & +10YL.

R: YELL’S “Ball’s Away” Slowly. Hit on QB After R yells “Ball’s Away” -- it is a foul for Roughing the Passer.

R/LM/LJ/BJ: When space permits STOP 5 YDS from pile of players to see dead ball action.

BJ IP: Stay at 20 YDS until FB is snapped between the + 15YL & +10YL. Then move 5 YDS into EZ.

*Pass Mechanics (PM):Points of Emphasis*

Importance of Wings reading the play & knowing R&R1, R&R2, & R&R3.

KNOW Keys: Check QB’s eyes – Where looking.

Watch A tackle/guard – stand up = pass play.

Pregame: BJ/Wings discuss Pass Coverage's.

SL/EL Catch or No Catch – Watch Feet FIRST, then Catch.

Pass Mechanics (PM):Points of Emphasis

Use “Stop-N-Watch” at Moment of Judgment.

Keep head level & swivel once ball is dead.

BJ stays between hashes until the ball is dead.

BJ is the “windshield wiper” – SL to SL.

When receiver approaches SL, Wing must “open the door” to protect himself.

Pass Mechanics (PM):Points of Emphasis

*PM: IP – BJ 5YDS Deep in EZ

PM: BJ IP – Prevent Defense

PM: Wings & BJ - Coverage

PM: Wings & BJ - Coverage

PM: Wings & BJ - Coverage

PM: Wings & BJ - Coverage

PM (R&R1): Pass In Flat – “Stay Home”

Turn to see Catch/No Catch

PM (R&R2): Short Pass – 5YD Drop

PM (R&R3): Long Pass – Turn & Burn

PM (R&R2): Cross Field Mechanics

PM: R – Preventive Officiating

Ball’s Away!

Stay with QBDon’t be a Head

Wagger!

PM: R & Wings – Backward Pass

Back! Back!

Back!

PM: R & U – Passer Beyond LOS

PM: U – Trapped Pass

When runner goes OOB, Wing turns & looks OOB. Watch players return to the field.

Important to keep head level & swivel once ball is dead.

Watch the A tackle & guard – fire out = run play.

R/LM/LJ/BJ: When space permits STOP 5 YDS from the pile of players to better see dead ball action.

BJ stays between the hashes during the run, then hustles to the SL as needed once the ball is dead.

Point of Attack (POA): Where the action is & your concentration.

*Run Mechanics (RUM):Points of Emphasis*

RUM: Run to SL: “Open Door”

VCM Definition: Winning Team HC informs officials we are “going to take a knee”. Opponent is out of team time-outs or tells Wing that we will not use them. Winning Team is ahead by 9 or more points. Or, losing team says we are ok with them taking a knee.

Communication: Inform losing team HC. R: Inform QB that he MUST take a knee. Crew: All pinch in close. Inform both teams.

*Victory Mechanics (VCM):Points of Emphasis*

*Victory Mechanics (VCM)*

4 Man Mechanics

GLM: Defined as snap touching +10YL to GL.

Importance of Wings IP 2 YDS OOB at Snap.

Wings must Pivot at GL when Runner goes into EZ.

There MUST be an official on the GL when the FB crosses the GL.

“Let your mind digest what your eyes have seen” before signaling TD.

Do NOT mirror TD – signal TD ONLY if you see it.

*Goal Line Mechanics (GLM):Points of Emphasis*

GLM (R&R1): +10YL to +5YL

GLM (R&R2): +5YL to GL

GLM (R&R2): Wings Pinch – Field of Play

GLM (R&R2): Wings Pinch on GL

GLM (R&R2): Runner at Pylon

GLM (R&R2): EL & SL Corner

GLM: Wing Unsure; U Knows

I’m sure it’s a TD

RM: Defined as when the spot of the snap is inside the -10YL.

R & Wings: MUST communicate by hand signals on every down – who has the GL.

R: IP is always on the EL.

We MUST have an official on the GL when the FB crosses the GL.

Reverse Mechanics (RM):Points of Emphasis

RM (R&R1): -2YL to GL – Wings to GL

RM (R&R1): -2YL to GL – Safety

RM (R&R2): -5YL to -2YL – Read QB & RB

RM (R&R3): -10YL to -5YL – Wings Pause

RM (R&R3): -10YL to -15YL – R IP 10 YDS Wide

PM: Defined as the spot of the snap between the - 10YL & +10YL.

R: YELL’S Ball’s Away Slowly. Hit on QB After R yells it is a foul for Roughing the Passer.

R/LM/LJ: When space permits STOP 5 YDS from pile of players to better see dead ball action.

Wings MUST read play & know R&R1/R&R2/R&R3!

KNOW keys: Check QB’s eyes – Where looking?

*Pass Mechanics (PM):Points of Emphasis*

SL/EL Catch & No Catch: Watch Feet FIRST, then Catch.

Use “Stop-N-Watch” at Moment of Judgment.

Important: Keep head level & swivel once ball is dead.

Watch Team A tackle & guard stand up = pass play.

Pass Mechanics (PM):Points of Emphasis

PM: IP

PM – Wings - Coverage

PM (R&R1): Pass In Flat – “Stay Home”

Turn to see Catch/No Catch

PM (R&R2): Short Pass – 5YD Drop

PM (R&R3): Long Pass – Turn & Burn

PM (R&R2): Cross Field Mechanics

PM: R – Preventive Officiating

Ball’s Away!

Stay with QBDon’t be a Head

Wagger!

PM: R/LM/LJ – Backward Pass

Back! Back!

Back!

PM: R & U – Passer Beyond LOS

PM: U – Trapped Pass

When runner goes OOB, Wing turns & looks OOB; Watch players return to the field.

Important: Keep head level & swivel once ball is dead.

R/LM/LJ: When space permits STOP 5 YDS from the pile of players to better see dead ball action.

Watch the A tackle & guard – fire out = run play.

Runner near SL, Wing must “open door” to protect himself.

Point of Attack (POA): Where the action is & your concentration.

*Run Mechanics (RUM):Points of Emphasis*

RUM: Run to SL – “Open Door”

VCM Definition: Winning Team HC informs officials we are “going to take a knee”. Opponent is out of team time-outs or tells Wing that we will not use them. Winning Team is ahead by 9 or more points. Or, losing team says we are ok with them taking a knee.

Communication: Inform losing team HC. R: Inform QB that he MUST take a knee. Crew: All pinch in close. Inform both teams.

*Victory Mechanics (VCM):Points of Emphasis*

*Victory Mechanics (VCM)*

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