Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

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Approved Football Officiating Mechanics Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15

Transcript of Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

Page 1: Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

Approved Football Officiating Mechanics

Goal Line, Pass, Reverse,Run, & Victory Mechanics 6/17/15

Page 2: Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

5 Man appears first, followed by 4 Man.

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Page 3: Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

5 Man Mechanics

Page 4: Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

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*

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

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

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

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GLM(R&R2): Wings Pinch on GL

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GLM (R&R2): Runner at Pylon

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GLM (R&R2): EL & SL Corner

Eye Contact

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GLM: Wing Unsure; U Knows

I’m sure it’s a TD

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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

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RM (R&R1): -2YL to GL – Wings to GL

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RM (R&R1): -2YL to GL – Safety

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

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

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

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

U/HL/LJ/BJ: Move to a position a MINIMUM of 5 YDS from the Catch.

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

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

*Pass Mechanics (PM):Points of Emphasis*

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

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

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

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

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

Pass Mechanics (PM):Points of Emphasis

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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

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PM: IP – BJ 5YDS Deep in EZ

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PM: BJ IP – Prevent Defense

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PM: Wings & BJ - Coverage

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PM: Wings & BJ - Coverage

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PM: Wings & BJ - Coverage

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PM: Wings & BJ - Coverage

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PM (R&R1): Pass In Flat – “Stay Home”

Turn to see Catch/No Catch

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PM (R&R2): Short Pass – 5YD Drop

Stay 5 yds. from catch

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PM (R&R3): Long Pass – Turn & Burn

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PM (R&R2): Cross Field Mechanics

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PM: R – Preventive Officiating

Ball’s Away!

Stay with QBDon’t be a Head

Wagger!

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PM: R & Wings – Backward Pass

Back! Back!

Back!

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PM: R & U – Passer Beyond LOS

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PM: U – Trapped Pass

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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

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RUM: Run to SL: “Open Door”

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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.

Crew: If Winning Team HC is winning by 8 points or less, inform teams to Defend Themselves.

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*

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*Victory Mechanics (VCM)*

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4 Man Mechanics

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

Importance of Wings IP is 2 YDS OOB at the Snap.

U: Your IP is on the EL for better coverage.

Wings must Pivot at GL when Runner goes into EZ.

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

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

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

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

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

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

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GLM (R&R2): Wings Pinch on GL

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GLM (R&R2): Runner at Pylon

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GLM (R&R2): EL & SL Corner

Eye Contact

Page 47: Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

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

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RM (R&R1): -2YL to GL – Wings to GL

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RM (R&R1): -2YL to GL – Safety

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

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

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

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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.

U/HL/LJ/BJ: Move to a position a MINIMUM of 5 YDS from the Catch.

R/HL/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

*Pass Mechanics (PM):Points of Emphasis*

Page 54: Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

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

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

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

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

Pass Mechanics (PM):Points of Emphasis

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PM: IP

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PM – Wings - Coverage

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PM (R&R1): Pass In Flat – “Stay Home”

Turn to see Catch/No Catch

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PM (R&R2): Short Pass – 5YD Drop

Stay 5 yds. from catch

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PM (R&R3): Long Pass – Turn & Burn

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PM (R&R2): Cross Field Mechanics

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PM: R – Preventive Officiating

Ball’s Away!

Stay with QBDon’t be a Head

Wagger!

Page 62: Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

PM: R/HL/LJ – Backward Pass

Back! Back!

Back!

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PM: R & U – Passer Beyond LOS

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PM: U – Trapped Pass

Page 65: Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

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

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

R/HL/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

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RUM: Run to SL – “Open Door”

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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.

Crew: If Winning Team HC is winning by 8 points or less, inform teams to Defend Themselves.

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*

Page 68: Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/17/15.

Victory Mechanics (VCM)