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DEVELOPNG<br />

AND COACHING<br />

SPECIAL TEAMS<br />

'oDoN'T SING IT, BRING IT!r'<br />

FRED GTIIDICI<br />

MENLO COLLEGE<br />

SPECIAL TEAMS<br />

COORDINATOR<br />

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HIDDEN YARDAGE<br />

''THE<br />

BATTLE FOR FIELD POSITION"<br />

CHANCES OF SCORING<br />

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PHILOSOPHY<br />

YOU MUST PUT YOUR SIGNATURE ON IT!<br />

WHAT IS ON THE FIELD IS A RBFLECTIONI AS YOU AS COACH.<br />

YOU ARE EITHER TEACHING IT OR ALLOWING IT TO HAPPEN.<br />

ACCOUNTABILITY: FIRST WITH THE COACH, THEN WITH THE PLAYER<br />

WE ARE ALL AN EXTENSION OF EACH OTHER _ ONE TEAM ONE HEARTBEAT<br />

PLAY FOR EACH OTHER<br />

Building Blocks<br />

1. Maximize the CONCENTRATION of the players.<br />

2. Build in INTENSITY.<br />

3. FINISH everything they do.<br />

System of Finish Through Practice<br />

l. Get the plavers eyes on yoll.<br />

2. Vicarious at practices<br />

3. Teaching Start <strong>and</strong> Finish - You get what you ask. Tolerate <strong>and</strong> encourage.<br />

4. You play the way you practice<br />

5. Universal Resource - out work your opponents<br />

6. Play Hard Enough, Long Enough!<br />

7. Expectation drives Performance<br />

System of Special Teams<br />

L Have a shtick: Theme for each unit<br />

Theme for each game<br />

2. Ilal'e expectations (Goals) for each game<br />

3. Don't make simple complex<br />

4. Multiplicity /Flexibility<br />

a. Don't have one way to do anything.<br />

b. Let the player tell you what he sees.<br />

c. Give direction within the area <strong>and</strong> receive input.<br />

Mental Toughness<br />

1. Play well enough to win or you don't<br />

2. Same st<strong>and</strong>ard of play anytime / anlwhere!<br />

3. Hall ass to the ball every time no matter what happens.<br />

:1. Bench players ("Know what's going on") Work the game! Don't watch it!<br />

5. Never know which play determines the outcome.<br />

6. Reaction to bad play, penalty or an official's call.<br />

7. Stay away from the NEGATIVES: "Don't", "Can't" etc.,.....<br />

8. Stay away from THREATS: "If you do that.......<br />

Blocking Kicks:<br />

1. Blocking an extra point is a difference maker! (Make it important!)<br />

2. Blocking a punt is a game breaker! (Make it a must!)<br />

RUN FAKES AND GADGETS _ EARLY AND OFTEN IN THE SEASON!


SPECIAL TEAMS DEVELOPMENT<br />

STARTS WITH THE HEAD COACH<br />

A. TIME FOR MEETINGS.<br />

B. TIME IN PRACTICES.<br />

C. ALLOWS YOUR OWN SCHEMES.<br />

D. USE, THE PLAYERS YOU WANT.<br />

E. TOTAL COOPERATION FROM STAFF DURING PRACTICE & GAMES<br />

IT'S NOT MY SPECIAL TEAMS! IT'S OURS<br />

WE ARE ALL IN THIS TOGETHER<br />

PLAYERS<br />

A. STARTERS - who want to (no more than2 <strong>teams</strong>)<br />

B. BACK-UPS - who have to<br />

C. ROLE PLAYERS ('<strong>teams</strong> players only)<br />

D. SCOUT TEAM PLAYERS (will emerge as time goes during the season)<br />

MUSTS FOR SUCCESS<br />

A. INSTALLATION SCFIEDULE & WEEKLY PRACTICE SCFIEDULE<br />

B. PLAYBOOKS (detailed)<br />

C. DEPTH CHARTS (as well as scout team)<br />

D. WEEKLY SCOUTING REPORTS<br />

E. GAME PLAN (including situations during game)<br />

F. MEETING TIME (install, weekly game plan, game review, practice review)<br />

G. FILMING PRACTICE<br />

PRACTICES<br />

A. PRE, PRACTICE (SPECIALISTS, INDIVIDUAL OR GROUP)<br />

B. MID PRACTICE (SEE DAILY SCHEDULE)<br />

C. POST PRACTICE (SPECIALISTS, INDIVIDUAL OR GROUP,<br />

LONG SNAPPERS)<br />

D. WALK THROUGH (ANYTIME)<br />

COACHINIG<br />

A. FLINDAMENTALS<br />

B. PADSNO PADS<br />

C. WHOLE - PART - WHOLE<br />

D. KEEP IT SIMPLE!<br />

E. DzuLLS (PERTAIN TO TIIE GAME)<br />

A. MUST BE ABLE TO TACKLE, STRIP AND RECOVER!<br />

(Includine<br />

Kickers & Punters)


GAME DAY<br />

A. PRE-GAME WARM-UP:<br />

SNAPPERS, KICKERS, HOLDERS <strong>and</strong> RETURNERS OUT 1 HOUR<br />

AND 15 MINUTES BEFORE KICKOFF<br />

B. GAME TIME:<br />

1. AREA ON SIDELINE WHERE 'TEAMS GATHER ON 3RD DOWN.<br />

(Reminders)<br />

2. TRAINER REPORTS ALL INJURIES TO 'TEAMS COACH FIRST!<br />

3. STARTERS AND BACK-UPS KNOW EACH OTHER<br />

4. ONLY 'TEAMS COACH, HEAD COACH OR TRAINER CAN PULL A<br />

PLAYER OUT OF GAME.<br />

5. KICKERS AND SNAPPERS STAY WARMED UP DURING GAME.<br />

6. EVERY PLAYER ON SIDELINE WORKS TFIE GAME<br />

7. ENJOY TFIE GAME HAVE FUN!<br />

8 DON'T SING IT! BRING IT!


SPECIAL TEAMS BASIC OUTLINE<br />

KICK-OFF COVERAGE TEAMS<br />

OBJECTIVE<br />

GIVE THE DEFENSE GOOD FIELD POSITION BY KEEPING THE RECEIVING<br />

TEAM INSIDE 2O-YARD LINE (BLACK ZONE). CREATE QUICK TURNOVERS<br />

AND INTIMIDATE THE OPPONENT.<br />

SPECIALIST<br />

A KICKER WHO KICKS THE BALL TO THE GOAL LINE FROM THE MIDDLE<br />

OR EITHER HASH AND LOFTS IT HIGH (4.0 SECONDS HANG TIME) TO DELAY<br />

THE RETURN. THIS ALLOWS THE COVERAGE TO GET DOWN THE FIELD. HE<br />

MUST KEEP THE KICK IN-BOTINDS. MAKE THE RETURNER MOVE TO GET<br />

TO THE BALL.<br />

TEAM<br />

FAST, SURE TACKLERS MOVING DOWN FIELD EVENLY SPACED WITH A<br />

BURNING DESIRE TO MAKE THE TACKLE.<br />

PERSONAL<br />

WEDGE BREAKERS: LB,S, RB'S & SS<br />

CONTAINERS, EDGERS & SAFETY: LB,S, RB'S, DB,S & WR'S<br />

ONSIDE KICK.OFF TEAM<br />

OBJECTIVE<br />

TO RECOVER A DELIBERATE SHORT KICK. GAIN GREAT FIELD POSITION<br />

FOR THE OFFENSE.<br />

SPECIALISTS<br />

KICKER TO DRIBBLE OR POOCH THE BALL A LEGAL MINIMUM OF 10 YARDS.<br />

TEAM<br />

SWARM THE RECOVERY MAN AND GET THE BALL.<br />

MUST RECOVER ALL KICKS.<br />

PERSONAL<br />

WR'S. DB'S. LB'S & RB'S


KICK-OFF RETURN TEAM<br />

OBJECTIVE<br />

TO RETURN EVERY KICK OFF AT LEAST TO YOUR OWN 30-35 YARD LINE.<br />

RETURN SPECIALISTS<br />

FAST, HIGH COURAGE MEN WITH THE DESIRE TO "THREAD THE NEEDLE''<br />

THRU THE WEDGE AND FIND OPEN FIELD.<br />

TEAM<br />

OPEN FIELD BLOCKERS UP FRONT THAT CAN RLIN AND LOCK ON. MUST<br />

HAVE HANDS FOR SURPzuSE ON-SIDE. A BACK ROW WEDGE THAT CAN<br />

BLOCK ON THE RLTN. THE ENDS, FULLBACK & WEDGE SETTER MUST BE<br />

ABLE TO CATCH SHORT KICKS. WEDGE, SETTER MUST BE INTELLIGENT.<br />

THE OFF RETURN SPECIALIST MUST BE ABLE TO BLOCK MDM, SAFETY<br />

OR KICKER<br />

PERSONAL<br />

FRONT LINE: RB,S, LB'S, DB,S (SAFETIES) AND BIG WR,S<br />

ENDS: TE'S, RB'S & LB,S<br />

FB & WS: RB'S & LB'S<br />

DEEP MEN: ANY SPEEDSTER WITH NO FEAR!<br />

HANDS TEAM<br />

OBJECTIVE<br />

RECOVER THE BALL. PROTECT THE MAN WHO RECOVERED IT.<br />

SPECIALIST<br />

QUICK, AGGRESSIVE, HIGH COURAGE MEN WITH GOOD HANDS.<br />

TEAM<br />

RECOVERY MAN FIELDS THE BALL. ALL OTHERS PROTECT THE<br />

RECOVERY MAN BY BLOCKING THE OPPOSITE NUMBER. DEEP MAN<br />

HANDLES ALL KICKS THAT TRAVEL PAST FRONT 2 LINES.<br />

PERSONAL<br />

WR'S, DB'S, RB'S, TE'S & QB'S


PUI{T TEAM<br />

OBJECTIVE<br />

GIVE THE DEFENSE GOOD FIELD POSTION, LESS THAN 4 YARDS PER<br />

RETURN. FORCE A FAIR CATCH. CAUSE A FUMBLE AND RECOVER IT.<br />

DOWN THE BALL INSIDE THE IO YARD LINE.<br />

SPECIALIST<br />

PUNTER:<br />

I. CAN GET THE PLINT OFF IN I.9 TO 2.1 SECONDS.<br />

2. GETS MORE HEIGHT THAN DTSTANCE (4.3 SECONDS HANG TrME)<br />

3. CONSISTENTLY PLACES THE BALL ON OR INSIDE THE IO-YARD LINE.<br />

4. KICKS BEST LINDER PRESSURE INSIDE HIS OWN 2O-YARD LINE.<br />

CENTER:<br />

1. AN EXPLOSIVE ACCURATE SNAP EVERYTTME (.8 TO .9 SECONDS)<br />

2. ABLE BLOCK AN ASSIGNED AREA OR MAN IN EITHER DIRECTION.<br />

(SPREAD PLINT)<br />

TEAM<br />

SPEED IS NECESSARY TO GET TO THE BALL CARRIER.<br />

FRONT LINE PLAYERS:<br />

1. BLOCK TILL BALL IS KICKED.<br />

2. RELEASE _ GET OFF HOLD UP & GET TO LANDMARKS<br />

3. COVER - SPREAD THE FrELD (I{EVER FOLLOW THE SAME COLOR)<br />

4. COME TO BALANCE AND GANG TACKLE THE BALL CARRIER.<br />

OUTSIDE HITMEN: (SPREAD)<br />

I. RELEASE OFF THE L.O.S. AGAINST THE JAMMERS TI OR 2 MEN)<br />

2. OUT RTIN JAMMERS AFTER RELEASE<br />

3. SURE DEADLY TACKLERS ON THE BALL CARRIER.<br />

4. GOOD JUDGEMENT OF BALLS INSIDE 1O YARD LINE KEEPING BALL<br />

FROM GOING INTO THE ENDZONE.<br />

ENDS: (TITE)<br />

I. CAN DOUBLE BUMP BLOCK 2 RUSHE,RS<br />

PERSONAL<br />

THE MOST DEPENDABLE TRUSTWORHY PLAYERS ON THE TEAM WHO CAN<br />

BLOCK, RELEASE, COVER AND TACKLE.<br />

GUARDS / TACKLES: LB,S, RB,S, TE,S, And SS,s<br />

WINGS: LB'S, RB'S, DB,S & WR,S<br />

PERSONAL PROTECTOR: RB,S, LB,S, DB,S & WR,S<br />

HITMEN OR ENDS: WR'S & DB'S<br />

FAKE OBJECTIVE<br />

GET THE FiRST DOWN OR SCORE A TOUCHDOWN.<br />

FAKE SPECIALIST<br />

PERSONAL PROTECTOR AND PLNTER THAT CAN RLIN OR PASS.<br />

TEAM<br />

ALERT TO WHEN AND WHY TO USE THIS WEAPON. ALL ASSIGNMENTS<br />

MUST BE CARRIED OUT FOR IT TO BE SUCCESSFUL.


PUNT RETURN TEAM<br />

RETURN OBJECTIVE<br />

GIVE THE OFFENSE GOOD FIELD POSITION. TO RETURN EACH PTINT A<br />

MINUMUM OF 10 YARDS. NET 33 YARDS PER PL]NT.<br />

RETURN SPECIALISTS<br />

FEARLESS, QUICK AND SHIFTY PLINT RETURNERS WHO HAVE SURE<br />

HANDS, WHO CAN MAKE TACKLERS MISS AND ABLE USE THEIR BLOCKERS<br />

TO FIND THE OPEN FIELD.<br />

TEAM<br />

FAST OPEN FIELD BLOCKERS WHO CAN BLOCK MAN (HOLD.UP) OR ZONE<br />

(WALL) USING GOOD JUDGEMENT NOT TO ILLEGALLY BLOCK.<br />

ALSO ALWAYS ALERT FOR THE FAKE. JAMMERS: MUST BE ABLE TO HOLD<br />

UP MAN ON THE L.O.S AND BLOCK HIM TN SPACE.<br />

BLOCK OBJECTIVE<br />

TO BLOCK THE PTINT, GIVING US A TOUCHDOWN OR GOOD FIELD<br />

POSITION.<br />

BLOCK SPECIALIST<br />

EXPLOSryE, AGGRESSIVE AND HAVE A KNACK AND A DESIRE FOR<br />

BLOCKTNG KTCKS. (BLOCK pOrNT USUALLY 9 TO 9 % YARDS)<br />

TEAM<br />

AN ALL OUT EFFORT BY BLOCKERS WHO ARE INTENT ON BLOCKING THE<br />

P{.tI.{T.<br />

PERSONAL<br />

FRONT LINEMEN: DB'S. WR,S. RB,S & LB,S<br />

JAMMERS: DB'S & WR,S


P.A.T. / FIELD GOAL TEAM<br />

OBJECTIVE<br />

1 POINT: P.A.T.<br />

3 POiNTS : FiELD GOAL<br />

SPECIALIST<br />

3 MAN PARTNERSHIP<br />

1. THE KICKER TO GET QUICK HEIGHT (TO AVOID THE BLOCK)<br />

AND CONSISTENT ACCURACY (1.3 SNAP TO KICK)<br />

2. THE HOLDER WITH SURE HANDS AND QUICK ABILITY TO<br />

PLACE THE BALL.<br />

3. THE CENTER WITH DEADLY ACCURACY.<br />

TEAM<br />

LINEMEN: SEE THE BALL SNAPPED, TAKE PROPER SPLITS AND STEPS<br />

KEEP OUTSIDE FOOT ANCHORED, NO PENETRATION!<br />

COVER ALL LONG FIELD GOALS.<br />

PERSONAL<br />

CENTER, GUARDS TACKLES: OL & DL<br />

TIGHT ENDS: TE,S, RB,S, LB,S & DL (WITH ELIGIBLE #'S)<br />

WINGS: RB,S, LB'S, TE,S & DB,S<br />

FAKE OBJECTIVE<br />

GET THE FIRST DOWN; SCORE A TOUCHDOWN OR 2 POINT SCORE.<br />

FAKE SPECIALISTS<br />

A HOLDER AND KICKER WITH RLINNING AND PASSING ABILITY<br />

TIGHT ENDS AND WINGS WITH GOOD HANDS.<br />

TEAM<br />

DEDICATED TO CARRY OUT PRE-ASSIGNED RESPONSIBILITIES.<br />

NO TIP-OFFS!


P.A.T. / FIELD GOAL BLOCK TEAM<br />

OBJECTIVE<br />

1. TO BLOCK THE FIELD GOAL GIVING US A TOUCHDOWN OR GOOD FIELD<br />

POSITION.<br />

2. TO BLOCK THE P.A.T. FOR 2 POINT SCORE AND MAKE THE OPPONENT<br />

ATTEMPT A 2-POINT TRY ON THEIR NEXT SCORE.<br />

3. PREVENT ANY SUCCESSFUL FAKE.<br />

BLOCK SPECIALIST<br />

EXPLOSIVE, AGGRESSIVE AND HAVE A KNACK AND A DESIRE FOR<br />

BLOCKING KICKS. (JUMPERS, SWIMMERS, CRASHERS AND SKINNERS)<br />

(PRESSURE INSIDE AND OUTSIDE)<br />

TEAM<br />

SOME PLAYERS ASSIGNED FOR FAKES AND THE REST ASSIGNED TO<br />

BLOCK THE KICK.<br />

PERSONAL<br />

INTERIOR LINEMEN: DL, OL & BIG LB,S<br />

JUMPERS, SWIMMERS, CRASHERS AND SKINNERS: DB,S & WR,S<br />

COVER MEN: DB,S<br />

P.A.T BLOCKS<br />

THE TRUE TEST OF THE INTE|VSITY OF A FOOTBALL TEAM!


SPECIAL TEAMS<br />

SPECIAL SITUATIONS . TEAM<br />

PUNT TEAM<br />

. PLINTING FROM THE HASHMARKS<br />

. PLTNTING FROM THE ENDZONE<br />

. PUNTING FROM THE 45-50 YARD LINE<br />

O COVERING THE FAIR CATCH<br />

. TAKING AN INTENTIONAL SAFETY<br />

. EXECUTING FAKES<br />

BLOCKED KICKS<br />

. REACTION TO A BLOCKED KICKED BEHIND THE L.O.S. (ptINT, F.c. & p.A.T.)<br />

. RE.ACTION TO A BLOCKED KICK THAT TRAVELS OVER L.O.S. GLTNT. F.G. & P.A.T.)<br />

PUNT RETURN<br />

. RECEIVTNG PLINTS DEEP IN OWN TERRITORY (10 YARD RULE)<br />

. RUSHING PLINTS WHEN OPPONENT IS BACKED UP TO HIS GOAL LINE<br />

. PREVENT ON PLINT DEFENSE - SAFE PLTNT<br />

. RE,ACTING TO FAKE PI.JNTS<br />

. DEFENSING THE PUNT SWINGING GATE AND SPLIT GATE<br />

. EXECUTING GADGETS<br />

KICKOFF<br />

. ONSTDE KICKOFF (MUST & SURPRISE)<br />

. SQUIB, POOCH & SHORT KICKOFFS<br />

. FREE KICK AFTER A SAFETY TKICKOFF OR PIINT)<br />

KICKOFF RETURN<br />

. ONSIDE KICKOFF RETURN (HANDS TEAM)<br />

. SURPRISE ONSIDE KICKOFF<br />

O RETURNING SQUIB. POOCH & SHORT KICKOFFS<br />

. RECEIVING A FREE KICK AFTER A SAFETY (KICKOFF OR PLINT)<br />

. EXECUTING GADGETS<br />

P.A.T. / FTELD GOAL<br />

. BAD SNAP ON P,A.T. AND FIELD GOAL ATTEMPTS TFIRE)<br />

. LINBAI,ANCED LINE FIELD GOALS<br />

. FAST FIELD GOAL (t{O TIMEOUTS WITH CLOCK RUNNING)<br />

. EXECUTING FAKES & GADGETS<br />

P.A.T. / FIELD GOAL BLOCK<br />

. FIELD GOAL PREVENT<br />

. DEFENSING BAD SNAP ON P.A.T. AND FIELD GOAL ATTEMPTS (FIRE)<br />

. DEFENSING FAKE P.A.T & FIELD GOALS<br />

. FIELD GOAL RE,TURN<br />

. DE,FENSING LTNBALANCED LINE FIELD GOALS<br />

. DEFENSING THE P.A.T. / F.G. SWINGING GATE AND SPLIT GATE


SPECIAL TEAMS IN.SEASON<br />

WEEKLY MEETING & PRACTICE<br />

SCHEDULE<br />

DAY<br />

MONDAY<br />

MEETING:<br />

PRACTICE:<br />

TUESDAY<br />

MEETING:<br />

TEAM KICK:<br />

PRACTICE:<br />

WEDNE,SDAY<br />

MEETING:<br />

TEAM KICK:<br />

PRACTICE,:<br />

THURSDAY<br />

MEETING:<br />

TEAM KICK:<br />

PRACTICE:<br />

FzuDAY<br />

PRACTICE:<br />

SATURDAY<br />

WALK THRU:<br />

SLNDAY<br />

GAME TIME:<br />

EMPHASIS TIME<br />

GAME FILM REVIEW 30 minutes<br />

REVIEW / INSTALL / DzuLLS 20 minutes<br />

GAME PLAN, PLINT / PR 20 minutes<br />

PAT / FIELD GOAL / HURRY llP FG 5 minutes<br />

PLINT<br />

10 minutes<br />

PLINT RETURN<br />

10 minutes<br />

PLrNT / PR / KOR / KO 20 minutes<br />

PAT / FG BLOCK IHIIRRY UP FG 5 minutes<br />

PLrNT (BACKED UP) 10 minutes<br />

KICK OFF RETURN 10 minutes<br />

(Review With Entire Team)<br />

FAKES & HIIRRY UP FG<br />

PLNT (POOCH & FAKES)<br />

K.O.R. OR PLTNT RETURN<br />

KICK-OFF<br />

20 minutes<br />

5 minutes<br />

7 minutes<br />

5 minutes<br />

8 minutes<br />

F'RIDAY SCzuPT 30 minutes<br />

REVIEW WITH DEFENSE PLNT SAFE<br />

RETURN & FG RETURN. SWINGING GATE<br />

AND SPLIT GATE FORMATIONS.<br />

MUST ONSIDE & HANDS<br />

CALL OUT DEPTH CFIART 10 minutes<br />

(including<br />

rules & scenarios)<br />

DON'T SING IT! BRING IT!<br />

DAY OFF


MENLO FOOTBALL<br />

FRIDAY SCRIPT<br />

1. lst KrcKoFF RETURN TEAM 1+16)<br />

2. ltt oFFEr\sE (-40) RUN A pLAy & scoRE<br />

3. rtt P.A.T. TEAM (+3)<br />

4. rtt KrcKoFF TEAM C3s)<br />

5. ltt DEFENSE 1+20) 3RD DowN, HOLD THEM<br />

6. rtt PUNT RETURN TEAM 1+25)<br />

7. 2nd OFFENSE C20) 3RD Dowf{, RUN A pLAy<br />

8. ltt PUNT TEAM (-2s)<br />

e. ltt oFFENSE (-3s) RUN 2 pr,Ays ro (+10) (cr,ocK RUNNTNG)<br />

10. ttt FIELD GoAL TEAM 1+r0) (cr,ocK RUNNII\c)<br />

HALFTIME<br />

n. rtt KICKOFF TEAM (-35)<br />

12. r't DEFENSE (-35) 3'd & sHoRT (sHoRT vARDAGE)<br />

13. rtt DEFENSE (-35) 4t" DowN (puNT RETURN SAFE- DEFENSE)<br />

rt. z"d DEFENSE (+20) (INTERCErT & scoRE)<br />

rs. rtt OFFENSE (+3) (2 POINT PLAY)<br />

16. lsr KrcKoFF (MUST oNSTDE) C3s)<br />

r7.l't DEFENSE (-20) srops OFFENSE oN 3*o DowN<br />

18. lsr PAT / FIELD GoAL BLocK (-15)<br />

le. lsr HANDS TEAM 1++5) (UNSURE sHIFT To MUST)<br />

20. rsr OFFENSE (+45)',VICTORY"

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